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Content

Introduction 3 Inquisitive 114 Athasian Magic 236


Languages of Athas 6 Mastermind 115 The Preserver 237
Races of Athas 11 Scout 115 The Defiler 237
Human 12 Swashbuckler 116 The Gathering of Power 242
Dwarf 16 Raider 117 The Threefold Path 245
Elf 19 Trader 118 Wizard Class 246
Half-Elf 22 Psionicist Class 120 Path Dexter 250
Halfling 24 Wild Talent 120 Abjuration 250
Thri-kreen 28 Monk Class 121 Divination 251
Mul 32 Serene Bliss 128 Path of Concurrence 251
Half-Giant 34 Exalted Path 129 Enchantment 251
Gith 37 Brotherhood of the Mind 130 Evocation 252
Aarakocra 39 Yellow Monastery 131 Illusion 253
Dray 41 Sensei 132 Transmutation 254
Kenku 44 Villichi Priestess 134 Arena Mage 256
Jozhal 47 Druid Class 138 Chasseur 258
Pterran 50 Circle of the Land 143 Restorationist 260
Tarek 52 Circle of the Moons 145 Path Sinister 263
Random Age, Height & Weight 58 Circle of the Shepherd 146 Conjuration 263
Racial Class availability 59 Circle of Twilight 147 Necromancy 264
Feats 60 Cleric Class 150 Switching Roles 265
Characters Classes 61 Elemental Domains 156 Sorcerer Class 269
Fighter Class 61 Water Domain 156 Shadow 277
Champion 66 Air Domain 159 Cerulean 278
Battle Master 67 Earth Domain 162 Grey 280
Scout 69 Fire Domain 165 Sun 282
Sharpshooter 70 Para-Elemental Domains 170 Character Backgrounds 284
Gladiator 70 Rain Domain 171 Anchorite 285
Barbarian Class 73 Sun Domain 173 Artisan 285
Berserker 77 Magma Domain 176 Highborn 285
Totem Warrior 77 Silt Domain 178 Initiate 285
Ancestral Guardian 79 Templar Class 181 Merchant 286
Zealot 80 Sorcerer-Kings 192 Caravan Trader 286
Brute 80 SK Oaths & Pact 210 Elven Trader 286
Ranger Class 83 Oath of Conquest 210 Outlaw 286
Beast Conclave 88 Oath of Treachery 211 Performer 286
Hunter Conclave 89 Oath of Predation 213 Slave Hero 287
Primeval Guardian 91 Oath of Providence 214 Warrior 287
Wasteland Wanderer 92 Oath of Redemption 216 Wastelander 287
Athasian Bard Class 94 Oath of Devotion 217 VARIANTS 287
Academy of Lore 98 Oath of Vengeance 218 Fakir 287
Academy of Satire 99 Oathbreaker 220 Urban Bounty Hunter 287
Academy of Sword 100 The Great Slumbering One 221 Nibenese Noble 288
Academy of Survival 102 The Archfey 222 Tribe Member 288
Academy of Whispers 103 The Hexblade 223 Caravan Guard 288
Athasian Poisons 105 The Undying 224 City-State Militia 288
Rogue Class 108 The Fiend 225 Escaped Slave 289
Assassin 110 The Grand Vizier 226 Scribe 289
Thief 112 The Seeker 227 Far Traveler 289
Arcane Trickster 112 Draconic Invocations 229
Psionicist Specific 293 Free Wizard 308 Cleric & Druid New Spells 400
Auditor 293 Mercenary 309 1st level 400
Brown Elf 293 Arcanist 310 2nd level 401
Beastmaster Psionicist 294 Trinkets 312 3rd level 403
Mercenary Psionicist 294 Weapons 314 4th level 405
Noble Psionicist 295 Weapon Descriptions 319 5th level 409
Psiologist 295 Jagged Cliffs Weapons 338 6th level 409
Tribal Psionicist 295 Armor and Shields 341 7th level 413
Gladiator Specific 296 Jagged Cliffs Armor 345 8th level 417
Beast Trainer 296 Adventuring Gear 348 9th level 420
Jazst 296 Trade Goods and Slaves 349 10th level 424
Montare 297 Jagged Cliffs Gear 351 Templar New Spells 428
Reaver 297 Mounts and Others Animals 361 1st level 428
Blind Fighter 298 Vehicles 368 2nd level 428
Arena Champion 298 Silt Skimmer 371 3rd level 428
Convict 299 Expenses 383 4th level 428
Professional Gladiator 299 Lifestyle Expenses 383 6th level 429
Gladiatorial Slave 300 Consumables and Lodging 384 Wizard New Spells 430
Rogue Specific 301 Services 384 1st level 430
Free-Wanderer 301 Tools 385 2nd level 431
Procurer 301 Fruits (Potions) 386 3rd level 435
Fighter Specific 303 Proficiencies 387 4th level 437
Savage Hunter 303 Jagged Cliffs Specific 394 5th level 441
Thri-Kreen Slayer 303 Last Sea Specific 394 6th level 443
Priest Specific 305 Table of Proficiencies 395 7th level 444
Battle Dancer 305 Modified Spells Lists 397 8th level 444
Element Singer 305 Clerics 397 9th level 447
Wizard Specific 307 Templars 398 10th level 450
Earth Defender 307 Druid 399 Bibliography 471
Exterminator 308
"I live in a world of fire and sand. The crimson sun scorches the life from anything that crawls or flies,
and storms of sand scour the foliage from the barren ground. This is a land of blood and dust, where
tribes of feral elves sweep out of the salt plains to plunder lonely caravans, mysterious singing winds
call travelers to slow suffocation in the Sea of Silt, and selfish kings squander their subjects‟ lives
building gaudy palaces and garish tombs. This bleak wasteland is Athas, and it is my home.”
—The Wanderer‟s Journal

Beneath a crimson sun lie wastelands of 1. THE WORLD IS A DESERT


majestic desolation and cities of cruel
splendor, where sandal clad heroes battle Athas is a hot, arid planet covered with endless
ancient sorcery and terrible monsters. This is seas of dunes, lifeless salt flats, stony wastes,
rocky bad lands, thorny scrublands, and worse.
Athas, the world of the DARK SUN
From the first moments of dawn, the crimson
campaign setting, a dying planet of savagery
sun beats down from an olive tinged sky.
and desolation. Life hangs by a thread in this Temperatures routinely exceed 100 degrees F. by
barren land, and now it is up to you to write midmorning and can reach 130 degrees or more
your own story in blood and glory. by late afternoon. The wind is like the blast of a
furnace, offering no relief from the oppressive
EIGHT CHARACTERISTICS heat. Dust and sand borne on the breeze coat
everything with yellow-orange silt. In this
OF ATHAS forbidding world, cities and villages exist only in
a few oases or verdant plains. Some places don’t
The world of the DARK SUN setting is unique in see rain for years at a time, and even in fertile
several ways. Many familiar trappings of the regions, rain is little more than a humid mist that
DUNGEONS & DRAGONS game are missing or falls during a few weeks each year before giving
turned on their heads. Athas is not a place of way to long months of heat and drought. The
shining knights and robed wizards, of deep world beyond these islands of civilization is a
forests and divine pantheons. To venture over wasteland roamed by nomads, raiders, and
the sands of Athas is to enter a world of savagery hungry monsters. Athas was not always a desert,
and splendor that draws on different traditions and the parched landscape is dotted with the
of fantasy and storytelling. Simple survival crumbling ruins of a planet that once was rich
beneath the deep red sun is often its own with rivers and seas. Ancient bridges over dry
adventure. Newcomers to Athas have much to watercourses and empty stone quays that face
learn about the world, its people, and its seas of sand tell the tale of a world that is no
monsters, but the following eight characteristics more.
encapsulate the most important features of the
DARK SUN campaign setting.

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2. THE WORLD IS SAVAGE 5. SORCERER-KINGS RULE THE CITY-STATES

Life on Athas is brutal and short. Bloodthirsty Terrible defilers of immense power rule all but
raiders, greedy slavers, and hordes of inhuman one of the city-states. These mighty spellcasters
savages over run the deserts and wastelands. have held their thrones for centuries; no one
The cities are little better; each chokes in the grip alive remembers a time before the sorcerer-
of an ageless tyrant. The institution of slavery is kings. Some claim to be gods, and some claim to
widespread on Athas, and many unfortunates serve gods. Some are brutal oppressors, where
spend their lives in chains, toiling for brutal others are more subtle in their tyranny. The
taskmasters. Every year hundreds of slaves, sorcerer-kings govern through priesthoods or
perhaps thousands, are sent to their deaths in bureaucracies of greedy, ambitious templars,
bloody arena spectacles. Charity, compassion, lesser defilers who can call upon the kings’
kindness — these qualities exist, but they are powers. Only in the city-state of Tyr does a
rare and precious. Only a fool hopes for such glimmer of freedom beckon, and powerful forces
riches. already conspire to extinguish it.

3. METAL IS SCARCE 6. THE GODS ARE SILENT

Most arms and armor are made of bone, stone, Long ago, when the planet was green, the brutal
wood, and other such materials. Mail or plate might of the primordials overcame the gods.
armor exists only in the treasuries of the Today, Athas is a world without deities. There
sorcerer-kings. Steel blades are almost priceless, are no clerics, no paladins, and no prophets or
weapons that many heroes never see during religious orders. Old shrines and crumbling
their lifetimes. temples lie amid the ancient ruins, testimony to
a time when the gods spoke to the people of
4. ARCANE MAGIC DEFILES THE WORLD Athas. Nothing is heard now but the sighing of
the desert wind.
The reckless use of arcane magic during ancient
wars reduced Athas to a wasteland. To cast an In the absence of divine influence, other powers
arcane spell, one must gather power from the have come to prominence in the world. Psionic
living world nearby. Plants wither to black ash, power is well known and widely practiced on
crippling pain wracks animals and people, and Athas; even unintelligent desert monsters can
the soil is sterilized; nothing can grow in that have deadly psionic abilities. Shamans and druids
spot again. It is possible to cast spells with care, call upon the primal powers of the world, which
preserving the world and avoiding any more are often sculpted by the influence of elemental
damage to it, but defiling offers more power power.
than preserving. As a result, sorcerers, wizards,
and other wielders of arcane magic are reviled 7. FIERCE MONSTERS ROAM THE WORLD
and persecuted across Athas regardless of
whether they preserve or defile. Only the most The desert planet has its own deadly ecology.
powerful spellcasters can wield arcane might Athas has no cattle, swine, or horses; instead,
without fear of reprisal. people tend flocks of erdlus, ride on kanks or
crodlus, and draw wagons with mixes and
mekillots. Wild creatures such as lions, bears,

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and wolves are nonexistent. In their place are 8. FAMILIAR RACES AREN’T WHAT YOU EXPECT
terrors such as the id fiend, the baazrag, and the
tembo. Perhaps the harsh environment of Athas Typical fantasy stereotypes don’t apply to
breeds creatures tough and vicious enough to Athasian heroes. In many DUNGEONS &
survive it, or maybe the touch of ancient sorcery DRAGONS settings, elves are wise, benevolent
poisoned the wellsprings of life and inflicted forest dwellers who guard their homelands from
monster after monster on the dying world. Either intrusions of evil. On Athas, elves are a nomadic
way, the deserts are perilous, and only a fool or a race of herders, raiders, peddlers, and thieves.
lunatic travels them alone. Halflings aren’t amiable riverfolk; they’re
xenophobic headhunters and cannibals who hunt
and kill trespassers in their mountain forests.
Half-giants, are brutal servant as elite guards and
enforcers for the sorcerer kings and their
templars in many city-states.

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Languages of Athas
Human Languages

The Common Tongue

There is a standard language (known simply as almost always learn the idiom of the Caste of the
common or the common tongue) that all Merchant, sometimes sprinkled with metaphors from
humans, dwarves, elves, half-elves and muls the Caste of the Warrior. Though it possesses a
speak. It is important to note that halflings and hieroglyphic alphabet of its own, it is almost always
thri-kreen do not speak common. It is strongly written using Tyrian transliterations. (Tyrian
Alphabet, Hieroglyphics of Badna)
recommended, however, that player character
halflings and thri-kreen use one of their
Draji: Draj's mad sorcerer-king gave the Draji
proficiency slots to obtain the common tongue. language to his subjects whole-cloth, declaring it the
tongue of the Two Moons. Scholars, however, can
detect in it the strains of High Tyrian - it is more as if
Languages of the Seven Cities Tectuktitlay wished to create a new language but
lacked the creativity, choosing instead to just alter
Tyrian: The language of Tyr, Tyrian is understandable High Tyrian to create a mad pig-latin mongrel tongue.
to most denizens of the Tyr Region and is therefore (Moon Script)
used as a trade language - a relationship solidified by
Tyr's role as the primary producer of metal in barren Nibenese: Nibenay's ancient city holds itself apart
Athas, cementing its importance. (Tyrian Alphabet) from Athas, considering itself civilized in a world of
savages - and its language reflects its ancient lineage
Balican: The language of Balic is common in the and elitist image, hewing most closely of any tongue
Tablelands because Balican traders ply the shores of to High Tyrian. (Tyrian Alphabet)
the Silt Sea. Like Tyrian, Balican still resembles High
Tyrian and bears a closer resemblance to the trade Gulgan: Like Draji, Gulgan is a created language, the
tongue than many other city-state's languages. divine language of the Oba - but it is truly unique,
Balican speakers from Altaruk have a notable bearing no resemblance to High Tyrian or any of the
"provincial" accent. (Tyrian Alphabet) other city-state's languages, though some scholars
suggest a relationship with the tongue of some
Urikite: Urik's language has harsher, clipped tones halfling tribes. It is characterized by its many
than most of the other city-states, and many of its modifying prefixes and suffixes, attached to a
words are descended from military terms in High relatively small number of core words. (Oba Script)
Tyrian. Literacy in Urik is particularly controlled, with
the templars actively investigating rumors of non- High Gulgan: While common Gulgan has adapted
nobles being taught to read and write. (Hamanu's over thousands of years of use, the Oba still demands
Alphabet) that those entreat her personally speak Gulgan as she
first delivered it to her people. Consequently, only
Raamish: The language of Raam, Raamish is a lyrical the nganga and the most senior scribes speak the
language full of allusion and metaphor. Its vocabulary tongue, though no few juganda warriors have had to
varies slightly by the caste of the speaker; outsiders hastily study it when called before the Forest
Goddess. (Oba Script)

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Dwarven Languages
Kol-Tokulg Dialects: The Kol-Tokulg dialects are
The Dwarven language is dying: while traditional
spoken by halfling tribes in the southern part of the
dwarven families still teach their children their racial
Forest Ridge around the great volcano of Kol-Tokulg,
tongue, it is not really spoken outside of Kled or the
where the halfling priesthood who tends the volcano
largest dwarven ghettos, and the dwarves have lost
help keep the local tribes' languages somewhat
the Dwarven script entirely. Dwarven is also spoken
homogenous. Like all halfling languages, the Kol-
by certain desert monsters, such as the mutated
Tokulg dialects have no written form, though the
hejkins. (No script/Davek*)
volcano priesthood preserves some documents in
Rellanic. (No script/Rellanic)

Elven Languages Rul-Thaun: The halflings who live in the vertical


The elven tribes of the desert share a common cliffside jungles of the Jagged Cliffs have a unified
tongue, though tribal dialects are so strong that one language that bears little resemblance to the tribal
tribe may be able to barely understand the words languages of Ogo or Kol-Tokulg, as the feral halflings
spoken by another. The Elven language remains of the Forest Ridge have had almost no commerce
united only because of elves' relatively long lifespan with the Rul-Thaun for thousands of years. Unlike
and the elven tradition of raiding other tribes for feral halflings, the Rul-Thaun have preserved written
mates. Elven dialects are deeply ingrained in their language, using their own script. (Ghesh-Sach)
speakers, however: an Elven character cannot shed
his dialect unless he purchases a separate language Other Languages
for the other dialect he seeks. (Rellanic)
Aarakocran: This language consists mostly of chirps
and squawks and seems to be the unifying tongue for
the Aarokocra tribes scattered throughout the
Halfling Languages Tablelands. It is a difficult tongue for humans to
The halfling language is a complex collection of what understand and replicate, though it is not impossible.
others might consider to be insect-like noises and If there are any dialects of the language, the
grunts. It is rarely heard by outsiders, and usually a differences between them are so subtle they would
band will have a speaker that excels in the language be lost on non-native speakers. (No script)
of another group for trade purposes. It is unheard of
for anyone outside of the Halfling community to learn Ancient Giustenal: The language of destroyed
even a few words of their tongue. Giustenal, this ancestor-language of Dray is
sometimes seen in magical texts looted after the
Tribal Dialects sorcerer-king Dregoth was killed. Characters cannot
Ogo Dialects: The Ogo dialects are spoken by halfling learn Ancient Giustenal unless they are already
tribes in the northern part of the Forest Ridge, literate in one of its scripts. (Tyrian Alphabet,
including Ogo itself. Because Ogo sends a mercenary Iokharic*)
contingent to Urik each year, the Ogo tribal
languages tend to have the most loan-words from Druidic: The secret unifying language of the druids of
other languages and the Ogo dialect itself is the Athas. Few outside of the enigmatic druid groves can
halfling language most commonly learned by speak it, let alone understand it. (Druidic Runes)
outsiders. Halflings have an oral culture, but when
Ogo is written down it is usually in the Tyrian Giant: The giants who walk the Sea of Silt have their
Alphabet. (No script/Tyrian Alphabet) own language, though many of the tribes in the
Estuary of the Forked Tongue or the mudflats around
the Sea of Silt have adopted Giant dialects as their

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own. It is a slow, sonorous speech that retains some
of its gravity even when spoken by smaller-voiced
Scripts and Alphabets
races. Some monstrous species in the desert speak
Tyrian Alphabet: The most common alphabet in the
related languages. (Barazhad)
Tyr Region, Tyrian is a true alphabet with twenty-nine
phonetic symbols resembling Ancient Phoenician.
Gith: The language of the desert-dwelling Gith has no
Even those languages that do not use the Tyrian
connection to any Athasian language, though certain
Alphabet are sometimes transliterated into its letters.
beings summoned from the Astral Sea speak a The origin of a writer can be determined by his script;
related language. (Barazhad) proper, High Tyrian letters are more common in Tyr
and Nibenay, while the flowing Balican script used in
High Draxan & Low Draxan: Humans, half-elves, Balic and Raam adds two more letters but omits
dwarves, and muls are all found in Ur Draxa. Thri- some strokes from existing letters.
kreen, halflings, and half-giants are unheard of.
Draxans speak an archaic language called High Hamanu's Alphabet: The Lion God of Urik
Draxan, unintelligible to speakers of Common from discourages literacy, but his templars and educated
the Tyr region. Slaves are put to death if they are elite use the cuneiform Alphabet of Hamanu, the
heard to use High Draxan; they speak Low Draxan, or script which the King of the World used to deliver his
the Slave Tongue. Based on High Draxan, it includes a Code. It resembles Sumerian cuneiform writing and
sprinkling of loanwords from the influx of new slaves contains approximately 400 symbols.
over the years. It is about 50% intelligible to High
Draxan speakers and nearly identical to the dialects Hieroglyphics of Badna: When Abalach-Re
of the Outlanders (common). (Iokharic*) abandoned her crown and declared the supremacy of
the omnipotent four-armed deity Badna, the new
Kreen: The Thri-Kreen language can only be fluently god's priesthood crafted a new pictographic alphabet
spoken by the mantis warriors, as it includes clicks to accompany the city's religious transformation.
and whistles that humans cannot accurately Resembling Egyptian hieroglyphics, the Hieroglyphics
replicate. Other creatures can learn to understand of Badna - much like the worship of the four-armed
Kreen, however, and approximate it sounds well god - have never really caught on, and are largely
enough to be understood in turn. A related language relegated to use by Badna's dedicates.
is Imperial Kreen, spoken by the Tohr-Kreen khanates
of the Crimson Savannah. (No script/Chachik*) Moon Script: A pictographic language like the
Hieroglyphics of Badna, Draj's Moon Script is heavy
Primordial: The language of the elementals, on images of blood and animals. It is rarely used
Primordial is spoken primarily by summoned outside of Draj, and even among Draji merchants
creatures; it has a guttural quality reminiscent of prefer the Tyrian Alphabet.
Giantish, with whom it may share some distant
connection. Oba Script: Another ideographic script, the Oba Script
of Gulg sees wider use - even the Forest Goddess'
spirit-worshipping enemies in the Crescent Forest
Ssurran: The language of the Athasian lizard-men,
have adopted the Oba Script for their tribal
Ssurran is sibilant, full of hisses and growls.
languages.
Characters without forked tongues can never speak
the language perfectly. Silt Runners speak a related
Rellanic: The Elven script, Rellanic has graceful,
language, as do several other reptilian creatures.
flowing curves like the dunes of its writers. Its
(Barazhad)
internal structure bears phonetic similarity to the
Tyrian Alphabet, though with more letters and
sounds. Some scholars believe Rellanic may have
been the original model for the Tyrian script.

8
Chachik: The Thri-Kreen script sees no use Ghesh-Sach: The Halfling alphabet of the Jagged
among the Kreen of the Tyr Region, who are Cliffs - literally called "wisdom teaching" - is a
universally illiterate. It is used only by the Tohr- phonetic alphabet that bears a strong
Kreen khanates of the Crimson Savanna. resemblance to Rellanic, the elven script.
Barazhad: The alphabet of the giants, Barazhad Davek: The Dwarven script, Davek, is unknown
is a crude, heavy-stroked script suitable for to Athasians: while inscriptions in Davek have
scratching into mud and stone. Consequently, it been discovered in certain ancient dwarven
is often used by desert tribes to transcribe the ruins, it has been lost to the dwarves of modern
trade tongue where the Tyrian Alphabet would Athas.
be difficult to inscribe, as well as by desert races
with no script of their own. Barazhad was almost Lokharic: Also called the Draconic script because
certainly adopted by the giants from the script of certain tributes sent to the Dragon are inscribed
the Elemental Chaos, who also use it for their with it, Lokharic is the script of magical runes and
rare writings. writings. Knowing Lokharic automatically places
a sage under suspicion of being a mage.

9
Standard Languages

Language Typical Speakers Script


Common ALL Tyrian Alphabet
Tyrian Tyrian Tyrian Alphabet
Balican Balican Tyrian Alphabet
Urikite Urikite Hamanu's Alphabet
Raamish Raamish Tyrian Alphabet, Hieroglyphic of Badna
Draji Draji Moon Script
Nibenese Nibenese Tyrian Alphabet
High Gulgan Nobility of Gulg Oba Script
Dwarvish Dwarves Davek (Unknown to modern Athasian)
Elvish Elves Rellanic
Giant Giants Davek (Unknown to modern Athasian)
Tarek Tareks Barazhad
Aarakocra Aarakocra --
Gith Giths Rellanic
Halfling
Ogo Dialect Tribes of North Forest Ridge No script/Tyrian Alphabet
Kol-Tokulg Dialect Tribes of South Forest Ridge No script/Rellanic
Rul-Thaun Dialect Tribes of the Jagged Cliffs Ghesh-Sach
Kreen Thri-kreen & Thor-kreen No script/Chachik*
Pterran Pterrans Rellanic

Exotic Languages

Language Typical Speakers Script


High Draxan The Dragon, Noble & Templar of Ur-Draxa lokharic
Low Daxan Slaves & Commons of Ur-Draxa lokharic
Primordial Elementals --
Undercommon Underground creatures --
Deep Speech Mind flayers --
Ssurran Yuan-ti, lizard-men Barazhad
Ancient Giustenal Drays & Dregoth Tyrian Alphabet, lokharic

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Races of Athas
Core Races New Races
These new races are ones not often seen on
These races are the standard races of Athasian
Athas, some even hidden from others until
societies.
certain world evens brings them to mingle more
with the rest of Athas.
- Human - Half-Giant
- Dwarf - Elf
- Aarakocra - Dray
- Half-Elf - Halfling
- Kenku - Pterran
- Thri-kreen - Mul
- Tarek - Jozhal
- Gith (suggested NPCs)

Races Strength Dexterity Constitution Wisdom Intelligence Charisma


Human +1 +1 +1 +1 +1 +1
Kled Dwarf +2 -- +2 -- -- --
Ledopolus Dwarf -- +2 +1 -- --
Elf -- +2 -- -- +1
Half-elf -- -- -- -- -- +2
Forest Ridge Halfling -- +2 -- +1 -- --
Rhul-Thaun Halfling -- +2 +1 -- -- --
Mul +2 -- +1 -- -- --
Jeral Thri-kreen -- +2 -- +1 -- --
To'ksa Thri-kreen +1 +2 -- -- -- --
Half-giant +3 -- +1 -- -- --
Kenku -- +2 -- +1 -- --
Aarakocra -- +2 -- +1 -- --
Pterran +1 -- -- +2 -- --
Tarek +2 -- +1 -- -- --
Dray, 1st Generation +2 -- +2 -- -- --
Dray, 2nd Generation +1 -- +1 -- +1 +1
Jozhal -- +1 -- -- +2 --
Gith -- +2 -- -- +1 --

11
Human
“Humans are fools, and hopelessly naive as well. They
outnumber us; they are everywhere, and yet they
have no more sense of their strength than a rat. Let us
hope that the Datto remain that way.”
―Dukkoti Nightrunner, elven warrior

Due to the Cleansing Wars of ages past and their


own natural tenacity, humans are the
predominant race on Athas. They are a versatile
breed, brilliant and exceptional as often as they
are unremarkable and mundane. Skin, eye, and
hair color vary widely, though most Athasians
humans have tanned, weathered exteriors.
Compared to dwarves, muls, half-giants, and
thri-kreen, humans aren’t very strong. They are,
however, cunning, highly inventive, and
persistent in the extreme. They tend toward
impulsiveness and great daring, seeking to make
the most of whatever fate throws their way.
Wherever life has entrenched itself in the
Athasian wastelands, humans can be found.
On Athas, centuries of abusive magic have not
only scarred the landscape - they’ve twisted the
essence of human appearance, as well. Many
humans in DARK SUN look normal, and could
pass unnoticed among humans of the
FORGOTTEN REALMS® or GREYHAWK® campaign
settings. Others, however, have marked
alterations to their appearance. Their facial
features might be slightly bizarre; a large chin or
nose, pointed ears, no facial hair, etc. Their
coloration might be subtly different, such as
coppery, golden brown, hueds of grey, or patchy.
The differences may be more physical, such as
webbed toes or fingers, longer or shorter limbs,
etc. A player with a human character should be
given broad latitude in making up these
alterations to his form, if he so wishes.

12
Ultimately, none of them will give him any Variety in All Things
benefit nor any hindrance to game play-his
Humans are the most adaptable and ambitious
appearance is strictly a roleplaying asset.
people among the common races. They have
The children of humans and other races
widely varying tastes, morals, and customs in the
produce the so-called half-races: half-elves and
many different lands where they have settled.
muls. It is important to note, however, that half-
When they settle, though, they stay: they build
giants are a race born of a magical union in the
cities to last for the ages, and great kingdoms
distant past; half-giants can only reproduce with
that can persist for long centuries. An individual
one another.
human might have a relatively short life span,
As in other D&D® campaign worlds, humans
but a human nation or culture preserves
are generally tolerant of other races. They can
traditions with origins far beyond the reach of
easily adapt to situations involving elves or
any single human’s memory. They live fully in the
dwarves, and even more exotic races such as
present—making them well suited to the
half-giants and thri-kreen. Where other, less
adventuring life—but also plan for the future,
tolerant races come into contact with one
striving to leave a lasting legacy. Individually and
another, humans often serve as diplomatic
as a group, humans are adaptable opportunists,
buffers.
and they stay alert to changing political and
Humans can also be found at all levels of
social dynamics.
society. In the city-states, humans fill more than
their share of the ranks, from sorcerer-kings,
nobles, and templars, to free workers and lowly Lasting Institutions
slaves. In the wilderness, humans hunt with slave Where a single elf or dwarf might take on the
tribes, drive herds with nomadic clans, and lead responsibility of guarding a special location or a
or serve merchant caravans as they trek across powerful secret, humans found sacred orders
the barren plains. Humans are extremely and institutions for such purposes. While dwarf
adaptable and usually highly tolerant of the clans and halfling elders pass on the ancient
differences that drive other races to war. They traditions to each new generation, human
often serve as diplomats, tribal chiefs, or some temples, governments, libraries, and codes of
other function that binds different races law fix their traditions in the bedrock of history.
together. Humans dream of immortality, but (except for
those few who seek undeath or divine ascension
d12 Physical Alterations to escape death’s clutches) they achieve it by
1 large chin ensuring that they will be remembered when
2 large nose they are gone.
3 pointed ears Although some humans can be xenophobic, in
4 no facial hair general their societies are inclusive. Human lands
5 coppery skin welcome large numbers of nonhumans
6 golden brown skin compared to the proportion of humans who live
7 hueds of grey skin in nonhuman lands.
8 patchy skin
9 webbed toes
10 webbed fingers
11 longer limbs
12 shorter limbs

13
Exemplars of Ambition Ability Score Increase. Two different ability
scores of your choice increase by 1.
Skills. You gain proficiency in one skill of your
Humans who seek adventure are the most daring
choice.
and ambitious members of a daring and
Feat. You gain one feat of your choice.
ambitious race. They seek to earn glory in the
eyes of their fellows by amassing power, wealth,
and fame. More than other people, humans
champion causes rather than territories or
groups.

Human Traits
It’s hard to make generalizations about humans,
but your human character has these traits.
Ability Score Increase. Your ability scores each
increase by 1.
Age. Humans reach adulthood in their late
teens and live less than a century.
Alignment. Humans tend toward no particular
alignment. The best and the worst are found
among them.
Size. Humans vary widely in height and build.
The average Athasian human male stands
between 6 and 6½ feet tall, and weighs 180 to
220 pounds. Females are typically smaller,
topping out at 6 feet tall and weighing 100 to
140 pounds. Regardless of your position in that
range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak Common and one
extra language of your choice. Humans typically
learn the languages of other peoples they deal
with, including obscure dialects. They are fond of
sprinkling their speech with words borrowed
from other tongues.

Variant Human
If your campaign uses the optional feat rules
from the Player’s Handbook, your Dungeon
Master might allow these variant traits, all of
which replace the human’s Ability Score Increase
trait.

14
Variant Villichi
Villichi are females born to normal humans. No Villichi Psionic Ability. At 1st level, you gain
one can predict when or where a villichi child will the Psychic Crush devotion, at 3rd level you can
be born. They are shunned by normal humans, manifest Mental Barrier once per long rest, and
although it is considered a bad omen to turn out at 5th level you can manifest Animal Affinity
a villichi child. When they come of age they once per long rest. Wisdom is your psionic
usually move to a convent of their kind, located manifesting ability.
somewhere in the Ringing Mountains. Villichi are Languages. You can speak one additional
very strong psionicists, and consequently, are a language.
powerful group. Encounters with villichi are
usually with an envoy, one sent to deal with a
trading company or village.
Villichi resemble normal human females, albeit
longer of limb and face. While they appear thin
(mostly due to their height), they actually have
normal proportions for human women. Villichi
are usually cloaked as they are especially
susceptible to the burning sun.
Villichi are willing to use magic items, but they
are not really comfortable with them. They are
slightly resistant to magic, and there is no record
of a villichi ever using mage or priest spells.
Ability Score Increase. Your Dexterity score
increases by 1, and your Wisdom score increases
by 2. This replaces the human’s Ability Score
Increase trait.
Villichi Weapon Training. The Villichi long thin
frame gives them good leverage, and they
receive excellent training in the use of weapons.
You receive +1 to all your melee attack roll made
with any weapon you are proficient with.
Metal Dislike. Villichi never use metal
weapons or armor, feeling that it makes them
somehow unclean. If presented with gold, the
villichi try to trade it, either for gems or for
ceramic pieces. The villichi are fascinated with
gems.
Sunlight Sensitivity. Villichi are somewhat
sensitive to the sun and always try to wear cloaks
(or some other covering) to protect them. If a
villichi is directly exposed to sunlight (for
instance, if her cloak is tom off), she receives
disadvantage to attack roll and to all psionic
power scores.

15
Dwarf
“The worst thing you can say to a dwarf is „It can‟t be
done.‟ If he‟s already decided to do it, he may never
speak to you again. If he hasn‟t decided to take up the
task, he may commit himself to it simply out of spite.
„Impossible‟ is not a concept most dwarves understand.
Anything can be done, with enough determination.”
―Sha‟len, Nibenese trader

Cities of the dwarves were once as numerous as


the caravan forts guarding the trade roads, but
today not one exists. Likewise, no more than a
handful of dwarf villages remain in the Tyr
Region. Kled and the twin villages of North and
South Ledopolus are the most prominent. The
rest of the dwarf population lives in the city-
states of the sorcerer-kings or among the slave
tribes that wander the desert wastes.

Dwarves embrace work with joy, often giving even decades at a time. Once a dwarf’s mind is
themselves over to a favorite cause or task. They committed to a certain task, he'll only set it aside
are a stoic, single-minded people to whom after a great deal of grumbling and coercion. The
compromise doesn’t come easy. Dwarf soldiers, fulfillment he achieves upon completion of a
laborers, and crafters are common, though lengthy, difficult task is what he strives for.
members of this race can be found among the
templars, nobles, merchants, and slaves. The task to which a dwarf is presently committed
is referred to as his focus. A dwarf’s focus must
Athasian dwarves are not magical by nature and be a feat requiring at least one week to
can’t learn or use wizardry. This restriction complete. Shorter term goals cannot be
doesn’t extend to priestly magic, but it does considered a focus. Actually, a dwarf’s
include scrolls and many magical items that commitment to his focus is based in his
aren’t combat-oriented in nature. However, physiology-those who complete their lives before
enchanted weapons, armor, and shields can be they complete their foci live out their afterlives
used without penalty. as banshees in the wastes, haunting their
unfinished works!
Focus
A dwarf’s chief love is toil. A dwarf is never
happier than when there is a cause to work or
fight for, something he can approach with stoic
single-mindedness for weeks, months, years, or

16
FOCUS
wide frames, full-grown dwarves weigh in at a
hefty 200 pounds or so. Your size is Medium.
d20 Focus
Speed. Your base walking speed is 25 feet.
1 Acquire a treasure.
2 Find a particular item for a specific purpose.
Your speed is not reduced by wearing heavy
3 Retrieve a stolen item for a specific purpose. armor.
4 Rescue a captive. Darkvision. As an heritage from ancestors that
5 Slay a challenging foe or monster. were accustomed to life underground, you have
6 Discover the nature and origin of a strange superior vision in dark and dim conditions. You
location or phenomenon. can see in dim light within 60 feet of you as if it
7 Escape from captivity.
were bright light, and in darkness as if it were
8 Get revenge on someone for a reason.
9
dim light. You can’t discern color in darkness,
Build the bridge between the two Ledopolus.
10 Assess the scope of a natural or unatural disaster. only shades of gray.
11 Stop monsters from raiding caravans and farms. Dwarven Resilience. You have advantage on
12 Protect a caravan travelling to a distant town. saving throws against poison, and you have
13 Map a new land. resistance against poison damage.
14 Protect a wilderness site from attackers. Dwarven Combat Training. You have
15 Escape the reign of a Sorcerer-king. proficiency with the battleaxe, handaxe, light
16 Return home from a distant plane.
hammer, and warhammer.
17 Find someone (like a relative).
18 Rescue a character, monster, or object
Dwarven Focus. When taking on a minor of
from a natural or unnatural disaster. major quest, you can choose to make this your
19 Seize control of a fortified location such as fort, focus. You can’t change your focus once chosen.
town, or other. Until you complete that quest, a dwarf receives 1
20 Discover the fate of a missing group of explorers. focus point per Wisdom modifier per long rest
(minimum of 1). While performing tasks that are
directly related to your focus, you can use 1
Dwarf Traits focus point to gain advantage on one skill or
Your dwarf character has an assortment of ability check. You also have -2 to all non focus
inborn abilities, part and parcel of dwarven related skills and ability checks.
nature. Tool Proficiency. You gain proficiency with the
Ability Score Increase. Your Constitution score artisan’s tools of your choice: smith’s tools,
increases by 2. brewer’s supplies, or mason’s tools.
Age. Dwarves mature at the same rate as Stonecunning. Whenever you make an
humans, but they’re considered young until they Intelligence (History) check related to the origin
reach the age of 50. On average, they live about of stonework, you are considered proficient in
240 years. the History skill and add double your proficiency
Alignment. Most dwarves are lawful, believing bonus to the check, instead of your normal
firmly in the benefits of a well-ordered society. proficiency bonus.
They tend toward good as well, with a strong Languages. You can speak Common and
sense of fair play and a belief that everyone Dwarvish. Dwarvish is full of hard consonants
deserves to share in the benefits of a just order. and guttural sounds, and those characteristics
Size. Athasian dwarves average 4½ to 5 feet spill over into whatever other language a dwarf
tall. Because of their massive musculature and might speak.

17
Two main subraces of dwarves populate Athas: Kled Dwarf
Kled dwarves and Ledopolus dwarves. Choose As a Kled dwarf, you’re strong and hardy,
one of these subraces. accustomed to a difficult life in rugged terrain.
You’re probably on the tall side (for a dwarf), and
Ledopolus Dwarf tend toward darker coloration.
As a Ledopolus dwarf, you have keen senses, Ability Score Increase. Your Strength score
deep intuition, and remarkable resilience. increases by 2.
Ability Score Increase. Your Wisdom score Dwarven Armor Training. You have proficiency
increases by 1. with light and medium armor.
Dwarven Toughness. Your hit point maximum
increases by 1, and it increases by 1 every time
you gain a level.

18
party on the move is a deadly force of endurance
Elf and manoeuvrability. Elves use no beasts of
burden for personal transportation, though they
“Honor? The word does not exist in the Elven do sometimes engage kanks and similar
language.” creatures for baggage or raw materials transport.
―Tharak, human guard It is dishonorable among elves to ride on an
animal unless wounded and near death-even
The dunes and steppes of Athas are home to pregnant women and old elves are expected to
thousands of tribes of nomadic elves. While each keep up with the tribe or be left behind.
tribe is very different culturally, the elves within
them remain a race of long-limbed sprinters While most elven tribes make their living
given to theft, raiding, and warfare. through herding, some have turned to
commerce and others to raiding. Elven traders
An Athasian elf stands between 6½ and 7½ feet are rightly considered the most capable on
tall. They are slender, lean, and generally in Athas. Not only can they barter and deal with a
terrific physical condition. Their features are variety of races, they can move and protect their
deeply etched into their weather-toughened goods across the vast wilderness.
faces, and their skin made rugged by the
windblown sands and baking sun of the Elven culture, while savage, is also very rich and
wilderness. Elves typically dress to survive in the diverse. A player character elf can be from a
desert environment. Even when at an oases or in wild, tribal background or from a city state
the cities, elves tend to prefer their native garb, upbringing-there are many elves that have
designed to wrap the wearer against the settled in the cities as bazaar vendors, and still
brutality of the elements. many more that have been dragged there in
chains.
Elves are all brethren within their own tribe, but
regard all outsiders as potential enemies. There Elves are generally lazy and deceitful. They strive
is no racial unity among the elves-an elf from to lead short, happy lives as opposed to long, sad
outside the tribe is just as much a foe as a ones. For an elf, the future is a dark, deadly
human, halfling, or thri-kreen. Acceptance of an place, so he struggles to make every moment
outsider by an individual elf can be achieved, but (every now, as the elves speak of it) as enjoyable
trust will only develop over time. Acceptance of and full as possible. Elves will do whatever is
an outsider by an entire tribe is necessary to keep themselves and their
also possible, but rare. It is usually only awarded tribemates alive and prosperous, but no more.
after some great sacrifice has been made on When the work is done, and not a moment later,
behalf of the tribe-many outsiders have been the fun begins. They engage in long periods of
accepted posthumously into elven desert tribes. frenzied feasting and raucous revelry. Elf tribes
do work, however, mostly at hunting and
Individually, tribal elves are swift, sure, and self- foraging, for they don’t farm. They detest hard
reliant in the extreme. An elf is conditioned to labor and never construct anything larger or
run quickly over sandy and rocky terrain, more permanent than a market tent, but they
sometimes for days at a time -an elf warrior can will spend long hours haggling over the price of a
cross better than 50 miles per day. An elven war single trade good.

19
Roleplaying: Elves have no great love of Elf Traits
creatures outside their tribe. Even when found in
Your elf character has a variety of natural
the company of others, an elf will keep to
abilities, the remains of thousands of years of
himself, often camping near but not directly with
elven past refinement.
his companions. When encountering outsiders,
Ability Score Increase. Your Dexterity score
an elf will often fabricate tests of trust and
increases by 2. Your Intelligence score increases
friendship. For instance, an elf might leave a
by 1.
valuable object in the open to see if his new
Age. Although elves reach physical maturity at
companions attempt to steal it. After a series of
about the same age as humans, and can live to
such tests, the elf will gradually learn to trust or
be 140 years old.
distrust the outsiders. The severity of these tests
Alignment. Elves love freedom, variety, and
of loyalty may take an alarmingly dangerous
self-expression, so they lean strongly toward the
turn, even revolving around life-threatening
gentler aspects of chaos. They value and protect
situations, before an elf accepts an outsider as
others’ freedom as well as their own, and they
an equal. Elves never ride on beasts of burden.
are more often good than not.
They prefer to run everywhere they travel, even
Size. Athasian elves stand between 6½ and 7½
when running might prove slower or others in
feet tall. They are slender, lean, long-limbed, and
the elf’s party will be taking animal or magical
usually in excellent physical condition. Your size
transportation.
is Medium.

20
Speed. You are Fleet of foot. Your base walking reflexive through years of practice. After resting
speed is 35 feet. in this way, you gain the same benefit that a
Darkvision. Accustomed to twilit deserts and human does from 8 hours of sleep.
the night sky, you have superior vision in dark Languages. You can speak Common and Elvish.
and dim conditions. You can see in dim light Elvish is fluid, with subtle intonations and
within 60 feet of you as if it were bright light, and intricate grammar. Elven literature is rich and
in darkness as if it were dim light. You can’t varied, and their songs and poems are famous
discern color in darkness, only shades of gray. among other races. Many bards learn their
Elf Weapon Training. You have proficiency language so they can add Elvish ballads to their
with the longsword, shortsword, shortbow, and repertoires.
longbow.
Resistance to Heat and Cold. You are less
affected Athas’s temperature extremes than are
other races. For this reason, elves do not suffer
as greatly from the heat of the day or the chill of
the night, and thus they appear less weathered
than members of other races. The sun still bakes
their flesh dark, and the cold still causes them
discomfort, but not to the same degree as
humans, dwarves, and halflings. Until the
temperature climbs above 110°F or dips below
32°F, elves exhibit no undue stress. They lose no
body water to sweat until the heat of the day
surpasses their tolerance limit, and they do not
need to protect themselves from the night cold
until it drops below freezing (a rare but not
unheard of occurrence in the Athasian wastes).
This resistance does not, however, extend to
magical or supernatural heat or cold.
Keen Senses. You have proficiency in the
Perception skill.
Fey Ancestry. You have advantage on saving
throws against being charmed, and magic can’t
put you to sleep.
Mask of the Wild. You can attempt to hide
even when you are only lightly obscured by
foliage, blowing sand, mist, and other natural
phenomena.
Trance. Elves don’t need to sleep. Instead,
they meditate deeply, remaining semiconscious,
for 4 hours a day. (The Common word for such
meditation is “trance.”) While meditating, you
can dream after a fashion; such dreams are
actually mental exercises that have become

21
Half-Elf
“People are no good. You can only trust animals
and the bottle.”
―Delmao, half-Elven thief

Elves and humans travel many of the same roads


on Athas, elven tribes have at times encountered
human mercenaries, just as elven warriors have
found gainful employment in the armies of the
city states. The merchant class, too, is overrun
with traders of both races, so it is not at all
unusual for children of mixed parentage to be
born into the world-the half-elves.

His facial features are clearly more deeply


defined than those of a human, but based solely
on his countenance a half-elf can usually pass for
either an elf or a human.

A half-elf’s a life is typically hardened by the


intolerance of others. Neither fully human nor
fully elven, half-elves rarely find acceptance with
either race. Elves are especially intolerant, at
times driving mothers of half-elven infants from
their camps into the desert. Humans are more
apt to accept half-elves as allies or partners, but
seldom accept them into their homes, clans, or
families. Rarely do half-elves congregate in great
enough numbers to form communities of their absence of companionship, the complete lack of
own, so they remain outsiders, forever conversation and basic friendship.
wandering from situation to situation without a
people, land, or village to call home. Coincidentally, faced with intolerance from the
races of their parentage, many turn to
Intolerance, however, has given the half-elf his completely alien races for acceptance. Dwarves,
greatest attribute .self-reliance. As a loner, halflings, and even thri-kreen have no basic
usually without permanent residence, a half-elf dislike of half-elves nor do they grant them any
survives the rigors of life in the wilderness favor. At the very least a half-elf dealing with
completely on his own. The skills involved in these races can expect no automatic prejudices.
survival, such as locating food, water, and Also, some half-elves turn for companionship to
shelter, are only half of the challenge they face- the animal world, training beasts of the air and
half-elves must also learn to deal with the sands as servants and friends.

22
Roleplaying: Half-elves pride themselves on their freedom and creative expression, demonstrating
self-reliance. A player with a half-elf character neither love of leaders nor desire for followers.
should keep this in mind and apply it whenever They chafe at rules, resent others’ demands, and
possible. sometimes prove unreliable, or at least
unpredictable.
For example, when a half-elf is part of a larger Size. A half-elf is generally tall, between 6 and
party of characters, he will rarely eat of the meal 6½ feet tall, but more meaty than his elven
prepared by the others, nor will he use the fire counterparts. Your size is Medium.
set for the camp. He will instead hunt for his own Speed. Your base walking speed is 30 feet.
food, cook and eat it by himself, away from the Companion of the Wild. A half-elf can befriend
others. A half-elf character will discuss strategy one pet when he reaches 5th level. The pet may
with his companions when he has them, and will be of any local animal, no larger than man-sized.
cooperate as necessary, but will always seem The half-elf must spend one week with the
semi-detached and aloof. animal while it is still young. After that time, the
pet will follow the half-elf everywhere and obey
Despite their self-reliance, when faced with elves simple commands. A half-elf can only have one
or humans, half-elves often find themselves such pet at a time, and must wait 100 days after
looking for acceptance. For instance, when the death of one pet to begin training another.
among elves, a half-elf will go out of his way to Choice of pets is always subject to the DM’s
prove just how elven he is, by running great approval. Refer to Chapter: Encounters for
distances with them and observing other social possible pet choices.
and cultural rituals with the elves. These efforts, Survival Instinct. You gain the Survival skill.
however, are mostly lost on the elves and Skill Versatility. You gain proficiency in two
therefore serve no purpose. The half-elf’s skills of your choice.
behavior is seen by some as slightly irrational, Languages. You can speak Common, Elvish,
but only by those who are comfortably wrapped and one extra language of your choice.
in the blankets of racial acceptance; having none
leaves half-elves out in the bitterest cold.

Half-Elf Variants
Half-Elf Traits Some half-elves in Athas have a racial trait in
Your half-elf character has some qualities in place of the Skill Versatility trait. If your DM
common with elves and some that are unique to allows it, your half-elf character can forgo Skill
half-elves. Versatility and instead take the elf trait Keen
Ability Score Increase. Your Charisma score Senses or a trait based on your elf parentage.
increases by 2, and two other ability scores of
your choice increase by 1.
Age. Half-elves mature at the same rate
humans do and reach adulthood around the age
of 20. They live longer than humans, however,
often exceeding 120 years.
Alignment. Half-elves share the chaotic bent
of their elven heritage. They value both personal

23
easily become frustrated with outsiders.
Halfling Depending upon how .official. a meeting is,
outsiders often have to take great pains to learn
”Be wary of the forest ridge. The halflings who live there local customs merely to communicate with the
would as soon eat you alive as look at you. halflings in question. Of course, halflings who
Chances are you won‟t even notice them until you‟ve have traveled widely outside their traditional
become the main course.” jungle home have a much greater tolerance of
―Mo‟rune, half-Elven ranger those with a "lack" of halfling culture; so much so
that they can communicate easily and without
frustration.
Beyond the Ringing Mountains are jungles that
flourish in rains that never reach the tablelands
Halfling culture is fabulously diverse, but difficult
or the Sea of Silt. There life is abundant, the
for other races to comprehend. A complete
foliage thick and untamed. The undisputed rulers
history of their culture, if such a thing existed,
of these jungles are the halflings.
would speak volume upon volume of complex
social change, inspirational clerical leaders, and
A halfling is a very short humanoid, standing no
in-depth personal studies of the halfling and his
more than 3½ feet in height. They are muscled
duty to his jungle home. Conspicuous in their
and proportioned like humans, but they have the
absence would be references to great wars of
faces of wise and beautiful children. Halflings live
conquest or tremendous monetary wealth-the
to be as much as 120 years old, but once they
yardsticks by which other races measure cultural
reach adulthood, their features never succumb
success. Halfling culture cares for the individual's
to their years. It’s very difficult for an outsider to
inward being, his identity and spiritual unity with
determine a given halfling’s age. A halfling
his race and environment. Their culture does not
weighs 50 to 60 pounds and is virtually always in
provide for more traditional values, and vices
peak physical condition. Halflings possess a great
such as greed and avarice are particularly
deal of racial unity. Though divided politically
discouraged.
into separate villages and communities, halflings
Oddly, the richness of the land may be disturbed
have great respect for their race as a whole.
and examined, even used for a halfing’s own
Political differences between them are settled
gain. However, those riches belong to the land
wherever possible peaceably, through ritual and
and, in the mind of the halfling, should never be
custom, most often under the direction of their
moved away. For instance, nature intended a
clerical leaders, the shaman witch doctors.
spring to bring water only to a certain area. To
move the water through irrigation to some other
On a personal level, halflings relate very well to
area is not what nature had in mind. Similarly, an
one another, well enough to have built a
archaeological find in the jungle that yields a
considerable culture rich in art, song, and other
great pile of gold and metals is an event that
expressive communication. However, they tend
shouldn’t be tampered with-the gold might be
to rely heavily on their culture for
used to raise a spectacular series of clerical
communication, a culture that both parties in a
buildings on the spot, but it should not be carted
conversation are assumed to understand. It is
off to some other location.
difficult or a halfling to compensate in
conversation for a listener who isn’t intimately
familiar with halfling culture, and as such they

24
Roleplaying: Halflings are very comfortable when The accomplishments that are normally held in
in their own groups. While not afraid to high esteem by other races are completely alien
adventure on their own among other races, they to halflings. For example, tremendous booty
tend to have a difficult time adjusting to other from an adventure might tantalize other races,
customs and points of view. However, being but a halfling would, instead, be concerned with
generally open-minded, rather than becoming how his part in the adventure will help advance
abrasive or combative, halflings tend to be halfling culture, his own knowledge or inner well-
curious and, at times, utterly confused by the being.the treasure would not be a consideration
behavior of others. for the halfling.

To quell their own confusion, their curiosity Also, whereas many other races will think less of
demands that they attempt to learn many of the halflings because of their small size, they quite
customs of those they confront on the outside honestly see great bulk as a drawback in others.
world. This is not to say that a halfling character They are usually prepared to respond to “short”
will adopt these customs. On the contrary, they comments with their own philosophical views on
will almost certainly not, but a wide variety of the virtue of stealth, speed, etc.
experience is encouraged by the clerical
teachings of halfling witch doctors, they see the When among others of his kind, a halfling will
customs of others as no threat to their own and never cross or lie to his brethren. They will help
as a welcome chance to learn through a different each other in times of need, regardless of
point of view. danger.

25
Because of this, halflings rely on their culture to Age. A halfling reaches adulthood at the age of
express abstract thoughts and to relay 20 and generally lives into the middle of his or
complicated concepts quickly. A typical halfling her second century.
assumes that whomever he’s talking to has the Alignment. Halflings tend towards law and
same culture to draw upon and therefore evil. Uncomfortable with change, halflings tend
understands everything passing between them. to rely on intangible constants, such as racial
It’s difficult for a halfling to compensate for a identity, family, clan ties and personal honor. On
listener who isn’t intimately familiar with the the other hand, halflings have little respect for
culture. As such, it’s easy for halflings to become the laws of the big people.
frustrated with outsiders. However, halflings Size. Halflings grow to a height of 3½ feet and
who travel widely have a greater tolerance of weigh 50 to 60 pounds. Your size is Small.
those who “lack culture.” These halflings can Speed. Your base walking speed is 25 feet.
communicate without an immediate sense of Lucky. When you roll a 1 on the d20 for an
frustration. attack roll, ability check, or saving throw, you can
reroll the die and must use the new roll.
Halfling culture cares for each individual’s inner Progenitor Race. Halflings date back to an age
well-being and spiritual unity with race and before the advent of magic, and thus they have a
environment. They have little concept of natural resistance to wizard spells. You have an
conquest or monetary wealth, and vices that advantage on all Intelligence, Wisdom, and
other societies take for granted-such as greed Charisma saving throws against magic.
and avarice—are particularly discouraged. Halfling Weapon Training. You have
proficiency with the sling and all thrown
Halfling player characters should role-play weapons.
difficulty in adjusting to other customs and Brave. You have advantage on saving throws
points of view. As a generally open-minded race, against being frightened.
halflings tend to be curious or confused by the Halfling Nimbleness. You can move through
actions of others rather than initially combative. the space of any creature that is of a size larger
Halflings will attempt to learn all they can about than yours.
other cultures, but will almost never adopt those Languages. You can speak Common and
cultures as their own. Halfling clerics teach that Halfling. The Halfling language isn’t secret, but
the customs of others are no threat to their own, halflings are loath to share it with others. Their
so a halfling player character will welcome the oral tradition is very strong. Halflings rarely, if
chance to learn another point of view, rather ever, teach their language to someone outside of
than instantly try to change it. their tribe and they are xenophobic and usually
don't learn other languages. No known record
exists of the Halfling language outside of the
tribes and the written form of language is lost in
Halfling Traits the eons long passed.
Your halfling character has a number of traits in
The two main kinds of halfling, rhul-thaun and
common with all other halflings.
Forest Ridge. Choose one of these subraces or
Ability Score Increase. Your Dexterity score
one from another source.
increases by 2.

26
Rhul-Thaun Halfling Forest Ridge Halfling
Like all of the other major humanoid races of As a Forest Ridge halfling, you live in the north or
Athas, the rhul-thaun are the descendants of the south of the Forest Ridge.
rhulisti. While all of the other races have Ability Score Increase. Your Wisdom score
changed and mutated radically, the rhul-thaun increases by 1.
closely resemble the rhulisti in almost every Naturally Stealthy. You can attempt to hide
respect. even when you are obscured only by a creature
that is at least one size larger than you.
Like the feral halflings of the outside world, the Languages. You can speak Halfling Ogo dialect
rhul-thaun are short with wiry, nimble bodies. if you are from the north of the Forest Ridge. You
The average height for rhul-thaun males is 3 feet, can speak Kol-Tokulg dialect if you are from the
while females are an inch or two shorter. south of the Forest Ridge.

Light of bone and build, the physique of the


people of the Jagged Cliffs is sinewy and tough.
Even with an abundance of water, however, their
lives are still quite harsh, fostering a need for
strong, sturdy bodies. Their skin is fairer than
that of most Athasians and appears to be smooth
and wrinkle-free throughout most of their lives.
Their resilient musculature betrays little of the
deterioration caused by time, and they are active
even in old age. Rhul-thaun hair color is black or
brown, but rare individuals are blond or, more
rarely, red heads. A typical member of the race
has virtually no body hair other than on his head.
Facial hair is unknown to them (its presence on
members of other races would probably cause
them to believe that person to be an animalistic,
monstrous, or barbaric individual). Eye color
varies greatly, with green, gray, and brown being
most common.
Ability Score Increase. Your Constitution score
increases by 1.
Jungle Resilience. You have advantage on
saving throws against poison, and you have
resistance against poison damage.
Rhul-Thaun Weapon Training. You have
proficiency with life-shaped weapons.
Languages. You can speak Halfling Rhul-Thaun
dialect.

27
The pack is the single unit of organization among
Thri-kreen the thri-kreen, generally having 2-24 individuals.
The pack is always on the hunt, never idle - there
“This one does not speak with the quivering soft shells are no permanent thri-kreen communities. The
that lay about all night. This one might eat you, but so-called thri-kreen nations are, in fact, not
never speak.” ―Tu‟tochuk organized as such, nor are they thought of as
nations by the mantis warriors. The nations are
Hulking insect-men standing as tall as 7 feet at human conventions to delineate on maps where
the shoulder, the thri-kreen are the least the thri-kreen thrive and dominate.
“human” of the player character races. Their
survivability in the wilderness, combined with Thri-kreen are carnivores and the pack is
their cunning and intellect, have made the constantly on the hunt for food. They consider
mantis warriors (as they are known to some the other player character races as potential
races) the undisputed masters across large tracts food stock, but only prey on other intelligent
of the Athasian wastes. The individual thri-kreen creatures in times of desperation. The mantis
is a six-limbed creature with a tough, sandy- warriors have a well-known taste for elves, which
yellow exoskeleton. Its hind legs are the most keeps both races at an uneasy peace when they
powerful, used for walking, running, and leaping. are forced to cooperate.
The four forward limbs each have a hand with
three fingers and an opposable thumb. Roleplaying. A thri-kreen’s obsession is the hunt.
Thri-kreen are skilled and wise hunters-skilled
A thri-kreen’s head has two large eyes, two enough to bring down the animals they need,
antennae, and a small-but-powerful jaw. The wise enough to move on before they completely
jaws work from side to side and have several deplete an area of prey.
small extensions that grab and manipulate food
while it is being eaten. The eyes are jet black and From birth, all thri-kreen are involved in the
multi-faceted, separated to either side of the hunt, the young are concerned with preparation
head. The antennae are all but vestigial, serving and preservation of hunted food, elders are
only to help maneuver through brush and hunters. There are no distinctions between male
grasslands in the darkness (they also serve to and female thri-kreen in their pack society.
lessen any darkness or blindness based penalty
by 1 point (or 5%).ranged activities (like missile To outsiders, thri-kreen sometimes seem overly
combat) do not gain this benefit). preoccupied with gathering food, hunting, and
maintaining stocks of travel food. Since they do
Thri-kreen can use most magical items such as not sleep, thri-kreen often hunt through the
wands, rods, staves, weapons, shields, and most night while other races they are working with are
miscellaneous magic. Those items, however, - needlessly lying around..
designed to be worn by demi-humans, such as
rings, girdles, armor, and cloaks, will not function Their pack intelligence also makes them
for a thri-kreen because he simply cannot put protective of their clutch-mates. To a thri-kreen,
them on. Unless otherwise stated, magical items his clutch or pack includes whoever he is with at
are designed for use by demi-humans. the time of danger. It is instinctive for a thri-
kreen to leap into battle to protect those he is
with, regardless of personal danger.

28
In the Tyr Region, thri-kreen aren’t common in they abide by the outcome, though party
the city-states. They gather in packs devoted to members who aren’t prepared for such behavior
the hunt that roam the wastes and have little often experience moments of genuine terror as
understanding of human society. If encountered the hulking insect-men make menacing threats in
in a city, a thri-kreen is either a slave or attached an effort to dominate the group, or “clutch.” Is it
to a group of adventurers (whom the thri-kreen any wonder that most people fear the thri-kreen,
has adopted as his pack). As slaves, thri-kreen or that they are viewed as treacherous and
are used on the farms or as laborers, though unreliable?
some make it to the gladiatorial pens to offer a
different kind of entertainment to the crowds.

Many things make the thri-kreen strange and Thri-kreen Traits


alien to those of the other races, not the least of
Your thri-kreen character has an assortment of
which is their appearance. Add to that the fact
inborn abilities..
that thri-kreen don’t sleep, that they don’t
Ability Score Increase. Your Dexterity score
collect wealth or possessions, and that they
increases by 2.
sometimes eat other intelligent creatures, and
Age. Due to their short lifespans, thri-kreen
the differences between humans and thri-kreen
grow and change very rapidly when young.
seem vast and imposing. When thri-kreen join up
Within 6 years of his or her hatching, a thri-kreen
with a group consisting of members of other
grows from one foot to approximately 11 feet in
races, they seek to establish dominance as they
length. They don’t live longer than 35 years old.
do in their own packs. Once the matter is settled,

29
Alignment. Thri-kreen have virtually no social weapons (enchanted arrows, thrown axes, etc.)
structure other than the clutches they form with modify this roll by their plus.
their families and closest allies. The notion of Natural Weaponry. You are proficient at
sophisticated rules for social behavior is foreign unarmed combat. You can make two attacks:
to them. They are almost always chaotic in one with your bite and one with your claws.
alignment, and often neutral with respect to The bite does 1d6 piercing damage, and the
good and evil. target must succeed on a Constitution saving
Size. An adult thri-kreen stands 7 feet tall, plus throw equals 8+ your Constitution modifier +
or minus a few inches. From the top of the head your proficiency bonus, or be poisoned for 1
to the tip of the abdomen, an thri-kreen minute. If the saving throw fails by 5 or more,
measures some 11 feet long, with the slight the target is also paralyzed while poisoned in this
variance of a few inches. Most adult thri-kreen way. The poisoned target can repeat the saving
weigh between 450 and 470 pounds. Your size is throw on each of its turns, ending the effect on
Large. itself on a success. Creatures classified as huge or
Speed. Your base walking speed is 40 feet. gargantuan are only affected for one round.
Standing Leap. The thri-kreen’s long jump is The claws do 2d4 slashing damage.
up to 30 feet and his high jump is up to 15 feet, Multiple Limbs. You have an additional set of
with or without a running start. They cannot leap smaller arms. You may interact with an
backward. additional object or feature of the environment
Exoskeleton. You cannot wear clothing or for free during your turn. You can carry an
armor. Your AC equals 13 + your Dexterity additional weapon using both your arms, though
modifier. weapons wielded in this way do not gain the
Sleepless. Thri-kreen don’t require sleep and benefits of the Versatile weapon quality, and
can rest while remaining alert and performing weapons with the Heavy quality impose
light tasks. disadvantage on any attack rolls made with them
Alien Nature. Thri‐kreen are so different from when used in this way, as though you were a
all of the other humanoid races that you suffer Small creature. However, if the weapon has the
disadvantage on all Charisma checks made to Light quality, you may use only one arm to wield
influence anyone other than a thri-kreen. it, and may carry two such weapons at once. You
Exception to this rule is that you don't suffer a cannot use these extra arms to initiate grapples
disadvantage on your Charisma (Intimidation) or wear shields. These hands can be used for
checks. other tasks, such as opening doors, carrying
Thri-Kreen Weapon Training. You have torches, using tools, or performing the somatic
proficiency with the chatkcha and the gythka. components of spells, without difficulty when
Missile Catching. When you reach 8th level, they are not holding weapons. The extra limbs
you can dodge missiles fired at you. When a attacks count as off-hands ones and are all made
ranged weapon attack hits you, you can use your with a bonus attack action.
reaction to reduce the damage by 1d10 + your Languages. You can speak Common and Thri-
Dexterity modifier, provided that you have a free kreen.
claw. If you reduce the damage to 0, you can
catch the missile if it is small enough for you to
hold in that claw. You cannot dodge magical
effects, only physical missiles. Magical missile

30
Two main subraces of thri-kreens populate To’ksa Thri-kreen
Athas: Jeral and To’ksa thri-kreens. Choose one To’ksa have a leathery sheathing over the
of these subraces. exoskeleton and the joints between the chitin
plates; this creates a rather dull finish. To’ka
Jeral Thri-kreen breathing holes are located in the head. One pair
With the Jeral, the chitin is the outermost layer of breathing holes is located between the eyes,
of the thri-kreen's body; this can be polished to a while another pair is located lower on the face,
glossy sheen. The breathing holes of a Jeral are just above the mandibles. To’ksa have antennae
located on the sides of the prothorax, between about 18 to 24 inches long, with scent receptors
the arms on each side. A Jeral often wears cloth along the length; sound receivers are clustered
over this area to help prevent sand and dust out around the bases of the antennae. The To’ksa’s
of the breathing holes. Jeral have vestigial neck is longer than that of a Jeral. A To’ksa thri-
antennae, little more than nubs; their scent kreen has four digits on each hand.
receptors are surrounded by sound receivers, Ability Score Increase. Your Strength score
something like eardrums. A Jeral thri-kreen has increases by 1.
three digits on each hand. Chameleon Carapace. You can change the
Ability Score Increase. Your Wisdom score color of your carapace to match the color and
increases by 1. texture of your surroundings. As a result, you
Nature’s Connection. You gain proficiency in have advantage on Dexterity (Stealth) checks
Nature. made to hide.

31
Mul
“See, the trick is to break their will. Not too much, mind
you. Nobody wants to watch a docile gladiator, and
muls are too expensive to waste as labor slaves. But, you
don‟t want them trying to escape every other day.
Would you like to tell the arena crowd that their favorite
champion will not be appearing in today‟s match
because he died trying to escape your pens?”
―Gaal, Urikite arena trainer

A mul (pronounced: mül) is an incredibly tough


crossbreed of a human and dwarf. They retain
the height and cunning of their human parent,
plus the durability and raw strength of their
dwarven heritage. Muls are usually the products
of the slave pits-owners recognize the muls.
assets as gladiators and laborers, and so order
the births of as many muls as can be managed
within the ranks of their slaves. Muls are born
sterile, they cannot perpetuate their kind.

They are fair skinned, sometimes tending toward


a copperish coloration. Their dwarven ancestry
gives them a well-muscled frame and an
incredible constitution.mul laborers can perform
heavy work for days at a time without stopping.
Muls have stern facial features. They are
unmistakably human in appearance, though their
ears are swept back and slightly pointed. Most
muls, whether male or female, have no hair or
beard.

Born as they are to lives of slave labor, with the


taskmaster's whip taking the place of parents
and family, muls are given to a gruff personality
and violent reactions. Understandably, many
never seek friends or companionship but live out
their lives in servitude, driven by hatred and
spite. Most, however, learn who to trust in the
slave pits and who not to, gaining favor and
reputation among the other slaves.

32
Many slave muls have either escaped or Mul Traits
otherwise won their freedom and now live
Ability Score Increase. Your Strength score
independent lives all over Athas. Of these, a
increases by 2. Your Constitution score increases
large percentage have bartered their combat
by 1.
prowess, making their way as soldiers or guards.
Age. Mul mature a bit faster than human do,
A few others, given to more cerebral pursuits,
reaching adulthood at around 16 years old, and
have turned to priestly devotions or the mental
not living pass 90 years old.
disciplines of psionics.
Alignment. The rigors of their upbringing in
bondage makes them sullen and difficult to
Roleplaying. Muls are slaves, true, but when
befriend.
they are doing well in the arena, they are the
Size. A full-grown mul stands 6 to 6½ feet tall
most pampered slaves. It is expensive to
and weighs 240-300 pounds. Your size is
generate and maintain a stable of muls, and their
Medium.
owners protect their large investments with
Speed. Your base walking speed is 30 feet.
special treatment and considerations. It’s rare
Your speed is not reduced by wearing heavy
that a mul who does his work well receives
armor.
particularly harsh treatment as a slave. Thus,
Darkvision. You can see in the dim light within
they often don’t see their slavery as all that bad
60 feet of you as if it were bright light, and in
a deal. Of course, when their arena or work
darkness as if it were dim light. You can't discern
performance is lacking, discipline is cruelly
color in darkness, only shades of gray.
reinstated.
Natural Athlete. You have proficiency in the
Athletics skill.
Like their dwarven parent, a mul who sets his
Unwavering Strength. Once per long rest you
mind on freedom or disruption among the other
may use a bonus action to shrug off a condition.
slaves is rarely kept on hand. They most often
Inexhaustible. Mules are able to work longer
are sold or traded from owner to dissatisfied
and harder without rest than are most other
owner until they are eventually relegated to
races. Regardless of the preceding type of
harsh labor in a remote area or sent to the
exertion, a long rest will let a mul recuperate 2
gladiator pits.
levels of exhaustion back.
Untiring. Once every 48 hours, when you take
a long rest you may regain all expended Hit Dice.
Additionally, while you must still use a long rest
to recover spent resources, you can choose to go
up to 72 hours without taking a long rest, staying
awake the entire time, suffering no additional
adverse effects. After 72 hours, you are
considered to have been awake for 24 hours; you
then begin to incur adverse effects as per the
normal rules.
Languages. You can speak Common and
Dwarvish.

33
to deal with the fact that they are too big for the
Half-Giant world around them, for things built for the use
and convenience of humans don’t work well in
“Mind of a child, strength of three grown men. I‟ve seen a the hands of half-giants.
half-giant tear the walls out of a building because
he wanted a better look at the tattoos on a mul inside.
―Daro, human trader

Half-giants are one of the newer races to walk


upon the burning sands of Athas. The race was
created by the magical experiments conducted
during the first years of the Age of the Sorcerer-
Kings. At the time, the sorcerer-kings were
looking to create ultimate warriors to protect
their domains. Because of these origins, half-
giants have no culture of their own to draw
upon, no ancient traditions and homelands to
turn to for inspiration.

They have human features that are exaggerated


in some way. Along with the size gained from
their giant heritage comes low intelligence and
great physical strength. From the human side,
half-giants get an interest in communication and
cooperation, curiosity, a willingness to learn, and
a general tendency toward kindness. They don’t
gather in communities of their own, but instead
tend to adopt the cultures of those they admire
or have access to.

Half-giants can produce offspring by mating with


other half-giants. All half-giants that exist in
modern Athas are the descendants of the first
magically created half-giants produced in the
early years of the rule of the sorcerer-kings.
There is no natural way for giants and humans to
mate and create half-giant children.

In the city-states, half-giants serve as soldiers,


guards, or laborers. In the wilderness, they
attach themselves to charismatic leaders or
communities demonstrating tendencies that
they admire. Wherever they are, half-giants have

34
Half-giants are a relatively new addition to the neighbors for as long as he can make a decent
races of Athas. The union was originally the living.
result of magical experiments conducted by the
sorcerer-kings. When the sorcerer-kings first Half-giants aren’t strictly bound to perform as
took control of the cities of the Tyr Region, they those they see around them, nor are they
used their arcane powers to cross humans with restricted from moving on when they see fit. If a
giants, striving to create warriors and laborers of situation isn’t beneficial, or if a half-giant can’t
gigantic proportions. Because of this turbulent perform well in a given environment, he won’t
beginning, the half-giants of today’s Athas have imitate the nearby culture. In all cases, half-
no culture of their own to draw upon, no ancient giants simply aren’t as emotionally attached to
traditions to turn to for inspiration. objects or work as are other races. Players
running half-giant characters should be ready to
From giants, this race inherited tremendous size switch goals and lifestyles quickly, usually
and strength, as well as low intelligence. From according to charismatic individuals their
humans, they received curiosity, an interest in characters might meet. They also need to
cooperation and communication, and a general remember that their characters have great size
tendency toward kindness. Although half-giants and strength, and so must play accordingly. For
have human features, these tend to be the most part, Athas is a human-sized world.
exaggerated in some way. All existing half-giants Half-giants often have trouble with things that
are the descendants of the original magically other characters take for granted, such as doors,
created half-giants. They can only produce chairs, and even buildings.
offspring by mating with other half-giants; they
cannot reproduce with either giants or humans. A half-giant character doubles his Hit Die rolls, no
Likewise, there’s no natural way for giants and matter what his character class is. Add any
humans to mate and produce children in today’s bonuses for high Constitution scores after
Athas. doubling the roll of the die. For example, a half-
giant cleric rolls 1d8 and multiplies the result by
Like half-elves, half-giants don’t gather in 2 to determine his hit points at each level.
communities of their own. Instead they live in
the human cities or in the wilderness tribes,
absorbing the culture of those around them.
They are friendly and eager to please whoever
they meet. If they are accepted in turn, the half-
giants quickly adopt the lifestyles, skills, and
values of those they’ve come in contact with. A
half-giant character presented with a new
situation should examine the roles of the people
there, determine how he best fits in, and then
start performing tasks accordingly. For example,
a half-giant who happens upon a dwarf quarry
might watch for a time, then start quarrying
stone. He won’t necessarily work with the
dwarves, but he’ll continue to perform like his

35
Half-Giant Traits Giant Ancestry. Due to you giant ancestry, you
can increase your Strength score up to 24 instead
Ability Score Increase. Your Strength score
of the normal maximum of 20. Additionally, you
increases by 3. Your Constitution score increases
have advantage when making Strength checks to
by 1.
break an object. Your creature type is considered
Age. Half-giants can live to a maximum age of
to be a giant.
220 years.
Giant Among Men. For the most part, Athas is
Alignment. Half-giants switch attitudes very
a human-sized world. Half-giants often have
quickly, taking on new values to fit new
trouble with things that other characters take for
situations. This malleable attitude is handled by a
granted, such as doors, chairs, and even
changing alignment. A half-giant character
buildings. DM should impose disadvantage when
selects one aspect of his alignment to remain
he sees fit to underline this fact as often as
fixed at the time the character is created (either
situations allows.
the “lawful/neutral/chaotic” side, or the
Darkvision. You can see in the dim light within
“good/neutral/evil” side). The other aspect is
60 feet of you as if it were bright light, and in
determined at the start of each day of game
darkness as if it were dim light. You can't discern
time. The character is bound to that alignment
color in darkness, only shades of gray.
combination until he sleeps and wakes again. For
Natural Athlete. You have proficiency in the
example, if a half-giant has a fixed “good” side,
Athletics skill.
then each morning he chooses to be either
Powerful Build: You count as one size larger
lawful good, neutral good, or chaotic good. Half-
when determining your carrying capacity and the
giant psionicists must have a fixed lawful or
weight you can push, drag or lift.
neutral aspect; they can’t be chaotic.
Stone Fists. Your unarmed weapon attack with
Although this alignment change isn’t mandatory,
with fist deals 1d6 of bludgeoning damage
it should certainly be invoked in roleplaying
instead of the normal 1 damage.
situations as a reaction to extreme changes in a
Large Appetite. You must eat and drink twice
half-giant’s environment. A half-giant’s nature is
as much as a normal human or suffer the
to switch his alignment aspect to imitate or
appropriate penalties.
otherwise react to a significant change around
Large Weapon & Armor. All personal items,
him. Of course, there needs to be a good reason
such as clothing, armor, weapons, and food, cost
for a half-giant’s flexible alignment aspect to
double for half-giant characters. Transportation
change, and DMs are free to disallow any change
and lodging, when they’re available at all, are
that doesn’t fit the current storyline. This shifting
also considerably more expensive. Most things
alignment should be a hindrance as often as it
aren’t built to support the weight of a half-giant,
serves to help a half-giant character. It’s up to
and even in the cities half-giants tend to camp
the DM to make sure both good and bad events
outside for their own comfort and to avoid
occur throughout a campaign.
causing any damage. Due to the size of your
Size. Typical half-giants stand between 10 and
weapon, your weapon damage is doubled, and
12 feet tall, weighing about 1,600 pounds. Your
unarmed damage is a 1d6 bludgeoning.
size is Large.
Languages. You can speak Common and Giant.
Speed. Your base walking speed is 40 feet.
Your speed is not reduced by wearing heavy
armor.

36
Gith
Standing hunched before you is a vaguely
reptilian humanoid with hairless, greenish-gray
skin and jet black lidless eyes. With clawed
hands and feet and a fanged pronounced
underbite, the creature‟s appearance is
rendered all the more strange by its bowlegged
waddling gait.

The gith are a race of grotesque humanoids that


appear to be a peculiar mixture of elf and reptile.
They are extremely gaunt and lanky, with long
gangling arms and spindly legs. Their hands have
three fingers with no opposable thumb, yet they
are able to use tools and wield weapons. Both
their fingers and toes end in sharp claws. Their
lower jaws jut forward and, while toothless, they
have sharp, bony ridges that they use to crush of the tribe will fight to the death in order to
and grind their food. Their powerful legs allow determine who will be the new leader. This trial-
them to make great leaps, which they use to by-combat occurs immediately, even if the gith
move about, walking in an awkward waddle only tribe is currently in the middle of a battle with
when they cannot jump or when sneaking up on another force. Most gith tribes inhabit
prey. mountainous regions, coming down only to raid
the villages of other humanoids or to attack a
Gith combat tactics usually involve ambushes. passing caravan. They are usually interested in
They prefer to have a distinct advantage in entertaining themselves with the suffering of
numbers, and so attack in mass. Their weapon of others and with the prospect of a good meal
choice is an obsidian spear designed for (gith will eat anything organic, preferring meat),
chopping and slashing rather than piercing, but but know the value of treasure, especially of
they will use any weapon they have access to. psionic and magical items. Within a gith tribe,
They disdain the use of range weapons, since most leaders will be rogues or psionicists. Gith
they enjoy watching the pain and fear of their clerics usually follow the elements of fire or air.
opponents.
Mountain gith live in underground lairs, claiming
a particular canyon or valley as their territory.
Gith Society
Gith inhabiting the Tablelands tend to organize
Gith organize themselves into tribes, with the
their society more along the lines of a nomadic
most powerful member acting as leader. All
hunting clan, going wherever the game takes
authority comes from the chief, who has the
them. They do not hesitate to attack human or
power of life and death over any member of his
demi-human groups.
tribe. If the chief is killed, the strongest members

37
Gith Traits this rule is that you don't suffer a disadvantage
on your Charisma (Intimidation) checks.
Ability Score Increase. Your Dexterity score
Gith Weapon Training. You have proficiency
increases by 2. Your Intelligence increases by 1.
with the gith’s spear.
Age. Giths mature a bit quicker rate than
Standing Leap. You have powerful bowed legs
humans do and reach adulthood around the age
that allow them to leap great distances - the
of 14. They age noticeably faster and rarely live
gith’s long jump is up to 20 feet and you have
longer than 80 years.
advantage on your Athletic skills related to high
Alignment. Gith tend toward chaotic evil
jump, with or without a running start.
alignments.
Charging Lead. When you use your full long
Size. Gith are a lanky race of reptilian
jump to jump into melee range to do a melee
humanoids that, when erect, stand close to
attack, you have advantage on the same turn you
seven feet tall, but who spend most of their
just leaped to do your first strike.
time, bent-over in a crouch that makes them
Natural Armor Class. You have an inherent
appear to be only five feet tall. Your size is
Armor Class of 12 + your Dexterity modifier due
Medium.
to your tough hide and heavy bones.
Speed. Your base walking speed is 30 feet.
Natural Weaponry. You have proficiency with
Darkvision. You have superior vision in dark
unarmed strikes, and your claws deals 1d4
and dim conditions. You can see in dim light
slashing damage. They are considered finesse
within 60 feet of you as if it were bright light, and
weapons and light.
in darkness as if it were dim light. You can’t
Natural Ambusher. You gain the skill Stealth if
discern color in darkness, only shades of gray.
you don’t already have it.
Alien Nature. Giths are so different from all
Languages. You can speak Common and Gith.
of the other humanoid races that you suffer
Gith speak their own language, which has no
disadvantage on all Charisma checks made to
alphabet but can be expressed in Rellanic script.
influence anyone other than a gith. Exception to

38
adventurous silvaarak believe that the time has
Aarakocra come for Winter Nest to take part in the affairs
of the world. What impact the silvaarak will have
“You are all slaves. You all suffer from the tyranny of the on Athas now that a significant portion of their
ground. Only in the company of clouds will you community has abandoned their isolationist
find the true meaning of freedom.” ways has yet to be seen.
―Kekko Cloud‐Brother, aarakocra cleric
Of all the aarakocra who live beneath Athas’s
The intelligent bird-people called aarakocra live crimson sun, only the silvaarak of the White
in small tribes in the rocky badlands and Mountains can be used as player characters. The
mountains of Athas. In most cases, these bird-people born to the village of Winter Nest
uncivilized aarakocra have little impact on the grow to an average height of 7½ feet tall with
world around them. One group of bird-people, wingspans of 20 feet. Males weigh about 100
however, has an advanced society in the White pounds, while females weigh about 85. With gray
Mountains north of the Tyr Region. Here, nestled beaks, black eyes, and plumage that ranges from
in the snow-covered peaks, is the large village purest white to silver to shades of pale blue, the
called Winter Nest. aarakocra of Winter Nest look much different
than the bird-people of the deep desert.
Winter Nest’s aarakocra (who call themselves
“the silvaarak,” or “people of the silver wing”) Aarakocra who leave Winter Nest to become
average about 7 feet tall. Males weigh 100 player characters are seen as young rebels by the
pounds, females 85. They have gray beaks, black rest of their community. They are adventurous,
eyes, and plumage that ranges from purest white seeking higher purpose and a way to help the
to silver to shades of light blue. beleaguered world. In all cases, aarakocra have a
deep and abiding respect for the gifts of nature
Silvaarak tend to stay among the mountain and little patience for those who abuse those
peaks. They believe themselves superior to all gifts.
other creatures because of their ability to fly
above the world. Those who visit the mountains As beings intimately connected to high mountain
or the forest around them must be careful not to peaks and the open sky, aarakocra have a great
abuse the gifts of nature found there, for the love of freedom. In some ways, this love is even
aarakocra see it as their obligation to protect the more intense than a similar emotion experienced
region. Winter Nest maintains trade relations by elves. They prefer to always be above a
with the city-states of Draj and Kurn, but are on situation, either flying or perched above the rest
hostile terms with the bandit states of the of a group so that they can have a bird’s-eye
Barrier Wastes and the city of Eldaarich. In fact, view. Aarakocra are claustrophobic and will only
Eldaarich regularly sends out slavers to capture enter an enclosed building or cave if absolutely
any aarakocra they can find. necessary.

The aarakocra of the White Mountains are rarely Aarakocra make excellent fighters and good
found in the Tyr Region, although many of the rangers, but their fear of enclosed places makes
young bird-people have begun to explore the them wither in captivity, so they can never
world beyond their mountain sanctuary. These develop into gladiators. The silvaarak send a
select number of their village to learn preserving

39
magic from Oronis of Kurn, but no bird-person holding anything in your talons, you may
can develop the skills necessary to be a defiler. simultaneously use two of your limbs as a natural
Aarakocra Backgrounds . Backgrounds that are weapon to attack a target. You are considered to
most appropriate for aarakocra include the be proficient with this natural weapon, and your
outlander, the hermit, and the sage. The small claws are considered to have both the light and
colonies of aarakocra are insular and remote, finesse weapon properties. Your talons deal 1d4
and few aarakocra live away from their roosts. In slashing damage.
the Star Mounts of the High Forest in the Aarakocran Weapon Training. You have
Forgotten Realms, no more than a few dozen proficiency with the spear, javelin and lance.
aarakocra live away from the nests of their Avian Body. Your base armor class is 12 + your
families. Those that do are usually rangers or Dexterity modifier. However, because your
fighters, constantly patrolling for outside threats. bones are light and fragile, any damage caused
by a bludgeoning weapon is increased by 1d4
Aarakocra Traits points.
Claustrophobic. Aarakocra are claustrophobic
As an aarakocra, you have certain traits in
and will only enter an enclosed building or cave if
common with your people. Being able to fly at
absolutely necessary. You have disadvantage on
high speed starting at 1st level is exceptionally
all rolls made in an enclosed location that you
effective in certain circumstances and
cannot spread your wings fully and fly in.
exceedingly dangerous in others. As a result,
Diving Attack. You can make a special diving
playing an aarakocra requires special
attack that grants you advantage to attack and
consideration by your DM.
causes double damage if it hits. You must be
Ability Score Increase. Your Dexterity score
using a spear, lance or javelin to do so. You must
increases by 2, and your Wisdom score increases
fly at least 10 feet to do so.
by 1.
Language. You can speak Common, Aarakocra,
Age. Aarakocra reach maturity by age 3.
and Auran.
Compared to humans, aarakocra don’t usually
live longer than 40 years.
Alignment. Most aarakocra are good and
rarely choose sides when it comes to law and
chaos. Tribal leaders and warriors might be
lawful, while explorers and adventurers might
tend toward chaotic.
Size. Aarakocra grow to an average height of
7½ feet tall with wingspans of 20 feet. Males
weigh about 100 pounds, while females weigh
about 85. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Flight. You have a flying speed of 50 feet. An
aarakocra is also prevented from flying while
wearing heavy armor or
while carrying a heavy load.
Talons. You are proficient with your unarmed
strikes (claws). If you're flying and you're not

40
The first generation dray were not the perfect
Dray masterpieces he had expected, so he banished
them from his sight. The second generation lived
“Beware of the strange hooded men speaking of up to Dregoth's vision, and this version of the
salvation. Bards aren't the only people who will try race resides with the undead dragon king in New
to sell you “stuff” in a dark alleyway. ” Giustenal.
―Leviath the Calm, half-giant pacifist
Dray of both varieties stand six to eight feet tall.
Their build is lean and muscular. Despite their
The dray are draconic humanoids created by size, most dray weigh only 180 to 200 pounds.
Dregoth to populate his subterranean city. The Their natural build makes them strong, durable,
undead dragon king believed that humans had to and even agile by most standards. The second
"evolve" as he was evolving (at least as he was generation dray have armor-like scales of varying
evolving during life) if they were to be fit shades of red, long necks, teeth-filled jaws, sharp
servants in the new age to come. Dregoth saw talons, and whiplike tails. The first generation
his first successful transformations as failures, dray appear as less perfect, mutated versions of
even though the humans changed and survived. their sleek cousins.

41
Dray Traits
Your dray character has the following racial First Generation Dray
traits. First generation dray tend to be cautious and
Ability Score Increase. Your Strength score suspicious by nature. They are a bit more savage,
increases by 1, your Constitution increases by 1. even primitive, by New Giustenal standards.
Size. Dray of both varieties stand 6 to 8 feet Their primary goal is to survive, and they spend
tall. Their build is lean and muscular. Despite all their time training to be the best at what they
their size, most dray weigh only 180 to 200 do. They are very honorable, and help given is
pounds. Your size is Medium. never forgotten.
Speed. Your base walking speed is 30 feet. Ability Score Increase. Your Strength score
Darkvision. Accustomed to the undergrounds, increases by 1, your Constitution increases by 1.
you have superior vision in dark and dim Age. Young dray grow quickly. They walk hours
conditions. You can see in dim light within 60 after hatching, attain the size and development
feet of you as if it were bright light, and in of a 10-year-old human child by the age of 3, and
darkness as if it were dim light. You can’t discern reach adulthood by 15. They live to be around
color in darkness, only shades of gray. 80.
Sunlight Sensitivity. You have disadvantage on Alignment. First generation dray tend to be of
attack rolls and Wisdom (Perception) checks that neutral alignments (neutral good, neutral evil,
rely on sight when I or the target of your attack, lawful neutral or chaotic neutral), though PCs
or whatever you are trying to perceive is in direct can select any alignment.
sunlight. Superior Darkvision. Your darkvision has a
Cold Vulnerability. You take double damage radius of 120 feet.
from cold based attacks. Draconic Ancestry. You have draconic
Water Efficiency. Drays need less water than ancestry. Your breath weapon is a line of fire of 5
the average human. An active dray needs ½ by 30 ft. line (Dex. Save), and you have damage
gallon of water per day, while an inactive one resistance against acid damage.
needs only ¼ gallon of water per day. Damage Resistance. You have resistance to
Natural Weaponry. You a proficient with fire damage.
unarmed combat. Drays can attack twice: once Breath Weapon. You can use your action to
with their claws for 2d4 slashing damage and exhale destructive energy: a line of fire. Your
once with their bite for 1d6 piercing damage. draconic ancestry determines the size, and shape
Natural Armor Class. You have an inherent of the exhalation.
Armor Class of 12 + your Dexterity modifier due When you use your breath weapon, each
to your scaly-skin. creature in the area of the exhalation must make
Language. You can speak Common, a saving throw, the type of which is determined
Undercommon and Ancient Giustenal. by your draconic ancestry. The DC for this saving
throw equals 8 + your Constitution modifier +
Two subraces of dray exist: first and second your proficiency bonus. A creature takes 2d6
generation drays. Choose one of these subraces. 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.

42
After you use your breath weapon, you can’t use (Dex. save) of fire, and you have damage
it again until you complete a short or long rest. resistance against fire damage.
First Generation Mutation. All first generation Damage Resistance. You have resistance to
dray have some sort of mutation. The DM and fire damage.
the player can either select a trait that has only a Breath Weapon. You can use your action to
role-playing effect, or the player can roll on the exhale destructive energy: a cone of fire. Your
table below. draconic ancestry determines the size, and shape
of the exhalation.
When you use your breath weapon, each
First Generation Mutation Table
d6 roll Effect
creature in the area of the exhalation must make
1 The dray's scales are uneven in texture and color, a saving throw, the type of which is determined
and human flesh shows through in places. by your draconic ancestry. The DC for this saving
2 The dray’s scales are soft, giving the dray no natural throw equals 8 + your Constitution modifier +
armor class bonus.
3 The dray’s teeth are human; the dray has no natural your proficiency bonus. A creature takes 2d6
bite attack. damage on a failed save, and half as much
4 The dray’s scales are thicker, giving the dray an damage on a successful one. The damage
Armor Class of 14 + your Dexterity modifier.
increases to 3d6 at 6th level, 4d6 at 11th level,
5 A randomly selected limb is human instead of
dray (no claws on that limb). and 5d6 at 16th level.
6 The dray has no tail. After you use your breath weapon, you can’t use
it again until you complete a short or long rest.

Second Generation Dray


Second generation dray live in the shadow of
Dregoth, and so have many of his prejudices
ingrained into their personalities. They are well
educated, even snobbish, believing themselves
to be the penultimate of all creation. They are
intolerant, obnoxious, and carry an air of
superiority wherever they go. Of course, a
second generation dray PC has probably seen
Dregoth as he really is and has set the hatred
aside—or at least is trying to.
Ability Score Increase. Your Charisma score
increases by 1, your Intelligence increases by 1.
Age. Young dray grow quickly. They walk hours
after hatching, attain the size and development
of a 10-year-old human child by the age of 3, and
reach adulthood by 15. They live to be around
80.
Alignment. Second generation dray tend to be
lawful evil, though PCs of this race can select any
alignment.
Draconic Ancestry. You have draconic
ancestry. Your breath weapon is a 15 ft. cone

43
because their ingenuity and skill had turned
Kenku toward scheming against their patron, the spark
of creativity was torn from their souls. Finally, to
“The map we found showed the entrance to the ensure that the kenku could never divulge any
a treasure cache right in the middle of the ruins. secrets, their master took away their voices.
Once the entity was satisfied that they had been
We approached our destination without issue, sufficiently punished, the kenku were set loose
but as we arrived at the crumbled building, a on the Material Plane.
sudden cacophony erupted around us. Birds Since then, the kenku have wandered the world.
They settle in places that accept them, usually
squawked, cats hissed, and dogs growled.
bleak cities that have fallen on hard times and
Lidda hustled us back to the ruin‟s edge. Only are overrun with crime.
when we were back to the desert‟s limits did she
explain that the noises indicated that the
wingless folk had claimed that area, and that to Dreams of Flight
Above all else, kenku wish to regain their ability
trespass would be to court death.”
to fly. Every kenku is born with a desire to take
- Gimble, Notes from a Treasure Hunter to the air, and those who learn spellcasting do so
in hope of mastering spells that will allow them
Haunted by an ancient crime that robbed them to fly. Rumors of magic items such as flying
of their wings, the kenku wander the world as carpets, brooms capable of flight, and similar
vagabonds and burglars who live at the edge of objects provoke a great desire for the kenku to
human society. Kenku suffer from a sinister acquire the items for themselves.
reputation that is not wholly unearned, but they Despite their lack of wings, kenku love dwelling
can prove to be valuable allies. in towers and other tall structures. They seek out
ruins that reach to the sky, though they lack the
motivation and creativity to make repairs or
An Ancient Curse fortify such places. Even so, their light weight
and size allow them to dwell in rickety structures
The kenku once served a mysterious, powerful
that would collapse beneath a human or an gith.
entity on another plane of existence. Some
Some thieves’ guilds use kenku as lookouts and
believe they were minions of Grazz’t, while
messengers. The kenku dwell in the tallest
others say that they were scouts and explorers
buildings and towers the guild controls, allowing
for the Wind Dukes of Aaqa. Whatever the truth,
them to lurk in the highest levels and to keep
according to legend, the kenku betrayed their
watch on the city below.
master. Unable to resist the lure of a beautiful
sparkling treasure, the kenku plotted to steal the
item and escape to the Material Plane.
Unfortunately for the kenku, their master Hopeless Plagiarists
discovered their plan before they could enact it. As a result of their lack of creativity, kenku
Enraged, the entity imposed three dreadful function comfortably as minions of a powerful
curses upon them. First, the kenku’s beloved master. Flock leaders enforce discipline and
wings withered and fell away from their bodies, minimize conflicts, but they fail at effective
leaving them bound to the earth. Second, planning or crafting long-term schemes.

44
Although unable to speak in their own voices, Since kenku can precisely reproduce any sound,
kenku can perfectly mimic any sound they hear, the messages they carry rarely suffer
from a halfling’s voice to the noise of rocks degradation or shifts in meaning. Human
clattering down a hillside. However, kenku messengers might switch words or phrases and
cannot create new sounds and can communicate garble a message inadvertently, but the kenku
only by using sounds they have heard. Most produce perfect copies of whatever they hear.
kenku use a combination of overheard phrases
and sound effects to convey their ideas and
thoughts. Kenku Adventurers
By the same token, kenku have no ability to
Kenku adventurers are usually the survivors of a
invent new ideas or create new things. Kenku
flock that has sustained heavy losses, or a rare
can copy existing items with exceptional skill,
kenku who has grown weary of a life of crime.
allowing them to become excellent artisans and
These kenku are more ambitious and daring than
scribes. They can copy books, make replicas of
their fellows. Others strike out on their own in
objects, and otherwise thrive in situations where
search of the secrets of flight, to master magic,
they can produce large numbers of identical
or to uncover the secret of their curse and find a
items. Few kenku find this work satisfying, since
method to break it.
their quest for the freedom of flight makes them
Kenku adventurers, despite their relative
ill-suited to settle into a routine.
independence, still have a tendency to seek out a
companion to emulate and follow. A kenku loves
to mimic the voice and words of its chosen
Ideal Minions companion.
Kenku gather in groups called flocks. A flock is
led by the oldest and most experienced kenku
with the widest store of knowledge to draw on, Kenku Names
often called Master.
Given that kenku can duplicate any sound, their
Although kenku can’t create new things, they
names are drawn from a staggering variety of
have a talent for learning and memorizing
noises and phrases. Kenku names tend to break
details. Thus, ambitious kenku can excel as
down into three categories that make no
superb spies and scouts. A kenku who learns of
distinction between male and female names.
clever schemes and plans devised by other
Kenku thugs, warriors, and toughs adopt noises
creatures can put them to use. The kenku lack
made by weapons, such as the clang of a mace
the talent to improvise or alter a plan, but a wise
against armor or the sound made by a breaking
Master sets multiple plans in motion at once,
bone. Non-kenku refer to the kenku by
confident that underlings can follow orders to
describing this noise. Examples of this type of
the letter.
name include Smasher, Clanger, Slicer, and
For this reason, many kenku make an easy living
Basher.
serving as messengers, spies, and lookouts for
Kenku thieves, con artists, and burglars adopt
thieves’ guilds, bandits, and other criminal
animal noises, typically those common in urban
cartels. A network of kenku can relay a bird call
settings. In this manner, kenku can call out to
or similar noise across the city, alerting their
each other while those who overhear them
allies to the approach of a guard patrol or
mistake them for common animals. Non-kenku
signaling a prime opportunity for a robbery.
use names that refer to the sound made or the

45
animal a kenku mimics, such as Rat Scratch,
Whistler, Mouser, and Growler.
Some kenku turn their back on crime to pursue
legitimate trades. These kenku adopt noises
made as part of their craft. A sailor duplicates
the sound of a fluttering sail, while a smith
mimics the clanging of a hammer on anvil. Non-
kenku describe these folk by their trade sounds,
such as Sail Snap, Hammerer, and Cutter.

Kenku Traits
Your kenku character has the following racial
traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Wisdom score increases
by 1.
Age. Kenku have shorter lifespans than humans.
They reach maturity at about 12 years old and
can live to 60.
Alignment. Kenku are chaotic creatures, rarely
making enduring commitments, and they care
mostly for preserving their own hides. They are
generally chaotic neutral in outlook.
Size. Kenku are around 5 feet tall and weigh
between 90 and 120 pounds. Your size is
Medium.
Speed. Your base walking speed is 30 feet.
Expert Forgery. You can duplicate other
creatures’ handwriting and craftwork. You have
advantage on all checks made to produce
forgeries or duplicates of existing objects.
Kenku Training. You are proficient in your choice
of two of the following skills: Acrobatics,
Deception, Stealth, and Sleight of Hand.
Mimicry. You can mimic sounds you have heard,
including voices. A creature that hears the
sounds you make can tell they are imitations
with a successful Wisdom (Insight) check
opposed by your Charisma (Deception) check.
Languages. You can speak Common and Auran,
but you can speak only by using your Mimicry
trait.

46
Jozhal
Jozhals are small, lightly built reptilian creatures
which may be distantly related to crodlu. They
have long, slender legs, lanky arms ending in
dexterous hands, and long, flexible tails. The
neck of a jozhal is also long and flexible, ending
in a narrow-muzzled head with large eyes and
many needle-like teeth. The skin is covered in
many tiny scales, which are only visible on close
examination, and can change color to match with
or contrast against the creature's surroundings.
Jozhals have precise control over their skin's
color, and sometimes use it to create decorative
patterns of color resembling tattoos.

Combat Jozhals avoid combat if at all possible,


fleeing or using their chameleon-like skin to hide.
If forced into combat, a jozhal will attempt to
defend itself first with psionics or spells, then Jozhals are attracted to magic of all sorts, and
with any magical items it currently possesses. If whenever they see humans or demi-humans
left with no other option, the jozhal will attack passing they track the party down and attempt
with a bite. to cast a detect magic spell on the group. If the
spell reveals any magical items, they will try to
Standing about four feet tall, the jozhal is a small, sneak into camp and steal them.
two-legged reptile with a skinny tail, a long
flexible neck, and a narrow, elongated snout. Its Jozhals forage for food (roots and tubers), and
mouth is filled with needle sharp teeth, and its eat almost any sort of small reptile, snake, or
lanky arms end in small, three-fingered hands insect. Their magic is akin to that of elemental
with an opposable thumb. Although the jozhal’s clerics, and is therefore not destructive to the
hide is covered with scales, they are so small as environment around them.
to be unnoticeable at first, and it appears to
more akin to a man’s skin or a baazrag's rough The jozhal clan’s intellect is best reflect in its
hide. The jozhal can change the hue of its skin at relationship to the world around it. They are very
will, either to match the color of its environment, careful never to destroy the life-giving world in
or to stand out against it. which they live, always making use of every bit of
scrap and refuse that they find. They carry this to
The jozhal live in small family groups of four to extremes, even practicing cannibalism and using
five creatures. They are extremely intelligent and the bones of their dead to construct weapons
cunning, but regard humans or demi-humans as and tools.
foolish, dangerous creatures and will rarely
tolerate them.

47
Jozhal Society able to use most any magical item they come to
Jozhals are naturally shy and secretive creatures, possess. They go to great lengths to possess
and do not normally learn the languages of other magical items, typically following parties of
races. The leader of a family will learn the humanoids to determine if they carry any
Common tongue, so that he or she may magical items and stealing any they detect.
communicate with outsiders on the rare
occasion that interaction is necessary. When Jozhal adventurers are rare. Only a few are able
around those they do not know, especially other to overcome their natural shyness to mix with
races, jozhals become much more withdrawn strangers and fewer still are willing to be
and are unwilling to even speak to outsiders separated from their families for long periods of
unless necessary. They will often travel days out time. Those who do follow the adventuring path
of their way just to avoid encountering non- have usually had their families wiped out by
jozhals, especially elves and humans, whom they raiders or some natural disaster. A few have
consider destructive. If forced to interact with allowed their obsession with magical items to
members of another race, jozhals will attempt to overwhelm them and see adventuring as the
make the experience as short as possible. Jozhals quickest, easiest way to finding and possessing
do not normally form permanent settlements. such items. A jozhal character's favored class is
Instead, they travel in nomadic family groups, cleric. Most jozhal leaders will be clerics serving
traveling between the fertile areas of the the element of Earth. All jozhals have a close,
Tablelands and Hinterlands, beyond the Ringing personal connection with the forces of nature.
Mountains. These families forage for roots, nuts, They consider the role of cleric to be the highest
and small reptiles and insects. Jozhals always possible honor. While they worship all of the
make use of every little bit of anything that they elements, they hold a special reverence for
find, to the point of extremes, practicing Earth.
cannibalism and fashioning the bones of their
dead into weapons and tools. The only time a
jozhal family will permanently settle in one area Jozhal Traits
is when a member of that family becomes a
Your jozhal character has the following racial
grove master and takes custody of his guardian
traits.
lands. Jozhals are deeply suspicious of all arcane
Ability Score Increase. Your Intelligence score
spellcasters. They will tolerate preservers, but
increases by 2, and your Dexterity score
will watch them closely for any signs that they
increases by 1.
may defile, and criticize them harshly if they use
Age. Jozhal mature at about 14 years old and
magic wantonly or carelessly. Jozhals do not
can live up to a 190.
tolerate defilers in any way. A jozhal may even
Alignment. Chaotic Neutral.
put himself at risk to stop a defiler from
Size. Standing about four feet tall, the jozhal is
damaging the land. The jozhal suspicion of
a small, two-legged reptile with a skinny tail, a
arcane magic does not extend to magical items.
long flexible neck, and a narrow, elongated
Jozhals are fascinated by magical items, which
snout. Your size is Small.
they consider to hold the power of the land, and
Speed. Your base walking speed is 25 feet.
desire to own as may magical items as they can.
Natural Weaponry. You are proficient in
Jozhal children are taught from a young age the
unarmed weapon. You can attack with your bite
proper use of magical items, both arcane and
for 1d6 piercing damage.
divine, so even non-spell caster jozhal will be

48
Jozhal Cunning. You have advantage on all hide attempts, because of your chameleon-like
Intelligence, Wisdom, and Charisma saving control over your skin color.
throws against magic. Languages. You can speak Common and
Magical Lore. Whenever you make an Jozhal. Jozhal is a language composed of click,
Intelligence (History) check related to magic pops, and whistles. Due to its unusual nature,
items, alchemical objects, or technological many who are not familiar with Jozhal will not
devices, you can add twice your proficiency even recognize it as a language. The vast
bonus, instead of any proficiency bonus you majority of jozhals do not keep a written form of
normally apply because of the jozhal’s fondness their language, and the pyreen alphabet is the
for magic. only known writing system that can be adapted
Chameleon Skin. You have advantage on to writing the jozhal tongue.
Stealth checks made for visual-based stealth or

49
Pterran
“The people of the Tablelands know nothing of
life. They choose no Path for themselves, and
consume everything until they are dead.”
- Keltruch, pterran ranger

The Hinterlands west of the Ringing Mountains


are home to many different species of animals
and even a few intelligent races. The most
prominent sign of civilization is the pterrans of
the large villages of Pterran Vale and Lost Scale.
Prior to the Great Earthquake, when few people
left the confines of the Tyr Region, the only
pterrans ever encountered were those of the
small, primitive clans that settled near the rocky
barrens on the eastern side of the Ringing
Mountains. These pterrans bear only a
superficial resemblance to their cousins from the threats unleashed by the Great Earthquake. They
Hinterland villages. Hinterland pterrans have are particularly fearful of the thri-kreen emerging
already made an impact on the societies of the from the Great Rift, though the continuing
Tablelands. The free city of Tyr has exchanged aftershocks have wreaked destruction on the
diplomatic envoys with Pterran Vale, and a few twin villages.
of the more adventurous merchant houses have Pterrans are reptiloids with light brown, scaly
begun establishing trade. skin who grow to be about 6 feet tall. A pterran
Pterrans are reptiloids with light brown, scaly stands upright in the humanoid configuration,
skin. There are no obvious physical though his two arms end in three-fingered,
characteristics that distinguish males from talon-clawed hands with opposable thumbs, and
females. Pterrans stand upright, with two arms his two legs end in three-toed feet. A fin-like
that end in hands that have three taloned fingers growth juts from the back of a pterran’s head,
and an opposable thumb, and two legs with and he has a short tail and two shoulder stubs —
three-toed feet. They have short tails and two remnants of wings that vanished generations
stubs at their shoulder blades-evidence of wings ago.
that vanished many generations ago. Some All player character pterrans come from two
believe pterrans are related to the flying villages In the Hinterlands, Pterran Vale and Lost
creature called the pterrax, though the link must Scale. They revere the world of Athas as their
be in the distant past. Earth Mother, believing themselves to be her
The highly intelligent pterrans from the first, best children. They see the recent
Hinterland villages have begun exploring the Tyr earthquake and aftershocks as the Earth
Region in earnest, hoping to find help from the Mother’s call to action, and now the bravest of
these beings have left their homes to aid Athas in
her time of need. In particular, a pterran engages

50
in many celebrations throughout the day. Each Alignment. Pterrans are a wary, subdued race
celebration gives thanks to the Earth Mother and at first sight, but when others earn a pterran’s
reinforces a pterran’s beliefs and faith. trust, they see an open, caring, friendly
In initial role-playing situations, a pterran individual. As people who follow the rhythm of
character should be unfamiliar with the customs nature and see themselves as its caretakers,
and practices of the societies of the Tyr Region. pterrans are typically neutral good. Evil pterrans
However, these pterrans aren’t primitive by any are rare and are usually the sworn enemies of
definition of the word. They’ll look upon the rest of their kind.
differences with curiosity and a willingness to Size. Adults grow to be about 6 feet tall. Your
learn, as long as the custom doesn’t harm the weight is around 200-220 pounds. Your size is
Earth Mother or her works. A pterran PC must Medium.
select a “Life Path” to follow. In one respect, a Speed. Your base walking speed is 30 feet.
Life Path is little more than another term for Powerful Build. You count as one size larger
class; in the role-playing aspect, however, Life when determining your carrying capacity and the
Path signifies a pterran’s deep devotion to a weight you can push, drag, or lift.
chosen way of life. Natural Armor Class. As a pterrans, you have a
The Pterran Adventurers table can serve as natural Armor Class of 12 + your Dexterity
inspiration for determining why a pterran modifier.
character leaves home. Speech of Beast and Leaf. You have the ability
to communicate in a limited manner with beasts
Pterran Adventurers and plants. They can understand the meaning of
your words, though you have no special ability to
d8 Reason for Adventuring understand them in return. You have advantage
1 Outcast for murder on all Charisma checks you make to influence
2 Outcast for severely damaging home territory them.
Bad of Hearing. Pterrans have only slits for
3 Clan slain by invading humanoids ears, and their hearing sense is diminished. You
4 Clan slain by a dragon or demon
have disadvantage on all Perception skill checks
5 Separated from the tribe and lost
that would require hearing to do so. It also
6 Homeland destroyed by natural disaster
applies to your passive perception.
7 Personal quest ordained by omens
Wild Telepathy. All pterrans are gifted from
8 Dispatched on a quest by tribe leaders
the day they hatch with the ability to use the
send thoughts psionic talent at will, but only with
their fellow reptiles.
Natural Weaponry. You are proficient in
Pterran Traits unarmed weapon. If they are free, you can attack
Your pterran character has the following racial
with your claws for 2d4 slashing damage.
traits.
Pterran Weapon Training. You have
Ability Score Increase. Your Wisdom score proficiency with the slodak and the thanak.
increases by 2, and your Strength score increases Languages. You can speak Common, Pterran
by 1. and Ssuran.
Age. Pterran have shorter lifespans than
humans. They reach maturity at about 16 years
old and can live to 50.

51
were Targyulek's last hope in staving off the
Tarek incursion of the defiler Abalach-Re, future
Sorcerer-Queen of Raam. The earth primordial
With strong brows, long arms, thick hides, and a
made the tarek with a savage vision, he
maw full of sharp teeth, tareks are well adapted
ingrained them with a worship of the earth and a
to the wastes of Athas. These large brutish
natural hatred for defilers. Just as two plates of
beings are a terror to behold; sweeping down on
earth work together to cause massive
unknowing caravans with the blessings of their
earthquakes, tarek are naturally inclined to work
earth shamans upon them. Of the many races
together to crush their foes. For a time it seemed
that wander the Tablelands, tareks have a bond
that with the aid of his creations Targyulek would
with earth and stone like no other. It is
defeat the would-be sorcerer-queen.
whispered by those who know of such things
It is said Abalach-Re cursed the earth primordial
that the tarek people were created by a
with madness by showing Targyulek the
fearsome entity of elemental earth.
wasteland that Athas would become once the
Tareks are big, muscle-bound, and hairless
sorcerer-kings took power. Whatever the cause,
bipeds that inhabit the hilly and mountainous
the Domitor of Stone failed, and the result of
areas of Athas. They have square, big-boned
that final encounter had dire consequences for
heads with sloping foreheads and massive brow
the tarek of the tablelands.
ridges. Their flat noses have flared nostrils, and
Seething with madness, Targyulek commanded
their domed muzzles are full of sharp teeth.
his creations to make war on all of the fledgling
Their powerful arms are so long that their
sorcerer-monarchs and their people wherever
knuckles drag along the ground. Tareks have a
they were found. With no thought to
distinct musky odor that can be detected from as
themselves, the tareks did as their primordial
far away as 15 feet.
lord commanded and threw the weight of the
earth against the great defilers. In the initial
Tareks move with jerky, awkward strides except
assaults, many of the tarek people were
when engaged in combat. Then they exhibit a
slaughtered by the sorcerer-monarchs and their
style and grace usually uncommon in creatures
templars so that the tarek forces were soon
of their size and build. To watch them engage in
reduced to bands of raiders.
combat is to watch fluid motions that are as
artistic as dance - unless the viewer happens to
be on the receiving end of the deadly spectacle.
Earth shaman revolt
The tarek returned to their stone holes and
Tareks speak their own language, as well as the
earthen ramparts to lick their wounds, but the
common language of the Tyr region. Their voices
Domitor of Stone would not relent. Targyulek
are harsh and guttural, as fearful in tone as their
urged his people make perpetual war on the
appearance and lust as powerful.
great defilers. Ever dutiful, the tarek followed
their master. What else could they do? They
were the made of the stone of Targyulek.
History of the Tarek people Some years later, as the tarek continued their
lost cause, a great shaman named Ziraksuyl had a
Life as a slave race revelation. It was revealed to him that there
Targyulek, Domitor of Stone, a mighty primordial were other elemental earth lords; other great
earth lord, created the tarek people using the beings of stone and rock who would respect
mutating magic of the Pristine Tower. The tarek their worship instead of granting them only

52
madness and death. With this knowledge, and heavily on shamans for knowledge of the world
the reassurance of other primordial lords, outside of their territory.
Ziraksuyl began teaching the tareks a way that
was new, yet familiar to them.
With these new ideas the tribes began to
squabble about the ways of Earth and Rock.
Those loyal to Targyulek made war on the
followers of Ziraksuyl and his new primordial
master. Before long, the tareks ceased fighting
with the agents of the sorcerer-kings and were
consumed with an inner struggle to free
themselves from the domination of a crazed
primordial. The battle raged for years, and as
Targyulek's madness deepened, his grip on Athas
weakened.
Eventually, the war of tarek against tarek grew
less as the few crazed followers of Targyulek fled
into the wastes. Ziraksuyl's followers had, like
the earth they were crafted from, endured and
won. Targyulek has been forgotten by most tarek
tribes, but a few still pay homage to their
deranged creator.

Beliefs and Culture Earth Worship


The betrayal and madness of Targulek has left a
Tarek tribes continue as they have since their
deep psychological scar on the tarek people.
beginning, with leadership going to the most
While they still worship and revere the earth and
capable leader. This is usually the strongest,
its spirits they are also afraid of their power. It is
most violent warrior whether male or female.
for this reason that they keep their earth
This warrior will lead their tribe in raids to the
shamans at arm’s length.
surrounding lands with full wrath shown to elven
The earth shamans of tarek tribes always live
tribes, gith clans, or any group using arcane
well outside the area the tribe usually inhabit,
magic.
but within the tribe's mountainous or hilly
territory. The tribe pays homage to the earth
Magic
spirits with food and other necessities, which are
Tribal shamans have further ingrained the tarek
left at small shrines (usually within protected
people to believe that arcane magic was the
rock alcoves) for the shaman. The shaman act as
cause for their creation and the focal point for
spiritual leaders, councillors, and medicine men
their hatred. It is this intense hatred of arcane
for those of the tribe brave enough to climb cliff
magic and unpredictable violence that have
faces to find their hidden homes. Occasionally
isolated the tarek tribes from other Athasian
one of these brave souls will be taken on as an
cultures. As a result they have become even
apprentice. After some time learning the ways of
more isolated and xenophobic, depending more
the Earth, apprentices are often sent off to other

53
shamans to learn the ways of other tribes. It is is this second heart that allows tareks a few
from this practice that the various tarek tribes more moments to dispatch their enemies or
keep a common culture. receive the healing blessings of their earth
shamans.
Psionics
The Way is generally a foreign concept to most
tareks. Psionics manifest themselves in the Tareks in Combat
majority of tareks as a force of The Will, and as Whether for their fearsome visage or deathless
such those tareks who have psionics are usually prowess, tareks are prized as slaves and warriors
wild talents. Many tribal leaders are Wilders of the arenas of all seven cities of the Tyr Region.
(Dark Sun Campaign Setting p74) who have used In daily life tareks are often viewed as a
their psionics as an edge in tribal combat. Those lumbering dull race by people of the Tablelands,
tareks who are able to train in the psionic arts but in the midst of war there are few creatures
usually become Battleminds, and some who with more grace. Their long arms allow for
leave the savage tribal lifestyle join monasteries smooth flowing movements backed up with
to become Monks. terrible strength. Their short thick legs allow for
powerful charges and leaps. In addition, some
say that the tarek people are innately linked
Physiology of the Tarek psionically at a very primitive, allowing for a level
Physically tareks are a tall, tough race. They have of cooperation and teamwork not seen in other
long arms and short legs, compared to a human, races.
and they are often seen using their long powerful The tarek ability to fight beyond a mortal blow is
arms to aid them in running. Their skin can be forefront in their minds during a melee. If they
any color and texture of stone, usually varying by believe they can strike a killing blow tareks have
tribe. As creations of an elemental being, tareks no problem showing a vulnerability to kill their
are comfortable with their natural earthy, musky foe. Tareks are immensely loyal to each other
smell. Tareks will not bathe with water, but have and will willingly take a blow for their tribe-
been known to rub dirt on themselves to dry and mates or arena partner.
remove blood if necessary.
Tareks have square thick boned heads with Weapons
pronounced brow ridges and will often head butt In the arena or in tribal raids tareks are oft seen
foes in combat. They have pointed ears and flat wielding some combination of the dreaded
wide noses. Most adult tareks have a muzzle full heartpick and the vicious hand fork. The
of teeth filed to points, this is done as a rite of heartpick is usually made of bone and consists of
passage and is the mark of a warrior in their a thin serrated curved blade set perpendicular to
tribal society. a two foot shaft. While the blade is set to the
Physically tareks are most well known for their front the back of a heartpick is either a flat head
ability to continue fighting despite a mortal blow. or a short spike. The hand fork is composed of a
Most assume this is a side effect of their violent one handed hilt and a crossbar. From the
and aggressive dispositions, but a few curious crossbar extends three dagger like blades, the
arena necromancers who have chosen to get to outer blades are slightly curved away from the
the heart of that matter have discovered that all center blade and the center blade is slightly
members of the tarek race possess two hearts. It shorter. The outer blades are usually made of

54
stone while the inner blade is made of obsidian. with the minotaur half-giants of the Broken
The hand fork is also commonly used as a Butte.
ceremonial weapon, thus it is not unheard of to Contrary to the personality of Ghurmazl is
find it made from iron or steel. Havrathak, a particularly cunning tarek who rules
Tareks commonly fight with two weapons, either of small tribe of 30 members. Havrathak's tribe is
two heartpicks or heartpick and handfork where known as the Kisukreg (Pure Blood) Tribe.
the hand fork is primarily used as a parrying, Havrathak regularly purges any tareks with the
offhand weapon. Using their natural teamwork slightest mutation. The Kisugreg earth shamans
tarek are often seen parrying blows for each espouse that the way they were created is the
other using the hand fork. For ranged weapons, way they should remain.
tareks commonly use stone or bone tipped
javelins. Tribes of the Gauntlets
Most tribal tareks will not wear any type of While the Beastbarrens have many tarek tribes,
armor, instead relying on their tough hide, or the others have traveled far from where they were
blessings of their earth shamans. Tareks that created near the Pristine Tower. In the
have become gladiators or have otherwise come mountains called the Gauntlets east of Raam
to inhabit the city-states will wear armor that loyal descendants of Targyulek's followers
still offers freedom of moment, such as hide or remain. Theses tribes have fully succumbed to
leather. their mad lords will. The tribes of Kisutrek (,
Stone Blood), and Targgol (Earth Bound)
continue the war of their mad creator, attacking
Tarek Lands all within their territories. Each of these tribes
Tarek prefer to be surrounded by earth and number between 50 and 60.
stone. Their tribal villages are most often found
in mountains, but they also make their homes in Tribes of The Mountains of the Teeth
cliff faces amid rocky badlands, or in The Fhahdrek tribe of the Mountains of the
underground caves in hilly terrain. A few tarek Teeth, on the southern edge of the Estuary of
tribes have even been known to make crude the Forked tongue, have turned from the
stone huts in flatter terrain. worship of earth. One of the few tribes to break
away from earth worship, the Fhadrek tribe
Tribes of the Beastbarrens worships a primordial fire being and sing its
The mutating magic of the Pristine Tower has praises when they make war on the Tamwar
warped many tarek tribes, making the tarek people to the south. Hazruken, tarek shaman of
tribes of the Beastbarrens are some of the most the Fhadrek rules the tribe with a fiery fist. The
xenophobic and savage of all tarek tribes. The Fhadrek tribe has around 80 members.
Tribe of Ghurmazl especially. Ghurmazl is a tarek
who was born near the Tower and his stone-like Tribes of the Ringing Mountains
skin mutation has ensured that the fists and Southwest of Tyr the Groggond (Mountains Sons)
weapons of challengers and enemies do not Tribe is the undisputed master of several
harm him. Ghurmazl is chief of the Ghazkulg mountain peaks and valleys high in the Ringing
(Stone Skin) Tribe, a large tribe that numbers Mountains. Despite their isolation, or perhaps
nearly 200. The Ghazkulg regularly make war because of it, the Groggond Tribe is more open
to visitors than other tarek tribes. The lord of the
Groggond is Trazyuk, a powerful natural psion

55
who leads his tribe with intelligence and cunning. Enemies and Allies
Trazyuk is not physically the strongest in his
At best, tarek are indifferent to most of the races
tribe, but he is no weakling, as many contenders
of the Tablelands, but they harbor a special
to his position have found, being receiving end of
hatred for gith. Tarek believe the gith corrupt the
his crushing mind powers.
land with their foul ways. Gith and tarek also
seek to inhabit the same territories, such as
mountain ranges and rocky badlands, causing
Tareks of Note competition for the meager food and water that
Aside from the chiefs and shamans of the above Athas offers.
tribes, many tarek have left their people to make The tarek hatred of defiling is extended to all
a name for themselves or to leave the savage arcane magic and any who wield it. Chief among
culture of their people. these offenders are the elven people. Elves, who
Kester is the captain of the Shadow Viper, a slave are known for their love of magic, are reviled for
run silt skimmer based in Balic. Kester flaunts her their association with all things arcane. If two
wealth by wearing three copper hoops in her enemies present themselves, tareks will usually
ears. Kester is honorable and if she has taken choose to attack the elf. If a gith and an elf
money for a service she will complete it to the present themselves as enemies a tarek warrior
best of her ability. has a difficult choice to make.
Chilod, leads the village of Pillage in the Bandit Few races will ally themselves with tarek, but the
States far to the north. Pillage has a volatile mix Hejkin do so willingly and often. The earth
of races from humans and tarek, to b'rohg and creatures have much in common such as
braxat. Chilod leads through intimidation and devoted worship to earth, hatred of spellcasters,
directs his villagers' anger outward, toward the and maintain violent societies. Tarek and Hejkin
other Bandit States. earth shamans often trade primal mysteries and
Vreketh, one time gladiator turned stable master worldly information for the good of both races.
in Balic. This tarek has a nasty disposition and Mixed war parties often work together to
has killed several of his own gladiators, but the destroy gith and elf clans, with the hejkin coming
bottom line pleases the Balican nobles who from below as the tarek raid from the surface.
sponsor his stable. Vreketh hires scores of slave
hunters to find the very best that the wastes
offer. He specializes in unusual, intelligent
gladiators such as braxat, anakore, b'rogh, and Tareks as PCs:
other beings of the Tablelands, including his own To make a tarek PC choose the Half-Orc race in
people. the character builder. Your game stats are the
Trengellek & Krellesk, better known as Pick and same as the Half-Orc. Below you'll find story
Fork, are a free gladiator pair that travel the traits specific to the tarek race.
seven City-States. The gladiator pair were given
their freedom by a Tyrian templar named Dyonis Physical Qualities
Moisakos in exchange for traveling the City- Born of the mutating magic of the Pristine Tower
States and reporting on what the pair sees. and primordial energies of the Elemental Chaos,
tareks embody the savageness of Athas. They
have ruddy thick skin, long arms, a sloped
forehead with heavy brow ridges, and slightly

56
pointed ears. Their short legs give them an or a gladiator school, tarek young are subjected
ungainly gait which gives way to grace in the to severe training and toil. As a result tarek
midst of slaying their foes in combat. usually take time to warm to others, if at all.
Tareks who have proven themselves in battle will Many remain violent destructive sociopaths, but
often notch their own ears. Combined with a a few can overcome their upbringing. A tarek
common practice of filing their teeth into sharp who has befriended members of another race is
points, tarek take on a bestial visage. Their skin a fierce loyal ally.
and eye color are usually earthy tones with dark
brown being the most common, and gray or red-
orange less so. Tareks are hairless, and are Tarek Characteristics:
known to emit a strong musky odor. Savage, brutal, short-tempered, xenophobic,
While they mature at the same rate as humans, loyal, steadfast, violent
tareks do not usually live to see their 40th High Male Names: Kilorthrak, Rathgikek, Lywfenk,
Sun do to their brutal culture and violent nature. Trathsuyl, Kissfedg
Female Name: Felorn, Kester, Kisal, Zikulg,
Gystun, Tragun
Tarek Adventurers
Tarek leave their tribes for many reasons. These
reasons can include a time of wandering if the
tarek is an earth priest, or perhaps they have
grown tired of the brutal lifestyle of the tarek
people and seek a more civilized life. A brave
warrior may also have been sent on a quest for
the tribe or an earth shaman.
In the "civilized" lands of the Tablelands, tareks
sometimes have difficulty adjusting to the soft
culture of the city-dwellers. Tareks often have to
restrain themselves from challenging others to
prove their strength on a regular basis. However,
if a matched pair of tareks enters the arena, their
savage nature as gladiators can provide them
bloody outlets.
Many tareks are brought to the civilized world
against their wishes as slaves. As a slave, a tarek
will usually be used as brute force labor or sent
to the arenas as a gladiator. Should a tarek be
freed from slavery, some will continue with the
civilized life, often adventuring or joining a slave
tribe - a lifestyle that is reminiscent of their tribal
roots.
Tarek culture raises brutal xenophobic raiders
and few tareks have remorse or a conscience to
hold them back. Whether raised in a tarek tribe

57
Tarek Traits Savage Attacks. When you score a critical hit
with a melee weapon attack, you can roll one of
Ability Score Increase. Your Strength score
the weapon’s damage dice one additional time
increases by 2, and your Constitution score
and add it to the extra damage of the critical hit.
increase by 1.
Tarek Weapons Training. You have proficiency
Age. Tareks mature a bit quicker rate than
with the handfork and the hearthpick.
humans do and reach adulthood around the age
Natural Weaponry. You have proficiency with
of 14. They age noticeably faster and rarely live
unarmed strikes, and it deals 1d4 bludgeoning
longer than 80 years.
damage.
Alignment. Tareks inherit a tendency toward
Tarek Teamwork. Tarek work in team with at
chaos from their orc parents and are not strongly
least one other tarek has advantage on an Attack
inclined toward good. Tareks raised among
roll against a creature if at least one of the
Tareks and willing to live out their lives among
tarek's tarek allies is within 5 ft. of the creature
them are usually evil.
and the ally isn't Incapacitated.
Size. Tarek are somewhat larger and bulkier
Musk Odor. Tarek emanate a musk odor. The
than humans, and they range from 5 to well over
musk odor has a radius of 30 ft. And you have
6 feet tall. Your size is Medium.
disadvantage on stealth checks if someone could
Speed. Your base walking speed is 30 feet.
smell the odor in the radius. The penalties do not
Darkvision. You have superior vision in dark
apply outside this area. It also gives you
and dim conditions. You can see in dim light
disadvantage on Charisma skill checks.
within 60 feet of you as if it were bright light, and
Languages. You can speak Common and Tarek.
in darkness as if it were dim light. You can’t
Tarek is a harsh, grating language with hard
discern color in darkness, only shades of gray.
consonants. It has no script of its own but is
Menacing. You gain proficiency in the
written in the Barazhad script.
Intimidation skill.
Relentless Endurance. When you are reduced
to 0 hit points but not killed outright, you can
drop to 1 hit point instead. You can’t use this
feature again until you finish a long rest.
Random Age, Height and Weight

Base Height Base Weight Starting Starting Age Maximum Maximum


Race (Male) Height Modifier Weight Modifier Age Modifier Age Age Modifier
Human 5' +2d8 140 lb. +6d10 15 +1d8 80 +2d20
Dwarf 4'2" +2d4 180 lb. +4d10 25 +4d6 200 +3d20
Elf 6'6" +2d8 160 lb. +3d10 15 +3d4 100 +2d20
Half-elf 5'10" +2d6 120 lb. +3d12 15 +2d4 90 +2d20
Halfling 3' +1d8 50 lb. +5d4 25 +3d6 90 +4d12
Mul 5'6" +2d6 220 lb. +5d20 15 +1d6 80 +1d10
Thri-kreen* 6'10" +1d4 450 lb. +1d20 6 - 25 +1d10
Half-giant 10'5" +3d10 1500 lb. +3d100 20 +5d4 120 +1d100
Kenku 5'3" +1d6 100 lb. +1d20 11 +1d4 50 +1d10
Aarakocra 6'6" +2d8 90 lb. +2d10 10 +1d4 34 +1d10
Pterran 5' +2d8 170 lb. +4d10 + 10 12 +1d8 40 +1d10
Tarek 4'10" +2d10 165 lb. +6d10 12 +1d4 60 +1d20
Dray, 1st Generation 6'2" +2d12 180 lb. +2d10 12 +1d4 70 +2d10
Dray, 2nd Generation 6'4" +2d12 170 lb. +3d10 15 +1d10 120 +2d12
Jozhal 36 +3d4 75 lb. +2d12 12 +1d10 90 +1d100
Gith 6'6" +2d8 160 lb. +3d10 12 +1d4 60 +1d20

58
Base Height Base Weight Starting Starting Age Maximum Maximum
Race (Female) Height Modifier Weight Modifier Age Modifier Age Age Modifier
Human 4'11" +2d8 100 lb. +6d10 15 +1d8 80 +2d20
Dwarf 4' +2d4 170 lb. +4d10 25 +4d6 200 +3d20
Elf 6' +2d8 130 lb. +3d10 15 +3d4 100 +2d20
Half-elf 5'8" +2d6 95 lb. +3d12 15 +2d4 90 +2d20
Halfling 2'10" +1d8 46 lb. +5d4 25 +3d6 90 +4d12
Mul 5'5" +2d6 180 lb. +5d20 15 +1d6 80 +1d10
Thri-kreen* 6'10" +1d4 450 lb. +1d20 6 - 25 +1d10
Half-giant 10'5" +3d10 1450 lb. +3d100 20 +5d4 120 +1d100
Kenku 5' +1d6 90 lb. +1d20 11 +1d4 50 +1d10
Aarakocra 6'3" +2d8 75 lb. +2d10 10 +1d4 34 +1d10
Pterran 4'11" +2d8 160 lb. +4d10 + 10 12 +1d8 40 +1d10
Tarek 4'9" +2d10 155 lb. +6d10 12 +1d4 60 +1d20
Dray, 1st Generation 6' +2d12 170 lb. +2d10 12 +1d4 70 +2d10
Dray, 2nd Generation 6' +2d12 150 lb. +3d10 15 +1d10 120 +2d12
Jozhal 34 +3d4 70 lb. +2d12 12 +1d10 90 +1d100
Gith 6' +2d8 130 lb. +3d10 12 +1d4 60 +1d20

Classes availability to Races


Defiler Preserver
Races Fighter Ranger Barbarian Wizard Wizard Cleric Druid Rogue Bard Psionic Templar
Human O O O O O O O O O O O
Dwarf O O O N O O N O N O O
Elf O O O O O O N O O O O
Half-elf O O O O O O O O O O O
Halfling O O O N O O O O O O N
Mul O N O N N O O O N O N
Thri-kreen O O O N N O O N N O N
Half-giant O O O N N O N N N O N
Kenku O N O N N O N O N O N
Aarakocra O O O N O O O O N O N
Pterran O O N N N N O O N O N
Tarek O O O N N O N O O O N
Dray, 1st Generation O O O N N O N O N O N
Dray, 2nd Generation O O O O N N N O N O O*
Jozhal O N N N O O O O N O N
Gith O N O N N O N O N O N

* Second generation Dray may only become Templars for Dregoth as they were created by him.

59
Feats
Weapon Master (variation). You have practiced
extensively with a variety of weapons, gaining
the following benefits:

- Increase your Strength or Dexterity score by 1,


to a maximum of 20.
- You gain proficiency with four weapons of your
choice. Each one must be a simple or a martial
weapon.
- You can use two of your proficiency slots to
become proficient with an exotic weapon.
- You can use one of your proficiency slots to
because specialized in a simple or a martial
weapon that you are proficient with. When you
do, you gain specialized manoeuvres use
described in the equipment section.

60
basic degree of familiarity, each fighter
Fighter Class specializes in a certain style of combat. Some
concentrate on archery, some on fighting with
A human in clanging braxat armor holds her two weapons at once, and some on augmenting
shield before her as she runs toward the massed their martial skills with magic. This combination
goblins. An elf behind her, clad in studded kank of broad general ability and extensive
leather armor, peppers the goblins with arrows specialization makes fighters superior
loosed from his exquisite bow. The tarek nearby combatants on battlefields and in dungeons
shouts orders, helping the two combatants alike.
coordinate their assault to the best advantage.
A dwarf in mekillot hide armor interposes his Trained for Danger
shield between the giant’s club and his
companion, knocking the deadly blow aside. His Not every member of the city watch, the village
companion, a half-elf in inix scale armor, swings militia, or the queen’s army is a fighter. Most of
two scimitars in a blinding whirl as she circles the these troops are relatively untrained soldiers
giant, looking for a blind spot in its defenses. with only the most basic combat knowledge.
Veteran soldiers, military officers, trained
A gladiator fights for sport in an arena, a master bodyguards, dedicated knights, and similar
with his trident and net, skilled at toppling foes figures are fighters.
and moving them around for the crowd’s
delight—and his own tactical advantage. His Some fighters feel drawn to use their training as
opponent’s sword flares with blue light an adventurers. The dungeon delving, monster
instant before she sends lightning flashing forth slaying, and other dangerous work common
to smite him. among adventurers is second nature for a
fighter, not all that different from the life he or
All of these heroes are fighters, perhaps the she left behind. There are greater risks, perhaps,
most diverse class of characters in the worlds of but also much greater rewards—few fighters in
Dungeons & Dragons. Questing combatant, the city watch have the opportunity to discover a
conquering overlords, arena champions, elite magic flame tongue sword, for example.
foot soldiers, hardened mercenaries, and bandit
kings—as fighters, they all share an unparalleled Creating a Fighter
mastery with weapons and armor, and a
thorough knowledge of the skills of combat. And As you build your fighter, think about two
they are well acquainted with death, both related elements of your character’s background:
meting it out and staring it defiantly in the face. Where did you get your combat training, and
what set you apart from the mundane warriors
Well-Rounded Specialists around you? Were you particularly ruthless? Did
you get extra help from a mentor, perhaps
Fighters learn the basics of all combat styles. because of your exceptional dedication? What
Every fighter can swing an axe, fence with wrist drove you to this training in the first place? A
razors, wield a longsword or a greatsword, use a threat to your homeland, a thirst for revenge, or
bow, and even trap foes in a net with some a need to prove yourself might all have been
degree of skill. Likewise, a fighter is adept with factors.
shields and every form of armor. Beyond that

61
trained in a war academy, learning strategy,
tactics, and military history. Or you might be self-
taught—unpolished but well tested. Did you take
up the sword as a way to escape the limits of life
on a farm, or are you following a proud family
tradition? Where did you acquire your weapons
and armor? They might have been military issue
or family heirlooms, or perhaps you scrimped
and saved for years to buy them. Your
armaments are now among your most important
possessions—the only things that stand between
you and death’s embrace.
QUICK BUILD
You can make a fighter quickly by following these
suggestions. First, make Strength or Dexterity
your highest ability score, depending on whether
you want to focus on melee weapons or on
archery (or finesse weapons). Your next-highest
score should be Constitution, or Intelligence if
you plan to adopt the Eldritch Knight martial
You might have enjoyed formal training in a archetype. Second, choose the soldier
noble’s army or in a local militia. Perhaps you background.

Class Features
As a fighter, you gain the following class features.

Hit Points
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons, exotic weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation,
Perception, and Survival

62
Proficiency
Level Features
Bonus
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype, Weapon Instructor
4th +2 Ability Score Improvement, War Machinery Proficiency
5th +3 Extra Attack
6th +3 Ability Score Improvement, War Defenses
7th +3 Martial Archetype Feature, Army Commanding
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype Feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable (three uses)
18th +6 Martial Archetype Feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
 (a) braxat hide armor or (b) carru leather armor, longbow, and 20 stone arrows
 (a) a stone martial weapon and a erdlu scales shield or (b) two stone martial weapons
 (a) a light crossbow and 20 stone bolts or (b) two stone handaxes
 (a) a dungeoneer’s pack or (b) an explorer’s pack

63
Fighting Style o Thrown Weapon Fighting. You can draw a
weapon that has the thrown property as part of
You adopt a particular style of fighting as your the attack you make with the weapon.
specialty. Choose one of the following options. In addition, when you hit with a ranged attack
You can’t take a Fighting Style option more than using a thrown weapon, you gain a +1 bonus to
once, even if you later get to choose again. the damage roll.
o Archery. You gain a +2 bonus to attack rolls o Interception. When a creature you can see
you make with ranged weapons. hits a target that is within 5 feet of you with an
o Defense. While you are wearing armor, you attack, you can use your reaction to reduce the
gain a +1 bonus to AC. damage the target takes by 1d10 + your
o Dueling. When you are wielding a melee proficiency bonus (to a minimum of 0 damage).
weapon in one hand and no other weapons, you You must be wielding a shield or a simple or
gain a +2 bonus to damage rolls with that martial weapon to use this reaction.
weapon. o Tunnel Fighter. You excel at defending
o Protection. When a creature you can see narrow passages, doorways, and other tight
attacks a target other than you that is within 5 spaces. As a bonus action, you can enter a
feet of you, you can use your reaction to impose defensive stance that lasts until the start of your
disadvantage on the attack roll. You must be next turn. While in your defensive stance, you
wielding a shield. can make opportunity attacks without using your
o Two-Weapon Fighting. When you engage reaction, and you can use your reaction to make
in two-weapon fighting, you can add your ability a melee attack against a creature that moves
modifier to the damage of the second attack. more than 5 feet while within your reach.
o Close Quarters Shooter. You are trained in o Double Weapon Fighting. When you are
making ranged attack at close quarters. When wielding a double weapon, you can add your
making a ranged attack while you are within 5 ability modifier to the damage of the second
feet of a hostile creature, you do not have attack.
disadvantage on the attack roll. Your ranged o Unarmed Fighting. Your unarmed strikes
attacks ignore half cover and three-quarters can deal bludgeoning damage equal to 1d6 +
cover against targets within 30 feet of you. your Strength modifier. If you strike with two
Finally, you have a +1 bonus to attack rolls on free hands, the d6 becomes a d8.
ranged attacks. When you successfully start a grapple, you can
o Mounted Archery. While you are mounted, deal 1d4 bludgeoning damage to the grappled
you can use a bonus action to make a single creature. Until the grapple ends, you can also
weapon attack with a ranged weapon you are deal this damage to the creature whenever you
proficient in. If you do so, you cannot attack a hit it with a melee attack.
creature beyond the weapon's normal range.
Also, you suffer no disadvantage for doing Second Wind
ranged attack while been mounted.
o Blind Fighting. Being unable to see a You have a limited well of stamina that you can
creature doesn’t impose disadvantage on your draw on to protect yourself from harm. On your
attack rolls against it, provided the creature isn’t turn, you can use a bonus action to regain hit
hidden from you. points equal to 1d10 + your fighter level. Once
you use this feature, you must finish a short or
long rest before you can use it again.

64
Action Surge catapults, and trebuchets), crushing engines
(such as rams and bores), and siege towers.
Starting at 2nd level, you can push yourself
beyond your normal limits for a moment. On Ability Score Improvement
your turn, you can take one additional action on
top of your regular action and a possible bonus When you reach 4th level, and again at 6th, 8th,
action. 12th, 14th, 16th, and 19th level, you can increase
one ability score of your choice by 2, or you can
Once you use this feature, you must finish a increase two ability scores of your choice by 1. As
short or long rest before you can use it again. normal, you can’t increase an ability score above
Starting at 17th level, you can use it twice before 20 using this feature.
a rest, but only once on the same turn.
Extra Attack
Martial Archetype
Beginning at 5th level, you can attack twice,
At 3rd level, you choose an archetype that you instead of once, whenever you take the Attack
strive to emulate in your combat styles and action on your turn.
techniques. Choose Champion, Battle Master,
Scout, Sharpshooter, or Gladiator, all detailed at The number of attacks increases to three when
the end of the class description. The archetype you reach 11th level in this class and to four
you choose grants you features at 3rd level and when you reach 20th level in this class.
again at 7th, 10th, 15th, and 18th level. War Defenses
Weapon Instructor
A fighter is proficient to supervise the
A fighter can teach weapon proficiencies when construction of defenses when he reaches 6th
he reaches 3rd level and can train students in the level. These include ditches and pits, fields of
use of any weapon in which he is specialized. The stakes, hasty stone and wooden barricades, and
fighter may train a number of students equal to even semi-permanent stone fortifications.
his level in a single “training class.” A training
class requires eight hours of study each and Army Commanding
every day for one month of downtime. At the
end of that time, each student must make an A fighter can command large numbers of troops
Intelligence check. Those who pass gain a bonus when he reaches 7th level. In role-playing terms,
proficiency slot in that weapon. A student may the fighter has mastered the skills and
only be trained once, regardless of success, with techniques to take charge of 100 soldiers per
a specific weapon. Students can learn any level. This includes terminology, use of
number of new proficiencies in this manner, messengers and signals, use of psionic and
even beyond those slots normally allowed for a magical aids to communication, etc.
character of that level.
Indomitable
War Machinery Proficiency
Beginning at 9th level, you can reroll a saving
A fighter is proficient to operate heavy war throw that you fail. If you do so, you must use
machines when he reaches 4th level, including the new roll, and you can’t use this feature again
bombardment engines (such as ballistae, until you finish a long rest.

65
You can use this feature twice between long o Superior Archery. You gain a +3 bonus to
rests starting at 13th level and three times attack rolls you make with ranged weapons.
between long rests starting at 17th level. o Superior Dueling. When you are wielding a
melee weapon in one hand and no other
weapons, you gain a +4 bonus to damage rolls
Martial Archetypes with that weapon.
o Superior Defense. While you are wearing
Different fighters choose different approaches to armor, you gain a +1 bonus to AC. You also gain a
perfecting their fighting prowess. The martial +1 bonus to all saving throws.
archetype you choose to emulate reflects your o Superior Protection. When a creature you
approach. can see attacks a target other than you that is
within 5 feet of you, you can use your reaction to
Champion impose disadvantage on the attack roll and make
an opportunity attack against the attacker. You
The archetypal Champion focuses on the
must be wielding a shield.
development of raw physical power honed to
o Superior Great Weapon Fighting. When
deadly perfection. Those who model themselves
you roll a 1 or 2 on a damage die for an attack
on this archetype combine rigorous training with
you make with a melee weapon that you are
physical excellence to deal devastating blows.
wielding with two hands, you can roll an
Improved Critical additional damage die. The weapon must have
the two-handed or versatile property for you to
Beginning when you choose this archetype at 3rd gain this benefit.
level, your weapon attacks score a critical hit on o Superior Two-Weapon Fighting. When you
a roll of 19 or 20. engage in two-weapon fighting, you can add
Remarkable Athlete your ability modifier to the damage of the
second attack. You gain a +1 bonus to AC while
Starting at 7th level, you can add half your you are wielding a separate melee weapon in
proficiency bonus (round up) to any Strength, each hand.
Dexterity, or Constitution check you make that
doesn’t already use your proficiency bonus. Superior Critical
Starting at 15th level, your weapon attacks score
In addition, when you make a running long jump,
a critical hit on a roll of 18–20.
the distance you can cover increases by a
number of feet equal to your Strength modifier. Survivor
At 18th level, you attain the pinnacle of
Additional Fighting Style or Superior Fighting resilience in battle. At the start of each of your
Style turns, you regain hit points equal to 5 + your
Constitution modifier if you have no more than
At 10th level, your mastery of your fighting style half of your hit points left. You don’t gain this
deepens. You can choose a second option from benefit if you have 0 hit points.
the Fighting Style feature you gain at 1st level, or
you can choose an improved version of a fighting
style you already know as detailed below. The
improved version replaces the original one.

66
Battle Master Study Your Enemy

Battle Masters excel at controlling the When you reach 7th level, you can spend 1
battlefield. They specialize in combat minute watching your enemy in or out of
manoeuvres that distract, goad, and manipulate combat. Doing so gives you information about
their enemies with deadly precision. They are their abilities. The DM can then tell you if the
well rounded fighters who have a trick for nearly following enemy abilities are your equal to,
every situation. stronger, or weaker than your own:
 Strength ability score
Combat Superiority
 Dexterity ability score
You learn combat manoeuvres empowered by  Constitution ability score
superiority dice.  AC
 Current HP
Manoeuvres  Total levels (if any)
 Fighter levels (if any)
You learn three special manoeuvres from the list
below. Many manoeuvres enhance an attack in
Improved Superior Combat
some way. You can use only one manoeuvre per
attack. You learn two additional manoeuvres of When you reach 10th level, your superiority dice
your choice at 7th, 10th, and 15th level. Each turn into d10. When you reach level 18, your
time you learn new manoeuvres, you can also dice turn into d12.
replace one manoeuvre you know with a
different one. Relentless
Superiority Dice Starting at level 15, whenever you roll for
You start with 4 superiority dice, which are d8s, initiative and have zero superiority dice, you get
and you expend one whenever you use a 1 superiority die back.
manoeuvre. You regain them all when you finish
Maneuver Choices
a short or long rest. You gain another superiority
die at 7th level and one more at 15th level. Commanding Strike: When you take the Attack
action on your turn, you can forgo one of your
Saving Throws attacks and use a bonus action to direct one of
your companions to strike. When you do so,
If a manoeuvre requires a saving throw, the DC is choose a friendly creature who can see or hear
8 + your proficiency bonus + your Strength or you and expend one superiority die. That
Dexterity modifier (your choice). creature can immediately use its reaction to
make one weapon attack, adding the superiority
Student of War
die to the attack's damage roll. This effectively
Your study of the art of war not only in battle but gives your ally a chance to attack on your turn,
out of it grants you a proficiency in an artisan which allow for use of any turn-based benefits
tool of your choice. including Sneak Attack.

67
Disarming Attack: When you hit a creature with Manoeuvring Attack: When you hit a creature
a weapon attack, you can expend one superiority with a weapon attack, you can expend one
die to attempt to disarm the target, forcing it to superiority die to maneuver one of your
drop one item of your choice that it's holding. comrades into a more advantageous position.
You add the superiority die to the attack's You add the superiority die to the attack's
damage roll, and the target must make a damage roll, and you choose a friendly creature
Strength saving throw. On a failed save, it drops who can see or hear you. That creature can use
the object you choose. The object lands at its its reaction to move up to half its speed without
feet. provoking opportunity attacks from the target of
your attack.
Distracting Strike: When you hit a creature with
a weapon attack, you can expend one superiority Menacing Attack: When you hit a creature with
die to distract the creature, giving your allies an a weapon attack, you can expend one superiority
opening. You add the superiority die to the die to attempt to frighten the target. You add the
attack's damage roll. The next attack roll against superiority die to the attack's damage roll, and
the target by an attacker other than you has the target must make a Wisdom saving throw.
advantage if the attack is made before the start On a failed save, it is frightened of you until the
of your next turn. end of your next turn.
Parry: When another creature damages you with
Evasive Footwork: When you move on your turn,
a melee attack, you can use your reaction and
you can expend a superiority die, adding the
expend one superiority die to reduce the
total to your AC until you stop moving.
damage by the number you roll on your
Feinting Attack: You can expend one superiority superiority die + your Dexterity modifier.
die and use a bonus action on your turn to feint, Precision Attack: When you make a weapon
choosing one creature within 5 feet of you as attack roll against a creature, you can expend
your target. Until the end of the turn, you have one superiority die to add it to the roll. You can
advantage on your next attack roll against that use this manoeuvre before or after making the
creature. If that attack hits, add the superiority attack roll, but before any effects of the attack
die to the attack's damage roll. are applied.
Goading Attack: When you hit a creature with a Pushing Attack: When you hit a creature with a
weapon attack, you can expend one superiority weapon attack, you can expend one superiority
die to attempt to goad the target into attacking die to attempt to drive the target back. You add
you. You add the superiority die to the attack's the superiority die to the attack's damage roll,
damage roll, and the target must make a and if the target is Large or smaller, it must make
Wisdom saving throw. On a failed save, the a Strength saving throw. On a failed save, you
target has a disadvantage on all attack rolls push the target up to 15 feet away from you.
against targets other than you until the end of
Rally: On your turn, you can use a bonus action
your next turn.
and expend one superiority die to bolster the
Lunging Attack: When you make a melee resolve of one of your companions. When you do
weapon attack on your turn, you can expend one so, choose a friendly creature who can see or
superiority die to increase your reach for that hear you. That creature gains temporary hit
attack by 5 feet. If you hit, you add the points equal to the superiority die roll + your
superiority die to the attack's damage roll. Charisma modifier.

68
Riposte: When a character misses you with a Combat Superiority
melee attack, you can use your reaction and
expend one superiority die to make a melee At 3rd level, you gain a set of abilities that are
attack against the creature. If you hit, you add fueled by special dice called superiority dice. You
the superiority die to the attack's damage roll. have four superiority dice, which are d8s. A
superiority die is expended when you use it. You
Sweeping Attack: When you hit a creature with a regain all of your expended superiority dice
melee weapon attack, you can expend one when you finish a long or short rest. You gain
superiority die to attempt to damage another another superiority die at 7th level and one more
creature with the same attack. Choose another at 15th level. You can expend superiority dice to
creature within 5 feet of the original target and gain a number of different benefits:
within your reach. If the original attack roll would
hit the second creature, it takes damage equal to  When you make a check that allows you
the number you roll on your superiority die. T he to apply your proficiency in Athletics, Nature,
damage is of the same type dealt by the original Perception, Stealth, or Survival, you can expend
attack. one superiority die to bolster the check. Add half
the number rolled on the superiority die
Trip Attack: When you hit a creature with a (rounding up) to your check. You apply this
weapon attack, you can expend one superiority bonus after making the check but before learning
die to attempt to knock the target down. You if it was successful.
add the superiority die to the attack's damage  When you make a weapon attack against
roll, and if the target is Large or smaller, it must a creature, you can expend one superiority die to
make a Strength saving throw or be knocked add it to the attack roll. You can use this ability
prone. before or after making the attack roll, but before
any of the effects of the attack are applied.
 If you are hit by an attack while wearing
light or medium armor, you can expend one
Scout superiority die as a reaction, adding the number
The archetypal Scout excels at finding safe rolled to your AC. If the attack still hits, you take
passage through dangerous regions. Scouts half damage from it.
usually favor light armor and ranged weapons,
Natural Explorer
but they are comfortable using heavier gear
when faced with intense fighting. At 3rd level, you gain the ranger class feature of
the same name, with the following alteration:
Bonus Proficiencies
 You choose additional favored terrain
When you choose this archetype at 3rd level, you types at 7th and 15th level.
gain proficiency in three of the following skills of  Alternately your DM may let you take the
your choice: Acrobatics, Athletics, Investigation, UA Revised Ranger version of Natural Explorer.
Medicine, Nature, Perception, Stealth, or
Survival. You can choose to gain proficiency with Improved Combat Superiority
thieves’ tools in place of one skill choice.
At 10th level, your superiority dice turn into
d10s. At 18th level, they turn into d12s.

69
Relentless disadvantage on your roll. In addition, if you hit a
creature within 5 feet of you with a ranged
Starting at 15th level, when you roll initiative and attack on your turn, that creature can’t take
have no superiority dice remaining, you regain 1 reactions until the end of this turn.
superiority die.
Rapid Strike

Sharpshooter Starting at 15th level, you learn to trade accuracy


for swift strikes. If you have advantage on a
The Sharpshooter is a master of ranged combat. weapon attack against a target on your turn, you
An excellent sniper and eagle-eyed scout, this can forgo that advantage to immediately make
fighter is a perilous foe who can defeat an entire an additional weapon attack against the same
war band so long as they are kept at range. target as a bonus action.

Steady Aim
Beginning when you choose this archetype at 3rd Snap Shot
level, your aim becomes deadly. As a bonus
action on your turn, you can take careful aim at a Starting at 18th level, you are ever ready to
creature you can see that is within range of a spring into action. If you take the Attack action
ranged weapon you’re wielding. Until the end of on your first turn of a combat, you can make one
this turn, your ranged attacks with that weapon additional ranged weapon attack as part of that
gain two benefits against the target: action.

 The attacks ignore half and three -quarters


cover. Gladiator
 On each hit, the weapon deals additional
damage to the target equal to 2 + half your Gladiators are the slave warriors of the city
fighter level. states, specially trained for brutal physical
contests. Disciplined in many diverse forms of
You can use this feature three times. You regain hand-to-hand combat and skilled in the use of
all expended uses of it when you finish a short or dozens of different weapons, gladiators are the
long rest. most dangerous warriors on Athas.
Careful Eyes You don't gain the War Machinery Proficiency,
Starting at 7th level, you excel at picking out War Defenses, and Army Commander.
hidden enemies and other threats. You can take
the Search action as a bonus action. You also On the other hand, you gain proficiency with all
gain proficiency in the Perception, Investigation, kind of armors and weapons - including exotic
or Survival skill (choose one). and unarmed strike.

Close-Quarters Shooting You also have access to special gladiator


backgrounds (SEE Athasian Backgrounds
At 10th level, you learn to handle yourself in Section).
close combat. Making a ranged attack roll while
within 5 feet of an enemy doesn’t impose

70
Combat Superiority armor can protect them to an even greater
When you choose this archetype at 3rd level, you degree.
learn manoeuvres that are fuelled by special dice Gladiators must rely on armor to protect them
called superiority dice. far more than the average person. They have to
be much more aware of the armor’s capabilities.
Manoeuvres. You learn three manoeuvres of You have learned to position armor so it absorbs
your choice from the list of manoeuvres available blows better than it would normally, forcing the
to fighters with the Battle Master archetype and heavier parts of the armor to take the main
the ones Which are detailed under impact of the blow. A shield can be positioned so
“Manoeuvres” below. Many manoeuvres that the weapon skitters off harmlessly rather
enhance an attack in some way. You can use only than slamming directly into the shield.
one manoeuvre per attack. You learn two Once per turn, if you are wearing armor you
additional manoeuvres of your choice at 7th, may roll your armor optimization die to subtract
10th, and 15th level. Each time you learn new it from the damage taken from a weapon attack
manoeuvres, you can also replace one that hits you. Of course, as you progress in
manoeuvre you know with a different one. experience, you continue to understand armor
better and better. At level 5th, 10th and then
Superiority Dice. You have four superiority dice, 15th, you gain a dice upgrade to reduce damage,
which are d8s. A superiority die is expended starting with a d4 at 3rd level. Thus, at 5th level,
when you use it. You regain all of your expended your dice becomes a d6. At 10th level, it
superiority dice when you finish a short or long becomes a d8 bonus, and at 15th it becomes a
rest. You gain another superiority die at 7th level d10.
and one more at 15th level. If the gladiator is not wearing armor or using a
shield, this bonus does not apply. Also, armor
Saving Throws. Some of your manoeuvres spells or rings of protection do not gain such
require your target to make a saving throw to bonuses. This armor optimization bonus does
resist the manoeuvre's effects. The saving throw apply to more substantial magical items such as
DC is calculated as follows: bracers, cloaks, and so forth, for gladiators can
interpose these items between their bodies and
Manoeuvre save DC = 8 + your proficiency bonus the blows.
+ your Strength or Dexterity modifier (your
choice) Weakness Identification

Weapon Training Starting at 7th level, you are able to assess an


When choosing this path at 3rd level, you gain opponent for signs of weakness.
an additional fighting style. A successful proficiency check means that the
gladiator has located the foe’s weakness,
Armor Optimization whether it lies in fighting style or a fault in the
Starting at 3rd level, you gain an understanding opponent’s armor. If you wants to take
of how your armor can better serve you. Most disadvantage for a called shot, you can cause
characters who wear armor simply allow it to double damage to your opponent for one round
bear the brunt of most blows, relying on the only. After such a wound, intelligent opponents
physical barrier to protect them from the adjust their fighting style so that the weakness is
dangers of battle. They do not know that their not as exposed. Creatures with low Intelligence

71
or less (6 or less) simply try to minimize the Improved Combat Superiority
danger by presenting a different side to the
attacker. Thus, if two or more gladiators attack a At 10th level, your superiority dice turn into
weakened creature, there is a good chance they d10s. At 18th level, they turn into d12s.
can continue exploiting its weakness throughout
the battle as it shifts the damaged area from one Relentless
side to another. Starting at 15th level, when you roll initiative and
have no superiority dice remaining, you regain 1
The bonus conferred by this proficiency can be superiority die.
communicated to one’s allies. However, this
ability won’t work if the creature under attack
Manoeuvres
understands the language used to effect this
communication.
Additional gladiator manoeuvres are presented
in alphabetical order:

Dirty Move. When you hit a creature with a


weapon or unarmed attack, you can expend your
bonus action and one superiority die to cause
pain and discomfort to your opponent. Your
target must make a Constitution saving throw.
On a failed save, add the superiority die to the
attack's damage roll, and the target becomes
blinded and deafened until the end of your next
round.

Disjointing Strike. When you hit a creature with


a weapon or unarmed attack, you can expend
one superiority die to target another creature
within 5 feet of you giving you an opening. Your
target must make a Wisdom saving throw. On a
failed save, you can immediately use a bonus
action to attack the distracted creature.

Wrestling Attack. When you have successfully


grappled a creature with an attack action, you
can expend one superiority die to make a
particularly dangerous attack with your next
attack with a forearm axe, handfork, talid or
unarmed attack. If that attack hits, add The
superiority die to the attack’s damage roll and
you automatically score a critical hit.

72
Barbarian Class
A tall human tribesman strides through a silt-
storm, draped in protective veils and hefting his
axe. He laughs as he charges toward the beast-
head giant who dared poach his people’s herd.
A tarek snarls at the latest challenger to her
authority over their savage tribe, ready to break
his neck with her bare hands as she did to the
last six rivals.
Frothing at the mouth, a dwarf slams his helmet
into the face of his gith foe, then turns to drive
his armored elbow into the gut of another.
These barbarians, different as they might be, are
defined by their rage: unbridled, unquenchable,
and unthinking fury. More than a mere emotion,
their anger is the ferocity of a cornered predator,
the unrelenting assault of a storm, the churning
turmoil of the sea.
For some, their rage springs from a communion
with fierce animal spirits. Others draw from a
roiling reservoir of anger at a world full of pain.
For every barbarian, rage is a power that fuels
not just a battle frenzy but also uncanny reflexes,
resilience, and feats of strength.

Primal Instinct
People of towns and cities take pride in how
their civilized ways set them apart from animals,
as if denying one’s own nature was a mark of
superiority. To a barbarian, though, civilization is
no virtue, but a sign of weakness. The strong
embrace their animal nature—keen instincts,
primal physicality, and ferocious rage. Barbarians
are uncomfortable when hedged in by walls and
crowds. They thrive in the wilds of their
homelands: the tundra, jungle, or grasslands
where their tribes live and hunt.

73
Barbarians come alive in the chaos of combat. of riches? Did you join forces with soldiers of
They can enter a berserk state where rage takes those lands to face a shared threat? Did
over, giving them superhuman strength and monsters or an invading horde drive you out of
resilience. A barbarian can draw on this reservoir your homeland, making you a rootless refugee?
of fury only a few times without resting, but Perhaps you were a prisoner of war, brought in
those few rages are usually sufficient to defeat chains to “civilized” lands and only now able to
whatever threats arise. win your freedom. Or you might have been cast
out from your people because of a crime you
A Life of Danger committed, a taboo you violated, or a coup that
removed you from a position of authority.
Not every member of the tribes deemed
“barbarians” by scions of civilized society has the
barbarian class. A true barbarian among these QUICK BUILD
people is as uncommon as a skilled fighter in a
town, and he or she plays a similar role as a You can make a barbarian quickly by following
protector of the people and a leader in times of these suggestions. First, put your highest ability
war. Life in the wild places of the world is fraught score in Strength, followed by Constitution.
with peril: rival tribes, deadly weather, and Second, choose the outlander background.
terrifying monsters. Barbarians charge headlong
into that danger so that their people don’t have
to. The Barbarian Table

Their courage in the face of danger makes Level


Proficiency
Features Rages
Rage
Bonus Damage
barbarians perfectly suited for adventuring. 1st 2 Rage, Unarmored 2 2
Wandering is often a way of life for their native Defense
2nd 2 Reckless Attack, Danger 2 2
tribes, and the rootless life of the adventurer is Sense
little hardship for a barbarian. Some barbarians 3rd 2 Primal Path 3 2
4th 2 Ability Score 3 2
miss the close-knit family structures of the tribe, Improvement
but eventually find them replaced by the bonds 5th 3 Extra Attack, Fast 3 2
Movement
formed among the members of their adventuring 6th 3 Path Feature 4 2
parties. 7th 3 Feral Instinct 4 2
8th 3 Ability Score 4 2
Improvement
Creating a Barbarian 9th
10th
4
4
Brutal Critical (1 die)
Path Feature
4
4
3
3
11th 4 Relentless Rage 4 3
When creating a barbarian character, think 12th 4 Ability Score 5 3
about where your character comes from and his Improvement
13th 5 Brutal Critical (2 dice) 5 3
or her place in the world. Talk with your DM 14th 5 Path Feature 5 3
about an appropriate origin for your barbarian. 15th 5 Persistent Rage 5 3
16th 5 Ability Score 5 4
Did you come from a distant land, making you a Improvement
stranger in the area of the campaign? Or is the 17th 6 Brutal Critical (3 dice) 6 4
18th 6 Indomitable Might 6 4
campaign set in a rough-and-tumble frontier 19th 6 Ability Score 6 4
where barbarians are common? Improvement
20th 6 Primal Champion Unlimited 4

What led you to take up the adventuring life?


Were you lured to settled lands by the promise

74
 You have advantage on Strength checks
Class Features and Strength saving throws.
As a barbarian, you gain the following class  When you make a melee weapon attack
features. using Strength, you gain a bonus to the
damage roll that increases as you gain
Hit Points levels as a barbarian, as shown in the Rage
Damage column of the Barbarian table.
Hit Dice: 1d12 per barbarian level
 You have resistance to bludgeoning,
Hit Points at 1st Level: 12 + your Constitution
piercing, and slashing damage.
modifier
Hit Points at Higher Levels: 1d12 (or 7) + your If you are able to cast spells, you can’t cast them
Constitution modifier per barbarian level after or concentrate on them while raging.
1st
Your rage lasts for 1 minute. It ends early if you
Proficiencies are knocked unconscious or if your turn ends and
you haven’t attacked a hostile creature since
Armor: Light armor, medium armor, shields
your last turn or taken damage since then. You
Weapons: Simple weapons, martial weapons,
can also end your rage on your turn as a bonus
exotic weapon
action.
Tools: None
Saving Throws: Strength, Constitution Once you have raged the number of times shown
Skills: Choose two from Animal Handling, for your barbarian level in the Rages column of
Athletics, Intimidation, Nature, Perception, and the Barbarian table, you must finish a long rest
Survival before you can rage again.
Unarmored Defense
Equipment While you are not wearing any armor, your
Armor Class equals 10 + your Dexterity modifier
You start with the following equipment, in
+ your Constitution modifier. You can use a
addition to the equipment granted by your
shield and still gain this benefit.
background:
Reckless Attack
 (a) a stone greataxe or (b) any stone
martial melee weapon Starting at 2nd level, you can throw aside all
 (a) two stone handaxes or (b) any stone concern for defense to attack with fierce
simple weapon desperation. When you make your first attack on
 An explorer’s pack and four stone javelins your turn, you can decide to attack recklessly.
Doing so gives you advantage on melee weapon
attack rolls using Strength during this turn, but
Rage attack rolls against you have advantage until
your next turn.
In battle, you fight with primal ferocity. On your
turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if
you aren’t wearing heavy armor:

75
Danger Sense Brutal Critical
At 2nd level, you gain an uncanny sense of when Beginning at 9th level, you can roll one additional
things nearby aren’t as they should be, giving weapon damage die when determining the extra
you an edge when you dodge away from danger. damage for a critical hit with a melee attack.
You have advantage on Dexterity saving throws This increases to two additional dice at 13th level
against effects that you can see, such as traps and three additional dice at 17th level.
and spells. To gain this benefit, you can’t be
blinded, deafened, or incapacitated. Relentless Rage

Primal Path Starting at 11th level, your rage can keep you
fighting despite grievous wounds. If you drop to
At 3rd level, you choose a path that shapes the 0 hit points while you’re raging and don’t die
nature of your rage. The paths are detailed outright, you can make a DC 10 Constitution
below. Your choice grants you features at 3rd saving throw. If you succeed, you drop to 1 hit
level and again at 6th, 10th, and 14th levels. point instead.
Ability Score Improvement Each time you use this feature after the first, the
DC increases by 5. When you finish a short or
When you reach 4th level, and again at 8th, 12th, long rest, the DC resets to 10.
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase Persistent Rage
two ability scores of your choice by 1. As normal,
you can’t increase an ability score above 20 using Beginning at 15th level, your rage is so fierce that
this feature. it ends early only if you fall unconscious or if you
choose to end it.
Extra Attack
Indomitable Might
Beginning at 5th level, you can attack twice,
instead of once, whenever you take the Attack Beginning at 18th level, if your total for a
action on your turn. Strength check is less than your Strength score,
you can use that score in place of the total.
Fast Movement
Primal Champion
Starting at 5th level, your speed increases by 10
feet while you aren’t wearing heavy armor. At 20th level, you embody the power of the
wilds. Your Strength and Constitution scores
Feral Instinct increase by 4. Your maximum for those scores is
now 24 (26 if you are a half-giant).
By 7th level, your instincts are so honed that you
have advantage on initiative rolls.
Additionally, if you are surprised at the beginning
of combat and aren’t incapacitated, you can act
normally on your first turn, but only if you enter
your rage before doing anything else on that
turn.

76
Primal Paths action to extend the duration of this effect on
the frightened creature until the end of your
Rage burns in every barbarian’s heart, a furnace next turn. This effect ends if the creature ends its
that drives him or her toward greatness. turn out of line of sight or more than 60 feet
Different barbarians attribute their rage to away from you.
different sources, however. For some, it is an
If the creature succeeds on its saving throw, you
internal reservoir where pain, grief, and anger
can’t use this feature on that creature again for
are forged into a fury hard as steel. Others see it
24 hours.
as a spiritual blessing, a gift of a totem animal.
Retaliation
Path of the Berserker
Starting at 14th level, when you take damage
For some barbarians, rage is a means to an end— from a creature that is within 5 feet of you, you
that end being violence. The Path of the can use your reaction to make a melee weapon
Berserker is a path of untrammeled fury, slick attack against that creature.
with blood. As you enter the berserker’s rage,
you thrill in the chaos of battle, heedless of your
own health or well-being.
Path of the Totem Warrior
Frenzy
The Path of the Totem Warrior is a spiritual
Starting when you choose this path at 3rd level, journey, as the barbarian accepts a spirit animal
you can go into a frenzy when you rage. If you do as guide, protector, and inspiration. In battle,
so, for the duration of your rage you can make a your totem spirit fills you with supernatural
single melee weapon attack as a bonus action on might, adding magical fuel to your barbarian
each of your turns after this one. When your rage. It is unusual for an individual to have more
rage ends, you suffer one level of exhaustion. than one totem animal spirit, though exceptions
exist.
Mindless Rage
Spirit Seeker: Yours is a path that seeks
Beginning at 6th level, you can’t be charmed or
attunement with the natural world, giving you a
frightened while raging. If you are charmed or
kinship with beasts. You gain the ability to cast
frightened when you enter your rage, the effect
the beast sense and speak with animals spells,
is suspended for the duration of the rage.
but only as rituals.
Intimidating Presence
Totem Spirit
Beginning at 10th level, you can use your action
At 3rd level, when you adopt this path, you
to frighten someone with your menacing
choose a totem spirit and gain its feature. You
presence. When you do so, choose one creature
must make or acquire a physical totem object -
that you can see within 30 feet of you. If the
an amulet or similar adornment - that
creature can see or hear you, it must succeed on
incorporates fur or feathers, claws, teeth, or
a Wisdom saving throw (DC equal to 8 + your
bones of the totem animal. At your option, you
proficiency bonus + your Charisma modifier) or
also gain minor physical attributes that are
be frightened of you until the end of your next
reminiscent of your totem spirit. For example, if
turn. On subsequent turns, you can use your
you have a bear totem spirit, you might be

77
unusually hairy and thick skinned, or if your  Eagle: You gain the eyesight of an eagle.
totem is the eagle your eyes turn bright yellow. You can see up to 1 mile away with no difficulty.
Your totem animal might be an animal related to You are able to discern even fine details as
those listed here but more appropriate to your though looking at something no more than 100
homeland. For example, you could choose a feet away from you. Additionally, dim light
hawk or vulture in place of an eagle. doesn't impose disadvantage on your Wisdom
(Perception) checks.
 Klar: While raging you have resistance to
 Rasclinn: You gain the hunting sensibilities
all damage except psychic damage. The spirit of of a rasclinn. You can track other creatures while
the klar makes you tough enough to stand up to traveling at a fast pace, and you can move
any punishment. stealthily while traveling at a normal pace.
 Eagle: While you're raging and aren't
 Crodlu: Whether mounted or on foot, your
wearing heavy armor other creatures have travel pace is doubled, as is the travel pace of up
disadvantage on opportunity attack rolls against to ten companions while they're within 60 feet
you. You can use the Dash action as a bonus of you and you're not incapacitated (see chapter
action on your turn. The spirit of the eagle makes 8 in the Player's Handbook for more information
you into a predator who can weave through the about travel pace). The crodlu spirit helps you
fray with ease. roam far and fast.
 Rasclinn: While you're raging, your friends
 Kirre: You gain proficiency in two skills
have advantage on melee attack rolls against any from the following list: Athletics, Acrobatics,
creature within 5 feet of you that is hostile to Stealth, and Survival. The cat spirit hones your
you. The spirit of the rasclinn makes you a leader survival instincts
of hunters.
 Crodlu: While you're raging and aren't Spirit Walker
wearing heavy armor, your walking speed
increases by 15 feet. The spirit of the crodlu At 10th level. you can cast the commune with
makes you extraordinarily swift. nature spell, but only as a ritual. When you do
 Kirre: While raging, you can add 10 feet to so, a spiritual version of one of the animals you
your long jump distance and 3 feet to your high chose for Totem Spirit or Aspect of the Beast
jump distance. The spirit of the kirre empowers appears to you to convey the information you
your leaps. seek.
Totemic Attunement
Aspect Of The Beast At 14th level you gain a magical benefit based on
At 6th leveI you gain a magical benefit based on the a totem animal of your choice. You can choose
totem animal of your choice. You can choose the the same animal you selected previously or a
same animal you selected at 3rd level or a different different one.
one.
 Klar: While you're raging any creature within
 Klar: You gain the might of a klar. Your 5 feet of you that's hostile to you has
carrying capacity (including maximum load and disadvantage on attack rolls against targets other
maximum lift) is doubled and you have than you or another character with this feature.
advantage on Strength checks made to push, An enemy is immune to this effect if it can't see
pull, lift, or break objects. or hear you or if it can't be frightened.

78

Eagle: While raging you have a flying speed Ancestral Protectors
equal to your current walking speed. This benefit Starting when you choose this path at 3rd level,
works only in short bursts; you fall if you end spectral warriors appear when you enter your
your turn in the air and nothing else is holding rage. While you’re raging, the first creature you
you aloft. hit with an attack on your turn becomes the
 Rasclinn: While you're raging you can use a
target of the warriors, which hinder its attacks.
bonus action on your turn to knock a Large or Until the start of your next turn, that target has
smaller creature prone when you hit it with disadvantage on any attack roll that isn’t against
melee weapon attack. you, and when the target hits a creature other
 Crodlu: While raging, you can use a bonus
than you with an attack, that creature has
action during your move to pass through the resistance to the damage dealt by the attack. The
space of a Large or smaller creature. That effect on the target ends early if your rage ends.
creature must succeed on a Strength saving
throw (DC 8 + your Strength bonus + your Spirit Shield
proficiency bonus) or be knocked prone and take
Beginning at 6th level, the guardian spirits that
bludgeoning damage equal to 1d12 +your
aid you can provide supernatural protection to
Strength modifier.
those you defend. If you are raging and another
 Kirre: While you're raging, if you move at
creature you can see within 30 feet of you takes
least 20 feet in a straight line toward a Large or
damage, you can use your reaction to reduce
smaller target right before making a melee
that damage by 2d6. When you reach certain
weapon attack against it, you can use a bonus
levels in this class, you can reduce the damage by
action to make an additional melee weapon
more: by 3d6 at 10th level and by 4d6 at 14th
attack against it.
level.
Consult the Spirits
Path of the Ancestral Guardian At 10th level, you gain the ability to consult with
Some barbarians hail from cultures that revere your ancestral spirits. When you do so, you cast
their ancestors. These tribes teach that the the augury or clairvoyance spell, without using a
warriors of the past linger in the world as mighty spell slot or material components. Rather than
spirits, who can guide and protect the living. creating a spherical sensor, this use of
When a barbarian who follows this path rages, clairvoyance invisibly summons one of your
the barbarian contacts the spirit world and calls ancestral spirits to the chosen location. Wisdom
on these guardian spirits for aid. Barbarians who is your spellcasting ability for these spells. After
draw on their ancestral guardians can better you cast either spell in this way, you can’t use
fight to protect their tribes and their allies. In this feature again until you finish a short or long
order to cement ties to their ancestral guardians, rest.
barbarians who follow this path cover Vengeful Ancestors
themselves in elaborate tattoos that celebrate
At 14th level, your ancestral spirits grow
their ancestors’ deeds. These tattoos tell sagas of
powerful enough to retaliate. When you use
victories against terrible monsters and other
your Spirit Shield to reduce the damage of an
fearsome rivals.
attack, the attacker takes an amount of force

79
damage equal to the damage that your Spirit
Shield prevents.
Zealous Presence
At 10th level, you learn to channel divine power
to inspire zealotry in others. As a bonus action,
Path of the Zealot you unleash a battle cry infused with sorcerer-
Some sorcerer-kings inspire their followers to king’s energy. Up to ten other creatures of your
pitch themselves into a ferocious battle fury. choice within 60 feet of you that can hear you
These barbarians are zealots — warriors who gain advantage on attack rolls and saving throws
channel their rage into powerful displays of until the start of your next turn. Once you use
divine power. A variety of sorcerer-kings across this feature, you can’t use it again until you finish
the worlds of Athas inspire their followers to a long rest.
embrace this path. In general, the sorcerer-kings
Rage beyond Death
who inspire zealots value combat, destruction,
and violence. Not all are evil, but only one is Beginning at 14th level, the divine power that
good. fuels your rage allows you to shrug off fatal
blows. While you’re raging, having 0 hit points
doesn’t knock you unconscious. You still must
Sorcerer-King’s Fury make death saving throws, and you suffer the
normal effects of taking damage while at 0 hit
Starting when you choose this path at 3rd level, points. However, if you would die due to failing
you can channel divine fury into your weapon death saving throws, you don’t die until your
strikes. While you’re raging, the first creature rage ends, and you die then only if you still have
you hit on each of your turns with a weapon 0 hit points.
attack takes extra damage equal to 1d6 + half
your barbarian level. The extra damage is
necrotic or radiant; you choose the type of
damage when you gain this feature. Path of the Brute
Warrior of the Sorcerer-Kings The most primitive barbarian, the Brute
combines traits of both humans and animals. He
At 3rd level, your soul is marked for endless is heavily built and thick-boned,
battle. If a spell, such as raise dead, has the sole with a sloping skull resting low on his neck, and
effect of restoring you to life (but not undeath), fanged jaws protruding over a receding chin.
the caster doesn’t need material components to Coarse hair covers his hide-like skin. Long,
cast the spell on you. powerful arms let him lope on all fours and
Fanatical Focus clamber up trees like a monkey. Lacking the
intelligence of other barbarians, he depends on
Starting at 6th level, the divine power that fuels his keen senses, natural resilience, and sharp
your rage can protect you. If you fail a saving instinct to help him survive.
throw while you’re raging, you can reroll it, and
you must use the new roll. You can use this A Brute allies himself with an adventuring party
ability only once per rage. for companionship, protection, or even the
promise of regular meals. He remains loyal so

80
long as his companions treat him decently. He
has no aptitude for leadership, strategic
planning, or negotiation; he takes orders from Reduced Movement
anyone he trusts. He serves his party as a
forager, hunter, and combatant. You don’t gain Fast Movement class ability on
level 5. Instead you gain Improved Climbing.
Though a Brute’s companions may admire his
Superior Unarmored Defense
loyalty and friendliness, they may also balk at his
animalistic behavior. He howls at the moon, licks Starting when you choose this path at 3rd level,
himself clean, and grooms animals by picking while you are not wearing any armor, your
bugs from their fur. He eats raw meat, tearing Armor Class equals 12 + your Dexterity modifier
apart carcasses with his teeth. He speaks in + your Constitution modifier. You can’t use a
grunts, never more than a few syllables at a time. shield.
He identifies friends by their smells, and
investigates strangers by sniffing them up and Superior Danger Sense
down. Starting when you choose this path at 3rd level,
because of the Brute's sharp senses, you have
Ability Scores Modifications can add your proficiency modifier in addition to
having advantage on Dexterity saving throws
A Brute has a maximum Intelligence of 7 and a against effects that you can see, such as traps
maximum Charisma of 9; you must decrease you and spells. To gain this benefit, you can’t be
scores from level 1 if you have more and plan to blinded, deafened, or incapacitated.
take this path. You also increase your Strength
score by 1 (you cannot go above 20). Improved Climbing
Starting at 5th level, your climbing speed is not
halved; your climbing speed is the same as your
Primitive Brute walking speed.
Sharp Survival Instinct
The Brute has no use for virtues and vices
associated with civilized societies. Etiquette, Beginning at 6th level, you can trail a human,
greed, personal honor, and loyalty to abstract animal, or demi-human by scent, presuming the
principles are unknown to him. He can’t be quarry made the trail within the previous 24
insulted or blackmailed, nor can he be tempted hours. You must be familiar with the quarry, or
with treasure. A Brute’s interests seldom extend must have a sample of the scent (a scrap of hide,
beyond his current needs; with food in his a lock of hair, a piece of clothing). You have the
stomach and a soft patch of ground on which to same chance to follow the trail as if you had the
MP, he’s as content as he can be. tracking proficiency. (Refer to Skills & Feats
system book. Use only the modifiers relevant to
You have disadvantage on charisma checks following a trail by scent, including those
(Persuasion + Deception), but you have associated with the number of creatures in the
advantage against these. group, elapsed time, and inclement weather.) If
the Brute has the tracking proficiency, he
receives advantage to his checks.

81
A Brute can also identify a particular character or propel yourself into a berserk frenzy: Bites,
creature by its lingering aroma, presuming the punches and kicks are all directed at a single
character or creature was in the area within the opponent. If your attack hits, you make 2d4 +
past 24 hours. The Brute must be familiar with your Strength modifier of additional bludgeoning
the creature or have a sample of the scent. The damage.
Brute identifies the scent with a successful
Wisdom check. Retaliation
After 14th level whenever a friendly creature
Wild Brawl takes damage from a creature that is within 5ft
Beginning at 10th level, when you are doing a of you, you may use your reaction to make one
reckless attack, you can use your bonus action to melee weapon attack against that creature.

82
techniques that are particularly useful against
Ranger Class their specific favored foes.

Overview Thanks to their familiarity with the wilds, rangers


acquire the ability to cast spells that harness
Rough and wild looking, a human stalks alone nature’s power, much as a druid does. Their
through the shadows of rocks, hunting the giths spells, like their combat abilities, emphasize
he knows are planning a raid on a nearby slave speed, stealth, and the hunt. A ranger’s talents
tribe village. Clutching a shortsword in each and abilities are honed with deadly focus on the
hand, he becomes a whirlwind of obsidian, grim task of protecting the borderlands.
cutting down one enemy after another.
After tumbling away from a cone of burning air,
Independent Adventurers
an elf finds her feet and draws back her bow to Though a ranger might make a living as a hunter,
lose an arrow at the earth drake. Shrugging off a guide, or a tracker, a ranger’s true calling is to
the wave of fear that emanates from the beast defend the outskirts of civilization from the
like the heat of its breath, she sends one arrow ravages of monsters and humanoid hordes that
after another to find the gaps between the press in from the wild. In some places, rangers
drake’s thick scales. gather in secretive orders or join forces with
Holding his hand high, a half-elf whistles to the druidic circles. Many rangers, though, are
hawk that circles high above him, calling the bird independent almost to a fault, knowing that,
back to his side. Whispering instructions in when a drake or a band of giths attacks, a ranger
Elvish, he points to the klar he’s been tracking might be the first—and possibly the last—line of
and sends the hawk to distract the creature defense.
while he readies his bow. This fierce independence makes rangers well
Far from the bustle of cities and towns, past the suited to adventuring, since they are accustomed
hedges that shelter the most distant farms from to life far from the comforts of a dry bed and a
the terrors of the wild, amid the dense-packed hot bath. Faced with city-bred adventurers who
dunes of trackless deserts and across wide and grouse and whine about the hardships of the
empty barren plains, rangers keep their wild, rangers respond with some mixture of
unending watch. amusement, frustration, and compassion. But
they quickly learn that other adventurers who
can carry their own weight in a fight against
Deadly Hunters civilization’s foes are worth any extra burden.
Warriors of the wilderness, rangers specialize in Coddled city folk might not know how to feed
hunting the monsters that threaten the edges of themselves or find fresh water in the wild, but
civilization—humanoid raiders, rampaging beasts they make up for it in other ways.
and monstrosities, terrible giants, and deadly
drakes. They learn to track their quarry as a Creating a Ranger
predator does, moving stealthily through the
wilds and hiding themselves in brush and rubble. As you create your ranger character, consider
Rangers focus their combat training on the nature of the training that gave you your
particular capabilities. Did you train with a single
mentor, wandering the wilds together until you

83
mastered the ranger’s ways? Did you leave your
apprenticeship, or was your mentor slain— Class Features
perhaps by the same kind of monster that As a ranger, you gain the following class features.
became your favored enemy? Or perhaps you
learned your skills as part of a band of rangers
affiliated with a druidic circle, trained in mystic
paths as well as wilderness lore. You might be Hit Points
self-taught, a recluse who learned combat skills,  Hit Dice: 1d10 per ranger level
tracking, and even a magical connection to  Hit Points at 1st Level: 10 + your
nature through the necessity of surviving in the Constitution modifier
wilds.  Hit Points at Higher Levels: 1d10 (or 6) +
What’s the source of your particular hatred of a your Constitution modifier per ranger level
certain kind of enemy? Did a monster kill after 1st.
someone you loved or destroy your home
village? Or did you see too much of the
destruction these monsters cause and commit Proficiencies
yourself to reining in their depredations? Is your
adventuring career a continuation of your work  Armor: Light Armor, Medium Armor,
in protecting the borderlands, or a significant Shields
change? What made you join up with a band of  Weapons: Simple Weapons, Martial
adventurers? Do you find it challenging to teach Weapons
new allies the ways of the wild, or do you  Tools: None
welcome the relief from solitude that they offer?  Saving Throws: Strength, Dexterity
 Skills: Choose three from Animal Handling,
QUICK BUILD Athletics, Insight, Investigation, Nature,
Perception, Stealth, and Survival.
You can make a ranger quickly by following these
suggestions. First, make Dexterity your highest
ability score, followed by Wisdom. (Some rangers
who focus on two-weapon fighting make Equipment
Strength higher than Dexterity.) Second, choose
the outlander background. You start with the following equipment, in addition to
the equipment granted by your background:

 (a) erdlu scale armor or (b) carru leather


armor
 (a) two stone shortswords or (b) two stone
simple melee weapons
 (a) a dungeoneer’s pack or (b) an explorer’s
pack
 A longbow and a quiver of 20 stone arrows

84
Favored Enemy  The overland travel cost of your group is
reduced by 1, to a minimum of 1. This is
Beginning at 1st level, you have significant not cumulative to other ranger present.
experience studying, tracking, hunting, and even  Your group can’t become lost except by
talking to a certain type of enemy. magical means.
 Even when you are engaged in another
Choose a type of favored enemy: aberrations, activity while traveling (such as foraging,
beasts, celestials, constructs, dragons, navigating, or tracking), you remain alert to
elementals, fey, fiends, giants, monstrosities, danger.
oozes, plants, or undead. Alternatively, you can  If you are traveling alone, you can move
select two races of humanoid (such as thri-kreen stealthily at a normal pace.
and giths) as favored enemies.  When you forage, you find twice as much
food as you normally would.
You have advantage on Wisdom (Survival) checks  While tracking other creatures, you also
to track your favored enemies, as well as on learn their exact number, their sizes, and
Intelligence checks to recall information about how long ago they passed through the
them. area.

When you gain this feature, you also learn one You choose additional favored terrain types at
language of your choice that is spoken by your 6th and 10th level.
favored enemies, if they speak one at all.

You choose one additional favored enemy, as


Fighting Style
well as an associated language, at 6th and 14th At 2nd level, you adopt a particular style of fighting as
level. As you gain levels, your choices should your specialty. Choose one of the following options.
reflect the types of monsters you have You can’t take a Fighting Style option more than
encountered on your adventures. once, even if you later get to choose again.

 Archery. You gain a +2 bonus to attack rolls


Natural Explorer you make with ranged weapons.
 Defense. While you are wearing armor, you
You are particularly familiar with one type of gain a +1 bonus to AC.
natural environment and are adept at traveling  Dueling. When you are wielding a melee
and surviving in such regions. Choose one type of weapon in one hand and no other
favored terrain: stony barrens, sandy waste, weapons, you gain a +2 bonus to damage
rocky badlands, mountains, scrub plain, forest, rolls with that weapon.
salt flats, or boulder fields. When you make an  Protection. When a creature you can see
Intelligence or Wisdom check related to your attacks a target other than you that is
favored terrain, your proficiency bonus is within 5 feet of you, you can use your
doubled if you are using a skill that you’re reaction to impose disadvantage on the
proficient in. attack roll. You must be wielding a shield.
 Two-Weapon Fighting. When you engage
While traveling for an hour or more in your
in two-weapon fighting, you can add your
favored terrain, you gain the following benefits:
ability modifier to the damage of the
second attack.

85
 Close Quarters Shooter. You are trained in  Blind Fighting. Being unable to see a
making ranged attack at close quarters. creature doesn’t impose disadvantage on
When making a ranged attack while you your attack rolls against it, provided the
are within 5 feet of a hostile creature, you creature isn’t hidden from you.
do not have disadvantage on the attack  Thrown Weapon Fighting. You can draw a
roll. Your ranged attacks ignore half cover weapon that has the thrown property as
and three-quarters cover against targets part of the attack you make with the
within 30 feet of you. Finally, you have a +1 weapon.
bonus to attack rolls on ranged attacks. In addition, when you hit with a ranged
 Mounted Archery. While you are mounted, attack using a thrown weapon, you gain a
you can use a bonus action to make a +1 bonus to the damage roll.
single weapon attack with a ranged  Interception. When a creature you can
weapon you are proficient in. If you do so, see hits a target that is within 5 feet of you
you cannot attack a creature beyond the with an attack, you can use your reaction
weapon's normal range. Also, you suffer no to reduce the damage the target takes by
disadvantage for doing ranged attack while 1d10 + your proficiency bonus (to a
been mounted. minimum of 0 damage). You must be
 Tunnel Fighter. You excel at defending wielding a shield or a simple or martial
narrow passages, doorways, and other weapon to use this reaction.
tight spaces. As a bonus action, you can  Whirling Blades (ranger only). When you
enter a defensive stance that lasts until the engage in two-weapon fighting while
start of your next turn. While in your wearing no or light armor, you do not
defensive stance, you can make expend your bonus action and add your
opportunity attacks without using your ability modifier to the second attack. You
reaction, and you can use your reaction to can still gain the benefits of two-weapon
make a melee attack against a creature fighting only once on your turn.
that moves more than 5 feet while within
your reach.
 Double Weapon Fighting. When you are Spellcasting
wielding a double weapon, you can add By the time you reach 2nd level, you have
your ability modifier to the damage of the learned to use the magical essence of nature to
second attack. cast spells, much as a druid does. See PHB
 Exotic Weaponry. You gain proficiency chapter 10 for the general rules of spellcasting
with all exotic weapons. and chapter 11 for the ranger spell list.
 Unarmed Fighting. Your unarmed strikes
can deal bludgeoning damage equal to 1d6 Spell Slots
+ your Strength modifier. If you strike with
The Ranger table shows how many spell slots you
two free hands, the d6 becomes a d8.
have to cast your spells of 1st level and higher.
When you successfully start a grapple,
To cast one of these spells, you must expend a
you can deal 1d4 bludgeoning damage to
slot of the spell’s level or higher. You regain all
the grappled creature. Until the grapple
expended spell slots when you finish a long rest.
ends, you can also deal this damage to the
For example, if you know the 1st-level spell
creature whenever you hit it with a melee
animal friendship and have a 1st-level and a 2nd
attack.

86
level spell slot available, you can cast animal Ranger Archetype
friendship using either slot.
At 3rd level, you choose to the archetype that
Spells Known you strive to emulate in ideals and training: the
Beastmaster, the Hunter, Wasteland Wanderer,
You know two 1st-level spells of your choice or the Primeval Guardian. Your choice grants you
from the ranger spell list. The Spells Known features at 3rd level and again at 5th, 7th, 11th,
column of the Ranger table shows when you and 15th level.
learn more ranger spells of your choice. Each of
these spells must be of a level for which you Primeval Awareness
have spell slots. For instance, when you reach
5th level in this class, you can learn one new Beginning at 3rd level, you can use your action
spell of 1st or 2nd level. Additionally, when you and expend one ranger spell slot to focus your
gain a level in this class, you can choose one of awareness on the region around you. For 1
the ranger spells you know and replace it with minute per level of the spell slot you expend, you
another spell from the ranger spell list, which can sense whether the following types of
also must be of a level for which you have spell creatures are present within 1 mile of you (or
slots. within up to 6 miles if you are in your favored
terrain): aberrations, celestials, dragons,
Spellcasting Ability elementals, fey, fiends, and undead. This feature
Wisdom is your spellcasting ability for your doesn’t reveal the creatures’ location or number.
ranger spells, since your magic draws on your
attunement to nature. You use your Wisdom Ability Score Improvement
whenever a spell refers to your spellcasting
ability. In addition, you use your Wisdom When you reach 4th level, and again at 8th, 12th,
modifier when setting the saving throw DC for a 16th, and 19th level, you can increase one ability
ranger spell you cast and when making an attack score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal,
roll with one.
you can’t increase an ability score above 20 using
 Spell save DC: 8 + your proficiency bonus + this feature. Alternately you can take a Feat in
your Wisdom modifier place of your Ability Score Improvement.
 Spell attack modifier: your proficiency
bonus + your Wisdom modifier Extra Attack
Spellcasting Focus Beginning at 5th level, you can attack twice,
You can use a druidic focus as a spellcasting instead of once, whenever you take the Attack
focus for your ranger spells. See chapter 5, action on your turn.
“Equipment,” of the Player’s Handbook for a list
of things that count as druidic focuses. Land’s Stride
Starting at 8th level, moving through nonmagical
difficult terrain costs you no extra movement.
You can also pass through nonmagical plants
without being slowed by them and without

87
taking damage from them if they have thorns, Foe Slayer
spines, or a similar hazard.
In addition, you have advantage on saving At 20th level, you become an unparalleled
throws against plants that are magically created hunter of your enemies. Once on each of your
or manipulated to impede movement, such turns, you can add your Wisdom modifier to the
those created by the entangle spell. attack roll or the damage roll of an attack you
make against one of your favored enemies. You
can choose to use this feature before or after the
Hide in Plain Sight roll, but before any effects of the roll are applied.
Starting at 10th level, you can spend 1 minute
creating camouflage for yourself. You must have
access to fresh mud, dirt, plants, soot, and other Ranger Archetypes
naturally occurring materials with which to
create your camouflage. Across the wilds, rangers ideals express
Once you are camouflaged in this way, you can themselves in classic types — which share a
try to hide by pressing yourself up against a solid similar outlook on how best to protect nature
surface, such as a tree or wall, that is at least as from those who would despoil it.
tall and wide as you are. You gain a +10 bonus to
Dexterity (Stealth) checks as long as you remain Beast Master
there without moving or taking actions. Once
Many rangers are more at home in the wilds
you move or take an action or a reaction, you
than in civilization, to the point where animals
must camouflage yourself again to gain this
consider them kin. Rangers of the Beast Conclave
benefit.
develop a close bond with a beast, then further
strengthen that bond through the use of magic.
Vanish
Starting at 14th level, you can use the Hide Ranger’s Companion
action as a bonus action on your turn. Also, you At 3rd level, you gain a beast companion that
can’t be tracked by non-magical means, unless accompanies you on your adventures and is
you choose to leave a trail. trained to fight alongside you. Choose a beast
that is no larger than Medium and that has a
Feral Senses challenge rating of 1/4 or lower (appendix
D presents statistics for the hawk, mastiff, and
At 18th level, you gain preternatural senses that panther as examples). Add your proficiency
help you fight creatures you can’t see. When you bonus to the beast’s AC, attack rolls, and damage
attack a creature you can’t see, your inability to rolls, as well as to any saving throws and skills it
see it doesn’t impose disadvantage on your is proficient in. Its hit point maximum equals the
attack rolls against it. You are also aware of the hit point number in its stat block or four times
location of any invisible creature within 30 feet your ranger level, whichever is higher. Like any
of you, provided that the creature isn’t hidden creature, it can spend Hit Dice during a short rest
from you and you aren’t blinded or deafened. to regain hit points.
The beast obeys your commands as best as it
can. It takes its turn on your initiative. On your
turn, you can verbally command the beast where

88
to move (no action required by you). You can use
your action to verbally command it to take the Animal Companion Traits & Flaws
Attack, Dash, Disengage, or Help action. If you
don't issue a command, the beast takes the d6 Trait
Dodge action. Once you have the Extra Attack 1 I’m dauntless in the face of adversity.
feature, you can make one weapon attack 2 Threaten my friends, threaten me.
yourself when you command the beast to take 3 I stay on alert so others can rest.
the Attack action. 4 People see an animal and underestimate
If you are incapacitated or absent, the beast me. I use that to my advantage.
acts on its own, focusing on protecting you and 5 I have a knack for showing up in the nick
itself. The beast never requires your command to of time.
use its reaction, such as when making an
6 I put my friends’ needs before my own in
opportunity attack.
While traveling through your favored terrain all things.
with only the beast, you can move stealthily at a
normal pace.
If the beast dies, you can obtain a new d6 Flaw
companion by spending 8 hours magically 1 If there’s food left unattended, I’ll eat it.
bonding with a beast that isn’t hostile to you and 2 I growl at strangers, and all people except
that meets the requirements. my ranger are strangers to me.
3 Any time is a good time for a belly rub.
Exceptional Training 4 I’m deathly afraid of silt.
Beginning at 7th level, on any of your turns when 5 My idea of hello is a flurry of licks to the
your beast companion doesn’t attack, you can face.
use a bonus action to command the beast to 6 I jump on creatures to tell them how much
take the Dash, Disengage, or Help action on its I love them.
turn.
In addition, the beast's attacks now count as Hunter
magical for the purpose of overcoming
resistance and immunity to nonmagical attacks Some rangers seek to master weapons to better
and damage. protect civilization from the terrors of the
wilderness. Hunter ranger learn specialized
Bestial Fury fighting techniques for use against the most dire
Starting at 11th level, when you command your threats, from rampaging so-huts and hordes of
beast companion to take the Attack action , the giths to towering giants and terrifying drakes.
beast can make two attacks, or it can take the
Multiattack action if it has that action. Hunter’s Prey
At 3rd level, you gain one of the following
Share Spells features of your choice.
Beginning at 15th level, when you cast a spell
targeting yourself, you can also affect your beast Colossus Slayer. Your tenacity can wear down
companion with the spell if the beast is within 30 the most potent foes. When you hit a creature
feet of you. with a weapon attack, the creature takes an

89
extra 1d8 damage if it’s below its hit point Superior Hunter’s Defense
maximum. You can deal this extra damage only
once per turn. At 15th level, you gain one of the following
Giant Killer. When a Large or larger creature features of your choice.
within 5 feet of you hits or misses you with an Evasion. When you are subjected to an effect,
attack, you can use your reaction to attack that such as a red dragon’s fiery breath or a lightning
creature immediately after its attack, provided bolt spell, that allows you to make a Dexterity
that you can see the creature. saving throw to take only half damage, you
Horde Breaker. Once on each of your turns instead take no damage if you succeed on the
when you make a weapon attack, you can make saving throw, and only half damage if you fail.
another attack with the same weapon against a Stand Against the Tide. When a hostile
different creature that is within 5 feet of the creature misses you with a melee attack, you can
original target and within range of your weapon. use your reaction to force that creature to repeat
the same attack against another creature (other
Defensive Tactics than itself) of your choice.
At 7th level, you gain one of the following Uncanny Dodge. When an attacker that you
features of your choice. can see hits you with an attack, you can use your
reaction to halve the attack’s damage against
Escape the Horde. Opportunity attacks against you.
you are made with disadvantage.
Multiattack Defense. When a creature hits
you with an attack, you gain a +4 bonus to AC
against all subsequent attacks made by that
creature for the rest of the turn.
Steel Will. You have advantage on saving
throws against being frightened.

Multiattack
At 11th level, you gain one of the following
features of your choice.
Volley. You can use your action to make a
ranged attack against any number of creatures
within 10 feet of a point you can see within your
weapon’s range. You must have ammunition for
each target, as normal, and you make a separate
attack roll for each target.
Whirlwind Attack. You can use your action to
make a melee attack against any number of
creatures within 5 feet of you, with a separate
attack roll for each target.

90
Primeval Guardian  Your reach increases by 5 feet.
 You gain a number of temporary hit points
Primeval Guardian rangers follow an ancient at the start of each of your turns. The
tradition rooted in powerful druidic magic. These number equals half your ranger level.
rangers learn to become one with nature, When the form ends, you lose any
allowing them to channel the aspects of various temporary hit points you have from it.
beasts and plants in order to overcome their
foes. These rangers dwell in the elder parts of Piercing Thorns
the world. They venture out only rarely, as they
consider it their sacred duty to protect the At 3rd level, your command of primal magic
druidic groves and remnant of trees that saw the allows you to enhance your attacks with thorns.
earliest days of the Green Age. Once during each of your turns, you can deal an
additional 1d6 piercing damage to one creature
Guardian Magic you hit with a weapon attack.
Starting at 3rd level, you learn an additional spell Ancient Fortitude
when you reach certain levels in this class, as
shown in the Primeval Guardian Spells table. The At 7th level, you gain the endurance of the
spell counts as a ranger spell for you, and it ancient forests. Your hit point maximum and
doesn’t count against the number of ranger current hit points increase by 2 per ranger level
spells you know. when you assume your guardian form. This
increase lasts until you leave the form; your hit
Ranger point maximum then returns to normal, but your
Level Primeval Guardian Spells current hit points remain the same, unless they
3rd Entangle must decrease to abide by your hit point
5th Enhance Ability maximum.
9th Conjure Animals
13th Giant Insect Rooted Defense
17th Insect Plague
At 11th level, you gain the ability to twist and
turn the ground beneath you. While you are in
Guardian Soul your guardian form, the ground within 30 feet of
you is difficult terrain for your enemies.
Starting at 3rd level, you gain the ability to
temporarily grow and take on the appearance of Guardian Aura
a treelike person, covered with leaves and bark.
As a bonus action, you assume this guardian Starting at 15th level, your guardian form
form, which lasts until you end it as a bonus emanates a magical aura that fortifies your
action or until you are incapacitated. You injured allies. When any ally starts their turn
undergo the following changes while in your within 30 feet of your guardian form, that ally
guardian form: regains a number of hit points equal to half your
ranger level. This aura has no effect on a
 Your size becomes Large, unless you were creature that has half or more of its hit points,
larger. and it has no effect on undead and constructs.
 Any speed you have becomes 5 feet, unless
the speed was lower.

91
Wasteland Wanderer Ranger Wasteland Wanderer
Level Spells
Some worlds thrive, with large swathes of the 3rd purify food and drink
land covered with flora and fauna that can be
5th aid
both beautiful and dangerous while other lands,
9th mass healing word
or other worlds, become desolate wastelands
through cataclysmic occurrences either natural 13th death ward
or manufactured. Apocalyptic events turn the 17th mass cure wounds
land into hazardous voids more dangerous than
any monster. Only the hardiest life forms survive, Vigilant Guardian
and even they are often mutated into hideous At 3rd level, you become harder to ambush and
reflections of their natural selves. can’t be surprised while within your favored
terrain. If a member of your party is surprised at
The Sea of Silt is just an example in lore. Forged the start of combat, you have advantage on
in harsh kiln of apocalyptic survival are the initiative rolls.
Wasteland Wanderer. These rangers of ruin rely Additionally, you can use your bonus action to
on the skills and knowledge they have gathered make a Wisdom (Perception) or Intelligence
by surviving the terrible conditions of Athas— (Investigation) check to notice hidden enemies. If
and often helping others survive as well. you notice a hidden creature, you can
immediately move up to half your speed and
Ranger Wasteland Wanderer make one additional weapon attack against that
target, as part of that same bonus action. When
Level Features
you do, you have advantage on the attack and
3rd Wasteland Wanderer Magic,
you deal an additional 2d8 damage on a hit.
Vigilant Guardian
7th Trail of Trouble Trail of Trouble
11th Shared Succor
15th Safety in Numbers Starting at 7th level, you have a +5 bonus to your
passive Wisdom (Perception) and passive
Intelligence (Investigation) scores. You gain this
Wasteland Wanderer Magic
benefit even while traveling at a normal pace,
Starting at 3rd level, you learn an additional spell instead of a slow pace, while you are in your
with you reach certain levels in this class, as favored terrain. Additionally, you can use your
shown in the Wasteland Wanderer Spells table. Primeval Awareness feature to focus your senses
The spell counts as a ranger spell for you, but it to unnatural disturbances nearby. For 1 minute
doesn’t count against the number of ranger per level of the spell slot you expend, you can
spells you know. divine the types of traps to a range of 60 feet,
learning how they trigger, and the type of
damage they deal. When you do so, you also gain
resistance to traps you identify with this feature
until you finish a short or long rest.

92
Shared Succor Safety in Numbers
At 11th level, when you cast a ranger spell that At 15th level, you gain the ability to use an
restores hit points to a creature other than you, enemy’s momentum against it. When a creature
treat any dice rolled to determine the hit points within 30 feet of you deals damage to anyone
regained as having rolled their maximum value, other than you, you can use your reaction to
and you regain hit points equal that number plus grant its target resistance to the attack’s damage
your wisdom modifier. and you can make a special weapon attack as
At 15th level, you can choose one additional part of the same reaction. You have advantage
creature within range of the spell, to regain that on the attack roll, and if it hits, your target has
number of hit points. disadvantage on its next attack roll until the end
Once you use this feature, you can’t use it of its next turn.
again until you finish a long rest. You can use this feature a number of times
equal to your Wisdom modifier (minimum of 1).
You regain all expended uses when you finish a
long rest.

Proficiency Features Spells —Spell Slots per Spell Level—


Level
Bonus Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer — — — — — —
2nd +2 Fighting Style, Spellcasting 2 2 — — — —
3rd +2 Ranger Archetype, Primeval Awareness 3 3 — — — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Extra Attack 4 4 2 — — —
6th +3 Favored Enemy and Natural Explorer Improvements 4 4 2 — — —
7th +3 Ranger Archetype Feature 5 4 3 — — —
8th +3 Ability Score Improvement, Land’s Stride 5 4 3 — — —
9th +4 — 6 4 3 2 — —
10th +4 Natural Explorer Improvement, Hide in Plain Sight 6 4 3 2 — —
11th +4 Ranger Archetype Feature 7 4 3 3 — —
12th +4 Ability Score Improvement 7 4 3 3 — —
13th +5 — 8 4 3 3 1 —
14th +5 Favored Enemy Improvement, Vanish 8 4 3 3 1 —
15th +5 Ranger Archetype Feature 9 4 3 3 2 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 — 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

93
Athasian Bard
turned away. To get around this, the hiring party
“Some people think a club can solve any problem. sometimes disguises their approach by using a
Unless you‟re a half-giant, there are more sophisticated third party to send the bards-it can turn into a
ways of settling a disagreement. ” very complicated collage of intrigue and deceit.
―Cabal, half-elven bard
A bard has a bewildering variety of benefits. A
The bard is a member of a bizarre class of bard can use all thief abilities: pick pockets, open
entertainers and storytellers prized by the locks, find/ remove traps, move silently, hide in
aristocratic city dwellers. Freemen all, the bards shadows, hear noise, climb walls, and read
tour through cities in groups or individually, then languages. The initial values of each skill is given
travel on, making a living with their wits and on the Thieving Skill Base Scores table, and is
talents. It is also widely accepted that many modified by race, Dexterity, and armor worn.
bards lead double lives as notorious Unlike thieves, bards add nothing to these base
blackmailers, thieves, spies, and even assassins. values at 1st level. Each time the bard rises a
As described in the Player's Handbook, the bard level in experience, the player receives another
must remain mostly neutral in alignment; that is, 20 points to distribute. No more than 10 of these
he must have .neutral. as one of the elements of points can be assigned to a single skill and no
his alignment. The bard's profession puts him in skill can be raised above 35 percent.
touch with all sorts of people and situations and
he cannot afford to have a strong polarity of
alignment to complicate his interaction with Class Features
them. Athasian bards have no restrictions to
their armor or weapon choices. However, they As a bard, you gain the following class features.
tend to wear no armor, in favor of more festive
Hit Points
clothing, and their weapons are often concealed
and small. Bards are first and foremost Hit Dice: 1d8 per bard level
entertainers. Each has some skill as a singer, Hit Points at 1st Level: 8 + your Constitution
actor, poet, musician, and juggler. Every bard modifier
character specializes in one particular mode of Hit Points at Higher Levels: 1d8 (or 5) + your
performance which should be noted on his Constitution modifier per bard level after 1st
character sheet; this may become pertinent in
some roleplaying situations. Proficiencies
Armor: Light armor
Among the nobility of the cities, bards are tools.
Weapons: Simple weapons, hand crossbows,
They are commonly hired by one house of nobles
longswords, rapiers, shortswords
and sent to another as a gift. The bards are sent
Tools: Two musical instruments of your choice,
to entertain, and usually to perform some other
and two from the following list: Alchemist’s
subtle task (such as robbery, assassination,
supplies, Disguise kit, Herbalism kit, Poisoner’s
espionage, etc.), as well. It is considered rude to
kit, Thieves’ tools
turn down the gift of a bard or bard company.
Saving Throws: Dexterity, Charisma
However, when presented with a troop of bards
Skills: Choose any three
from one's worst enemy, sometimes they are

94
Proficiency Bleeding
Level Features
Bonus Strike
1st +2 1d4 Bardic Inspiration (d6), Smuggler
2nd +2 1d4 Bleeding Strike, Jack of All Trades, Song of Rest, Master Poisonner
3rd +2 1d4 Bard Academy, Careful Poisoner, Expertis
4th +2 1d4 Ability Score Improvement, Master Poisonner
5th +3 2d4 Bardic Inspiration (d8), Font of Inspiration, Trade Secret
6th +3 2d4 Countercharm, Bard Academy Feature, Prompt Poisoner, Master Poisonner
7th +3 2d4 ---
8th +3 2d4 Ability Score Improvement, Quick Thinking, Master Poisonner
9th +4 3d4 Song of Rest (d8), Trade Secret
10th +4 3d4 Bardic Inspiration (d10), Expertise, Knowledge's Edge, Master Poisonner
11th +4 3d4 ---
12th +4 3d4 Ability Score Improvement, Master Poisonner
13th +5 4d4 Song of Rest (d10), Trade Secret
14th +5 4d4 Bard Academy Feature, Physical Resistance, Master Poisonner
15th +5 4d4 Bardic Inspiration (d12)
16th +5 4d4 Ability Score Improvement, Master Poisonner
17th +6 5d4 Song of Rest (d12), Trade Secret
18th +6 5d4 Mental Resistance, Master Poisonner
19th +6 5d4 Ability Score Improvement
20th +6 5d4 Superior Inspiration, Master Poisonner

Equipment within 60 feet of you who can hear you. That


creature gains one Bardic Inspiration die, a d6.
You start with the following equipment, in Once within the next 10 minutes, the creature
addition to the equipment granted by your can roll the die and add the number rolled to one
background: ability check, attack roll, or saving throw it
 (a) an obsidian puchik, (b) an obsidian makes. The creature can wait until after it rolls
longsword, or (c) any obsidian simple the d20 before deciding to use the Bardic
weapon Inspiration die, but must decide before the DM
 (a) a diplomat’s pack or (b) an entertainer’s
says whether the roll succeeds or fails. Once the
pack Bardic Inspiration die is rolled, it is lost. A
 (a) a lute or (b) any other musical
creature can have only one Bardic Inspiration die
instrument at a time.
 Carru leather armor and an obsidian bard’s
You can use this feature a number of times
friend equal to your Charisma modifier (a minimum of
once). You regain any expended uses when you
Bardic Inspiration finish a long rest.
Your Bardic Inspiration die changes when you
You can inspire others through stirring words or reach certain levels in this class. The die becomes
music. To do so, you use a bonus action on your a d8 at 5th level, a d10 at 10th level, and a d12 at
turn to choose one creature other than yourself 15th level.

95
Smuggler The extra hit points increase when you reach
You gain an advantage on Charisma checks to certain levels in this class: to 1d8 at 9th level, to
find the person who can sell you drugs, herbs, 1d10 at 13th level, and to 1d12 at 17th level.
poisons, spell components and other illicit goods.
Additionally you gain an advantage on an
Master Poisoner
Intelligence Checks to masquerade illicit goods or A bard is a master of poisons, knowledgeable in
items as normal luggage. both their use and manufacture. From 2nd level,
each two level, the bard rolls 1d20, and consults
Bleeding Strike POISONS TABLE in gear chapter below to
Beginning at 2nd level, you know how to strike determine which new poison he has mastered. If
surgically at the creatures that depend on life the bard has already mastered the poison
giving substances like blood or water. Once per indicated, he gains no new poison at that level. If
round you can deal extra bleeding damage to the total is 20, the bard may choose any poison
one creature you hit with an attack if you have on the list. Once mastered, the bard can make a
advantage on the attack roll, the creature suffers single application of the poison every day, using
extra bleeding damage of the same type at the easily obtained materials.
end of its next turn. Bard Academy
The creature that was hit must be able to
bleed. At 3rd level, you delve into the advanced
The attack must use a finesse weapon. You techniques of a bard Academy of your choice.
don’t need advantage on the attack roll if Your choice grants you features at 3rd level and
another enemy of the target is Within 5 feet of again at 6th and 14th level.
the enemy that isn’t incapacitated, and you don’t
have disadvantage on the attack roll. The  Academy of Lore
amount of extra damage increases as you gain  Academy of Satire
levels in this class, as shown in the Bleeding  Academy of Swords
 Academy of Survival
Strike column of the Bard table.
 Academy of Whispers
Jack of All Trades
Starting at 2nd level, you can add half your Expertise
proficiency bonus, rounded down, to any ability
check you make that doesn’t already include At 3rd level, choose two of your skill
your proficiency bonus. proficiencies. Your proficiency bonus is doubled
for any ability check you make that uses either of
Song of Rest the chosen proficiencies.

Beginning at 2nd level, you can use soothing At 10th level, you can choose another two skill
music or oration to help revitalize your wounded proficiencies to gain this benefit.
allies during a short rest. If you or any friendly
creatures who can hear your performance regain Ability Score Improvement
hit points at the end of the short rest by When you reach 4th level, and again at 8th, 12th,
spending one or more Hit Dice, each of those 16th, and 19th level, you can increase one ability
creatures regains an extra 1d6 hit points. score of your choice by 2, or you can increase

96
two ability scores of your choice by 1. As normal, Surgeon of Death. As a bonus action you can
you can’t increase an ability score above 20 using expend one of your uses of Bardic Inspiration to
this feature. gain an advantage on your next attack action.
Tumbler: If you see your opponent, you can use
Font of Inspiration your reaction to get half of your proficiency
Beginning when you reach 5th level, you regain bonus to AC, potentially causing the attack to
all of your expended uses of Bardic Inspiration miss you.
when you finish a short or long rest. Versatile Skills. Select a skill proficiency from this
list: Deception, Investigation, Insight, Medicine,
Trade Secrets Persuasion, Performance, Stealth or Sleight of
Hand. You are now proficient with this skill. This
At 5th, 9th, 13th and 17th level you learn a trade trade secret may be chosen more than once,
secret chosen from the list below: each time it applies to a different skill.

Alchemy Dealer. Pay one‐half of the market


Countercharm
price for materials needed to craft alchemical At 6th level, you gain the ability to use musical
items. notes or words of power to disrupt mind-
Forbidden Knowledge. You learn to read and influencing effects. As an action, you can start a
write one of the languages you can speak. performance that lasts until the end of your next
Herbalist. You have an advantage when creating turn. During that time, you and any friendly
antitoxin and poison antidotes. creatures within 30 feet of you have advantage
Poison Dealer. Pay one‐half of the market price on saving throws against being frightened or
for poisons and raw materials needed to craft charmed. A creature must be able to hear you to
poisons. gain this benefit. The performance ends early if
Poison Taster. You have resistance to poison you are incapacitated or silenced or if you
damage. voluntarily end it (no action required).
Poison Immunity. (prerequisite Poison Taster)
You have immunity to poison damage. This Trade Prompt Poisoner
Secret must be taken with either a 13th or 17th
level slot. At 6th level, you can apply poison to a weapon as
Refined Deceiver. You can add your proficiency a bonus action.
bonus to your Charisma checks when
masquerading as someone else. Quick Thinking
Scented Widowmaker. You can combine
ingested and inhaled poisons with smokesticks. Bards often find themselves in a tight spot where
All creatures within the area of the smokestick they have to act quickly, whether it is to escape a
(covers a 10‐ft. cube) are affected by the poison templar patrol or strike first when in
you applied to the smokestick. confrontation with a foe. Starting at 8th level,
Scorpion’s Touch. A creature subjected to a your keen ability to assess tactical situations
contact or injury poison applied by you has a allows you to act quickly in battle. You have
disadvantage on the first saving throw it makes advantage to your initiative rolls.
against the poison.
Silent Assassin. You gain an advantage on
grapple checks when using Garrote or Lajav.

97
Knowledge’s Edge
Bard Academies
Bards carry many dark secrets they would prefer
The way of a bard is gregarious. Bards seek each
remain secret. This, combined with a large
other out to swap songs and stories, boast of
amount of knowledge based on half‐truths and
their accomplishments, and share their
false rumors makes your mind unreliable to
knowledge. Bards form loose associations, which
those who would seek to mentally affect it. At
they call academies, to facilitate their gatherings
10th level you receive a proficiency bonus to
and preserve their traditions.
saves made against enchantment spells. In
addition you have an advantage on Intelligence
saving throws.
Academy of Lore
Bards of the Academy of Lore know something
Physical Resistance about most things, collecting bits of knowledge
from sources as diverse as scholarly tomes and
Special training is a way of life for bards. Be it peasant tales. Whether singing folk ballads in
training with monks from Nibenay, or a tutelage taverns or elaborate compositions in royal
from the master of the Way, or even a patronage courts, these bards use their gifts to hold
from a sorcerer king, a bard has found a way to audiences spellbound. When the applause dies
be tough against all odds. At 14th level, you gain down, the audience members might find
resistance to two types of damage form the themselves questioning everything they held to
following list: Acid, Bludgeoning, Cold, Fire, be true, from their faith in the priesthood of the
Lightning, Piercing, Poison, Slashing, or Thunder. local temple to their loyalty to the king.

Mental Resistance The loyalty of these bards lies in the pursuit of


beauty and truth, not in fealty to a monarch or
following the tenets of a deity. A noble who
Bards have always been a bit superstitious and
keeps such a bard as a herald or advisor knows
they've accumulated a lot of tokens and charms
that the bard would rather be honest than
during their lives to protect them from
politic. The academy’s members gather in
unexplainable forces. Some of those charms
libraries and sometimes in actual academies,
actually do work and bards belief in them have
complete with classrooms and dormitories, to
unlocked a way to find inner peace and its
share their lore with one another. They also
protection from the supernatural. At 18th level,
meet at festivals or affairs of state, where they
you gain resistance to one type of damage form
can expose corruption, unravel lies, and poke fun
the following list: Force, Necrotic, Psychic or
at self-important figures of authority.
Radiant.
Bonus Proficiencies
Superior Inspiration When you join the Academy of Lore at 3rd level,
At 20th level, when you roll initiative and have you gain proficiency with three skills of your
no uses of Bardic Inspiration left, you regain one choice.
use.

98
Cutting Words You can choose to do so after you roll the die for
the ability check, but before the GM tells you
Also at 3rd level, you learn how to use your wit whether you succeed or fail.
to distract, confuse, and otherwise sap the
confidence and competence of others. When a
creature that you can see within 60 feet of you
makes an Attack roll, an ability check, or a Academy of Satire
damage roll, you can use your reaction to expend
Bards of the Academy of Satire are called jesters.
one of your uses of Bardic Inspiration, rolling a
They use lowbrow stories, daring acrobatics, and
Bardic Inspiration die and subtracting the
cutting jokes to entertain audiences, ranging
number rolled from the creature’s roll. You can
from the crowds in a rundown dockside pub to
choose to use this feature after the creature
the nobles of a king’s royal court. Where other
makes its roll, but before the GM determines
bards seek forgotten lore or tales of epic bravery,
whether the Attack roll or ability check succeeds
jesters ferret out embarrassing and hilarious
or fails, or before the creature deals its damage.
stories of all kinds. Whether telling the ribald tale
The creature is immune if it can’t hear you or if
of a brawny stable hand’s affair with an aged
it’s immune to being Charmed.
duchess or a mocking satire of a paladin of
Poisoner’s Secrets Helm’s cloying innocence, a jester never lets
taste, social decorum, or shame get in the way of
At 6th level, you learn to make two poisons of a good laugh.
your choice from the Poison list.
While jesters are masters of puns, jokes, and
Healing Salve verbal barbs, they are much more than just
comic relief. They are expected to mock and
At 6th level, you learn how to create healing provoke, taking advantage of how even the most
salves using your herbalism kit. powerful folk are expected by tradition to
endure a jester’s barbs with good humor. This
Healing Salve. Starting from 6th level, as an expectation allows a jester to serve as a critic or
action, you can expend one use of Bardic a voice of reason when others are too
Inspiration to infuse an already prepared salve. A intimidated to speak the truth.
creature can smear it on itself as an action to
regain 2d6 hit points. If not used, the salve For the duchess with a taste for strapping young
looses its healing properties after 1 hour. This laborers, such tales might serve to warn the
salve’s healing increases by 1d6 when you reach targets of her affections and force her to change
certain bard levels: 10th level (3d6), 14th level her ways for lack of willing partners. Striking
(4d6), 18th level (5d6), and 20th level (6d6). back at the jester only ruins her already
damaged reputation, and might provide the best
evidence that the jester’s satires have hit their
mark. But if she is kind and generous to her
Peerless Skill conquests, the jokes and stories cast her as a
Starting at 14th level, when you make an ability kind of folk hero, while drawing even more
check, you can expend one use of potential partners to her.
Bardic Inspiration. Roll a Bardic Inspiration die Jesters are loyal to only one cause: the pursuit
and add the number rolled to your ability check. and propagation of the truth. They use their

99
comedy and innocuous appearance to break completing a long rest. If a creature resists your
down social barriers and expose corruption, attempt to probe deeper and succeeds at its
incompetence, and stupidity among the rich and saving throw against your detect thoughts, it
powerful. Whether revealing a con artist’s immediately suffers an embarrassing social gaffe.
treachery or exposing a baron’s plans for war as It might loudly pass gas, unleash a thunderous
driven by greed and bloodlust, a jester serves as burp, trip and fall, or be compelled to tell a
the conscience of a realm. Jesters adventure to tasteless joke.
safeguard the common folk and to undermine
the plans of the rich, powerful, and arrogant. Fool’s Luck
Their skills bolsters allies’ spirits while casting Jesters seem to have a knack for pulling
doubt into foes’ minds. Among bards, jesters are themselves out of tight situations, transforming
unmatched acrobats, and their ability to tumble, what looks like sure failure into an embarrassing
dodge, leap, and climb makes them slippery but effective success. At 14th level, you can
opponents in battle. expend one use of Bardic Inspiration after you
Bonus Proficiencies fail an ability check, fail a saving throw, or miss
with an attack roll. Roll a Bardic Inspiration die
When you join the Academy of Satire at 3rd and add the number rolled to your attack, saving
level, you gain proficiency with thieves’ tools. throw, or ability check, using the new result in
You also gain proficiency in Sleight of Hand and place of the failed one.
one additional skill of your choice. If you are
already proficient with thieves’ tools or in Sleight If using this ability grants you a success on the
of Hand, choose another skill proficiency for each attack, saving throw, or ability check, note the
proficiency you already have. number you rolled on the Bardic Inspiration die.
The DM can then apply that result as a penalty to
Tumbling Fool an attack or check you make, and you cannot use
this ability again until you suffer this drawback.
At 3rd level, you master a variety of acrobatic When the DM invokes this penalty, describe an
techniques that allow you to evade danger. As a embarrassing gaffe or mistake you make as part
bonus action, you can tumble. When you tumble, of the affected die roll.
you gain the following benefits for the rest of
your turn:
 You gain the benefits of taking the Dash Academy of Swords
and Disengage actions.
 You gain a climbing speed equal to your Bards of the Academy of Swords are called
current speed. blades, and they entertain through daring feats
 You take half damage from falling. of weapon prowess. Blades perform stunts such
as sword swallowing, knife throwing and
Fool’s Insight juggling, and mock combats. Though they use
their weapons to entertain, they are also highly
At 6th level, your ability to gather stories and trained and skilled warriors in their own right.
lore gains a supernatural edge. You can use the
psionic talent detect thoughts up to a number of Their talent with weapons inspires many blades
times equal to your Charisma modifier. You to lead double lives. One blade might use a circus
regain any expended uses of this ability after troupe as cover for nefarious deeds such as

100
assassination, robbery, and blackmail. Other
blades strike at the wicked, bringing justice to
bear against the cruel and powerful. Most
troupes are happy to accept a blade’s talent for
the excitement it adds to a performance, but few
entertainers fully trust a blade in their ranks.
Blades who abandon their lives as entertainers
have often run into trouble that makes
maintaining their secret activities impossible. A
blade caught stealing or engaging in vigilante
justice is too great a liability for most troupes.
With their weapon skills and magic, these blades
either take up work as enforcers for thieves’
guilds or strike out on their own as adventurers.

Bonus Proficiencies
When you join the Academy of Swords at 3rd
level, you gain proficiency with medium armor
and the scimitar.
If you’re proficient with a simple or martial
melee weapon, you can use it as a spellcasting
focus for your bard spells.

Fighting Style
At 3rd level, you adopt a style of fighting as your
specialty. Choose one of the following options.
You can’t take a Fighting Style option more than
once, even if something in the game lets you
choose again.
 Dueling. When you are wielding a melee
weapon in one hand and no other
weapons, you gain a +2 bonus to damage
rolls with that weapon.
 Two-Weapon Fighting. When you engage
in two-weapon fighting, you can add your
ability modifier to the damage of the
second attack.

101
Blade Flourish Master’s Flourish
At 3rd level, you learn to perform impressive Starting at 14th level, whenever you use a Blade
displays of martial prowess and speed. Flourish option, you can roll a d6 and use it
Whenever you take the Attack action on your instead of expending a Bardic Inspiration die.
turn, your walking speed increases by 10 feet
until the end of the turn, and if a weapon attack
that you make as part of this action hits a
creature, you can use one of the following Blade Academy of Survival
Flourish options of your choice. You can use only
Bards of the Academy of Valor are daring skalds
one Blade Flourish option per turn.
whose tales keep alive the memory of the great
 Defensive Flourish. You can expend one heroes of the past, and thereby inspire a new
use of your Bardic Inspiration to cause the generation of heroes. These bards gather in
weapon to deal extra damage to the target mead halls or around great bonfires to sing the
you hit. The damage equals the number deeds of the mighty, both past and present. They
you roll on the Bardic Inspiration die. You travel the land to witness great events firsthand
also add the number rolled to your AC until and to ensure that the memory of those events
the start of your next turn. doesn't pass from the world. With their songs,
they inspire others to reach the same heights of
 Slashing Flourish. You can expend one use accomplishment as the heroes of old.
of your Bardic Inspiration to cause the
weapon to deal extra damage to the target Bonus Proficiencies
you hit and to any other creature of your
choice that you can see within 5 feet of When you join the Academy of Valor at 3rd level,
you. The damage equals the number you you gain proficiency with medium armor, shields,
roll on the Bardic Inspiration die. and martial weapons.

 Mobile Flourish. You can expend one use Combat Inspiration


of your Bardic Inspiration to cause the Also at 3rd level, you learn to inspire others in
weapon to deal extra damage to the target battle. A creature that has a Bardic Inspiration
you hit. The damage equals the number die from you can roll that die and add the
you roll on the Bardic Inspiration die. You number rolled to a weapon damage roll it just
can also push the target up to 5 feet away made. Alternatively, when an attack roll is made
from you, plus a number of feet equal to against the creature, it can use its reaction to roll
the number you roll on that die. You can the Bardic Inspiration die and add the number
then immediately use your reaction to rolled to its AC against that attack, after seeing
move up to your walking speed to an the roll but before knowing whether it hits or
unoccupied space within 5 feet of the misses.
target.
Extra Attack
Extra Attack
Starting at 6th level, you can attack twice,
Starting at 6th level, you can attack twice,
instead of once, whenever you take the Attack
instead of once, whenever you take the Attack
action on your turn.
action on your turn

102
Peerless Skill Venomous Words
Starting at 14th level, when you make an ability
check, you can expend one use of Bardic At 3rd level, you learn to infuse innocent-
Inspiration. Roll a Bardic Inspiration die and add seeming words with an insidious psychic that can
the number rolled to your ability check. You can inspire terror. If you speak to a humanoid alone
choose to do so after you roll the die for the for at least 1 minute, you can attempt to seed
ability check, but before the DM tells you paranoia in its mind. At the end of the
whether you succeed or fail. conversation, the target must succeed on a
Wisdom saving throw against your spell save DC
or be frightened of you or another creature of
your choice. The target is frightened in this way
Academy of Whispers for 1 hour, until it is attacked or damaged, or
until it witnesses its allies being attacked or
Most folk are happy to welcome a bard into their damaged. If the target succeeds on its saving
midst. Bards of the Academy of Whispers use throw, the target has no hint that you tried to
this to their advantage. They appear to be like frighten it. Once you use this feature, you can’t
other bards, sharing news, singing songs, and use it again until you finish a short or long rest.
telling tales to the audiences they gather. In
truth, the Academy of Whispers teaches its Mantle of Whispers
students that they are wolves among sheep.
At 6th level, you gain the ability to adopt a
These bards use their knowledge and magic to
humanoid’s persona. When a humanoid dies
uncover secrets and turn them against others
within 30 feet of you, you can psionically capture
through extortion and threats.
its shadow using your reaction. You retain this
Many other bards hate the Academy of
shadow until you use it or you finish a long rest.
Whispers, viewing it as a parasite that uses a
You can use the shadow as an action. When you
bard’s reputation to acquire wealth and power.
do so, it vanishes, transforming into a disguise
For this reason, members of this Academy rarely
that appears on you. You now look like the dead
reveal their true nature. They typically claim to
person, but healthy and alive. This disguise lasts
follow some other Academy, or they keep their
for 1 hour or until you end it as a bonus action.
actual calling secret in order to infiltrate and
While you’re in the disguise, you gain access to
exploit royal courts and other settings of power.
all information that the humanoid would freely
Virulent Blades share with a casual acquaintance. Such
information includes general details on its
When you join the Academy of Whispers at 3rd background and personal life, but doesn’t
level, you gain the ability to secrete toxins on include secrets. The information is enough that
your weapon for a moment through psionically you can pass yourself off as the person by
manipulating your glands. When you hit a drawing on its memories. Another creature can
creature with a weapon attack, you can expend see through this disguise by succeeding on a
one use of your Bardic Inspiration to deal an Wisdom (Insight) check contested by your
extra 2d6 poison damage to that target. You can Charisma (Deception) check. You gain a +5 bonus
do so only once per round on your turn. The to your check. Once you capture a shadow with
poison damage increases when you reach certain this feature, you can’t capture another one with
levels in this class, increasing to 3d6 at 5th level, it until you finish a short or long rest.
5d6 at 10th level, and 8d6 at 15th level.

103
Shadow Lore
At 14th level, you gain the ability to weave dark
psychic energy into your words and tap into a
creature’s deepest fears. As an action, you
magically whisper a phrase that only one
creature of your choice within 30 feet of you can
hear. The target must make a Wisdom saving
throw against your spell save DC. It automatically
succeeds if it doesn’t share a language with you
or if it can’t hear you. On a successful saving
throw, your whisper sounds like unintelligible
mumbling and has no effect. On a failed saving
throw, the target is charmed by you for the next
8 hours or until you or your allies attack it,
damage it, or force it to make a saving throw. It
interprets the whispers as a description of its
most mortifying secret. You gain no knowledge
of this secret, but the target is convinced you
know it. The charmed creature obeys your
commands for fear that you will reveal its secret.
It won’t risk its life for you or fight for you, unless
it was already inclined to do so. It grants you
favors and gifts it would offer to a close friend.
When the effect ends, the creature has no
understanding of why it held you in such fear.
Once you use this feature, you can’t use it again
until you finish a long rest.

104
Inhaled. These poisons are powders or gases
Athasian Poisons that take effect when they are inhaled. A single
dose fills a 5-foot cube.
Given their insidious and deadly nature, poisons
are illegal in most societies but are a favorite tool Injury. A creature that takes slashing or piercing
among assassins, bards, elves, and other sneaky damage from a weapon or piece of ammunition
creatures. coated with injury poison is exposed to its
effects. Each type of poison has its own
debilitating effects.
POISONS
Roll Item Type Price
1 Antloid Venom Contact 220 cp
2 Bard's Blood Ingested 120 cp
Poisons Descriptions
3 Blight Contact 50 cp
4 Bloodgrass Extract Injury 280 cp Names don’t necessarily indicate the poison
5 Burnt Othur Fumes Inhaled 500 cp came from that source, but the bard is able to
6 Carrion Crawler Mucus Contact 100 cp concoct similar effects. See the Poisoned
7 Cistern Fiend Poison Contact 2,000 cp condition in the Player's Handbook page 292.
8 Essence of Ether Inhaled 300 cp
9 Malice Inhaled 240 cp
10 Megapede Venom Injury 1,500 cp
Antloid Venom (Contact).
11 Oil of Taggit Contact 200 cp
12 Pale Tincture Ingested 400 cp A creature subjected to this poison must make a
13 Poisonweed Extract Injury 800 cp DC 16 Constitution saving throw. On a failed save
14 Poisonweed Pollen Inhaled 600 cp the creature loses their sense of balance and falls
15 Rl’sTas Ingested 1,000 cp over prone. The creature must repeat the saving
16 Serpent Venom Injury 80 cp throw at the start of each of its turns. On each
17 Scorpion Venom Injury 30 cp successive failed save, the creature remains dizzy
18 Silk Worm Blood Injury 180 cp and stays prone. After three successful saves or
19 Torpor Ingested 700 cp
after one hour (whichever comes first), the
20 Truth Serum Ingested 150 cp
poison ends.

Poisons come in the following four types: Bard's Blood (Ingested).


A creature subjected to this poison must make a
Contact. A creature that touches contact poison DC 10 Constitution saving throw. On a failed
with exposed skin suffers its effects. save, it takes 6 (1d12) poison damage and is
poisoned for 24 hours. On a successful save, the
Ingested. A creature must swallow an entire creature takes half damage and isn't poisoned.
dose of ingested poison to suffer its effects. You
might decide that a partial dose has a reduced Blight (Contact).
effect, such as allowing advantage on the saving A creature subjected to this poison must succeed
throw or dealing only half damage on a failed on a DC 11 Constitution saving throw or become
save. poisoned for 1 hour.

105
Bloodgrass Extract (Injury). Megapede Venom (Injury).
A creature subjected to this poison must succeed A creature subjected to this poison must make a
on a DC 16 Constitution saving throw or become DC 18 Constitution saving throw, taking 30
paralyzed for 1 hour. On a successful saving (10d6) poison damage on a failed save, or half as
throw the creature is not paralyzed but suffers much damage on a successful one. Additionally,
from being poisoned for 1 hour. on a failed save the creature begins hallucinating
and becomes frightened of the source of the
Burnt Othur Fumes (Inhaled). poison.
A creature subjected to this poison must succeed
on a DC 13 Constitution saving throw or take 10 Oil of Taggit (Contact).
(3d6) poison damage, and must repeat the A creature subjected to this poison must succeed
saving throw at the start of each of its turns. On on a DC 13 Constitution saving throw or become
each successive failed save, the character takes 3 poisoned for 24 hours. The poisoned creature is
(1d6) poison damage. After three successful unconscious. The creature wakes up if it takes
saves, the poison ends. damage.

Carrion Crawler Mucus (Contact). Pale Tincture (Ingested).


A creature subjected to this poison must succeed A creature subjected to this poison must succeed
on a DC 13 Constitution saving throw or be on a DC 16 Constitution saving throw or take 3
poisoned for 1 minute. The (1d6) poison damage and become poisoned. The
poisoned creature is paralyzed. The creature can poisoned creature must repeat the saving throw
repeat the saving throw at the end of each of its every 24 hours, taking 3 (1d6) poison damage on
turns, ending the effect on itself on a success. a failed save. Until this poison ends, the damage
the poison deals can't be healed by any means.
Cistern Fiend Poison (Contact). After seven successful saving throws, the effect
A creature subjected to this poison must make a ends and the creature can heal normally.
DC 19 Constitution saving throw, taking 42
(12d6) poison damage on a failed save, or half as Poisonweed Extract (Injury).
much damage on a successful one. A creature subjected to this poison must make a
DC 15 Constitution saving throw, taking 24 (7d6)
Essence of Ether (Inhaled). poison damage on a failed save, or half as much
A creature subjected to this poison must succeed damage on a successful one.
on a DC 15 Constitution saving throw or become
poisoned for 8 hours. The poisoned creature is Poisonweed Pollen (Inhaled).
unconscious. The creature wakes up if it takes A creature subjected to this poison must succeed
damage or if another creature takes an action to on a DC 17 Constitution saving throw or be
shake it awake. rendered unconscious. On a successful saving
throw the creature remains conscious, but is
Malice (Inhaled). poisoned for 1 hour, blinded, and must repeat
A creature subjected to this poison must succeed the saving throw at the start of each of its turns.
on a DC 15 Constitution saving throw or become After three successful saves, the poison ends.
poisoned for 1 hour. The poisoned creature is
blinded.

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

Serpent Venom (Injury).


A creature subjected to this poison must succeed
on a DC 11 Constitution saving throw, taking 10
(3d6) poison damage on a failed save, or half as
much damage on a successful one.

Scorpion Venom (Injury).


A creature subjected to this poison must succeed
on a DC 9 Constitution saving throw, taking 5
(1d8) poison damage on a failed save, or half as
much damage on a successful one.

Silk Worm Blood (Injury).


The secret of extracting this poison is a secret
guarded by a handful of criminally inclined elven
tribes. A creature subjected to this poison must
succeed on a DC 13 Constitution saving throw or
be poisoned for 1 hour. If the saving throw fails
by 5 or more, the creature is also unconscious
while poisoned in this way. The creature wakes
up if it takes damage or if another creature takes
an action to shake it awake.

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

Truth Serum (Ingested).


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

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Rogue Class
Class Features Equipment

Rogues might be ruthless criminals, sly tricksters, You start with the following equipment, in
deadly assassins, or good hearted thieves who addition to the equipment granted by your
steal from the rich and give to the poor. background:
Whichever way you decide to play one, you're  (a) an obsidian puchik or (b) an obsidian
guaranteed to have a number of tricks to help shortsword
you achieve your goals.  (a) a shortbow and quiver of 20 obsidian
arrows or (b) an obsidian shortsword
Saving Throws
 (a) a burglar’s pack, (b) a dungeoneer’s
 Dexterity pack, or (c) an explorer’s pack
 Intelligence  Carru leather armor, two obsidian daggers,
and thieves’ tools
Hit Points
 Hit Dice: 1d8 per rogue level
Leveling Up
 Hit Points at 1st Level: 8 + your Sneak
Constitution modifier Proficiency Attack
 Hit Points at Higher Levels: 1d8 (or 5) + Level Bonus Value Features
1 2 1d6 Expertise, Sneak Attack
your Constitution modifier per rogue level 2 2 1d6 Cunning Action
after 1st. 3 2 2d6 Roguish Archetype
4 2 2d6 Ability Score Improvement
Proficiencies 5 3 3d6 Uncanny Dodge
6 3 3d6 Expertise
 Armor: light armor 7 3 4d6 Evasion
8 3 4d6 Ability Score Improvement
 Weapons: Simple weapons, hand
9 4 5d6 Roguish Archetype Feature
crossbows, longswords, Rapiers, 10 4 5d6 Ability Score Improvement,
Shortswords Patron
 Tools: Thieves' Tools 11 4 6d6 Reliable Talent
 Skills: Choose four from Acrobatics, 12 4 6d6 Ability Score Improvement
13 5 7d6 Roguish Archetype Feature
Athletics, Deception, Insight, Intimidation, 14 5 7d6 Blindsense
Investigation, Perception, Performance, 15 5 8d6 Slippery Mind
Persuasion, Sleight of Hand, and Stealth. 16 5 8d6 Ability Score Improvement
17 6 9d6 Roguish Archetype Feature
18 6 9d6 Elusive
19 6 10d6 Ability Score Improvement
20 6 10d6 Stroke of Luck

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Skills Cunning Action
Starting at your second level, your quick thinking
Sneak Attack and agility allow you to move and act quickly.
You can take a Bonus Action on each of your
You know how to strike subtly and exploit a foe’s turns in combat. This action can be used only to
distraction. Once per turn, you can deal extra take the Dash, Disengage, Aim or Hide action.
1d6 damage to one creature you hit with an
attack if you have Advantage on the attack roll. Cunning Action: Aim
The attack must use a finesse or a ranged
weapon. As you gain levels, the amount of You gain an additional way to use your Cunning
damage increases, as shown on the level table. Action: carefully aiming your next attack. As a
bonus action, you give yourself advantage on
 You don't need Advantage on the attack your next attack roll on the current turn. You can
roll if another enemy of the target is within use this bonus action only if you haven’t moved
5 feet of it, that enemy isn't incapacitated, during this turn, and after you use the bonus
and you don't have Disadvantage on the action, your speed is 0 until the end of the
attack roll. current turn.
 Rogues typically only get one Sneak Attack
per round of combat. However if some Roguish Archetypes
circumstance or feature allows them to
At 3rd level, you choose an archetype that you
react during another creature's turn, such
emulate in the exercise of your rogue abilities:
as an Attack of Opportunity, the
Battlemaster's Commander’s Strike, or the  Thief
Thief Archetype's "Thief's Reflexes", and all  Assassin
other qualifications are met, the Rogue  Arcane Trickster
may get a second or third Sneak Attack  Inquisitive
during a single round of combat.  Mastermind
 Raider
Expertise  Trader
 Swashbuckler
At 1st level, choose two of your skill
proficiencies, or one of your skill proficiencies
Ability Score Improvement
and your proficiency with thieves' tools. Your
proficiency bonus is doubled for any ability check When you reach 4th level, and again at 8th, 10th,
you make that uses either of the chosen 12th, 16th, and 19th level, you can increase one
proficiencies. ability score of your choice by 2, or you can
increase two Ability Scores of your choice by 1.
At 6th level, you can choose two more of your
As normal, you can’t increase an ability score
proficiencies (in skills or with thieves tools) to
above 20 using this feature. Alternately you can
gain this benefit.
take a Feat in place of your Ability Score
Improvement.

109
Uncanny Dodge Elusive
Starting at 5th level, when an attacker that you Beginning at 18th level, you are so evasive that
can see hits you with an Attack, you can use your attackers rarely gain the upper hand against you.
Reaction to halve the attack's damage against No Attack roll has advantage against you while
you. you aren't Incapacitated.
 Only damage resulting from attack rolls Stroke of Luck
such as melee attacks, ranged attacks, or
spells with attack rolls (i.e. firebolt, guiding At 20th level, you have an uncanny knack for
bolt) qualify for Uncanny Dodge. succeeding when you need to. If your Attack
 Due to the restriction of using your misses a target within range, you can turn the
Reaction, only one attack per round can miss into a hit. Alternatively, if you fail an ability
qualify for Uncanny Dodge. check, you can treat the d20 roll as a 20. Once
you use this feature, you can't use it again until
Evasion you finish a Short or Long Rest.
Beginning at 7th level, you can nimbly dodge out
of the way of certain area effects, such as a red
dragon's fiery breath or an Ice Storm spell. When
you are subjected to an effect that allows you to Roguish Archetypes
make a Dexterity saving throw to take only half Rogues have many features in common, including
damage, you instead take no damage if you their emphasis on perfecting their skills, their precise
succeed on the saving throw, and only half and deadly approach to combat, and their
damage if you fail. increasingly quick reflexes. But different rogues steer
those talents in varying directions, embodied by the
Reliable Talent rogue archetypes. Your choice of archetype is a
reflection of your focus; not necessarily an indication
By 11th level, you have refined your chosen skills of your chosen profession, but a description of your
until they approach perfection. Whenever you preferred techniques. Choose between Assassin,
make an ability check that lets you add your Thief, Arcane Trickster, Scout, and Swashbuckler.
proficiency bonus, you can treat a d20 roll of 9 or
lower as a 10.
Assassin
Blindsense
You focus your training on the grim art of death.
Starting at 14th level, if you are able to hear, you Those who adhere to this archetype are diverse
are aware of the location of any hidden hired killers, spies, bounty hunters, and even
or Invisible creature within 10 feet of you. specially anointed priests trained to exterminate
the enemies of their deity. Stealth, poison, and
Slippery Mind disguise help you eliminate your foes with deadly
By 15th level, you have acquired greater efficiency.
mental strength. You gain proficiency in Wisdom
Bonus Proficiencies
saving throws.
You gain proficiency with the disguise kit and the
poisoner’s kit.

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Assassinate Death strike
Starting at 3rd level, you are at your deadliest Starting at the 17th level, you become a master
when you get the drop on your enemies. You of instant death. When you attack and hit a
have Advantage on attack rolls against any creature that is surprised, it must make a
creature that hasn’t taken a turn in the combat Constitution saving throw (DC 8 + your Dexterity
yet. In addition, any hit you score against a modifier + your proficiency bonus.) On a failed
creature that is surprised is a critical hit. save, double the damage of your attack against
For reference, creatures that are "Surprised" the creature.
can't move or take actions on their first turn of
combat if they fail to notice approaching threats.
This is done by comparing the Dexterity (stealth)
checks of those hiding to the Wisdom
(perception) checks of those not at the start of
combat.

Infiltration Expertise
Starting at 9th level, you can unfailingly create
false identities for yourself. You must spend
seven days and 25 cp to establish the history,
profession, and affiliations for an identity. You
can't establish an identity that belongs to
someone else. For example, you might acquire
appropriate clothing, letters of introduction, and
official-looking certificates to establish yourself
as a member of a trading house from a remote
city so you can insinuate yourself into the
company of other wealthy merchants.
Thereafter, if you adopt the new identity as a
disguise, other creatures believe you to be that
person until given an obvious reason not to.

Impostor
At the 13th level, you gain the ability to
unerringly mimic another person's speech,
writing, and behavior. You must spend at least
three hours studying these three components of
the person's behavior, listening to speech,
examining handwriting, and observing
mannerisms. Your ruse is indiscernible to the
casual observer. If a wary creature suspects
something is amiss, you have advantage on any
Charisma (deception) check you make to avoid
detection.

111
for you. You ignore all class, race, and level
Thief requirements on the use of magic items.

Thief's Reflexes
You hone your skills in the larcenous arts.
Burglars, bandits, cutpurses, and other criminals When you reach 17th level, you have become
typically follow this archetype, but so do rogues adept at laying ambushes and quickly escaping
who prefer to think of themselves as danger. You can take two turns during the first
professional treasure seekers, explorers, delvers, round of any combat. You take your first turn at
and investigators. In addition to improving your your normal initiative and your second turn at
agility and stealth, you learn skills useful for your initiative minus 10. During each of those
delving into ancient ruins, reading unfamiliar separate turns, you get an action and a bonus
languages, and using magic items you normally action, totaling two of each on your first round of
couldn’t employ. combat. Because these are considered two
separate turns, you may also Sneak Attack per
the normal rules (if eligible) on each turn. That
Fast Hands said, you can’t use this feature when you are
Starting at 3rd level, you can use the bonus surprised.
action granted by your Cunning Action to:
1. Make a Dexterity (Sleight of Hand) check
2. Use your thieves’ tools to disarm a trap or
Arcane Trickster
open a lock. Some rogues enhance their fine-honed skills of
3. Take the Use an Object action. stealth and agility with magic, learning tricks of
Second-Story Work enchantment and illusion. These rogues include
pickpockets and burglars, but also pranksters,
When you choose this archetype at 3rd level, you mischief-makers, and a significant number of
gain the ability to climb faster than normal; adventurers.
climbing no longer costs you extra movement. In
addition, when you make a running jump, the Spellcasting
distance you cover increases by a number of feet Arcane Tricksters gain the ability to cast Wizard
equal to your Dexterity modifier. spells to enhance their abilities, trick their foes,
Supreme Sneak and defend themselves more effectively.
 Cantrips: You learn three cantrips: Mage
Starting at 9th level, you have advantage on a
Dexterity (Stealth) check if you move no more Hand and two other cantrips of your choice
than half your speed on the same turn. from the wizard spell list. At 10th level you
learn another cantrip from the wizard spell
Use Magic Device list.
 Spells Known: You know three 1st level
By 13th level, you have learned enough about wizard spells of your choice, two of which
the workings of magic that you can improvise the you must choose from the enchantment
use of items even when they are not intended and illusion spells on the wizard spell list.
The third can be from any school of magic.

112
 Thereafter you learn another spell at levels  You can stow one object the hand is
4, 7, 8, 10, 11, 13, 14, 16, 19, and 20. holding in a container worn or carried by
 The spells you learn at 8th, 14th, and 20th another creature.
level can come from any school of magic.  You can retrieve an object in a container
 Whenever you gain a level in this class, you worn or carried by another creature.
can replace one of the wizard spells you  You can use thieves’ tools to pick locks and
know with another spell of your choice disarm traps at range.
from the wizard spell list (of a level you can
cast). You can perform one of these tasks without
 Spellcasting Ability: Intelligence is your being noticed by a creature if you succeed on a
spellcasting ability for your wizard spells, Dexterity (Sleight of Hand) check contested by
since you learn your spells through the creature’s Wisdom (Perception) check. In
dedicated study and memorization. You addition, you can use the bonus action granted
use your Intelligence whenever a spell by your Cunning Action to control the hand.
refers to your spellcasting ability. Your spell
saving throw DC is 8+ your proficiency
bonus + your Intelligence modifier. Your Magical Ambush
spell attack bonus is your proficiency bonus
+ your Intelligence modifier. Starting at 9th level, if you are hidden from a
 Spell Slots: You start with two 1st level creature when you cast a spell on it, the creature
spell slots at Rogue level 3, and gain more has disadvantage on any saving throw it makes
as you gain more Rogue levels. against the spell this turn.

Versatile Trickster
Spellcasting
At 13th level, you gain the ability to distract
Rogue Spells
targets with your Mage Hand. As a bonus action
Level Cantrips Known 1st 2nd 3rd 4th
3rd 3 3 2 — — —
on your turn, you can designate a creature within
4th 3 4 3 — — — 5 feet of the spectral hand created by the spell.
7th 3 5 4 2 — — Doing so gives you Advantage on attack rolls
8th 3 6 4 2 — — against that creature until the end of the turn,
10th 4 7 4 3 — — and therefore allowing you to Sneak Attack the
11th 4 8 4 3 — — creature when nobody else is within 5 feet.
13th 4 9 4 3 2 —
14th 4 10 4 3 2 — Spell Thief
16th 4 11 4 3 3 —
19th 4 12 4 3 3 1 At 17th level, you gain the ability to magically
20th 4 13 4 3 3 1 steal the knowledge of how to cast a spell from
another spellcaster.

Mage Hand Legerdemain  Immediately after a creature casts a spell


that targets you or includes you in its area
Starting at 3rd level, when you cast mage hand, of effect, you can use your Reaction to
you can make the spectral hand invisible, and force the creature to make a saving throw
you can perform the following additional tasks with its spellcasting ability modifier.
with it:

113
 The DC equals your spell save DC and on a Insightful Fighting
failed save, you negate the spell’s effect
against you, and you steal the knowledge At 3rd level, you gain the ability to decipher an
of the spell if it is at least 1st level and of a opponent’s tactics and develop a counter to
level you can cast (it doesn’t need to be a them. As a bonus action, you can make a
wizard spell). Wisdom (Insight) check against a creature you
 For the next 8 hours, you know the spell, can see that isn’t incapacitated, contested by the
can cast it using your spell slots, and the target’s Charisma (Deception) check. If you
creature can’t cast that spell until the 8 succeed, you can use your Sneak Attack against
hours have passed. that target even if you don’t have advantage on
 Once you use this feature, you can’t use it the attack roll, even if you have disadvantage on
again until you finish a long rest. it. This benefit lasts for 1 minute or until you
successfully use this feature against a different
target.

Inquisitive Steady Eye


As an archetypal Inquisitive, you excel at rooting Starting at 9th level, you have advantage on any
out secrets and unraveling mysteries. You rely on Wisdom (Perception) or Intelligence
your sharp eye for details, but also on your finely (Investigation) check if you move no more than
honed ability to read the words and deeds of half your speed on the same turn.
other creatures to determine their true intent.
You excel at defeating creatures that hide among Unerring Eye
and prey upon ordinary folk, and your mastery of Beginning at 13th level, your senses are almost
lore and your sharp eye make you well equipped impossible to foil. As an action, you sense the
to expose and end hidden evils. presence of illusions, shapechangers not in their
original form, and other magic designed to
Ear for Deceit
deceive the senses within 30 feet of you,
When you choose this archetype at 3rd level, you provided you aren’t blinded or deafened. You
develop a talent for picking out lies. Whenever sense that an effect is attempting to trick you,
you make a Wisdom (Insight) check to determine but you gain no insight into what is hidden or
whether a creature is lying, treat a roll of 7 or into its true nature. You can use this feature a
lower on the d20 as an 8. number of times equal to your Wisdom modifier
(minimum of once), and you regain all expended
Eye for Detail uses of it when you finish a long rest.
Starting at 3rd level, you can use a bonus action Eye for Weakness
to make a Wisdom (Perception) check to spot a
hidden creature or object or to make an At 17th level, you learn to exploit a creature’s
Intelligence (Investigation) check to uncover or weaknesses by carefully studying its tactics and
decipher clues. movement. While your Insightful Fighting feature
applies to a creature, your Sneak Attack damage
against that creature increases by 3d6.

114
At the DM’s option, you might also realize you
Mastermind know a piece of the creature’s history or one of
its personality traits, if it has any.
Your focus is on people and on the influence and
secrets they have. Many spies, courtiers, and Misdirection
schemers follow this archetype, leading lives of
intrigue. Words are your weapons as often as Beginning at 13th level, you can sometimes
knives or poison, and secrets and favors are cause another creature to suffer an attack meant
some of your favorite treasures. for you. When you are targeted by an attack
while a creature within 5 feet of you is granting
you cover against that attack, you can use your
Master of Intrigue reaction to have the attack target that creature
When you choose this archetype at 3rd level, you instead of you.
gain proficiency with the disguise kit, the forgery
kit, and one gaming set of your choice. You also Soul of Deceit
learn two languages of your choice. Additionally, Starting at 17th level, your thoughts can’t be
you can unerringly mimic the speech patterns read by telepathy or other means, unless you
and accent of a creature that you hear speak for allow it. You can present false thoughts by
at least 1 minute, enabling you to pass yourself succeeding on a Charisma (Deception) check
off as a native speaker of a particular land, contested by the mind reader’s Wisdom (Insight)
provided that you know the language. check. Additionally, no matter what you say,
magic that would determine if you are telling the
Master of Tactics truth indicates you are being truthful if you so
Starting at 3rd level, you can use the Help action choose, and you can’t be compelled to tell the
as a bonus action. Additionally, when you use the truth by magic.
Help action to aid an ally in attacking a creature,
the target of that attack can be within 30 feet of
you, rather than within 5 feet of you, if the target Scout
can see or hear you. You are skilled in woodcraft and stealth, allowing
you to range ahead of your companions during
Insightful Manipulator expeditions. Rogues who embrace this archetype
Starting at 9th level, if you spend at least 1 are at home in the wilderness and among
minute observing or interacting with another barbarians and fighters, as they serve as the eyes
creature outside combat, you can learn certain and ears of war bands across the world.
information about its capabilities compared to Compared to other rogues, you are skilled at
your own. The DM tells you if the creature is surviving in the wilds.
your equal, superior, or inferior in regard to two
of the following characteristics of your choice:
Survivalist
When you choose this archetype at 3rd level, you
 Intelligence score gain proficiency in the Nature and Survival skills.
 Wisdom score Your proficiency bonus is doubled for any ability
 Charisma score check you make that uses either of those
 Class levels (if any) proficiencies.

115
Skirmisher typically belong to this archetype. A
Swashbuckler excels in single combat, and can
Starting at 3rd level, you are difficult to pin down fight with two weapons while safely darting away
during a fight. You can move up to half your from an opponent
speed as a reaction when an enemy ends its turn
within 5 feet of you. This movement doesn’t
provoke opportunity attacks.
Fancy Footwork
When you choose this archetype at 3rd level, you
Superior Mobility learn how to land a strike and then slip away
without reprisal. During your turn, if you make a
At 9th level, your walking speed increases by 10 melee attack against a creature, that creature
feet. If you have a climbing or swimming speed, can’t make opportunity attacks against you for
this increase applies to that speed as well. the rest of your turn
Ambush Master Two‐Weapon Fighting Note: Other rogue
characters must use a cunning action to
Starting at 13th level, you excel at leading
Disengage if they want to escape a melee, but
ambushes. If any of your foes are surprised, you
you can use your bonus action to fight with two
can use a bonus action on your turn in the first
weapons, and then safely evade each foe you
round of the combat to grant each ally who can
attacked.
see you a +5 bonus to initiative that lasts until
the combat ends. If the initiative bonus would
increase an ally’s initiative above yours, the ally’s Rakish Audacity
initiative instead equals your initiative. Each of
Starting at 3rd level, your confidence propels you
the allies also receives a 10 -foot increase to
into battle. You can give yourself a bonus to your
speed that lasts until the end of the ally’s next
initiative rolls equal to your Charisma modifier.
turn.
You also gain an additional way to use your
Sudden Strike Sneak Attack; you don’t need advantage on the
attack roll to use your Sneak Attack against a
Starting at 17th level, you can strike with deadly creature if you are within 5 feet of it, no other
speed. If you take the Attack action on your turn, creatures are within 5 feet of you, and you don’t
you can make one additional attack as a bonus have disadvantage on the attack roll. All the
action. This attack can benefit from your Sneak other rules for Sneak Attack still apply to you.
Attack even if you have already used it this turn,
but only if the attack is the only one you make
Panache
against the target this turn.
At 9th level, your charm becomes extraordinarily
beguiling. As an action, you can make a Charisma
Swashbuckler (Persuasion) check contested by a creature's
Wisdom (Insight) check. The creature must be
You focus your training on the art of the blade,
able to hear you, and the two of you must share
relying on speed, elegance, and charm in equal
a language.
parts. While some warriors are brutes clad in
heavy armor, your method of fighting looks
almost like a performance. Duelists and pirates

116
 If you succeed on the check and the Survivalist
creature is hostile to you, it has When you choose this archetype at 3rd level, you
disadvantage on attack rolls against targets gain proficiency in the Nature and Survival skills.
other than you and can't make opportunity Your proficiency bonus is doubled for any ability
attacks against targets other than you. This check you make that uses either of those
effect lasts for 1 minute, until one of your proficiencies.
companions attacks the target or affects it
with a spell, or until you and the target are
more than 60 feet apart. Skirmisher
 If you succeed on the check and the Starting at 3rd level, you are difficult to pin down
creature isn't hostile to you, it is charmed during a fight. You can move up to half your
by you for 1 minute. While charmed, it speed as a reaction when an enemy ends its turn
regards you as a friendly acquaintance. This within 5 feet of you. This movement doesn’t
effect ends immediately if you or your provoke opportunity attacks.
companions do anything harmful to it.
Superior Mobility
Elegant Maneuver At 9th level, your walking speed increases by 10
feet. If you have flying speed, this increase
Starting at 13th level, you can use a bonus action
applies to that speed as well.
on your turn to gain advantage on the next
Dexterity (Acrobatics) or Strength (Athletics)
check you make during the same turn. Ambush Master
Starting at 13th level, you excel at leading
ambushes. If any of your foes are surprised, you
Master Duelist can use a bonus action on your turn in the first
Beginning at 17th level, your mastery of the round of the combat to grant each ally who can
blade lets you turn failure into success in see you a +5 bonus to initiative that lasts until
combat. If you miss with an attack roll, you can the combat ends. If the initiative bonus would
roll it again with advantage. Once you do so, you increase an ally’s initiative above yours, the ally’s
can't use this feature again until you finish a initiative instead equals your initiative.
short or long rest.
Each of the allies also receives a 10-foot increase
to speed that lasts until the end of the ally’s next
turn.
Raider
Sudden Strike
You are at home amongst raiding tribes of Athas. Starting at 17th level, you can strike with deadly
Hailing from either an escaped slave village or a speed. If you take the Attack action on your turn,
nomadic elven tribe, you served as their eyes you can make one additional attack as a bonus
and ears and honed them to a sharpened point. action. This attack can benefit from your Sneak
Compared to other rogues, you are skilled at Attack even if you have already used it this turn,
surviving in the wilds. but only if the attack is the only one you make
against the target this turn.

117
Selling Point
Trader Starting at 3rd level, your fast-talking abilities are
the strongest with unwitting victims who don't
Individuals capable of providing the basic recognize you for what you are. You have an
necessities of life wield enormous influence in a advantage on Charisma (Persuasion) checks and
world where everything is in short supply. on Charisma checks to find best person to talk
Traders as a class specialize in finding the for news, rumors and gossip with people you
impossible and getting it to market for the haven't deceived on a previous occasion and
maximum profit. Because of their ability to who aren't hostile toward you. Additionally, you
provide goods otherwise unattainable, traders can use the Help action as a bonus action.
are tolerated everywhere, from the cities of the
sorcerer-kings to the slave tribe villages in the Insightful Manipulator
distant wastes. Starting at 9th level, if you spend at least 1
minute observing or interacting with another
All traders aspire to become masters of major creature outside combat, you can learn certain
trading houses, but most have to start much information about its capabilities compared to
lower on the scale. On their rise to power and your own. The DM tells you if the creature is
riches, they have no problem accompanying your equal, superior, or inferior in regard to two
adventurers. A trader acts as a negotiator, of the following characteristics of your choice:
interpreter, and diplomat for his group,
appraising the treasure they find and bargaining • Intelligence score
for the supplies they need. • Wisdom score
• Charisma score
Those adventurers who travel with a young • Class levels (if any)
trader often form the core of a new merchant
house, get adopted into the trader’s family, or At the DM's option, you might also realize you
earn spots as senior agents after the trader know a piece of the creature's history or one of
becomes successful. its personality traits, if it has any.

Master of Intrigue Merchant King


When you choose this archetype at 3rd level, you At 13th level, you start to attract agents in every
gain proficiency with the disguise kit, the forgery bigger settlement you've made business in.
kit, and one gaming set of your choice. You also These agents are individuals of exceptional
learn to read and write in Cavilish (Merchants ability and can do your business for you and will
script) and learn two additional languages of protect your investments. Your agent will usually
your choice. Additionally, you can unerringly have a competent bodyguard. In addition your
mimic the speech patterns and accent of a agents will provide a secured lodging for you and
creature that you hear speak for at least 1 your associates in any of those settlements.
minute, allowing you to pass yourself off as a Additionally, you can sometimes cause another
native speaker of a particular land, provided that creature to suffer an attack meant for you. When
you know the language. you are targeted by an attack while a creature
within 5 feet of you is granting you cover against

118
that attack, you can use your reaction to have The base chance of finding a patron is a
the attack target that creature instead of you.
percentage roll equal to 5% per level of the thief
beyond 9th. Once a patron is obtained, the thief
Soul of Deceit
Starting at 17th level, your thoughts can't be doesn’t need to roll anymore—the thief is now in
read by telepathy or other means, unless you the employ of one noble family or merchant
allow it. You can present false thoughts by house dynasty from one city of the DM’s choice.
making a Charisma (Deception) check contested However, a thief doesn’t have to seek out a
by the mind reader's Wisdom (Insight) check.
Additionally, no matter what you say, magic that patron if he doesn’t want to, and
would determine if you are telling the truth many prefer taking their chances without such
indicates you are being truthful, if you so choose, protection. Note that once a thief has a patron,
and you can't be compelled to tell the truth by the only way to leave his benefactor’s service is
magic.
through death. A hired thief knows too many of
____________________________________ his patron’s secrets to be allowed to “resign” in a
Athasian thieves run the gamut of society. They less permanent way.
range from gutter snipes who prey upon the In the campaign, having a patron means
merchants and free citizens of the cities to several things. First, the DM can assign the thief
vagabonds who steal what they can from passing jobs from the family. The thief must perform
caravans or merchant trains. At their best, these jobs or be targeted for assassination.
thieves can be in the employ of the nobility, Second, the thief can never be personally held
plying their trade by contract in the name of a responsible for his crimes while working for a
royal household, or they can be men or women patron. Typically, patrons have powerful friends
of principle and honor who steal only from the among the defilers and templars of a city-state to
corrupt and wealthy. Perhaps because of their protect both themselves and their thief employees
corrupt nature, thieves can choose any alignment from the law.
except lawful good. However, they can be from
any social class: slave, free citizen, or noble.
There is no thieves’ cant used on Athas, nor
do thieves attract followers. However, at 10th
level a thief can attempt to attract a patron. A
patron is a noble who will sponsor the thief and
protect him under his house and name. The
thief is expected to perform certain tasks for his
new master in return-including theft, spying, and
even assassination.

119
Psionicist Class
& Wild Talent
For Psionicist and Wild Talent rules and powers.
Please refer to A Classic Psionic System for 5e
found here: https://tinyurl.com/y8sru868

120
gives them more power over their bodies and
Monk Class the bodies of their foes.
Her fists a blur as they deflect an incoming hail of These are not the same as psionic strength
arrows, a half-elf springs over a barricade and points (PSP), and should be kept independently.
throws herself into the massed ranks of giths on Ki points represent more the spiritual energy
the other side. She whirls among them, knocking that pervades all things, and PSP your mental
their blows aside and sending them reeling, until one.
at last she stands alone.
Taking a deep breath, a human covered in
Training and Asceticism
tattoos settles into a battle stance. As the first Small walled cloisters dot the landscapes of the
charging tareks reach him, he exhales and a blast worlds of D&D, tiny refuges from the flow of
of fire roars from his mouth, engulfing his foes. ordinary life, where time seems to stand still. The
Moving with the silence of the night, a black-clad monks who live there seek personal perfection
halfling steps into a shadow beneath an arch and through contemplation and rigorous training.
emerges from another inky shadow on a balcony Many entered the monastery as children, sent to
a stone’s throw away. She slides her blade free live there when their parents died, when food
of its cloth-wrapped scabbard and peers through couldn’t be found to support them, or in return
the open window at the tyrant merchant, so for some kindness that the monks had
vulnerable in the grip of sleep. performed for their families.

Whatever their discipline, monks are united in Some monks live entirely apart from the
their ability to magically harness the energy that surrounding population, secluded from anything
flows in their bodies. Whether channelled as a that might impede their spiritual progress.
striking display of combat prowess or a subtler Others are sworn to isolation, emerging only to
focus of defensive ability and speed, this energy serve as spies or assassins at the command of
infuses all that a monk does. their leader, a noble patron, or some other
mortal or divine power.
The Magic of Ki The majority of monks don’t shun their
neighbors, making frequent visits to nearby
Monks make careful study of a magical energy towns or villages and exchanging their service for
that most monastic traditions call ki. This energy food and other goods. As versatile warriors,
is an element of the magic that suffuses the monks often end up protecting their neighbors
multiverse —specifically, the element that flows from monsters or tyrants.
through living bodies. Monks harness this power
within themselves to create magical effects and For a monk, becoming an adventurer means
exceed their bodies’ physical capabilities, and leaving a structured, communal lifestyle to
some of their special attacks can hinder the flow become a wanderer. This can be a harsh
of ki in their opponents. Using this energy, transition, and monks don’t undertake it lightly.
monks channel uncanny speed and strength into Those who leave their cloisters take their work
their unarmed strikes. As they gain experience, seriously, approaching their adventures as
their martial training and their mastery of ki personal tests of their physical and spiritual
growth. As a rule, monks care little for material

121
wealth and are driven by a desire to accomplish Consider why you left. Did the head of your
a greater mission than merely slaying monsters monastery choose you for a particularly
and plundering their treasure. important mission beyond the cloister? Perhaps
you were cast out because of some violation of
Creating a Monk the community’s rules. Did you dread leaving, or
were you happy to go? Is there something you
As you make your monk character, think about hope to accomplish outside the monastery? Are
your connection to the monastery where you you eager to return to your home?
learned your skills and spent your formative
years. Were you an orphan or a child left on the As a result of the structured life of a monastic
monastery’s threshold? Did your parents community and the discipline required to
promise you to the monastery in gratitude for a harness ki, monks are almost always lawful in
service performed by the monks? Did you enter alignment.
this secluded life to hide from a crime you
committed? Or did you choose the monastic life
for yourself?

The Monk Table


Proficiency Martial Ki Unarmored
Level Features
Bonus Arts Points Movement
1st +2 1d4 -- -- Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles
4th +2 1d6 4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft. Monastic Tradition Feature
7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement Improvement
10th +4 1d6 10 +20 ft. Purity of Body
11th +4 1d8 11 +20 ft. Monastic Tradition Feature
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Tongue of the Sun and Moons
14th +5 1d8 14 +25 ft. Diamond Soul
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Monastic Tradition Feature
18th +6 1d10 18 +30 ft. Empty Body
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Perfect Self

122
QUICK BUILD Unarmored Defense
You can make a monk quickly by following these Beginning at 1st level, while you are wearing no
suggestions. First, make Dexterity your highest armor and not wielding a shield, your AC equals
ability score, followed by Wisdom. Second, 10 + your Dexterity modifier + your Wisdom
choose the hermit background. modifier.

Class Features Martial Arts

As a monk, you gain the following class features. At 1st level, your practice of martial arts gives
you mastery of combat styles that use unarmed
Hit Points strikes and monk weapons, which are
shortswords, puchik, singing sticks, and any
Hit Dice: 1d8 per monk level simple melee weapons that don’t have the two-
Hit Points at 1st Level: 8 + your Constitution handed or heavy property.
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your You gain the following benefits while you are
Constitution modifier per monk level after 1st unarmed or wielding only monk weapons and
you aren’t wearing armor or wielding a shield:
Proficiencies
 You can use Dexterity instead of Strength
Armor: None for the attack and damage rolls of your
Weapons: Simple weapons, shortswords, puchik, unarmed strikes and monk weapons.
singing sticks  You can roll a d4 in place of the normal
Tools: Choose one type of artisan’s tools or one damage of your unarmed strike or monk
musical instrument weapon. This die changes as you gain monk
Saving Throws: Strength, Dexterity levels, as shown in the Martial Arts column
Skills: Choose two from Acrobatics, Athletics, of the Monk table.
History, Insight, Religion, and Stealth  When you use the Attack action with an
unarmed strike or a monk weapon on your
Equipment
turn, you can make one unarmed strike as
You start with the following equipment, in a bonus action. For example, if you take
addition to the equipment granted by your the Attack action and attack with a
background: quarterstaff, you can also make an
unarmed strike as a bonus action,
 (a) a stone shortsword or (b) any stone assuming you haven’t already taken a
simple weapon bonus action this turn.
 (a) a dungeoneer’s pack or (b) an explorer’s
pack Certain monasteries use specialized forms of the
 10 bone darts monk weapons. Whatever name you use for a
monk weapon, you can use the game statistics
provided for the weapon in the Weapons
section.

123
that pervades all things, and PSP your mental
representation of that energy.
You can spend these points to fuel various ki
features. You start knowing three such features:
Flurry of Blows, Patient Defense, and Step of
the Wind. You learn more ki features as you gain
levels in this class.
When you spend a ki point, it is unavailable until
you finish a short or long rest, at the end of
which you draw all of your expended ki back into
yourself. You must spend at least 30 minutes of
the rest meditating to regain your ki points.
Some of your ki features require your target to
make a saving throw to resist the feature’s
effects. The saving throw DC is calculated as
follows:
Ki save DC = 8 + your proficiency bonus + your
Wisdom modifier

Flurry of Blows
Immediately after you take the Attack action on
your turn, you can spend 1 ki point to make two
unarmed strikes as a bonus action.

Patient Defense
You can spend 1 ki point to take the Dodge
action as a bonus action on your turn.

Step of the Wind


Ki
You can spend 1 ki point to take the Disengage or
Starting at 2nd level, your training allows you to
Dash action as a bonus action on your turn, and
harness the mystic energy of ki. Your access to
your jump distance is doubled for the turn.
this energy is represented by a number of ki
points. Your monk level determines the number Unarmored Movement
of points you have, as shown in the Ki Points
column of the Monk table. Starting at 2nd level, your speed increases by 10
feet while you are not wearing armor or wielding
These are not the same as psionic strength a shield. This bonus increases when you reach
points (PSP), and should be kept independently. certain monk levels, as shown in the Monk table.
Ki points represent more the spiritual energy

124
At 9th level, you gain the ability to move along take by an amount equal to five times your monk
vertical surfaces and across liquids on your turn level.
without falling during the move.
Extra Attack
Monastic Tradition
Beginning at 5th level, you can attack twice,
When you reach 3rd level, you commit yourself instead of once, whenever you take the Attack
to a monastic tradition. Your tradition grants you action on your turn.
features at 3rd level and again at 6th, 11th, and
17th level. Stunning Strike

Deflect Missiles Starting at 5th level, you can interfere with the
flow of ki in an opponent’s body. When you hit
Starting at 3rd level, you can use your reaction to another creature with a melee weapon attack,
deflect or catch the missile when you are hit by a you can spend 1 ki point to attempt a stunning
ranged weapon attack. When you do so, the strike. The target must succeed on a Constitution
damage you take from the attack is reduced by saving throw or be stunned until the end of your
1d10 + your Dexterity modifier + your monk next turn.
level.
Ki-Empowered Strikes
If you reduce the damage to 0, you can catch the
missile if it is small enough for you to hold in one Starting at 6th level, your unarmed strikes count
hand and you have at least one hand free. If you as magical for the purpose of overcoming
catch a missile in this way, you can spend 1 ki resistance and immunity to non-magical attacks
point to make a ranged attack with the weapon and damage.
or piece of ammunition you just caught, as part Evasion
of the same reaction. You make this attack with
proficiency, regardless of your weapon At 7th level, your instinctive agility lets you
proficiencies, and the missile counts as a monk dodge out of the way of certain area effects,
weapon for the attack, which has a normal range such as a blue dragon’s lightning breath or a
of 20 feet and a long range of 60 feet. fireball spell. When you are subjected to an
effect that allows you to make a Dexterity saving
throw to take only half damage, you instead take
Ability Score Improvement no damage if you succeed on the saving throw,
and only half damage if you fail.
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability Stillness of Mind
score of your choice by 2, or you can increase Starting at 7th level, you can use your action to
two ability scores of your choice by 1. As normal, end one effect on yourself that is causing you to
you can’t increase an ability score above 20 using be charmed or frightened.
this feature.
Purity of Body
Slow Fall
At 10th level, your mastery of the ki flowing
Beginning at 4th level, you can use your reaction through you makes you immune to disease and
when you fall to reduce any falling damage you poison.

125
Tongue of the Sun and Moon Additionally, you can spend 8 ki points to cast
the astral projection spell, without needing
Starting at 13th level, you learn to touch the ki of material components. When you do so, you can’t
other minds so that you understand all spoken take any other creatures with you.
languages. Moreover, any creature that can
understand a language can understand what you Perfect Self
say.
At 20th level, when you roll for initiative and
Diamond Soul have no ki points remaining, you regain 4 ki
points.
Beginning at 14th level, your mastery of ki grants
you proficiency in all saving throws.
Monastic Traditions
Additionally, whenever you make a saving throw
Three traditions of monastic pursuit are common
and fail, you can spend 1 ki point to reroll it and
to the few monasteries scattered across Athas.
take the second result.
Most monasteries practice one tradition
Timeless Body exclusively, but a few honor the three traditions
and instruct each monk according to his aptitude
At 15th level, your ki sustains you so that you and interest. All traditions rely on the same basic
suffer none of the frailty of old age, and you techniques, diverging as the student grows more
can’t be aged magically. You can still die of old adept. Thus, a monk need choose a tradition only
age, however. In addition, you no longer need upon reaching 3rd level.
food or water.
- Monastery of the Exalted Path of Nibenay
Empty Body - Monastery of the Serene Bliss of Nibenay
- The Yellow Monastery of Raam
Beginning at 18th level, you can use your action
- The Brotherhood of the Mind Monastery
to spend 4 ki points to become invisible for 1
- Villichi Priestess Convent
minute. During that time, you also have
- Sensei
resistance to all damage but force damage.

126
As the rise of trade created more possibilities
NIBENESE
for the free citizen class and people became
MONASTERIES less inclined to submissively accept their lot in
life, the role of the monasteries diminished. For
In recent years, Nibenay has seen revival in its
centuries the monasteries became the refuge of
ancient monastic traditions. The monasteries of
eccentrics and psionicists. Over the past 200
the Exalted Path and Serene Bliss have
years, however, the monasteries have once
grown in power and influence. Elemental clerics
again begun to fill with the ranks of the free
and psionicists have gravitated to them. The
citizen class. Young people reacting to the
Exalted Path is especially attractive for
recalcification of Nibenese society and their
psionicists. since the current abbot goes out of
own diminishing opportunities have begun to
his way to recruit young students of the mind.
regard their elders as materialistic. Rebellious
freemen, bored nobles and even an occasional
The Exalted Path is led by Thong Nal, an
jaded merchant will turn to the monasteries to
ancient cleric of air. Au Treng is the abbotess
hear teachings that will pacify their frustrations.
of the Serene Bliss Monastery. She
supervises the population of female monks. It is
The monks grow food, study rigorously, and
rumored that she once tried to become a
meditate. Monks of both genders wear bright
templar but was refused under mysterious
orange robes and shave their heads and
circumstances.
eyebrows. Some of the monks train in
stonecutting and painting. Female monks often
Male and female monks stay in separate
petition to join or serve the ranks of the
monasteries at opposite ends of the city. The
templars. The monks are once again enjoying
two orders (Exalted Path and Serene Bliss)
the respect with which they were regarded in
both pledge loyalty to the king. Nibenay
the past, rather than just the idle curiosity of
regards the monasteries with amused tolerance.
recent years.
He sees their philosophy as the intellectual
equivalent of sticking one's fingers in one's ears
While most monks are not psionicists, the
and pretending that not to hear what you don't
monasteries have become havens for students
want to listen to. On the other hand, he feels
of the Unseen Way. Young psionicists who
the monasteries provide a valuable social
have no interest in the practical and profit-
function by turning potential wolves into sheep.
minded emphasis of the School of Augurs
have turned to the openness of the monasteries
as a means to pursue their mental disciplines.

127
The psionicists have little interest in the Its saving throw DC equals 8 + your proficiency
teachings of the old monks, and view the bonus + your Wisdom modifier. A creature that
succeeds on the save is immune to this effect for
monastery simply as a place to advance in 1 hour. Once you cast the spell in this way, you
psionic ability. This small sub-culture within the can’t do so again for 1 minute.
population of the monastery is of increasing Healing Hands
concern to both the older monks and the
Your mystical touch can heal wounds. Starting at
officials at the School of Augurs. 3rd level, you have a pool of magical healing
power that replenishes when you take a long
A practice which had faded into antiquity, but rest. With that pool, you can restore a total
number of hit points equal to your monk level ×
has enjoyed a resurgence in recent years, is the
10. As an action, you can touch a creature and
dwelling. The dwelling is a 30-day period during draw power from the pool to restore a number
which a child is sent to the monastery to live and of hit points to that creature, up to the maximum
learn. Young freemen have begun to return to amount remaining in the pool. Instead of healing
the creature, you can expend 5 hit points from
this practice with their children, but it has not your pool of healing to cure the target of one
caught on among the nobles. Historically, even disease or neutralize one poison affecting it. You
slave children were sent on a dwelling, but there can cure multiple diseases and neutralize
multiple poisons with a single use of Healing
has been no sign of this practice returning
Hands, expending hit points separately for each
except among the most reactionary citizens. one. When you use your Flurry of Blows, you can
replace one of the unarmed strikes with a use of
this feature. This feature has no effect on
Way of The Serene Bliss undead and constructs.

Nuns of the Serene Bliss Convent see violence as Emissary of Peace


a last resort. They use diplomacy, mercy, and At 6th level, you gain the ability to diffuse violent
understanding to resolve conflicts. If pushed, situations. Whenever you make a Charisma
though, they are capable warriors who can bring check to calm violent emotions or to counsel
an end to the unjust or cruel folk who refuse to peace, you have advantage on the roll. You must
listen to reason. When adventuring, these monks make this entreaty in good faith; it doesn’t apply
make excellent diplomats. They are also skilled in if proficiency in the Deception or Intimidation
the healing arts, and can preserve their allies in skill applies to your check. You also gain
the face of daunting foes. proficiency in the Performance or Persuasion skill
Path of Serenity (choose one).

When you choose this tradition at 3rd level, you


can become an island of calm in even the most
chaotic of situations. With this feature, you can
cast the sanctuary spell on yourself, no material
component required, and it lasts up to 8 hours.

128
Douse the Flames of War You gain a new attack option that you can use
with the Attack action. This special attack is a
At 11th level, you gain the ability to temporarily ranged spell attack with a range of 30 feet. You
extinguish a creature’s violent impulses. As an are proficient with it, and you add your Dexterity
action, you can touch a creature, and it must modifier to its attack and damage rolls. Its
make a Wisdom saving throw with a DC equal to damage is radiant, and its damage die is a d4.
8 + your proficiency bonus + your Wisdom This die changes as you gain monk levels, as
modifier. The target automatically succeeds if it’s shown in the Martial Arts column of the Monk
missing any of its hit points. If the target fails the table.
save, it can’t attack for 1 minute. During that
time, it also can’t cast spells that deal damage or When you take the Attack action on your turn
that force someone to make a saving throw. This and use this special attack as part of it, you can
effect ends if the target is attacked, takes spend 1 ki point to make the special attack twice
damage, or is forced to make a saving throw or if as a bonus action.
the target witnesses any of those things
When you gain the Extra Attack feature, this
happening to its allies.
special attack can be used for any of the attacks
Anger of a Gentle Soul you make as part of the Attack action.

At 17th level, you gain the ability to visit Searing Arc Strike
vengeance on someone who fells others. If you
At 6th level, you gain the ability to channel your
see a creature reduce another creature to 0 hit
ki into searing waves of energy. Immediately
points, you can use your reaction to grant
after you take the Attack action on your turn,
yourself a bonus to all damage rolls against the
you can spend 2 ki points to cast the burning
aggressor until the end of your next turn. The
hands spell as a bonus action. You can spend
bonus equals your monk level. Once you use this
additional ki points to cast burning hands as a
ability, you can’t use it again until you finish a
higher-level spell. Each additional ki point you
short or long rest.
spend increases the spell’s level by 1. The
maximum number of ki points (2 plus any
additional points) that you can spend on the
Way of the Exalted Path spell equals half your monk level.

Monks of the Exalted Path Monastery learn to Searing Sunburst


channel their life energy into searing bolts of At 11th level, you gain the ability to create an
light. They teach that meditation can unlock the orb of light that erupts into a devastating
ability to unleash the indomitable light shed by explosion. As an action, you magically create an
the soul of every living creature. orb and hurl it at a point you choose within 150
Radiant Sun Bolt feet, where it erupts into a sphere of radiant
light for a brief but deadly instant. Each creature
Starting when you choose this tradition at 3rd in that 20-foot-radius sphere must succeed on a
level, you can hurl searing bolts of magical Constitution saving throw or take 2d6 radiant
radiance. damage. A creature doesn’t need to make the
save if the creature is behind total cover that is
opaque. You can increase the sphere’s damage

129
by spending ki points. Each point you spend, to a Over the centuries, the Brotherhood's
maximum of 3, increases the damage by 2d6. importance has fluctuated. Despite this, not one
sorcerer-king has fallen to its plots. The Order
Shield of Exaltation closely watches the Brotherhood, but to date it
At 17th level, you become wreathed in a has not achieved a level of power that would
luminous, magical aura. You shed bright light in a require intervention. Hamanu of Urik pretends to
30-foot radius and dim light for an additional 30 ignore them, but he occasionally spies on the
feet. You can extinguish or restore the light as a Brotherhood to see what they are up to.
bonus action. If a creature hits you with a melee
attack while this light shines, you can use your Currently, there are 12 members of the
reaction to deal radiant damage to the creature. Brotherhood. For years, they have been engaged
The radiant damage equals 5 + your Wisdom in a quest for ancient texts of psionic
modifier. enchantments. The Brotherhood is still led by
Liumakh, whose unending ambition for power
continued after his death. Liumakh's followers
are scattered across the Tyr Region.
Way of the Brotherhood of the
Mind Shadow Arts
Cradled in the fiery slopes of the Smoking Crown, Starting when you choose this tradition at 3rd
a hidden monastery overlooks the Lake of level, you can use your ki to duplicate the effects
Golden Dreams. This is the home of an ancient of certain spells. As an action, you can spend 2 ki
society of psionicists known as the Brotherhood points to cast darkness, darkvision, pass without
of the Mind. The Brotherhood was founded by a trace, or silence, without providing material
noble Nibenese psionicist named Liumakh almost components. Additionally, you gain the minor
500 years ago. illusion cantrip if you don’t already know it.

Liumakh was a powerful telepath who dreamed Shadow Step


of unseating the Shadow King of Nibenay. He
was convinced that a sufficient gathering of At 6th level, you gain the ability to step from one
psionic power could defeat the tyrant. shadow into another. When you are in dim light
Unfortunately, the Shadow King learned of his or darkness, as a bonus action you can teleport
plots, and he and his followers were forced to up to 60 feet to an unoccupied space you can see
flee. At that time. Hamanu of Urik was feuding that is also in dim light or darkness. You then
with Nibenay, and he gave them sanctuary. have advantage on the first melee attack you
make before the end of the turn.
Liumakh and his followers constantly work to Cloak of the Shadows
bring down the Shadow King, but they.re never
able to succeed. In studying his enemy, Liumakh By 11th level, you have learned to become one
realized the nature of the sorcerer-kings, and his with the shadows. When you are in an area of
secret order changed its goal to the dim light or darkness, you can use your action to
accumulation of raw power. He planned to become invisible. You remain invisible until you
destroy the sorcerer-kings and assume his role as make an attack, cast a spell, or are in an area of
the ruler of Athas. bright light.

130
Opportunist  It must make a Strength saving throw. If it
fails, you can push it up to 15 feet away
At 17th level, you can exploit a creature's from you.
momentary distraction when it is hit by an  It can’t take reactions until the end of your
attack. Whenever a creature within 5 feet of you next turn.
is hit by an attack made by a creature other than
you, you can use your reaction to make a melee Wholeness of Body
attack against that creature.
At 6th level, you gain the ability to heal yourself.
As an action, you can regain hit points equal to
three times your monk level. You must finish a
Way of the Yellow Monastery long rest before you can use this feature again.

The Yellow Monks form an order devoted to the Tranquility


development of telepathic powers. The
Beginning at 11th level, you can enter a special
Monastery has a fair amount of influence in the
meditation that surrounds you with an aura of
city and is noted as a symbol of resistance to the
peace. At the end of a long rest, you gain the
rule of Abalach-Re. The monks themselves are
effect of a sanctuary spell that lasts until the
completely dedicated to a set of principles,
start of your next long rest (the spell can end
including opposition to slavery, magic of any
early as normal). The saving throw DC for the
kind, and gladiatorial games. Students of the
spell equals 8 + your Wisdom modifier + your
Yellow Monastery almost always remain there to
proficiency bonus.
become monks instead of moving on to different
studies. Quivering Palm
They are the ultimate masters of martial arts At 17th level, you gain the ability to set up lethal
combat, whether armed or unarmed. They learn vibrations in someone’s body. When you hit a
techniques to push and trip their opponents, creature with an unarmed strike, you can spend
manipulate ki to heal damage to their bodies, 3 ki points to start these imperceptible
and practice advanced meditation that can vibrations, which last for a number of days equal
protect them from harm. to your monk level. The vibrations are harmless
Open Hand Technique unless you use your action to end them. To do
so, you and the target must be on the same
Starting when you choose this tradition at 3rd plane of existence. When you use this action, the
level, you can manipulate your enemy’s ki when creature must make a Constitution saving throw.
you harness your own. Whenever you hit a If it fails, it is reduced to 0 hit points. If it
creature with one of the attacks granted by your succeeds, it takes 10d10 necrotic damage.
Flurry of Blows, you can impose one of the
You can have only one creature under the effect
following effects on that target:
of this feature at a time. You can choose to end
 It must succeed on a Dexterity saving the vibrations harmlessly without using an
throw or be knocked prone. action.

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Way of the Sensei Sensei are students of the art of combat, seeking
The most powerful characters on Athas combine to defeat their foes physically, mentally, and
the study of psionics with the study of another spiritually. They are supremely confident in their
discipline. Dragons study sorcery in conjunction abilities and understand their capabilities and
with the Way, while elemental clerics harness limitations exactly. Mere treasure is not enough
the power of their minds to the power of their to win a sensei's service; they only exercise their
worship. The sensei often combines an intensive skills for worthy causes. In the adventuring party,
physical training program with the Way, seeking the sensei is an infiltrator and scout who can
to become the perfect weapon. strike swiftly to devastating effect. His dedication
to self-improvement makes him an
The sensei are very rare in the Tyr region, since unapproachable character who inspires fear in
their art is extraordinarily demanding. Few friend and foe alike. There is little room in the
people are even aware that they exist. Each sensei's existence for anything but the quest for
sensei charts his own course in life; there is no perfection.
organization or school that binds them together.
Some may be assassins, others gladiators, and The sensei will often to study Psychometabolism
others wandering champions who fight against or Psychokinesis disciplines as a multi-class
injustice. Psionicist as complement of his martial training.
Since he seeks to master both physical and
Only humans, muls, and half-elves may become psionic skills, the sensei is not as devoted to pure
sensei. psionic study as other psionicists are.

132
The sensei may not wear armor or use magical Sensei weapons. When you reach 6th,
devices to improve his Armor Class. He will not 11th, and 17th level in this class, you can
use magical weapons, either. The sensei believes choose another type of weapon — either
in his own ability and disdains the use of such melee or ranged — to be a Sensei weapon
crutches in the practice of his art. He is proficient for you, following the criteria above.
with Martial and Exotic weapons.
 Agile Parry. If you make an unarmed strike
Sensei care nothing for material wealth. He may as part of the Attack action on your turn
never carry more personal treasure than can fit and are holding a Sensei weapon, you can
in a small belt pouch. use it to defend yourself if it is a melee
weapon. You gain a +2 bonus to AC until
Sensei train relentlessly with their weapons, to the start of your next turn, while the
the point where the weapon becomes an weapon is in your hand and you aren’t
extension of the body. Founded on a mastery of incapacitated.
sword fighting, the tradition has expanded to
 Sensei’s Shot. You can use a bonus action
include many different weapons.
on your turn to make your ranged attacks
A Sensei sees a weapon in much the same way a with a Sensei weapon more deadly. When
calligrapher or painter regards a pen or brush. you do so, any target you hit with a ranged
Whatever the weapon, the Sensei views it as a attack using a Sensei weapon takes an
tool used to express the beauty and precision of extra 1d4 damage of the weapon’s type.
the martial arts. That such mastery makes a You retain this benefit until the end of the
Sensei a peerless warrior is but a side effect of current turn.
intense devotion, practice, and study.  Way of the Brush. You gain proficiency with
your choice of calligrapher’s supplies or
Path of the Sensei painter’s supplies.
When you choose this tradition at 3rd level, your One with the Blade
special martial arts training leads you to master
the use of certain weapons. This path also At 6th level, you extend your ki into your Sensei
includes instruction in the deft strokes of weapons, granting you the following benefits.
calligraphy or painting. You gain the following
 Magic Sensei Weapons. Your attacks with
benefits.
your Sensei weapons count as magical for
 Sensei Weapons. Choose two types of the purpose of overcoming resistance and
weapons to be your Sensei weapons: one immunity to non-magical attacks and
melee weapon and one ranged weapon. damage.
Each of these weapons can be any simple,
 Deft Strike. When you hit a target with a
exotic, or martial weapon that lacks the
heavy and special properties. The longbow Sensei weapon, you can spend 1 ki point to
is also a valid choice. You gain proficiency cause the weapon to deal extra damage to
with these weapons if you don’t already the target equal to your Martial Arts die.
have it. Weapons of the chosen types are You can use this feature only once on each
monk weapons for you. Many of this of your turns.
tradition’s features work only with your

133
Sharpen the Blade who inadvertently finds it is usually mindwiped.
Half-giants and half elves are looked upon with
At 11th level, you gain the ability to augment compassion, since they too are members of a
your weapons further with your ki. As a bonus group that meets with prejudice. This treatment
action, you can expend up to 3 ki points to grant may seem cruel, but it is a cruel world, and the
one Sensei weapon you touch a bonus to attack villichi are only concerned with surviving. All
and damage rolls when you attack with it. The villichi are born to human parents, and since it is
bonus equals the number of ki points you spent. considered a bad omen to exile a villichi child,
This bonus lasts for 1 minute or until you use this they are left alone. Villichi not only mature
feature again. This feature has no effect on a rapidly, but they are fairly long-lived. The
magic weapon that already has a bonus to attack average lifespan of a villichi female is 150 years,
and damage rolls. . although some live even longer. The current high
Unerring Accuracy mistress is over 200 years old, and is a psionicist
of great power.
At 17th level, your mastery of weapons grants
you extraordinary accuracy. If you miss with an By the time a villichi child comes of age, an envoy
attack roll using a monk weapon on your turn, will have been dispatched to fetch the child, or at
you can reroll it. You can use this feature only least inform her of the location of the convent.
once on each of your turns. This also allows them to determine if a villichi
child is slain. Such an action usually results in
revenge upon the perpetrator. If the perpetrator
Way of the Villichi Priestess cannot be located, the revenge is carried out on
Villichi are not aggressive, usually fighting only in the entire town, if possible. This is certainly part
defense of their lives or their community. They of the reason why killing a villichi child is
are all psionicists practitioners. The villichi considered such a bad omen. Past reprisals have
preferred method of attack is psionics, and their made the killing of a villichi child a very rare thing
powers make them formidable. indeed. Should such a killing occur, the
townspeople will most likely imprison the guilty
If the villichi are losing a battle, the companions party and turn him over to an envoy for
readily sacrifice their lives to allow the envoy to punishment. The perpetrator is examined by the
escape. If the envoy is killed, the highest level envoy, and executed if guilty. Rumors abound
companion immediately becomes the envoy and that the guilty party dies horribly, causing such
seeks to escape while any remaining companions criminals to go to desperate lengths to avoid
attempt to hold off the opponents. Of course, if capture and conviction. Contrary to the rumors,
possible, they all try to flee or hide, rather than however, the execution is quick and painless,
sacrificing themselves. Villichi never fight blindly usually by a dagger in the back of the neck. There
to the death, trying to find the best option to let are currently about 500 villichi at the convent. At
the envoy and her companions all survive. any one time, 10-20% of these are traveling as
envoys, and another 20% are young villichi, level
Villichi have formed an extremely close knit 2 or below.
community. They never attack one another and
only rarely argue with each other. The location of The villichi are adept at weaving and make some
the convent is a closely guarded secret; anyone of the best cloth on Athas. They also grow most
of their own food, but they are not skilled at

134
manufacturing and must trade for weapons and envoy. The villichi are intelligent enough to
other supplies they need to survive. Higher level realize that this could change if they interfere
villichi are skilled at empowering items with with these powerful defilers, since any one of the
psionic powers, and a magic (actually psionic) sorcerer-kings possesses sufficient power and
item may be traded for enough supplies to last resources to wipe out the convent (if they tried
the convent for as much as six months. Such hard enough to do so). But, such a mission might
items are necessarily rare and are highly sought weaken the king's defenses enough that he
after. They are usually saved for defense of the would fall prey to a rival king. Thus the villichi
convent, but may also be used for trading if lead a comfortable life, aided mainly by the fact
necessary for the community's survival. The few that they stay out of the sorcerer-kings. business
trading houses that deal regularly with the villichi and also by the fact that their convent is in an
have regular meeting places and know better extremely remote location.
than to look for the convent. The villichi prefer to
trade their fine quality cloth, although they Villichi women are all quite attractive, but they
cannot usually produce enough to support their are also sterile. Should a group of raiders harm
convent. At least one psionically empowered or slay an envoy, a large group of envoys is sent
item is traded each year, but never more than to find and exact revenge on the perpetrators of
three, even in bad years. this unspeakable crime. A group of envoys out
for revenge in this manner always numbers at
The villichi roam widely throughout the world, least 20, and the least powerful of these is 8th
for anywhere that humans live, a villichi child level, while they are led by a elder of 11th or
may be born. This is quite rare; perhaps one in 12th level. Such criminals are put to death in the
30,000 girls born is a villichi child. They are not most painful manner possible to these
quite albinos, although they do not like the sun. intelligent, vengeful females. Fortunately, the
Their habit of protecting themselves from the villichi reputation makes such incidents
sun makes them quite fair skinned, and on Athas, extremely rare.
this makes them stand out.

Envoys eat whatever is available to them when Psionic Powers


travelling; but in their convent, the villichi are Starting when you choose this tradition at 3rd
strict vegetarians. They also use no metal, even level, Villichi Priestesses gain the ability to
in building or trade. If presented with gold, the manifest Psionic powers to enhance their
villichi try to trade it, either for gems or for abilities, trick their foes, and defend themselves
ceramic pieces. The villichi are fascinated with more effectively.
gems and sometimes pay up to double price for a
particularly nice one. Traders with rare and Devotions
valuable gems may seek to find the villichi You learn three Devotions of your choice from
convent, thinking to make a killing on a trade. the psionicist power list of any discipline. At 10th
Those who find it are usually sorry, if they even level you learn another devotion from the
remember what happened. psionicist power list of any discipline.
For Villichi powers selection, count psionic
The villichi community is quite powerful for the attacks and defenses as part of the Telepathy
small number of females it represents. Even the discipline
sorcerer-kings hesitate to interfere with a villichi

135
Total Devotions Sciences Attack Defense
Level Archetype Features
PSPs Known Known Modes Modes PSP Limit
Racial Villichi Psionic Ability,
3rd Psionic Powers, 4 2 3 — — 2
The Will And The Way
4th — 6 2 4 — 1 2
5th Racial Villichi Psionic Ability 6 2 4 — 1 2
6th Psionic Combat 6 2 5 1 1 2
7th — 14 2 5 1 1 3
8th — 14 2 6 1 2 3
9th — 14 2 7 1 2 3
10th — 17 3 7 2 2 3
11th Bird of Prey Affinity 17 3 8 2 2 3
12th — 17 3 9 2 3 3
13th — 27 3 9 2 3 5
14th — 27 3 10 3 3 5
15th — 27 3 11 3 3 5
16th — 32 3 11 3 4 5
Locate Psionic,
17th 32 3 12 3 4 5
Flowing in the Way
18th — 32 3 12 4 4 5
19th — 38 3 12 4 4 6
20th — 38 3 13 4 5 6

Psionic Strength Points (PSP) learn more psionic powers of 1st level or higher.
The Villichi Priestess psionic talent table shows Each of these powers must be telepathy and
how many PSPs you have to activate your psychokinesis powers of your choice, and must
powers of 1st level and higher. To manifest one be of a level for which you have enough PSPs in
of these powers, you must expend PSP of the in PSP max available to activate them. For
powers level or higher if required. You regain all instance, when you reach 7th level in this class,
expended PSPs when you finish a long rest. you can learn one new science of 1st or 2nd
level.
You start with 2 PSPs at Monk level 3, and gain
more as you gain more Monk levels. The powers you learn at 8th, 14th, and 20th level
can come from any disciplines of the Way.
Powers Known
Whenever you gain a level in this class, you can
You know three 1st-level psionic powers of your replace one of the psionic sciences you know
choice, two of which you must choose from the with another science of your choice from the
telepathy and psychokinesis powers on the psionicist power list. The new science must be of
psionicist power list. The third can be from any a level for which you have enough PSPs in PSP
discipline of the Way. max available to activate them, and it must be a
telepathy or psychokinesis power, unless you’re
The Powers Known column of the Villichi replacing the science you gained at 8th, 14th, or
Priestess Psionic Talents table shows when you 20th level.

136
Psionic manifesting Ability Locate Psionic
Wisdom is your psionic manifesting ability for At 17th level, you can locate psionic at will. There
your psionic powers since you learn your powers is no range limit to this power, which allows you
through dedicated study and meditation. You to locate villichi children at an early age. The high
use your Wisdom whenever a power refers to mistress is always chosen from among villichi
your psionic manifesting ability. In addition, you who have developed the special power of locate
use your Wisdom modifier when setting the psionic.
saving throw DC for a psionic power you activate
and when making an attack roll with one. Flowing in the Way
At 17th level, you also gain the ability to use Ki
Psionic save DC = 8 + your proficiency bonus +
points or PSPs to activate Monk or psionic
your Wisdom modifier
powers regardless without having to use a bonus
Psionic attack modifier = your proficiency bonus action to convert each of them. You still keep
+ your Wisdom modifier separate pools of points and regain them
separately.
The Will And The Way Also, if you miss with a psionic attack roll using
a power on your turn, you can reroll it. You can
Starting when you choose this tradition at 3rd use this feature only once on each of your turns.
level, you gain the ability to concentrate your Ki
into a surge of mental energy. You can use a
bonus action to convert 2 to 5 Ki points to the
equivalent PSP (1 Ki point would give 1 PSP and 5
Ki points would give 5 PSPs). You can also
convert PSPs to Ki points with the same
exchange rate.
You also gain proficiency in the weaving tools,
and can choose two additional languages.
Only female humans with the Villichi human
variant can choose to become Villichi Priestesses.

Psionic Combat
At 6th level, you gain the ability to use your
psionic powers as reactions when making attack
of opportunity.

Bird of Prey Affinity


By 11th level, your Animal Affinity power gains
the affinity with eagles or hawks. You can use it
to sprouts feathery wings and fly as the fly spell.
While affected by the power, you also get the
bird’s keen vision, granting you advantage to
Perception check based on vision.

137
Druid Class Preserve the Balance
For druids, nature exists in a precarious balance.
Holding high a gnarled staff wreathed with holly,
The four elements that make up a world—air,
an elf summons the fury of the storm and calls
earth, fire, and water—must remain in
down explosive bolts of lightning to smite the
equilibrium. If one element were to gain power
torch-carrying giths who threaten her guarded
over the others, the world could be destroyed,
land.
drawn into one of the elemental planes and
Crouching out of sight on a high rock in the form broken apart into its component elements. Thus,
of a leopard, a human peers out of the jungle at druids oppose cults of Elemental Evil and others
the strange construction of a temple of Evil Yuan- who promote one element to the exclusion of
ti, keeping a close eye on the cultists’ activities. others.

Swinging a blade formed of pure fire, a half-elf Druids are also concerned with the delicate
charges into a mass of skeletal soldiers, ecological balance that sustains plant and animal
sundering the unnatural magic that gives the foul life, and the need for civilized folk to live in
creatures the mocking semblance of life. harmony with nature, not in opposition to it.
Druids accept that which is cruel in nature, and
Whether calling on the elemental forces of they hate that which is unnatural, including
nature or emulating the creatures of the animal aberrations (such as beholders and mind flayers)
world, druids are an embodiment of nature’s and undead (such as zombies and vampires).
resilience, cunning, and fury. They claim no Druids sometimes lead raids against such
mastery over nature. Instead, they see creatures, especially when the monsters
themselves as extensions of nature’s indomitable encroach on the druids’ guarded land.
will.
Druids are often found guarding sacred sites or
Power of Nature watching over regions of unspoiled nature. But
when a significant danger arises, threatening
Druids revere nature above all, gaining their nature’s balance or the lands they protect, druids
spells and other magical powers either from the take on a more active role in combating the
force of nature itself or from a nature deity. threat, as adventurers.
Many druids pursue a mystic spirituality of
transcendent union with nature, or elemental Creating a Druid
forces.
When making a druid, consider why your
Druid spells are oriented toward nature and character has such a close bond with nature.
animals—the power of tooth and claw, of sun Perhaps your character lives in a society where
and moon, of fire and storm. Druids also gain the the Old Faith still thrives, or was raised by a druid
ability to take on animal forms, and some druids after being abandoned in the depths of a forest.
make a particular study of this practice, even to Perhaps your character had a dramatic
the point where they prefer animal form to their encounter with the spirits of nature, coming face
natural form. to face with a giant eagle or dire wolf and
surviving the experience. Maybe your character
was born during an epic storm or a volcanic

138
The Druid Table
Level Proficiency Features Cantrips —Spell Slots per Spell Level—
Bonus Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 Druidic, Spellcasting 2 2 — — — — — — — —
2nd 2 Wild Shape, Druid Circle 2 3 — — — — — — — —
3rd 2 — 2 4 2 — — — — — — —
4th 2 Wild Shape Improvement, 3 4 3 — — — — — — —
Ability Score Improvement
5th 3 — 3 4 3 2 — — — — — —
6th 3 Druid Circle Feature 3 4 3 3 — — — — — —
7th 3 — 3 4 3 3 1 — — — — —
8th 3 Wild Shape Improvement, 3 4 3 3 2 — — — — —
Ability Score Improvement
9th 4 — 3 4 3 3 3 1 — — — —
10th 4 Druid Circle Feature 4 4 3 3 3 2 — — — —
11th 4 — 4 4 3 3 3 2 1 — — —
12th 4 Ability Score Improvement 4 4 3 3 3 2 1 — — —
13th 5 — 4 4 3 3 3 2 1 1 — —
14th 5 Druid Circle Feature 4 4 3 3 3 2 1 1 — —
15th 5 — 4 4 3 3 3 2 1 1 1 —
16th 5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 —
17th 6 — 4 4 3 3 3 2 1 1 1 1
18th 6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th 6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th 6 Archdruid 4 4 3 3 3 3 2 2 1 1

eruption, which was interpreted as a sign that Class Features


becoming a druid was part of your character’s
destiny. As a druid, you gain the following class features.

Have you always been an adventurer as part of


your druidic calling, or did you first spend time as
Hit Points
a caretaker of a sacred grove or spring? Perhaps
your homeland was befouled by evil, and you  Hit Dice: 1d8 per druid level
took up an adventuring life in hopes of finding a  Hit Points at 1st Level: 8 + your
new home or purpose. Constitution modifier
 Hit Points at Higher Levels: 1d8 (or 5) +
QUICK BUILD
your Constitution modifier per druid level
You can make a druid quickly by following these after 1st
suggestions. First, Wisdom should be your
highest ability score, followed by Constitution.
Second, choose the hermit background.

139
Proficiencies Cantrips
 Armor: Light armor, medium armor, shields You start at 1st level with 2 cantrips from the
(druids will not wear armor or use shields Druid Spell List, and may learn an additional
made of metal) cantrip at 4th and 10th levels. These may be cast
 Weapons: Clubs, daggers, darts, javelins, without using any spell slots.
maces, quarterstaffs, scimitars, sickles,
slings, spears
 Tools: Herbalism kit
 Saving Throws: Intelligence, Wisdom
 Skills: Choose two from Arcana,
Animal Handling, Insight, Medicine, Nature,
Perception, Religion, and Survival

Equipment
You start with the following equipment, in addition
to the equipment granted by your background:

 (a) a wooden agaferi shield or (b) any stone


simple weapon
 (a) a stone scimitar or (b) any stone simple
melee weapon
 Carru leather armor, an explorer’s pack,
and a druidic focus.

Druidic
You know Druidic, the secret language of druids.
You can speak the language and use it to leave
hidden messages. You and others who know this
language automatically spot such a message.
Others spot the message's presence with a
successful DC 15 Wisdom (Perception) check but
can't decipher it without magic.

Spellcasting
You cast Druid spells. Drawing on the divine
essence of nature itself, you can cast spells to
shape that essence to your will.

140
Preparing and Casting Spells Wild Shape
The Druid table shows how many spell slots you Starting at 2nd level, you can use your action to
have to cast your spells of 1st level and higher. magically assume the shape of a beast that you
To cast one of these druid spells, you must have seen before. You can use this feature twice.
expend a slot of the spell’s level or higher. You You regain expended uses when you finish a
regain all expended spell slots when you finish a short or long rest.
long rest.
Your druid level determines the beasts you can
You prepare the list of druid spells that are transform into, as shown in the Beast Shapes
available for you to cast, choosing from the druid table. At 2nd level, for example, you can
spell list. When you do so, choose a number of transform into any beast that has a challenge
druid spells equal to your Wisdom modifier + rating of 1/4 or lower that doesn't have a flying
your druid level (minimum of one spell). The or swimming speed.
spells must be of a level for which you have spell
slots. Beast Shapes

You can also change your list of prepared spells


Level Max CR Limitations Example
when you finish a long rest. Preparing a new list
2nd 1/4 No flying or Zhackal
of druid spells requires time spent in prayer and
burrowing speed
meditation: at least 1 minute per spell level for 4th 1/2 No flying speed Janks
each spell on your list. 8th 1 -- Giant eagle

Spellcasting Ability
You can stay in a beast shape for a number of
Wisdom is used whenever a spell refers to your
hours equal to half your druid level (rounded
spellcasting ability. In addition, you use your
down). You then revert to your normal form
Wisdom modifier when setting the saving throw
unless you expend another use of this feature.
DC for a druid spell you cast and when making an
You can revert to your normal form earlier by
attack roll with one.
using a bonus action on your turn. You
Spell Save DC = 8 + your proficiency bonus + your automatically revert if you fall unconscious, drop
Wisdom modifier to 0 hit points, or die.

Spell attack modifier = your proficiency bonus + While you are transformed, the following rules
your Wisdom modifier apply:

Ritual Casting  Your game statistics are replaced by the


statistics of the beast, but you retain your
You can cast a druid spell as a ritual if that spell alignment, personality, and Intelligence,
has the ritual tag and you have the spell Wisdom, and Charisma scores. You also
prepared. retain all of your skill and saving throw
proficiencies, in addition to gaining those
Spellcasting Focus of the creature. If the creature has the
You can use a druidic focus. same proficiency as you and the bonus in
its stat block is higher than yours, use the
creature's bonus instead of yours. If the

141
creature has any legendary or lair actions,
you can't use them.
 When you transform, you assume the
beast's hit points and Hit Dice. When you
revert to your normal form, you return to
the number of hit points you had before
you transformed. However, if you revert as
a result of dropping to 0 hit points, any
excess damage carries over to your normal
form. For example, if you take 10 damage
in animal form and have only 1 hit
point left, you revert and take 9 damage.
As long as the excess damage doesn't
reduce your normal form to 0 hit points,
you aren't knocked unconscious.
 You can't cast spells, and your ability to
speak or take any action that requires
hands is limited to the capabilities of your
beast form. Transforming doesn't break
your concentration on a spell you've
already cast, however, or prevent you from
taking actions that are part of a spell, such
as call lightning, that you've already cast.
 You retain the benefit of any features from
your class, race, or other source and can
use them if the new form is physically
capable of doing so. However, you can't
use any of your special senses, such
as darkvision, unless your new form also
has that sense.
 You choose whether your equipment falls
to the ground in your space, merges into
your new form, or is worn by it. Worn
equipment functions as normal, but the
GM decides whether it is practical for the
new form to wear a piece of equipment,
based on the creature's shape and size.
Your equipment doesn't change size or
shape to match the new form, and any
equipment that the new form can't wear
must either fall to the ground or merge
with it. Equipment that merges with the
form has no effect until you leave the form.

142
Druid Circle Druid Circles
At 2nd level, you choose to identify with a circle Though their organization is invisible to most
of druids, the Circle of the Land, the Circle of the outsiders, druids are part of a society that spans the
Moon, the Circle of the Shepherd, and the Circle land, ignoring political borders. All druids are
of Twilight. Your choice grants you features at nominally members of this druidic society, though
2nd level and again at 6th, 10th, and 14th level. some individuals are so isolated that they have never
seen any high-ranking members of the society or
participated in druidic gatherings. Druids recognize
Ability Score Improvement each other as brothers and sisters. Like creatures of
When you reach 4th level, and again at 8th, 12th, the wilderness, however, druids sometimes compete
with or even prey on each other. At a local scale,
16th and 19th level, you can increase one ability
druids are organized into circles that share certain
score of your choice by 2, or you can increase perspectives on nature, balance, and the way of the
two ability scores of your choice by 1. As normal, druid.
you can't increase an ability score above 20 using
this feature.
Circle of the Land
Timeless Body The Circle of the Land is made up of mystics and
sages who safeguard ancient knowledge and rites
Starting at 18th level, the primal magic that you through a vast oral tradition. These druids meet
wield causes you to age more slowly. For every within sacred circles of trees or standing stones to
10 years that pass, your body ages only 1 year. whisper primal secrets in Druidic. The circle's wisest
members preside as the chief priests of communities
Beast Spells that hold to the Old Faith and serve as advisors to the
rulers of those folk. As a member of this circle, your
Beginning at 18th level, you can cast many of magic is influenced by the land where you were
your druid spells in any shape you assume using initiated into the circle's mysterious rites.
Wild Shape. You can perform the somatic and
verbal components of a druid spell while in a Bonus Cantrip
beast shape, but you aren't able to provide When you choose this circle at 2nd level, you learn
material components. one additional druid cantrip of your choice.

Nature’s Avatar Natural Recovery


At 20th level, you can use your Wild Shape an Starting at 2nd level, you can regain some of your
unlimited number of times. magical energy by sitting in meditation and
communing with nature. During a short rest, you
Additionally, you can ignore the verbal and choose expended spell slots to recover. The spell
somatic components of your druid spells, as well slots can have a combined level that is equal to or
as any material components that lack a cost and less than half your druid level (rounded up), and none
aren't consumed by a spell. You gain this benefit of the slots can be 6th level or higher. You can't use
this feature again until you finish a long rest.
in both your normal shape and your beast shape
from Wild Shape.
Circle Spells
Your mystical connection to the land infuses you with
the ability to cast certain spells. At 3rd, 5th, 7th, and

143
9th level you gain access to circle spells connected to Salt Flat
the land where you became a druid. Choose that
land—silt shore, scrub plain, forest, rocky badland,
Druid Level Circle Spells
salt flat, boulder field, mountain, stony barren, or
3rd blur, ray of enfleeblement
sandy waste—and consult the associated list of
5th blink, slow
spells.
7th blight, hallucinatory terrain
Once you gain access to a circle spell, you always
have it prepared, and it doesn't count against the 9th commune with nature, wall of light
number of spells you can prepare each day. If you
gain access to a spell that doesn't appear on the druid Stony Barren
spell list, the spell is nonetheless a druid spell for you.
Druid Level Circle Spells
Silt Shore 3rd spike growth, locate animals or plants
5th protection from energy, haste
Druid Level Circle Spells 7th greater invisibility, stone shape
3rd mirror image, misty step 9th stone body***, dawn
5th silt storm*, wall of silt**
7th hallucinatory terrain , silt storm**** Forest
9th insect plague, cloudkill
Druid Level Circle Spells
Rocky Badland 3rd barkskin, spider climb
5th plant growth, speak with plants
Druid Level Circle Spells 7th conjure woodland beings, guardian of nature
3rd earthbind*, earthen grace 9th wrath of nature, tree stride
5th erupting earth, hailstones***
7th blistering radiance***, freedom of movement Boulder Field
9th earth reaver***, transmute rock

Druid Level Circle Spells


Mountain 3rd earth tremor*, maximilian’s earthen grasp
5th meld into stone, stony grasp***
Druid Level Circle Spells 7th stone shape, stoneskin
3rd spider climb, mountain stance*** 9th passwall, wall of stone
5th lightning bolt, meld into stone
7th storm sphere, divination Sandy Waste
9th control winds, ball lightning***
Druid Level Circle Spells
3rd blur, dust devil
Scrub Plain 5th create food and water, wall of sand
7th calm winds***, freedom of movement
Druid Level Circle Spells 9th insect plague, scrying
3rd invisibility, pass without trace
5th daylight, haste * See Sleet Storm spell but with force damage.
7th divination, freedom of movement ** See Wall of Sand
9th dream, insect plague *** Elminster's Guide to Magic spell.
**** See Ice Storm spell but with force damage.

144
Land's Stride the treetops as an eagle the next day, and crash
through the undergrowth in bear form to drive
Starting at 6th level, moving through non- off a trespassing monster. The wild is in the
magical difficult terrain costs you no extra druid's blood.
movement. You can also pass through non-
magical plants without being slowed by them Combat Wild Shape
and without taking damage from them if they
have thorns, spines, or a similar hazard. When you choose this circle at 2nd level, you
gain the ability to use Wild Shape on your turn as
In addition, you have advantage on saving a bonus action, rather than as an action.
throws against plants that are magically created
or manipulated to impede movement, such Additionally, while you are transformed by Wild
those created by the entangle spell. Shape. You can use a bonus action to expend one
spell slot to regain 1d8 hit points per level of the
Nature's Ward spell slot expended.

When you reach 10th level, you can't be Circle Forms


charmed or frightened by elementals or fey, and
you are immune to poison and disease. The rites of your circle grant you the ability to
transform into more dangerous animal forms.
Nature's Sanctuary Starting at 2nd level, you can use your Wild
Shape to transform into a beast with a challenge
When you reach 14th level, creatures of the rating as high as 1 (you ignore the Max CR
natural world sense your connection to nature column of the Beast Shapes table, but must
and become hesitant to attack you. When a abide by the other limitations there).
beast or plant creature attacks you, that creature
must make a Wisdom saving throw against your Starting at 6th level, you can transform into a
druid spell save DC. On a failed save, the beast with a challenge rating as high as your
creature must choose a different target, or the druid level divided by 3, rounded down.
attack automatically misses. On a successful
save, the creature is immune to this effect for 24 Primal Strike
hours. The creature is aware of this effect before Starting at 6th level, your attacks in beast form
it makes its attack against you. count as magical for the purpose of overcoming
resistance and immunity to non-magical attacks
Circle of the Moons and damage.

Druids of the Circle of the Moons are fierce Elemental wild Shape
guardians of the wilds. Their order gathers under
the full moons to share news and trade At 10th level, you can expend two uses of Wild
warnings. They haunt the deepest parts of the Shape at the same time to transform into an air
wilderness, where they might go for weeks on elemental, an earth elemental, a fire elemental,
end before crossing paths with another or a water elemental.
humanoid creature, let alone another druid.
Changeable as the moons, a druid of this circle
might prowl as a great cat one night, soar over

145
Thousand Forms grant you any special friendship with beasts,
though you can combine this ability with gifts to
By 14th level, you have learned to use magic to curry favor with them as you would with any
alter your physical form in more subtle ways. You non-player character.
can cast the alter self spell at will
Spirit Totem
Starting at 2nd level, you can call forth nature
Circle of the Shepherd spirits to influence the world around you. As a
bonus action, you can magically summon an
Druids of the Circle of the Shepherd commune incorporeal spirit to a point you can see within
with the spirits of nature, especially the spirits of 60 feet of you. The spirit creates an aura in a 30-
beasts and the fey, and call to those spirits for foot radius around that point. It counts as
aid. These druids recognize that all living things neither a creature nor an object, though it has
play a role in the natural world, yet they focus on the spectral appearance of the creature it
protecting animals and fey creatures that have represents.
difficulty defending themselves. Shepherds, as
they are known, see such creatures as their As a bonus action, you can move the spirit up to
charges. They ward off monsters that threaten 60 feet to a point you can see.
them, rebuke hunters who kill more prey than The spirit persists for 1 minute or until you're
necessary, and prevent civilization from incapacitated. Once you use this feature, you
encroaching on rare animal habitats and on sites can’t use it again until you finish a short or long
sacred to the fey. Many of these druids are rest.
happiest far from cities and towns, content to
spend their days in the company of animals and The effect of the spirit’s aura depends on the
the fey creatures of the wilds. type of spirit you summon from the options
below.
Members of this circle become adventurers to
oppose forces that threaten their charges or to Klar Spirit. The bear spirit grants you and your
seek knowledge and power that will help them allies its might and endurance. Each creature of
safeguard their charges better. Wherever these your choice in the aura when the spirit appears
druids go, the spirits of the wilderness are with each gain temporary hit points equal to 5 + your
them. druid level. In addition, you and your allies gain
advantage on Strength checks and Strength
Speech of the Woods saving throws while in the aura.
At 2nd level, you gain the ability to converse with Hawk Spirit. The hawk spirit is a consummate
beasts and many fey. hunter, aiding you and your allies with its keen
sight. When a creature makes an attack roll
You learn to speak, read, and write Sylvan. In
against a target in the spirit’s aura, you can use
addition, beasts can understand your speech,
your reaction to grant advantage to that attack
and you gain the ability to decipher their noises
roll. In addition, you and your allies have
and motions. Most beasts lack the intelligence to
advantage on Wisdom (Perception) checks while
convey or understand sophisticated concepts,
in the aura.
but a friendly beast could relay what it has seen
or heard in the recent past. This ability doesn’t

146
Lirr Spirit. The unicorn spirit lends its protection lasts for 1 hour, requiring no concentration, or
to those nearby. You and your allies gain until you dismiss it (no action required).
advantage on all ability checks made to detect
creatures in the spirit’s aura. In addition, if you Once you use this feature, you can’t use it again
cast a spell with a spell slot that restores hit until you finish a long rest.
points to anyone inside or outside the aura, each
creature of your choice in the aura also regains
hit points equal to your druid level.
Circle of Twilight
Mighty Summoner
The Circle of Twilight seeks to exterminate
At 6th level, beasts and fey that you conjure are undead creatures and preserve the natural cycle
more resilient than normal. Any beast or fey of life and death that rules over the cosmos.
summoned or created by your spells gains the Their magic allows them to manipulate the
following benefits: boundary between life and death, sending their
foes to their final rest while keeping their allies
 Its hit point maximum increases by 2 per from that fate.
Hit Die
 The damage from its natural weapons is These druids seek out lands that have been
considered magical for the purpose of tainted by undeath. Such places are grim and
overcoming immunity and resistance to foreboding. Once vibrant forests become
non-magical attacks and damage. gloomy, haunted places devoid of animals and
filled with plants dying a slow, lingering death.
Guardian Spirit The Circle of Twilight goes to such places to
banish undeath and restore life.
Beginning at 10th level, your Spirit Totem
safeguards the beasts and fey that you call forth Harvest’s Scythe
with your magic. When a beast or fey that you
summoned or created with a spell ends its turn Starting at 2nd level, you learn to unravel and
in your Spirit Totem aura, that creature regains a harvest the life energy of other creatures. You
number of hit points equal to half your druid can augment your spells to drain the life force
level. from creatures. You have a pool of energy
represented by a number of d10s equal to your
Faithful Summons druid level.
Starting at 14th level, the nature spirits you When you roll damage for a spell, you can
commune with protect you when you are the increase that damage by spending dice from the
most defenceless. If you are reduced to 0 hit pool. You can spend a number of dice equal to
points or are incapacitated against your will, you half your druid level or less. Roll the spent dice
can immediately gain the benefits of conjure and add them to the damage as necrotic
animals as if it were cast with a 9th-level spell damage. If you kill one or more hostile creatures
slot. It summons four beasts of your choice that with a spell augmented in this way, you or an ally
are challenge rating 2 or lower. The conjured of your choice that you can see within 30 feet of
beasts appear within 20 feet of you. If they you regains 2 hit points per die spent to increase
receive no commands from you, they protect the spell’s damage, or 5 hit points per die if at
you from harm and attack your foes. The spell least one of the slain creatures was undead.

147
You regain the expended dice when you finish a Every druid must choose one geographic feature
long rest.
to be his guarded lands. The geographic features
Speech Beyond the Grave that a druid might make his guarded lands can
vary widely. For instance, one may watch over a
At 6th level, you gain the ability to reach beyond
death’s veil in search of knowledge. Using this particular stretch of open desert, another may
feature, you can cast speak with dead without protect a belt of scrub grass within it, while still
material components, and you understand what another might watch over a small oasis that
the target of this casting says. It can understand borders on both.
your questions, even if you don’t share a
language or it is not intelligent enough to speak.
Lower-level druids may travel widely in the world.
Once you use this feature, you can’t use it again
During his time of wandering, a young druid
until you finish a short or long rest.
learns about the world, its ecology, the balance
Watcher at the Threshold of nature, and the ways of its creatures.
At 10th level, you gain resistance to necrotic and Although he has already chosen lands to guard
radiant damage. In addition, while you aren’t and cherish, he may spend as much or as little
incapacitated, any ally within 30 feet of you has time on his guarded lands as he sees fit.
advantage on death saving throws. Learning the ways of the world will ultimately
Paths of the Dead help him better protect his guarded lands, for
upon reaching 12th level his time of wandering
At 14th level, your mastery of death allows you
to tread the paths used by ghosts and other comes to an end. From that time forward, the
spirits. Using this feature, you can cast druid must spend half of his downtime on his
etherealness. Once the spell ends, you can’t cast guarded lands, watching over them and
it with this feature again until you finish a short protecting them. The rest of the time, the druid
or long rest.
must again travel to keep tabs on events that
___________________________________________ might threaten nature in general and his guarded
Druids are independent priests who ally lands in particular.
themselves with various spirits of the land. A
druid shares power with the spirit he worships, Some possible guardian lands for the Sphere of
nurturing and protecting the geographical feature Earth include a particular mountain or hill, a
to which the spirit is tied. Virtually every feature rock outcropping, an expanse of desert or
of the land has a druid to protect it, but druids steppes. For the Sphere of Air, a druid might
seldom interact with others of their kind. They opt to protect the sky over a particular area, the
serve independently, living patient, solitary lives winds of a canyon, or any prevailing wind
devoted to guarding the land. pattern. For the Sphere of Fire, dry grasslands, a
volcanic vent, hot springs, or boiling tar pits are
appropriate guardian lands. Lastly, the Sphere of

148
Water might include a spring or pool, an oasis, most visitors alone—with the possible exception
or a natural cistern. of wizards. Understandably, druids tend to be
very apprehensive about wizards who venture into
When in his guarded lands, a druid has several their realms, as any wizard might turn out to be
powerful granted powers, including the following: a defiler. Nothing can destroy the land faster
than a defiler drawing power for his spells.
„ A druid can remain concealed from others
while in his guarded lands. This is proof against Unlike in other D&D campaigns, there’s no
all normal forms of detection (sight, hearing, etc.) worldwide organization of druids on Athas. As
but won’t protect the druid from magical such, there are no rules limiting the number of
detection (including a detect invisible spell). The druids that may exist at a given level, and there
druid can’t move or cast spells while concealed. are no special druidic titles such as Archdruids
„ A druid may speak with animals in his and the Grand Druid. These don’t exist in a
guarded lands when he reaches 3rd level. He DARK SUN campaign.
can speak with all animals when he reaches 7th
level.
„ A druid may speak with plants in his guarded
lands when he reaches 5th level. He can speak
with all plants when he reaches 9th level.
„ A druid can live without water or nourishment
in his guarded lands when he reaches 7th level.
From that point on, the druid draws his life
energy directly from his guarded lands. However,
when he leaves his lands to learn more of the
world, he must take sustenance in the usual
fashion.

Druids tend not to bother or even encounter


those who use their guarded lands without
damaging them. Travelers who stop at an oasis
to water their animals and then move on will
probably never know there is a druid watching
their every move. It’s a druid’s firm belief that
the lands are for all to use, human and animal
alike. He watches to see that his guarded lands
aren’t abused in any way, but otherwise he leaves

149
down flames from the sky to consume their
Cleric Class enemies. For those evildoers who will benefit
most from a mace to the head, clerics depend on
Arms and eyes upraised toward the sun and a their combat training to let them wade into
prayer on his lips, an elf begins to glow with an melee with the power of the elements on their
inner light that spills out to heal his battle-worn side.
companions.
Chanting a song of glory, a dwarf swings his axe Elemental Agents
in wide swaths to cut through the ranks of giths
arrayed against him, shouting praise to the earth Not every acolyte or officiant at a temple or
element with every foe’s fall. shrine is a cleric. Some priests are called to a
simple life of temple service, manifesting out
Calling down a curse upon the forces of undeath, their element’s will through prayer and sacrifice,
a human lifts her element focus as light pours not by magic and strength of arms. In some
from it to drive back the zombies crowding in on cities, priesthood amounts to a political office,
her companions. viewed as a stepping stone to higher positions of
authority and involving no communion with a
Clerics are intermediaries between the mortal
element at all. True clerics are rare in most
world and the surrounding elemental planes. As
hierarchies.
varied as the elements they serve, clerics strive
to embody the handiwork of their element’s When a cleric takes up an adventuring life, it is
nature. No ordinary preacher, a cleric is imbued usually because his or her element demands it.
with elemental magic. Pursuing the goals of the elements often involves
braving dangers beyond the walls of civilization,
Healers and Warriors smiting evil or seeking holy relics in ancient
tombs. Many clerics are also expected to protect
Elemental magic, as the name suggests, is the their deities’ worshipers, which can mean
power of the elements, flowing from them into fighting rampaging giths, negotiating peace
the world. Clerics are conduits for that power, between warring nations, or thwarting a
manifesting it as miraculous effects. The sorcerer-king.
elements don’t grant this power to everyone
who seeks it, but only to those chosen to fulfill a Every cleric must choose one elemental or para-
high calling and pass the initiation test with their elemental plane as his focus of worship.
faith. Most adventuring clerics maintain some
Harnessing elemental magic doesn’t rely on connection to established temples and orders of
study or training. A cleric might learn formulaic their faiths. A temple might ask for a cleric’s aid,
prayers and ancient rites, but the ability to cast or a high priest might be in a position to demand
cleric spells relies on devotion and an intuitive it.
sense of an elemental’s nature. Outside the city-states, away from the
Clerics combine the helpful magic of healing and bureaucracy of the sorcerer-kings and their
inspiring their allies with spells that harm and templars, the most common type of priest is the
hinder foes. They can provoke awe and dread, cleric. All clerics worship the elemental planes
lay curses of plague or poison, and even call and draw their magical energies directly from

150
them. However, the backgrounds and Proficiencies
motivations for clerics may be vastly different—
the shamans of the halflings, the elemental Armor: Light armor, medium armor, shields
singers of the elf tribes, and the healers among Weapons: Simple weapons
the herding communities are all dissimilar, but Tools: None
they’re all still clerics. Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight,
Medicine, Persuasion, and Religion
Creating a Cleric
As you create a cleric, the most important
question to consider is which element to serve
and what principles you want your character to
embody.
Once you’ve chosen an element, consider your
cleric’s relationship to that element. Did you
enter this service willingly? Or did the element
choose you, impelling you into service with no
regard for your wishes? How do the temple
priests of your faith regard you: as a champion or
a troublemaker? What are your ultimate goals?
Does your deity have a special task in mind for
you? Or are you striving to prove yourself worthy
of a great quest?
QUICK BUILD
You can make a cleric quickly by following these
suggestions. First, Wisdom should be your
highest ability score, followed by Strength or
Constitution. Second, choose the acolyte
background.

Class Features
As a cleric, you gain the following class features.

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

151
—Spell Slots per Spell Level—
Level Proficiency Features Cantrips
Bonus Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Elemental 3 2 — — — — — — — —
Domain, Sacrifice
2nd +2 Channel Element (1/rest), 3 3 — — — — — — — —
Elemental Domain Feature
3rd +2 — 3 4 2 — — — — — — —

4th +2 Ability Score Improvement 4 4 3 — — — — — — —

5th +3 Destroy Undead (CR 1/2) 4 4 3 2 — — — — — —


Endure
6th +3 Channel Element (2/rest), 4 4 3 3 — — — — — —
Elemental Domain Feature
7th +3 — 4 4 3 3 1 — — — — —

8th +3 Ability Score Improvement, 4 4 3 3 2 — — — — —


Destroy Undead (CR 1),
9th +4 — 4 4 3 3 3 1 — — — —

10th +4 Elemental Intervention 5 4 3 3 3 2 — — — —

11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 — — —

12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —

13th +5 — 5 4 3 3 3 2 1 1 — —

14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 — —

15th +5 — 5 4 3 3 3 2 1 1 1 —

16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —

17th +6 Destroy Undead (CR 4), 5 4 3 3 3 2 1 1 1 1


Elemental Domain Feature
18th +6 Channel Element (3/rest) 5 4 3 3 3 3 1 1 1 1

19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1

20th +6 Elemental Intervention 5 4 3 3 3 3 2 2 1 1


Improvement

152
Equipment spells must be of a level for which you have spell
slots.
You start with the following equipment, in
addition to the equipment granted by your For example, if you are a 3rd-level cleric, you
background: have four 1st-level and two 2nd-level spell slots.
With a Wisdom of 16, your list of prepared spells
 (a) a stone mace or (b) a stone warhammer can include six spells of 1st or 2nd level, in any
(if proficient) combination. If you prepare the 1st-level spell
 (a) light crodlu scale armor, (b) carru cure wounds, you can cast it using a 1st-level or
leather armor, or (c) braxat hide armor (if 2nd-level slot. Casting the spell doesn’t remove it
proficient) from your list of prepared spells.
 (a) a light crossbow and 20 stone bolts or
(b) any stone simple weapon You can change your list of prepared spells when
 (a) a priest’s pack or (b) an explorer’s pack you finish a long rest. Preparing a new list of
 An agaferi wooden shield and an elemental cleric spells requires time spent in prayer and
focus meditation: at least 1 minute per spell level for
each spell on your list.
Spellcasting
Spellcasting Ability
As a conduit for Elemental power, you can cast
cleric spells. See Spells Rules for the general rules Wisdom is your spellcasting ability for your cleric
of spellcasting and the Spells Listing for the cleric spells. The power of your spells comes from your
spell list and the adjustments spells list included devotion to your element. You use your Wisdom
in this book. whenever a cleric spell refers to your spellcasting
ability. In addition, you use your Wisdom
Cantrips modifier when setting the saving throw DC for a
cleric spell you cast and when making an attack
At 1st level, you know three cantrips of your
roll with one.
choice from the cleric spell list. You learn
additional cleric cantrips of your choice at higher Spell save DC = 8 + your proficiency bonus + your
levels, as shown in the Cantrips Known column of Wisdom modifier
the Cleric table.
Spell attack modifier = your proficiency bonus +
Preparing and Casting Spells your Wisdom modifier
The Cleric table shows how many spell slots you Ritual Casting
have to cast your spells of 1st level and higher.
To cast one of these spells, you must expend a You can cast a cleric spell as a ritual if that spell
slot of the spell’s level or higher. You regain all has the ritual tag and you have the spell
expended spell slots when you finish a long rest. prepared.

You prepare the list of cleric spells that are Spellcasting Focus
available for you to cast, choosing from the cleric You can use an elemental focus (see each
spell list. When you do so, choose a number of archetype sections for description) as a
cleric spells equal to your Wisdom modifier + spellcasting focus for your cleric spells.
your cleric level (minimum of one spell). The

153
Elemental Domain Sacrifice
Choose one domain related to your element: At 1st level, you may sacrifice yourself for the
earth, air, water, fire, silt, rain, magma, or sun. land to endure when you find within twice the
Your choice grants you domain spells and other radius of a defiling spell When invoked, this
features when you choose it at 1st level. It also granted power allows you to sacrifice yourself
grants you additional ways to use Channel for the land. Any time you are within a defiler's
Element when you gain that feature at 2nd level, magical destruction radius x2, you may
and additional benefits at 6th, 8th, and 17th substitute your life force for the spell’s energy.
levels. You lose 2 hit points for every level of the spell
you are trying to energize. When you make this
Domain Spells sacrifice, the land will suffer no ill effects. If you
Each domain has a list of spells — its domain should come up short, you lose all remaining hit
spells — that you gain at the cleric levels noted points and whatever remains is taken from the
in the domain description. Once you gain a land. Sacrifice is an extremely altruistic action,
domain spell, you always have it prepared, and it and the elemental lords truly appreciate those
doesn’t count against the number of spells you who take this course.
can prepare each day. Channel Element
If you have a domain spell that doesn’t appear At 2nd level, you gain the ability to channel
on the cleric spell list, the spell is nonetheless a Elemental energy directly from your elemental’s
cleric spell for you. plane, using that energy to fuel magical effects.
You start with two such effects: Turn Undead

154
and an effect determined by your domain. Some Destroy Undead
domains grant you additional effects as you
advance in levels, as noted in the domain Starting at 5th level, when an undead fails its
description. saving throw against your Turn Undead feature,
the creature is instantly destroyed if its challenge
When you use your Channel Element, you rating is at or below a certain threshold, as
choose which effect to create. You must then shown in the Destroy Undead table.
finish a short or long rest to use your Channel
Element again. Destroy Undead Table
Some Channel Element effects require saving
Cleric Destroys Undead
throws. When you use such an effect from this
class, the DC equals your cleric spell save DC. Level of CR ...
5th 1/2 or lower
Beginning at 6th level, you can use your Channel 8th 1 or lower
Element twice between rests, and beginning at
11th 2 or lower
18th level, you can use it three times between
rests. When you finish a short or long rest, you 14th 3 or lower
regain your expended uses. 17th 4 or lower

Channel Element: Turn Undead Elemental Intervention


As an action, you present your elemental focus Beginning at 10th level, you can call on your
and speak a prayer censuring the undead. Each element to intervene on your behalf when your
undead that can see or hear you within 30 feet need is great.
of you must make a Wisdom saving throw. If the
creature fails its saving throw, it is turned for 1 Imploring your element’s aid requires you to use
minute or until it takes any damage. your action. Describe the assistance you seek,
and roll percentile dice. If you roll a number
A turned creature must spend its turns trying to equal to or lower than your cleric level, your
move as far away from you as it can, and it can’t element intervenes. The DM chooses the nature
willingly move to a space within 30 feet of you. It of the intervention; the effect of any cleric spell
also can’t take reactions. For its action, it can use or cleric domain spell would be appropriate.
only the Dash action or try to escape from an
effect that prevents it from moving. If there’s If your element intervenes, you can’t use this
nowhere to move, the creature can use the feature again for 7 days. Otherwise, you can use
Dodge action. it again after you finish a long rest.

Ability Score Improvement At 20th level, your call for intervention succeeds
automatically, no roll required.
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal,
you can’t increase an ability score above 20 using
this feature.

155
Elemental Domains They know that they must quench the thirst of
the land before their streams and rivers can
The champions of the elemental lords tend to return, but every spilled drop of water is yielded
hold the same environmental views as their grudgingly. It must be so, for the Plane of Water
elemental masters. This is a result of the peculiar has nearly perished.
selection process of the elementals and of the
initiation that all clerics must suffer. For instance, The champions of the dying Plane of Water are
all air clerics oppose slavery. This is because any few; their lords barely able to empower them.
petitioner who could accept enforced servitude But those who underestimate them are
would not be accepted by the air spirits. Of mistaken, for although the champions of water
course, some may feel more strongly about the are given less power than most, they are far
issue than others. more desperate, and far more vengeful.

The point is that each cleric should be portrayed Still, they perform the age-old functions of water
as a living, thinking being with all the faults and as healer and bringer of life. Since their creation,
virtues that that entails. This is what good role- the patient water lords poured their very souls
playing is all about. However, because of the over the land, knowing that the land would
elementals. selective process, the clerics of each eventually be saturated with their life giving
sphere share some of the same basic ideals. liquids. They had not counted on the mass
destruction caused by the defilers. Their evil
A player might find some reason for his slave- spells turned everything to ash, and all ambient
holding, dirt-farming, land-bound character to be moisture was lost. And this was new. Water had
accepted by the evaporated, frozen, boiled, and passed through
air elementals, but there had better be a very the systems of a billion beings, but it had never
good reason for their acceptance. before been destroyed.

Initiation
Water Domain When a mentor feels that a student is ready,
The Water domain focuses on the vibrant positive they begin the long journey to the nearest large
energy—one of the fundamental forces of the body of water. Athas has few such places, and
universe that sustains all life. The water element these long treks are dangerous and almost futile.
promotes vitality and health through Healing the sick Lake Island and the Lake of the Golden Dreams
and wounded, caring for those in need, and driving are the most commonly used for the purpose of
away the forces of death and undeath. initiation.
Among the elemental brotherhood, none are
When they reach the shores of the lake, they sit
more desperate than the lords of the Elemental
and discuss what the student has learned during
Plane of Water. Millennia ago, these beings were
his apprenticeship. As dusk falls, the student
happy, babbling through brook and floating
enters the water and surrenders to its depths.
leisurely in the vast, blue seas. Now they are
The mentor's spell protects the acolyte from any
claustrophobic, screaming for each drop lost to
creatures that might happen by, and it allows the
the parched earth.
candidate to breathe in the murky depths as if
breathing air.

156
The initiate spends the rest of the night in the Water Clerics of the Shrines
dark water, forging a pact with desperate water Unlike the shrines of the other elements, those
spirits who babble continually. This process dedicated to water almost always have a
continues until dawn, at which point the water protector. Water clerics seize the rare pools that
elementals will either accept or reject the form the shrines in order to protect them from
petitioner. If accepted, a 1st-level Cleric of Water settlers, defilers, or the simple, natural hazards
emerges from the depths and rejoins the mentor of nature.
for the long trip home. If rejected, the student is
left alone, and must swim to safety or drown. A priest who has attached himself to a shrine has
The magical protection from creatures that dwell related duties that may require his absence for
in the depths is lost, no longer at bay, they may short periods of time. The surrounding region is
attack freely. the foundation of the water table, and the cleric
must insure that the land has not been polluted
The Pact of Water or otherwise tampered with. Tampering could
include actual organized attacks, damming, or
Water is the giver of life, but the elemental lords poisoning - anything that threatens the water
now perform their sacred tasks grudgingly. Still, supply.
it is the duty of water clerics to give water and
aid to any in need, of any alignment, of any Water Clerics in the Cities
nature. The only exceptions are those who Water priests are the least threatened elemental
criminally waste water. In this case, the water clerics residing in the cities. Their safety lies in
clerics are known to be meticulous in the cruelty the fact that they provide water for the poor and
of their vengeance. This specifically applies to desperate, and are frequently called upon for
defilers. healing.

The second demand of the Plane of Water is that Occasionally, templars even recruit water clerics
clerics preserve and protect the water that to accompany them on particularly dangerous
remains. Water clerics should never allow a missions, and water clerics do not believe that
defiler to cast a spell near a water source, nor the Elemental Plane of Water is a purely pacifist
permit a forest or any other moisture producing sphere. That which serves water, serves them.
area be destroyed. They must teach these ideas
to any who will listen. Typically, this involves Water Shamans
irrigation, conservation, and the cleansing of Tribal peoples that support water shamans are
existing water supplies. Unfortunately, it also usually located on the shores of one of Athas’s
means frequent conflict with defilers and the rare lakes, or else they are people of passive
lackeys of the sorcerer-kings. dispositions. Usually less protective than
shamans of other elements, they give water and
Water Clerics as Wanderers healing to any friendly beings passing through
Wandering water clerics fulfill several roles in the tribal territories.
tribes, villages, and nomads they visit. Water
priests perform healing and purify polluted water Most shamans share a passive nature, but there
sources. In times of severe drought they will are a few who display the more desperate nature
provide drinking water until the water supply has of their elemental patrons. Some have told tales
recovered. of the green-skinned creatures that live beneath

157
the surface of Lake Pit. These are neither friendly present your element focus and
nor tolerant, and they are rumored to have a evoke Healing energy that can restore a number of
shaman who casts terrible curses from the hit points equal to five times your cleric level. Choose
depths of the lake on anyone caught peering into any creatures within 30 feet of you, and divide those
hit points among them. This feature can restore a
their underwater world.
creature to no more than half of its hit point
Water Domain Spells maximum. You can’t use this feature on
an Undead or a construct.
Cleric Level Circle Spells
Body of Water
1st create or destroy water, cure wounds
3rd lesser restoration, protection from Upon reaching the 5th level, water clerics’ bodies
poison are partially transformed. Impurities, even
5th create food and water, revivify toxins, are constantly filtered out of the body to
7th control water, aura of purity emerge as harmless sweat. This gives you
9th greater restoration, immunity to resistance to poison.
poison and disease*
You also gain the ability to ignore the element of
* SEE Elminster's Guide to Magic spell list. water for a number of rounds equal to your
level. You can breathe under water, are not
Bonus Proficiency
affected by most water spells, and can even
When you choose this domain at 1st level, you gain move through water as if it wasn’t there. When
proficiency with the warhammer. the ability expires, you are subject to the usual
and appropriate affects. You may use this ability
Bonus Cantrip only once per long rest.
When you choose this domain at 1st level, you gain You have resistance to cold damage.
the shape water cantrip if you don’t already know it.
Blessed Healer
Quench Thirst
Beginning at 6th level, the Healing Spells you cast on
When you choose this domain at 1st level, you can others heal you as well. When you Cast a Spell of 1st
chew on almost anything and extract moisture level or higher that restores hit points to a creature
from it. Mud, plant matter, even rock will yield other than you, you regain hit points equal to 2 + the
up to one-third of the character’s daily water spell’s level.
requirement.
Channel Element: Gate Water
Disciple of Life
The cleric can gate in water from the elemental
Also starting at 1st level, your Healing Spells are more plane when he reaches the 7th level: 1 cubic foot
effective. Whenever you use a spell of 1st level or for every level above the 6th. The water will be
higher to restore hit points to a creature, the pure, and can only materialize in a spot that the
creature regains additional hit points equal to 2 + the cleric can see, within 50 feet. This can mean
spell’s level.
multiple locations, but he must be able to see all
Channel Element: Healing Draft of them. The water does not arrive under
pressure, and no damage can be inflicted with
Starting at 2nd level, you can use your Channel this ability.
Element to heal the badly injured. As an action, you

158
Elemental Strike
At 8th level, you gain the ability to infuse your
weapon strikes with elemental energy. Once on each
of your turns when you hit a creature with a weapon
attack, you can cause the attack to deal an extra 1d8
cold damage to the target. When you reach 14th
level, the extra damage increases to 2d8.

Supreme Healing
Starting at 17th level, when you would normally roll
one or more dice to restore hit points with a spell,
you instead use the highest number possible for each
die. For example, instead of restoring 2d6 hit points
to a creature, you restore 12.

You have immunity to cold damage.

Air Domain
Clerics who make pacts with the denizens of the
Plane of Air are perhaps the most misunderstood
of all the elemental
clerics. They are wanderers, diviners, travelers,
and mystics. There are those who even call them
frauds, but not to their faces.

Villagers and nomads often ask the air clerics to


peer into the future and tell of the success or
failure of crops, marriages, and fate. Though
their answers are often difficult to understand,
careful listeners may well be forearmed against
potential disaster.

Like the winds, their minds are constantly


wandering, and they rarely seem focused on a
current problem or situation. Some say that is
because they are empowered by flighty patrons, Strangely, the one question they don’t seem able
and others say that repetitive viewing of the to answer is whether Athas will recover from the
future drives one mad. devastation that the defilers have inflicted upon
her. Clerics of the air say that the answer is
beyond the scope of their abilities, but others say
they are simply afraid to seek the answer.

159
Air clerics don’t like restrictive bonds, so they can to fight slavery whenever possible. A cleric of
rarely wear anything heavier than leather armor. the air who frees a slave should receive a 10%
They are not restricted to leather, this is a matter bonus to the experience points earned during
of personal taste. Regardless, they usually wear the adventure. Criminals may be similarly freed if
long flowing robes over any other protection. the cleric honestly believes the felon was
The breezy flutter of their loose garments is a unjustly imprisoned. Political prisoners in
particularly gratifying symbol for air clerics. particular, are often grateful to see a priest of
the air take notice of their plight.
Initiation
The test of the air cleric is perhaps the most The growing power of the sun has also angered
terrifying of the elemental initiations. A cleric the air elementals; its constant heat stills the
begins the ordeal by spending two weeks in the earth and turns it dry and lifeless, and the air
highest mountains he and his mentor can find, hangs in hot pockets of lethargy.
usually a peak within the Ringing or Mekillot
Mountains. The mountain trek is often as Then too, where once mighty oceans gave birth
arduous and dangerous as the test itself. to terrible hurricanes and typhoons, the winds
must now be content to
During this two-week period, the candidate and scream weakly in the barren wastes. Because of
his mentor scale the high peaks and spend hours this, air elementals require their clerics to
in meditation on windy ledges. When the initiate protect and preserve earth and water. By doing
feels he is ready, he walks to an overhang where this, the elementals hope that the mighty forests
his mentor casts a protective spell over him. will return to shelter the planet from the harsh
Then, the student leaps from the precipice, sun, and that the raging oceans will once again
throwing off the shackling chains of the earth fill the great silt basins. Only then will they regain
and giving himself completely to the wind. the unbridled freedom they once knew.

As the petitioner falls, the air spirits will speak Wandering Air Clerics
with him and attempt to forge the pact of air. If It is almost redundant to call them .wandering.
the student agrees and the air spirits accept him, air clerics, for travel has been ingrained into the
he is gently lowered to the ground, now a 1st- spirits of these roving prophets since birth.
level Cleric of Air. If the spirits don’t accept the
candidate, he is dropped the remaining distance Typically, they wander from settlement to
to the earth - typically 10 to 60 feet. settlement sharing prophecies, telling fortunes,
and teaching conservation and the manufacture
The Pact of Air of wind-powered devices.
The single most important principle of the lords
of the air and their initiates is freedom. They Visiting air clerics are seen as eccentric but
loathe restriction in their movements, beneficent madmen with a unique gift for telling
personalities, beliefs, practices, and clothing, and the future. Because of this, most people are
they rebel against any attempts to impose reluctant to invite them into their homes, but
limitations. they are more than willing to take advantage of
their divinatory talents.
This makes them enemies of all forms of
bondage, and they are required do what they

160
Air Clerics of the Shrines some clans, only the senior elder is allowed to
The shrines of air are located only on the highest speak with the shaman.
peaks of Athas's mountains, or at the ends of
deep valleys where the rushing winds break Air Domain Spells
against the cliffs that confine them. Because of
the wandering nature of these priests, the
Cleric Level Circle Spells
shrines are visited but rarely, and are usually
tended by those who have become physically 1st featherfall, zephyr strike
unable to travel in any sense but the spiritual. 3rd gust of wind, warding wind
5th haste, protection from normal
Air Clerics in the Cities missiles*
Air clerics are reluctant to spend much time in 7th freedom of movement, wind at back*
the cities of the sorcerer-kings. The people of the 9th control winds, wind tunnel*
cities seem to be shackled to their everyday
concerns, and the constant surveillance of the * SEE Elminster's Guide to Magic spell list.
templars chains the spirits of these unfettered
wanderers.
Bonus Proficiencies
When air clerics are found in a city, it is usually in At 1st level, you gain proficiency with all ranged and
connection with an underground caravan. These thrown weapons.
organizations attempt to free slaves by
smuggling, disguise, bribery, or any other means Bonus Cantrip
necessary.
When you choose this domain at 1st level, you gain
the gust cantrip if you don’t already know it.
Air Shamans
Nomadic tribes are almost always accompanied Refreshing Breeze
by shamans of the air. The shaman represents
their wandering nature and their ideal of living Also at 1st level, a constant breeze will caress your
free of the yokes imposed by owning land. skin whenever you are outdoor. The cooling this
provides will reduce your water requirements by
Though all clerics of the air tend to be one-half. You will hardly sweat when others are
mysterious and elusive, the shamans of the air drenched, but can sunburn and suffer other such
are even stranger. Rarely seen among their effects normally.
tribesmen, they have an uncanny knack for
appearing during times of need, when their Channel Element: Missile Stream
council is desperately required. Healing is a role At 2nd level, you can use your Channel Divinity
they disdain and perform only if the afflicted to strike with supernatural accuracy. When you
individual is deemed “worthy”. It is not wise to make an attack roll, using ranged or thrown
get on the wrong side of the tribal shaman. weapons, you can use your Channel Element to
gain a +10 bonus to the roll. You make this
Their primary functions are as advisors and choice after you see the roll, but before the DM
seers, but even these tasks are performed says whether the roll succeeds or fails. Also, you
grudgingly. Petty or personal questions are
almost always ignored, and draw disfavor. In

161
ignore the penalties of long range during this Windborn
attack.
At 17th level, you have a flying speed equal to your
Acolyte of the Winds current walking speed whenever you are not
underground or indoors. Or if you had a flying speed
At 5th level, you may ignore the presence of air already, it is doubled whenever you are not
for a number of rounds equal to your level. You underground or indoors.
are not affected by spells that attack with wind You have immunity to force damage.
or air, and you do not have to breathe. You are
unaffected by poison gas or by spells such as
stinking cloud. Should his power be expended
while you are subjected to a spell or condition,
you are affected normally. You may use this
Earth Domain
ability only once per long rest. Rock, sand, trees, silt: everything of earth is raw
You have resistance to force damage. material for earth clerics. It is their duty to
protect and preserve these, and they constantly
Channel Element: Gate Air strive to enrich and shield the harsh wastes of
Athas.
Starting at 7th level, you can use your Channel
Element to gate in material directly from the Earth clerics tend to be defensive. Beneath the
Plane of Air. In this case, a terrific wind capable savage fury of a dark sun, the best defense is
of knocking prone all creatures sized large or less usually a good offense. a tactic that these clerics
for one round. employ. Closely tied to nature, earth priests
A sheet of wind, whips about at his command for understand the true nature of the cycle of life.
one round, moving at gale speed. This means the When something dies, its organic material is
priest can affect 1d4 individuals (large count for returned to the soil to provide life for another,
2) for every two level above the 6th before the and in another form. Therefore, the earth clerics.
wind finally subsides. Any creature hit must outlook on life is a utilitarian one. The death of a
make a Strength saving throw or be knocked comrade, though tragic, is simply one stage in
prone. nature's endless chain of creation and
annihilation.
The wind must start at a point no more than 50
feet from the cleric, but can be directed farther Earth endures, and like the mountains and the
once it is set in motion. In a single round, a gale drying plains, earth clerics must bear the brunt of
force wind can travel about 120 feet. the fight for Athas’s survival. Because air, fire,
and water all depend on growing things for their
Elemental Strike enrichment, and because earth alone must
sustain itself, it is the earth clerics who must
At 8th level, you gain the ability to infuse your carry on the burden of preventing the
weapon strikes with elemental energy. Once on each
environmental holocaust looming over Athas.
of your turns when you hit a creature with a weapon
attack, you can cause the attack to deal an extra 1d8 For, if they do not preserve the land, will not the
force damage to the target. When you reach 14th death of Athas weigh upon their shoulders?
level, the extra damage increases to 2d8.

162
Initiation
To become an earth cleric, a petitioner must pass the earth and forging his pact until the sun goes
a test. Success makes him one with the land. down. At this point the spell is canceled and the
Failure usually means being driven stark, raving novice emerges. If he has been accepted by the
mad. When a mentor believes that a disciple is earth elementals, he surfaces unscathed and
ready, the cleric takes the initiate to a place empowered with a deeper understanding of the
where the land is fertile. These areas are few and raw material that feeds his patron. If the powers
far between on Athas, so the trip is often long of the earth do not accept him, the student is
and hazardous. pushed to just below the surface of the earth
and abandoned to escape on his own. While no
When they arrive at the chosen location, they physical harm ever occurs, most of those who
will build a fire and talk about all that the initiate are rejected carry deep emotional scars as a
has learned since the apprenticeship began. They result of their rejection.
will talk through the night and then, just before
dawn, the mentor will use the initiation spell to Very rarely, a mentor dies or is slain while his
open a hole 6 feet deep and 2 feet wide. The pupil is still beneath the earth, and the student
apprentice rests in this bed of earth, and is becomes trapped. The initiate’s unfortunate soul
completely covered with loose earth. is locked forever in an elemental limbo, and
some legends say that a terrible new form of
The grounded acolyte requires no food, water, or undeath has occasionally been created from
air because of the spell. He remains buried these mishaps.
beneath the surface, speaking with the spirits of

163
The Pact of Earth Earth Domain Spells
The beings that dwell in the Plane of Earth
expect their champions to perform certain
duties. Earth clerics must always be in opposition Cleric Level Circle Spells
to defilers. They may not travel with a known 1st earth tremor, shield
defiler, work with one, or allow a defiler to cast a 3rd earthbind, pass without trace
spell in their presence. Earth elementals know 5th meld into stone, erupting earth
that defiling magic lies beyond the normal 7th stone shape, stoneskin
boundary of the creation/annihilation 9th passwall, transmute rock
chain, what defilers destroy never returns.
Therefore, earth clerics try to reform any friendly
defilers they meet and may destroy those who Bonus Proficiencies
refuse to change their robes.
At 1st level, you gain proficiency with martial
Earth clerics don’t usually seek revenge in the weapons and heavy armor.
same way that druids do, for their opposition to
the defilers is purely defensive. When they are
Bonus Cantrip
up against a known defiler, earth clerics are far When you choose this domain at 1st level, you gain
more likely to incite others to fight for them, the mold earth cantrip if you don’t already know it.
while they continue their silent opposition in the
background. Encasement
Also at 1st level, you can bury yourself beneath
Earth clerics are required to teach the nature of
loose earth, sand, or top soil for up to eight
the life cycle: that every living thing must
hours. For each hour spent beneath the earth,
eventually die, and death
the cleric will regain 1 hit point. This is an
supports new life. Earth clerics understand this
excellent method of concealment, day or night.
better than anyone, for the raw material of their
Spellcasting is possible if the spell does not
patron is both the giver and the taker of life.
require elaborate somatic or material
components. A typical tactic is for a priest to
Perhaps the most important task of an earth
encase himself beneath the earth and then cast
cleric is to teach the Athasians proper
plant growth to provide more camouflage for his
agricultural techniques. This means they
hiding place. He may not move from the spot
automatically gain the agriculture proficiency
without emerging, unless he uses the 5th-level
and that they seek to teach these methods to all.
power to ignore the element.
This skill is in addition to normal proficiencies.
Villagers are taught to rotate their crops and to Channel Element: Radiant Defense
spread their waste over the fields so that it will
break down and return to the soil from which it Starting at 2nd level, you can use your Channel
came. Element to cloak your allies in radiant armor. As
an action, you channel blessed energy into an
ally that you can see within 30 feet of you. The
first time that ally is hit by an attack within the
next minute, the attacker takes radiant damage
equal to 2d10 + your cleric level.

164
Underworld Wanderer materializes above an enemy's head, it falls
instantly, causing 1d6 points of damage for every
At 5th level, you may ignore the presence of earth. cubic foot (or 1d6 for every level over 6th). A
The duration of this power is a number of rounds successful Dexterity saving throw reduces the
equal to your level. you may move through damage by half.
stone, wade through an avalanche, and
otherwise ignore rock, metal, wood, or any other Elemental Strike
earth material. If you are still “inside” the rock,
metal, or wood, when the duration of his power At 8th level, you gain the ability to infuse your
weapon strikes with elemental energy. Once on each
expires, you are instantly expelled and takes 4d8
of your turns when you hit a creature with a weapon
points of bludgeoning damage. You may use this attack, you can cause the attack to deal an extra 1d8
ability only once per long rest. damage of the same type dealt by the weapon to the
target. When you reach 14th level, the extra damage
This allows you to move beneath the surface of
increases to 2d8.
the land. In this state his movement rate remains
the same as long as he travels in straight lines or Indomitable Rock
descends into the earth. You are treated as if you
were walking, but only so long as you remains in At 17th level, you gain resistance to bludgeoning,
earth (not water or air). If you must rise through piercing, and slashing damage from non-magical
the material, your movement rate is cut in half. attacks.
Your are in complete control and will not sink or
You are immune to poison damage.
otherwise “drift” when passing through the soil.
You have resistance to poison damage.

Channel Element: Gate Earth Fire Domain


Starting at 7th level, you can use your Channel
The most feared and unpredictable of the
Element to gate in material directly from the
Athasian clerics are those of the Elemental Plane
Plane of Earth. The amount is equal to 1 cubic
of Fire. Some say these individuals become
foot for each level above the 6th. The material is
crazed during initiation, and others say that one
always stone, not metal or wood. Nor does the
must be insane to petition the destructive lords
cleric have any control over what kind of stone
of flame in the first place. Whatever the reason
will appear, though it is usually obsidian or
for their erratic nature, fire clerics are the most
sandstone.
powerful and the most destructive of the
The shape of the stone may be round, square, elemental priests.
triangular, or any other basic shape, but cannot
be intricate or ornate. A cleric could, for Fire priests have earned their reputations for two
example, form a wall about herself, or in front of reasons, they are very aggressive and very
a running attacker, but the wall would not be offensive. They will laugh
carved or otherwise detailed. maniacally while their enemies are incinerated,
and they appear to thrive only when everything
The stone will appear anywhere the priest around them is being devoured by the fiery
commands up to a distance of 50 feet, as long as appetites of their patrons.
he can actually see the target. If the stone

165
But it is the sorcerer-kings and the defilers who they have gathered, and the student steps into
harbor the greatest fear of the priests of fire. the blazing bonfire.
They are horrified by their destructive nature,
because fire deprives them of the organic matter The novice remains inside the inferno
they need to power their own spells. They see throughout the night, meditating, watching
fire clerics as wandering madmen who squander materials burn and crumble into ash, until the
their resources for no discernible reason. elemental lords of flame speak with him through
the crackling fire. If the elementals accept the
But every priest of fire knows that when the petitioner and the pact is made, his hair turns
forests and plains are destroyed by his flaming fiery red and his eyes grow black as coal. This is
touch, the land will grow back even stronger known as the “badge of flame”.
than before. When a defiler ruins an area, that
land lies sterile for millennia, and there will be If the acolyte is not accepted by the Plane of Fire,
nothing to feed the infernal appetites of the fire the mentor’s magic ceases to protect him and he
clerics’ patrons. is violently expelled, taking 4d8 points of fire
damage.
Clerics of the other elements usually don.t
understand this, and more than one fight has The Pact of Fire
erupted between the exuberant warriors of The pact of fire is the most ironic of the clerical
flame and their erstwhile associates. Even those oaths. The creatures of the Elemental Plane of
priests who do understand the ways of their Fire demand that their servants preserve Athas
insane brethren are reluctant to let them have only so that they might destroy it again.
their way. The balance of the Specifically, the Plane of Fire needs the forests
creation/annihilation cycle is delicate, and the and the cities of man to return. This means that
fire priests are frequently overzealous about their clerics must encourage the growth of
their work. They often tease somber water forests, cities, and fields. A large part of the pact
clerics with an old jest: “To destroy the world is is dedicated to the defeat of the sorcerer-kings
to destroy the defilers”. The water clerics and all defilers. This is a goal they share with the
wonder if they are truly joking. druids, but the priests of fire are too eccentric to
form long, lasting relationships with the
Initiation members of that elusive order. A frontal assault
Before an initiate can become a cleric of the wielding the power of the inferno is their usual
flame, he must pass a searing test of fire and be tactic.
awarded the badge of flame. When the mentor
feels that his student is ready, he takes the Wandering Fire Clerics
novice to a clearing, close to a source of wood, The most common fire clerics are the roving
scrub, coal, or other fuel. Throughout the day the priests of fire. These hearty individuals like to
student and the teacher gather wood, dig coal, make dramatic entrances in the settlements and
and perform whatever tasks are necessary to cities they visit. They are especially fond of
create a large bonfire. During this process they arriving just as a village is being attacked or in
discuss everything that the student has learned the middle of some local crisis.
during the apprenticeship. As night begins to fall,
the mentor starts a magical fire with the fuel Once things have calmed down, the priest
performs much the same role as an earth cleric.

166
He will lecture about preservation, teach joining the templars in the face of some
reverence for the flame, and heal those who imminent attack against a settlement.
have listened to his message.
Playing a fire priest in a city-based campaign is
Fire clerics know that the remains of the fallen challenging. PC fire clerics should be proud,
should be placed in the ground to begin the cycle boastful, and generally afraid of nothing, but
again, but their patrons. nature compels them to these very actions will be met with a quick
teach cremation. response from the templars. Wiser fire clerics
will remain in the background as much as
Fire Clerics of the Shrines possible, but even then they will boast of their
The shrines of the lords of fire are the most handiwork from time to time.
common elemental temples on the face of Athas.
Many fire clerics are content to live near these Fire Shamans
holy places and give aid to those who make an Fortunately, shamans who wield the power of
offering to the eternal flames they protect. fire are rare. Most tribal shamans associate
themselves with the most common element in
Villages near fire shrines often petition the their home land. Besides, continuous, open
guardian cleric to save them from local terrors. In flame is rare in the sparse lands of Athas.
the rare cases when a defiler threatens them,
the villages have learned to think long and hard Only the most ferocious tribesmen become fire
before asking the cleric for aid - sometimes the shamans. It is the nature of these savages, rather
offering required will be their very homes! than any link to the material world, that fuels
their raging power. Gith and belgoi are all likely
Fire Clerics in the Cities to have fire shamans in battle.
Priests of fire who operate in the cities of the
sorcerer-kings do not reach old age. Their Even more terrifying is the fact that larger tribes
flamboyant methods do not allow for anonymity, and groups often have several shamans. Some
and the templars need no excuse to arrest and have been known to have a council of silt clerics
execute them. and a champion of fire. Champions are rarely
seen by the savages they lead, except in battle.
To the Veiled Alliance, fire clerics are a mixed Their fiery passions lead attack with reckless
blessing. On the one hand, they are as powerful abandon and severe consequences for all who
as many sorcerers, but on the other, they draw stand in their way.
too much attention to what are supposed to be
secret operations. Weapons and Armor
Fire clerics dislike normal weapons like swords
Still, one of the goals of the fire priests is to and bows, unless they can be inflamed. Any
encourage the growth of the cities so that the metal weapon may be carried by a fire cleric, but
fire elementals may once again feast on them. To he must magically light it or smear oil on it,
pursue this goal, they try to live among the igniting it before combat in order to use it
people and do and teach whatever they can to effectively. If the weapon cannot be ignited the
help them survive. Often, this means saving priest gains no experience for that encounter.
them from the whims of a city's ruler or even Most fire clerics don’t even carry weapons,
relying on the spell flame blade instead.

167
You may invoke your Cleansing Flame ability as a
They will use bows and crossbows, but will seek reaction when attacked by a fireball, when
to the arrows or bolts. Obsidian weapons, stepping into a burning building, or at any other
however, are acceptable for fire clerics, because time of need. The effects last for only one round.
they were forged under great heat. Even these After that, you either suffers the usual damage,
weapons, though, will be slicked with oil, ready or you have to use others abilities to ignore the
to inflame. Fire clerics may use any armor, and element to protect yourself. You may use this
they usually paint it ability once per long rest.
brilliant red or char it to black.
Channel Element: Burning Wrath
Starting at 2nd level, you can use your Channel
Fire Domain Spells
Element to wield the power of the fire plane with
unchecked ferocity. When you roll fire damage,
Cleric Level Circle Spells you can use your Channel Energy to deal
1st burning hands, faerie fire maximum damage, instead of rolling.
3rd pyrotechnics, flame blade Acolyte of the Flames
5th fireball, protection from energy
7th fire shield, wall of fire At 5th level, you may ignore fire and heat for a
9th flame strike, immolation number of rounds equal to your level. Your
weapons and possessions are also protected. A
Bonus Proficiencies heat metal spell would make your sword glowing
hot, but it would not warp or otherwise affect it.
At 1st level, you gain proficiency with heavy armor. When the time limit has passed, you are subject
to the full effects of whatever is attacking you.
Bonus Cantrips Items that have been heated to extremes will
When you choose this domain at 1st level, you gain suffer whatever effects are appropriate if they
the control flames and create bonfire cantrips if you are not cooled before the power fades. The
don’t already know them. sword in the example above would warp as soon
as your power stopped functioning if a heat
Cleansing Flame metal spell was still in effect.
Also at 1st level, once per short rest, you can You have resistance to fire damage.
steps into a flame the size of a campfire for no
more than one round. This allows you to skip one Channel Element: Gate Fire
meal (food and water), cures you of 1d8 points
of damage, and cleans your body of dirt and filth. Starting at 7th level, you can use your Channel
If you are poisoned, the cleansing flame will Element to gate in raw flames directly from the
allow you a second saving throw. Note that this Plane of Fire. The flame can be as small as the
“meal” is not enough to sustain you for any character wishes, its maximum size is 1 cubic
length of time. You will still need normal food foot for every of your level above the 6th. Each
and water to supplement the energy given to cubic foot can affect one medium to large sized
you by the cleansing flame. creature. As the total volume increases, so does
the heat and damage. Every cubic foot gated in
does 1d6 points of damage to anything that it

168
touches. A successful Constitution saving throw
will cut this in half.
Fire without fuel will last only a single round. It
ignites paper, clothing, hair, wood, and other
light materials. Summoned fire that catches on
combustible materials will burn normally and
destroy material items accordingly.

You may not move the flame once it has


materialized, and it must appear at a point no
more than 50 feet away. Anything that can ignite
will. Items carried by characters who make the
saving throw are also unaffected. Burning items
inflict damage normally.

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

Blaze of Glory
Starting at 17th level, you can delay death for an
instant to perform a final heroic act.
When you are reduced to 0 hit points by an
attacker you can see, even if you would be killed
outright, you can use your reaction to move up
to your speed toward the attacker and make one
melee weapon attack against it, as long as the
movement brings it within your reach. You make
this attack with advantage. If the attack hits, the
creature takes an extra 5d10 fire damage and an
extra 5d10 damage of the weapon’s type. You
then fall unconscious and begin making death
saving throws as normal, or you die if the
damage you took would have killed you outright.
Once you use this feature, you can’t use it again
until you finish a long rest.
You are immune to fire damage.

169
things, and what pleases or displeases them lies
Para-Elemental in their own natures, for their own reasons.

Domains The clerics of the para-elementals have only


emerged as a force since Athas went into
Although they are rare, there are a few seers decline, for it is the very descent of the planet
who have looked beyond the elemental planes to that empowers their terrible masters.
the homes of the para-elementals the realms of
Silt, Sun, Magma, and Rain. These para- Of wanderers and shamans it is said that there is
elementals are not as desperate their elemental no way to tell if one is a protector, a healer, or a
cousins because they have not suffered from the crazed madman intent upon the destruction of
defilers devastation of Athas. Athas.
Like elemental clerics, the para-elemental clerics Clerics of silt, sun, and magma who are multi-
do what they must to protect and nurture the classed wizards are usually defilers. This is due to
raw material that feeds their patrons in the inner the fact that the destruction of living material
planes. The natures of these creatures and what smoothes the way for the increase of their
pleases them is different than the natures of the particular para-element. The drying of the earth
more powerful elementals. They are not causes it to fracture, and this allows the fiery
interested in the flavors of earth, the fiery feasts magma to make its way to the surface. Silt is held
of destruction, the singing winds, or the babbling in check by the root systems of plants and trees,
of streams. and so green things are obstacles for the
creeping Sea of Silt; and the destruction of trees
As the relentless sun scorches earth into dust clears away their shade, as well as the interfering
and magma spills out over its cracking surface, gases that block the sun's rays.
the power of the para-elements is growing. They
are beginning to achieve levels of power The clerics of rain are the only para-elemental
heretofore unknown, and they are hungry for clerics opposed to the defilers and to the other
more. Where the elementals are concerned with para-elements. They know that the destruction
quantity and quality, the para-elementals have of the forests and jungles of the south will
not matured to that stage they only want eventually end the ancient cycles of evaporation
quantity. and condensation. For this reason, rain
clerics/defilers should be almost nonexistent.
The para-elements of silt, sun, magma, and rain Any evil rain clerics should only be run as NPCs. If
are hybrids of two other elements. Silt comes the DM does permit a PC to choose a rain
from earth and water, sun from fire and air, cleric/defiler, there should be a very good
magma from fire and earth, and rain from air and explanation for the obvious conflict of interest.
water. The ethereal creatures that emerge from
these unions are not simply hybrid versions of Shamans of all four para-elements are quite
their parental elements; rather, the para- common. The wild tribes living on or near the
elementals are independent of them, having Sea of Silt usually have a silt shaman. Similarly,
taken on the attributes of both. They have the volcanic regions of the Ringing Mountains
entirely different views about the nature of and Lake Island are known to be refuges for
magma clerics. Shamans of the sun are more

170
rare, but these are usually found among the the rare storm cloud, rather than sinking
nomadic tribes of the Tablelands. Rain clerics are beneath the surface of the water.
usually found only with the most passive and
peaceful tribes, and even then just in the Forest Weapons and Armor
Ridge or the Dragon's Palate where rainfall is Because para-elementals are only concerned
more frequent. with the quantity of their material on the Prime
Material Plane, they rarely express any individual
Of the wanderers, most are seeking another preferences. This means that para-elemental
place in which to encourage the growth of the clerics are not restricted in the armor or
patron element, or are simply visiting a tribe or weapons they wield.
settlement, trying to find sympathetic ears.
People and tribes who have some knowledge of Color seems to be important to them, however.
the goals of the para-elementals are not as Magma clerics usually stain leather or paint
friendly as they might be to these clerics, but metal to a dark red hue, working in lighter
they are usually receptive enough to ask for highlights. Silt clerics always wear beige, and sun
healing or other powerful favors. clerics, desert yellow. The unique priests of rain
usually wear black or dark blue, occasionally
The shrines of the para-elementals are located at accented with jagged, yellow bolts of lightning.
natural occurrences of the sphere's material.
There is almost always a guardian cleric, pushing Clerics and Races
the boundaries of his domain a little farther each All races may be para-elemental clerics. Since the
day, insuring that no others intrude upon his para-elements don’t express emotion, other than
domain. pure greed, racial behavior creates no conflicts.

Para-elemental Mentors The Para-elemental Clerics


A significant problem for anyone who wishes to With the exception of the priests of rain, the
become a para-elemental cleric is the scarcity of servants of the para-elementals are very
suitable instructors. Para-elemental priests are different from the desperate priests of earth, air,
so rare that most Athasians see only a handful in fire, and water. Silt, sun, and magma are rising
a lifetime. Of course, if one of the rare shrines is on Athas - rising at the expense of their
located, it is almost certain that its guardian will elemental parents.
be found. Once that step has been taken, para-
elemental
initiates suffer the same hardships as other
clerics.
Rain Domain
Of the para-elemental champions, only those of
Initiation rain are welcomed by the general populace and
Para-elemental initiations are closely modeled the more common elemental priests. They share
after those of elemental clerics. Silt clerics are the same basic goals as elemental clerics of
buried under silt instead of earth, sun clerics water, and are often in direct conflict with the
broil beneath the harsh rays of the sun, magma para-elemental orders of sun and magma.
clerics are wrapped in magma instead of
bonfires, and rain clerics must wait patiently for

171
Bonus Cantrip
The Pact of Rain
The creatures of rain wish only to return their When you choose this domain at 1st level, you gain
the thunderclap cantrip if you don’t already know it.
patron’s cool caresses to Athas. To do this, the
forests that protect and hold the world’s water Bonus Proficiencies
must return. Clerics of rain are required to
protect existing forests, and to plant and At 1st level, you gain proficiency with martial
encourage the growth of new ones. weapons and heavy armor.

The Champions of Rain


Wrath of the Storm
There are other places where the foliage of the Also at 1st level, you can thunderously rebuke
earth encourages champions to protect them attackers. When a creature within 5 feet of you that
with life-giving rain, but the vast majority of rain you can see hits you with an attack, you can use your
clerics come from the Forest Ridge. Many of reaction to cause the creature to make a Dexterity
these champions are renegade halfling shamans saving throw. The creature takes 2d8 lightning or
who hide in the seclusion of relative paradise, thunder damage (your choice) on a failed saving
but others are priests who wish to protect these throw, and half as much damage on a successful one.
You can use this feature a number of times equal to
places from ruin by defilers and those who would
your Wisdom modifier (a minimum of once). You
harm them. regain all expended uses when you finish a long rest.

Still others take on the more difficult task of Channel Divinity: Destructive Wrath
wandering the Tablelands, using every possible
method to try and raise small patches of forest in Starting at 2nd level, you can use your Channel
Divinity to wield the power of the storm with
the sterile landscape. These men and women
unchecked ferocity. When you roll lightning or
meet with failure every day, and frequently take
thunder damage, you can use your Channel Divinity
out their frustrations by raising terrible storms to deal maximum damage, instead of rolling.
aimed at anyone who crosses them.
Thunderbolt Strike
Rain Domain Spells
At 5th level, when you deal lightning damage to a
Large or smaller creature, you can also push it up to
Cleric Level Circle Spells 10 feet away from you.
1st thunderwave, fog cloud
You also gain the ability to ignore the presence
3rd misty step, blur
of rain. You are slowed by neither rain nor mud.
5th lightning bolt, gaseous form
7th ice storm, greater invisibility You have resistance to thunder and lightning
damage.
9th plant growth, ball lightning*
Channel Element: Gate Rain
* SEE Elminster's Guide to Magic spell list.
Starting at 7th level, you can use your Channel
Element to gate in 1 cubic foot of rain for every
level above the 6th. When a cleric invokes this
ability, a small storm cloud slowly materializes at
any point up to 50 feet from the caster, and it

172
begins to rain. Any magical or natural fire under
the cloud is instantly smothered, in direct
proportion to the amount of rain summoned.
One cubic foot of rain is enough to extinguish
one 5 feet square of flame. The cooling rains
harden magma in the same proportion that they
extinguish flames.
The rain lasts for one round, although the water
lying on the ground will evaporate naturally.

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

Dampen Elements
At 17th level, when you or a creature within 30
feet of you takes acid, cold, fire, lightning, or
thunder damage, you can use your reaction to
grant resistance to the creature against that
instance of the damage.
You are immune to thunder and lightning damage.

Sun Domain
Sun clerics are strange beings who sit and stare
mindlessly at their patron for days at a time.
Little challenges them, and only the obstructing
trees and the cities of mankind provide any relief
from their master’s touch.

The sun is currently the most powerful of all of


the elements and para-elements, and the spells The Pact of the Sun
the sun’s clerics are given access to are deadly Sun spirits, currently basking in their magnificent
proof. If someone is foolish enough to challenge power, have the strangest pact in existence
priest of the sun, they had best wait until his between the inner planes and mortal minions.
master has set for the day. Sun priests must help eliminate gases that filter

173
and weaken the rays of the sun and remove any Bonus Proficiencies
other obstructions that would dare defy its At 1st level, you gain proficiency with martial
radiant omnipotence. The para-elementals of weapons and heavy armor.
sun would like nothing better than a flat and
barren landscape so that no creature could be Warding Flare
deprived of its harsh embrace. The distant spirits Also at 1st level, you can interpose sunlight
don't seem to mind that its goal would between yourself and an attacking enemy. When
eventually kill everything above the ground. you are attacked by a creature within 30 feet of
Sun clerics do have a serious weakness, you that you can see, you can use your reaction
however. Since all priests must be in direct to impose disadvantage on the attack roll,
contact with their element or Para-element, it is causing light to flare before the attacker before it
not possible for a priest of the sun to recharge hits or misses. An attacker that can't be blinded
his spells at night, during a storm, or when is immune to this feature. You can use this
underground. feature a number of times equal to your Wisdom
modifier (a minimum of once). You regain all
The Champions of the Sun expended uses when you finish a long rest.
Followers of the sun are the most and the least
powerful of all clerics. By day, they command Channel Element: Radiance of the Dawn
fierce beams of light that rival the fireballs of Starting at 2nd level, you can use your Channel
sorcerers, but at night they are limited to Element to harness sunlight, banishing darkness
whatever spells remain to them. They can, of and dealing radiant damage to your foes. As an
course, continue to use their granted powers action, you present your elemental focus, and
regardless of the presence of the sun. any magical darkness within 30 feet of you is
The twin moons of Athas (Ral and Guthay) are dispelled. Additionally, each hostile creature
considered friends of the sun clerics, and sun within 30 feet of you must make a Constitution
clerics know that the moons reflect their patron's saving throw. A creature takes radiant damage
light. Moonlight is not strong enough, however, equal to 2d10 + your cleric level on a failed
to allow spell recharging. saving throw, and half as much damage on a
successful one. A creature that has total cover
Sun Domain Spells from you is not affected.
Cleric Level Circle Spells Acolyte of the Sun
1st chromatic orb, faerie fire At 5th level, you need never fear low levels of
3rd scorching ray, ray of enfeeblement sunlight. Your skin remains tanned for the rest of
5th daylight, protection from energy your life, and you can stare directly into the sun
7th sickening radiance, blight without burning out your retinas. You cannot be
9th dawn, wall of light stunned or blinded by light effects, magical or
otherwise. Your water usage is halved, and you
can remain in the sun all day without suffering
Bonus Cantrip
any other ill effects.
When you choose this domain at 1st level, you
You have resistance to radiant damage.
gain the light cantrip if you don't already know it.

174
Channel Element: Gate Sunbeam Improved Flare
Starting at 7th level, you can use your Channel Starting at 6th level, you can also use your Warding
Element to gate in beams of pure sunlight after Flare feature when a creature that you can see within
reaching the 7th level. You may only gate in one 30 feet of you attacks a creature other than you.
beam, but it will grow by 5 feet square for every
Potent Sunlight
level above the 6th. A 7th-level sun cleric could
summon a beam 5 feet wide. Each yard is Starting at 8th level, you add your Wisdom modifier
enough to damage one creature. Large size to the damage you deal with sacred flame cantrip.
creatures count as 2 medium sized beings; you
must add one beam per size category more Corona of Light

Anyone hit by a sunray takes 4d8 points of Starting at 17th level, you can use your action to
radiant damage. A successful Wisdom save will activate an aura of sunlight that lasts for 1
cut the damage in half. Undead hit by a ray take minute or until you dismiss it using another
double damage. Magical resistance does apply to action. You emit bright light in a 60-foot radius
this attack. This power may be used once per and dim light 30 feet beyond that. Your enemies
long rest, and cannot be used at night. in the bright light have disadvantage on saving
throws against any spell that deals fire or radiant
damage.
You are immune to radiant damage.

175
have been driven mad by their eternally
Magma Domain beckoning pleas, and they pursue the pact with
maniacal hatred. When they are encountered as
The clerics who worship magma are perhaps the wanderers, it is generally because their most
rarest of all. They usually remain isolated in the recent magma eruption failed and they seek
high mountains and another to tend. Others may
volcanoes where their patron bubbles and oozes simply be trying to escape their patron lords for
from the earth like blood from a gaping wound. short periods of time. A wandering magma cleric
Magma consumes everything unfortunate may take several years to find another source of
enough to be caught by it and steals its victims. lava, and often he is in no hurry to reach his
life-energies to feed its own infernal hunger. destination. Fortunately for him, the magma
para-elementals don.t seem to notice large
The Pact of Magma amounts of wasted time. probably because a
The beings of magma are almost as weak as their decade is but a second in their almost eternal
counterparts of rain, for there are only a few time frame.
natural refuges on Athas where magma exists in
any quantity. Because of this, the spirits of Magma clerics are dangerous, unstable, and
magma incessantly push their mortal champions unpredictable beings. Fortunately, they are also
to help them rise from the bowels of Athas, and extremely rare, and usually confined to places
to keep what has emerged heated, so that it most folk wouldn’t want to visit anyway.
won't revert back domain of earth. In this way,
the spirits of magma hope to cover Athas's dry
crust with primordial, molten lava. Magma Magma Domain Spells
demands only that its clerics encourage its
growth. Usually, the only things that retard
magma are water, rain, or lack of sufficient fuel Cleric Level Circle Spells
to maintain the tremendous heat magma 1st searing smite, bane
requires. Magma clerics have been known to 3rd flaming sphere, aganazzar's scorcher
destroy forests in order to prevent rainfall, and 5th melf's minute meteors, haste
then to feed the branches and logs into rolling 7th wall of fire, confusion
rivers of lava. Any ponds or other bodies of
9th immolation, lesser chainfire*
water around an eruption are drained or
destroyed by magma clerics.
* SEE Elminster's Guide to Magic spell list.
The Champions of Magma Bonus Proficiencies
It is a strange man or woman who turns to the
magma spirits for power, for the nature of their At 1st level, you gain proficiency with martial
pact requires them to live in isolated spots on weapons and heavy armor.
the planet. This frequently conflicts with the
reasons magma clerics petitioned those powers Bonus Cantrips
in the first place. When you choose this domain at 1st level, you gain
the fire bolt cantrip if you don’t already know it.
The para-elementals of magma are desperate
and scream constantly for succor. Some clerics

176
Blazing Heart used to affect creatures large creature, and one
more per size above it.
Also at 1st level, whenever you cast a spell other
than a cantrip that deals fire or radiant damage, Elemental Strike
a fiery aura surrounds you. In addition to the
spell’s effects, creatures of your choice within 10 At 8th level, you gain the ability to infuse your
feet of you take fire damage equal to half your weapon strikes with elemental energy. Once on each
of your turns when you hit a creature with a weapon
cleric level.
attack, you can cause the attack to deal an extra 1d8
fire damage to the target. When you reach 14th level,
Channel Element: Burning Wrath
the extra damage increases to 2d8.
Starting at 2nd level,
You may evaporate 10-gallons of water for every
Channel Element: Heart of the Volcano level you have achieved. You may use this ability
only once per long rest, and the process takes
At 5th level, you can totally ignore your para- one hour for each 10-gallon unit evaporated.
element for a number of rounds equal to your Because of its slow preparation time, this ability
level. You are also immune to heat and fire is not suitable as an attack. Magma clerics use
damage while exercising this power. This means this power to destroy potentially dangerous
that you can dive into the depths of a volcano, pools of water near the source of magma
stride through rolling waves of lava, and ignore eruptions.
superheated rock.
Heart of the Core
You have resistance to fire damage.
Starting at 17nd level, you can use your action to
Channel Element: Gate Magma turn on aura of the inner core that lasts for 1
minute or until you dismiss it using another
Starting at 7th level, you can summon an amount
action. While your aura is active you gain
of magma equal to 1 cubic foot for every two
resistance to bludgeoning, piercing and slashing
level above the 6th. Magma can be materialized
damage and also any water and moisture within
above a foe’s head and dropped, with
30 feet around you instantly evaporates.
devastating effects. Beings who fail a Dexterity
saving throw instantly take 1d8 points of fire
When you hit a creature or a flammable object, it
damage, and is considered burning. They
ignites. Until a creature takes an action to douse
continue to take damage until they can be
the fire, the target takes 5 (1d10) fire damage at
cooled, rinsed with a substantial amount of
the start of each of his turns.
water, or otherwise stripped of the clinging,
burning stuff. The pain is so intense that a You are immune to fire.
creature may do nothing else until the magma
has been removed, he is considered
incapacitated. The lava burns for 4 rounds.
If the save is made, the character takes no
damage, having managed to leap out of harm’s
way. You may use this ability only once per day,
and each cubic foot affects a separate, medium
sized individual. Two cubic feet or more must be

177
The spirits of rain are angry and terrified of this
Silt Domain destructive process, but this has been going on
for so many centuries that any new rainfall
Silt clerics are often found wandering the shores
simply creates more silt, expanding the blight,
of the Sea of Silt or traveling across the
rather than turning it back into mud. Obviously,
Tablelands, searching for methods to extend the
silt clerics are often in direct conflict with the
deadly flow of their sinister element. Currently,
clerics of the earth, air, fire, water, and
silt and sun clerics are the most powerful and
especially, rain. The priests of the sun are the
plentiful para-elemental champions on Athas.
only consistent allies of the silt clerics.
The Pact of Silt
Elemental and rain clerics warn all who will listen
The beings who dwell on the Para-elemental
about the greedy priests of silt, so silt clerics
Plane of Silt demand only one thing from their
often disguise themselves as priests of earth. In
mortal minions - the growing tides of silt must
this guise they teach unsuitable and
continue to expand, eventually to wash over the
environmentally dangerous farming methods
entire planet.
that ruin the soil and make it easier for the tides
of grey powder to expand and conquer.
Water collects and pools at the bottom of vast
silt basins, and those pools become thick, viscous
There are a scant few silt clerics who are not
mud. Four-fifths of the surfaces of the silt seas
considered enemies by the elemental orders. It is
are silt. Silt is gray and dry, the texture of loose
said that these rare individuals fulfill their pacts
powder. The careful balance between moisture
by working in small stages or by toiling in areas
and silt must be maintained, and the silt spirits
already ruined for any other purposes. It is also
fear that too much rainfall will turn their fodder
said that their real purpose is to protect travelers
into thick, black sludge. Fortunately for them,
and adventurers on the Sea of Silt. They make up
rain is so scarce that there is little chance of this
for their inevitable trespasses in other ways, and
occurring.
by rescuing travelers who might otherwise
perish, attempting to cross the Sea of Silt.
Silt clerics wish to destroy the trees, grasses, and
fauna that retain moisture, preventing wind
Some legends say that if a man is drowning in
erosion and holding the land together. When the
the Sea of Silt and screams an ancient and secret
plants are finally destroyed, the land will crumble
name, a mysterious silt-rider will appear and
and turn to silt, and the moisture from the
drag him to the nearest island. Most doubt the
ground will be trapped below the silt, rather than
truth of this rumor, every year the sea claims
allowing normal evaporation through the plant’s
thousands.
stems and leaves. Pools of water drain into the
encroaching silt, and this temporarily retards
The Champions of Silt
expansion as the liquid is absorbed by the dust
Silt clerics are typically men or women who live
and turns to mud. Eventually, most of the water
on the edges of the Sea of Silt or the Estuary of
will sink to the bottom and become trapped
the Forked Tongue. They have seen the power of
forever. The natural cycle will cease and the lost
the shifting sands and jumped at an opportunity
water will never see the surface again.
to harness that power. As they travel about the
land, they teach farming methods that ruin the

178
soil, sometimes posing as earth clerics when use your own senses. Additionally, when both
their listeners are suspicious of their goals. you and your illusion are within 5 feet of a
creature that can see the illusion, you have
advantage on attack rolls against that creature,
Silt Domain Spells
given how distracting the illusion is to the target.

Channel Element: Traveler of the Shoals


Cleric Level Circle Spells
1st sleep, silent image At 5th level, you may ignore the presence of silt.
3rd dust devil, mirror image The duration is a number of rounds equal to your
5th silt storm*, wall of silt** level. You can use this ability only once per day.
7th hallucinatory terrain, divination You may walk along the bottom of the Sea of Silt,
totally ignoring the material around you. This
9th insect plague, cloudkill
also allows you to see beneath the silt, to reveal
the labyrinthine of “highways” that lie just
* SEE sleet storm spell but with force damage.
beneath the surface of some areas. Finally, most
** SEE wall of sand spell.
sandstorms on the Sea of Silt are actually
Bonus Proficiencies composed of silt, so you may ignore any storm
effects in the region while using this ability.
At 1st level, you gain proficiency with martial
weapons and heavy armor. You have resistance to necrotic damage.

Mantle of Silt Channel Element: Gate Silt


Starting when you choose this domain at 1st Starting at 7th level, you can use your Channel
level, you can use your action to touch a willing Element to gate in 1 cubic foot of silt for every
creature other than yourself to give it advantage two levels above the 6th when he reaches the
on Dexterity (Stealth) checks. This blessing lasts 7th level. Gated silt can be used as a weapon by
for 1 hour or until you use this feature again. dropping it over an enemy’s head. The fine
powder blinds and chokes its victims almost
Channel Element: Invoke Duplicity instantly. Breathing creatures need to succeed
on a Constitution save or become unable to
Starting at 2nd level, you can use your Channel
breathe, while sneezing uncontrollably. A
Divinity to create an illusory duplicate of
creature affected in this way is incapacitated and
yourself. As an action, you create a perfect
suffocating. As long as it is conscious, a creature
illusion of yourself that lasts for 1 minute, or
can repeat the saving throw at the end of each of
until you lose your concentration (as if you were
its turns, ending the effect on it on a success. The
concentrating on a spell). The illusion appears in
lesser restoration spell can also end the effect on
an unoccupied space that you can see within 30
a creature.
feet of you. As a bonus action on your turn, you
can move the illusion up to 30 feet to a space You may use this ability only once per day, and
you can see, but it must remain within 120 feet each cubic foot affects a separate, medium sized
of you. individual. Two cubic feet or more must be used
to affect creatures large creature, and one more
For the duration, you can cast spells as though
per size above it.
you were in the illusion's space, but you must

179
Elemental Strike works only for you, although you can carry
others for short distances.
At 8th level, you gain the ability to infuse your
weapon strikes with elemental energy. Once on each Improved Duplicity
of your turns when you hit a creature with a weapon
attack, you can cause the attack to deal an extra 1d8 Starting at 17th level, you can create up to four
necrotic damage to the target. When you reach 14th duplicates of yourself, instead of one, when you
level, the extra damage increases to 2d8. use Invoke Duplicity. As a bonus action on your
turn, you can move any number of them up to 30
Off-shore Traveler feet, to a maximum range of 120 feet.
At the 8th level, you can walk on top of the silt,
You are immune to necrotic damage.
treating it as if it were solid ground. This power

180
Templar Class
“ Dearest sister, Templars are the greatly feared disciples of the
I am so pleased to hear that we may soon sorcerer-kings. Their organization is steeped in
ancient tradition and treacherous politics, and
become wives in common. I look forward to
the work they perform for the sorcerer-kings is
introducing you to city life. While you will not governed by endless bureaucracy. To city
meet our husband for several years time, I dwellers, the templars are the enforcers of the
sorcerer-king’s will, allowed to run rampant,
assure you that your decision is sound. I have
enforcing the local edicts with painstaking
never regretted a moment since devoting my life indifference, doling out punishment or even
to Nibenay. Since we were children you heard execution with the sorcerer-king’s blessing. An
stories of the Nagaramakam, the Forbidden organization of wicked men looking out for their
own wealth and power, the templars are overrun
Dominion of the king. Let me tell you, dear with corruption to the highest level-the sorcerer-
sister, the secrets of the palace are the least of kings generally turn a blind eye to bribery and
the secrets you will learn as a priestess and scandal among the templars, provided terror is
maintained among their subject populations.
templar to the king.
The city is a colorful place that seems to be The libraries of the templars are unavailable to
in constant motion. It does take some getting outsiders, but are the most extensive in the
used to. I think you will find the Naggaramakam cities. Their use allows templars to access all the
spheres for their spells. Also, the extensive
a welcome respite from the noise and squalor of libraries encourage magical research. A templar
the streets. Regardless, everything you character may be either neutral or Evil - there
discover here will be more interesting than are no good templars. The templars from one
city state have no association with those from
counting slaves in mother; fields.
another. Thus, templars cannot transfer loyalty
Please accept this word of advice for what it from one sorcerer-king to another while the first
is worth. When you first arrive, some of your is still alive. Should a templar’s sorcerer-king fall
sisters in the priesthood will treat you with con from power or be killed, he may petition to
another sorcerer-king for acceptance, where he
tempt, while others will seem in a hurry to take may find an open hand or the taste of steel, at
you in to their confidence. Until you become the new sorcerer-king’s whim.
comfortable with your new environment, treat
The templars are taught that long ago the
everyone with courtesy and a certain amount of
sorcerer-kings banished all gods as false and sent
diffidence. Do your job and trust no one. I will hordes of selfish and misguided followers
be looking out for you. packing. Some believe that this true, and others
say it is only a convenient lie created to justify
the Eradication. The majority of templars don’t
In the Shadow King's name, Alethea” really care. They care more for the power they
―Alethea, Nibenese Templar have and with scheming to acquire more.

181
Templars and Sorcerer-Kings undead soldiers that they will lead into combat
and to act as officers for his mortal armies.
Not surprisingly, most templars rarely,
sometimes never, see their lord and master. The templar hierarchy is measured strictly by
There are far too many for the king to personally experience level. A templar of higher level can
supervise, and sorcerer-kings usually have no negate any action taken by one of lower level
desire to associate with undesirables, even their (prevent the requisitioning of money or troops,
own. Templars of higher rank see their king only release accused prisoners, etc.). Templars of the
when he wishes to see them, and then only if same level who disagree must seek out someone
there is an important matter to be discussed. of higher level within the hierarchy to arbitrate
Each king is somewhat different, but the general their differences.
rule seems to be .speak when spoken to..

The templars usually have a very rigid chain of Templar Magic


command. First-level templars will report to
those immediately above them. They, in turn, Although templar magic comes directly from the
pass messages up through the ranks. Trivial elemental planes, templars do not have the
information is weeded out, and only the most ability to open these channels themselves. The
urgent matters are brought before the templar templars must telepathically request spells from
commander - the king himself. the sorcerer-king, and the monarch, in turn, taps
into the elemental plane and funnels the energy
The spells and minor powers that are given to into the disciple.
the templars must be requested directly from
the sorcerer-king, but these transactions have The kings have no pacts with the elementals, the
been played out so many times that the king source of their power is strange and singular. A
rarely is rarely even conscious of them. High- living vortex of energy once planted its tendrils
level templar spells are often supervised, on the inner planes and was attracted to the
however, because the sorcerer-kings are strange metamorphosing creatures that the
concerned about potential treachery and, in any sorcerer-kings had become. The vortex was a
case, they believe that they know what living conduit of raw energy that the kings could
armaments their servants need better than their direct, but could not control. Much to their
templars. frustration and dismay, the sorcerer-kings cannot
use the vast amounts of power they receive from
Because each sorcerer-king is different, the the inner planes, they can only redirect it to
templars they employ also vary in temperament lesser beings - their templars.
and behavior. Use the following descriptions for The vortexes have now become extinct, but the
general attitudes of a city’s templars. Templars kings have managed to keep the conduit alive
are initially trained as warriors and, at lower much like liquid that, when siphoned through a
levels, are forced to garrison temples and hose, flows by means of the vacuum created.
palaces in their city state. Templars are not Once the reaction had begun it could only be
usually restricted as to weaponry or armor worn, stopped by the conscious effort of the one who
but some sorcerer-kings impose temporary had opened it. And that time is past and will
restrictions. In times of war, the templars are never come again.
commonly called upon to summon formations of

182
As for the elementals, they are powerless to stop admission, under punishment of imprisonment
the theft of their diminishing energies. They and possible execution.
despise the defilers, but they are too detached
and chaotic to identify the sorcerer-kings as the A templar can requisition soldiers when he
perpetrators. reaches 3rd level. He can call upon 1d4 soldiers
per level. The soldiers will all be 1st-level
Ceremonial Powers templars with one 2nd-level templar centurian. A
templar can call upon soldiers any time he
Templars gain certain powers due to rank, and wishes, but the soldiers cannot be ordered to
some due to the efforts of the sorcerer-king. leave the city without permission from the
Those that result from rank are ceremonial, and templar's sorcerer-king.
the templars of Tyr still possess these powers.
While they usually function only within a city- A templar can accuse a freeman of disloyalty or
state, it is not uncommon for a templar on a similar crimes when he reaches 4th level.
mission in the wastes to command those he Regardless of evidence, an accused freeman will
meets like personal slaves. Of course, he must be be locked in the dungeons of the sorcerer-king
careful, for slave tribes and others who nurture for as long as the accusing templar wishes.
hatred for the templars won't give them time to
speak before ripping their tongues from the A templar can gain access to all areas in palaces
gaping mouths of their twitching corpses. and temples when he reaches 5th level. Before
that time the templar is restricted from areas
Secular Powers such as libraries and council chambers unless
ordered to go there by a higher-level templar.
As a templar advances in level, he gains certain
powers within his city state. A templar can draw upon the city treasury for
official investigations when he reaches 6th level.
As a templar advances in level, he gains certain The number of gold pieces he can draw from the
powers within his city state. A templar can call treasury is equal to the roll of a number of 10-
upon a slave to do whatever he wants. Slaves sided dice equal to the templar's level, multiplied
who do not do as ordered by a templar face by his level, per month. For example, a 7th level
immediate death. templar would roll 7d10 then multiply the result
by 10. Few questions are asked when gold is
A templar can pass judgment upon a slave at any requisitioned, provided no attempt is made to
time. In any matter involving disobedience or the withdraw funds more often than once per
actions of a slave, a templar may judge, month.
sentence, or pardon a slave as he sees fit,
regardless of who owns the slave. Penalties can
include imprisonment, torture, or even death.

A templar can legally enter the house of a


freeman when he reaches 2nd level. The
freeman has no right to refuse the templar

183
templar, regardless of the freeman’s class.
Judgment can be in the form of a fine, a stretch
of time in the dungeons, enslavement,
execution, or anything else the templar wishes.
Failure to comply makes the judged freeman an
outlaw who, if caught, will be executed. Again,
there need be no real evidence against the
freeman being judged.

A templar can accuse a noble when he reaches


10th level. This is similar to the ability of the
templar to accuse freemen, but permits the
character to take action against the nobility on
behalf of the sorcerer-king.

A templar can pass judgment on a noble (just as


he can judge a freeman) when he reaches 15th
level. The noble must be at least two levels lower
than the judging templar.

A templar can grant a pardon to any condemned


man when he reaches 17th level. Only the
sorcerer-king himself can nullify the pardons
granted by such a character.

As a rule, a templar can have no more than one


man accused and in the dungeons per level. He
may judge or pardon no more than one man per
week. He may never accuse, judge, or pardon
another templar who is of equal or higher level.

Class Features
As a warlock, you gain the following class
features.

Hit Points
Hit Dice: 1d8 per templar level
Hit Points at 1st Level: 8 + your Constitution
At templar can pass judgment on a freeman modifier
when he reaches 7th level. The freeman must be Hit Points at Higher Levels: 1d8 (or 5) + your
at least two levels lower than the judging Constitution modifier per templar level after 1st

184
Proficiency Features Cantrips Spells Spell Slot Invocations Secular Powers
Level Bonus Known Known Slots Level Known
1st +2 Sorcerer-King Patron Oath, Sorcerer-King Magic 2 2 1 1st —
Sorcerer-King Pact feature
2nd +2 Draconic Invocations, Fighting Style, Draconic Smite 2 3 2 1st 2 May enter a freeman's house
3rd +2 Channel Sorcerer-King (1/rest), Pact Boon , 2 4 2 2nd 2 Requisiition Soldiers
Sorcerer-King Oath feature
4th +2 Ability Score Improvement 2 5 2 2nd 2 May accuse a freeman
5th +3 Extra Attack, Control Undead (CR 1/2), 2 6 2 3rd 3 May access palaces & temples
Raise Undead (CR 1/2)
6th +3 Channel Sorcerer-King (2/rest), 3 7 2 3rd 3 May create scrolls
Sorcerer-King Pact feature
7th +3 Sorcerer-King Oath feature 3 8 2 4th 4 May pass judgment on a freeman
8th +3 Ability Score Improvement, Control Undead (CR 1), 3 9 2 4th 4 May create potions
Raise Undead (CR 1)
9th +4 — 3 10 2 5th 5
10th +4 Sorcerer-king Intervention, 3 10 2 5th 5 May accuse a noble
11th +4 Sorcerer-King
Control UndeadPact
(CRfeature
2), Draconic Arcanum (6th level), 4 11 3 5th 5
Improved Draconic Smite, Raise Undead (CR 2)
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Draconic Arcanum (7th level) 4 12 3 5th 6
14th +5 Control Undead (CR 3), Raise Undead (CR 3), 4 12 3 5th 6
Sorcerer-King Pact feature
15th +5 Draconic Arcanum (8th level), 4 13 3 5th 7 May pass judgment on a noble
Sorcerer-King Oath feature
16th +5 Ability Score Improvement 5 13 3 5th 7
17th +6 Control Undead (CR 4), Draconic Arcanum (9th level), 5 14 4 5th 7 May grant pardon to a condemned man
Raise Undead (CR 4)

18th +6 Channel Sorcerer-King (3/rest) 5 14 4 5th 8


19th +6 Ability Score Improvement 5 15 4 5th 8
20th +6 Sorcerer-king Intervention improvement, 5 15 4 5th 8
Sorcerer-King Oath feature

Proficiencies Sorcerer-King Patron Oath


Armor: Light armor, Medium Armor At 1st level, you have struck a bargain with a
Weapons: Simple weapons, Martial Weapon sorcerer-king of your choice:
Tools: None
 King Tectuktitlay of Balic
Saving Throws: Wisdom, Charisma
 King Andropinis of Draj
Skills: Choose two skills from Arcana, Deception,
 King Daskinor of Eldaarich
History, Intimidation, Investigation, Nature, and
 Queen Lalali-Puy of Gulg
Religion
 King Kalid-Ma of Kalidnay (in a Ravenloft
Equipment Domain)
 King Oronis of Kurn (Avangion)
You start with the following equipment, in  King Dregoth of New Guistenal
addition to the equipment granted by your  King Nibenay of Nibenay
background:  Queen Abalach-Re of Raam
 King Kalak of Tyr (before Free Year 1)
 (a) a light crossbow and 20 stone bolts or
 King Tithian of Tyr (after Free Year 1)
(b) any stone simple weapon
 Borys The Dragon, King of Ur Draxa
 (a) a sorcerer-king’s sigil
 King Hamanu of Urik
 (a) a scholar’s pack or (b) a priest’s pack
 Queen Sielba of Yaramuke (before 167th
 Carru leather armor, any stone simple
weapon, and one whip King’s Age)

185
PALADIN WARLOCK

The Great Slumbering One


Oath of Redemption

Oath of Providence

Oath of Vengeance
Oath of Predation

Oath of Treachery
Oath of Conquest
Oath of Devotion

The Grand Vizier


Sorcerer-king

The Hexblade
Oathbreaker

The Undying
The Archfey

The Seeker
The Fiend
King Andropinis of Balic
King Tectuktitlay of Draj
King Daskinor of Eldaarich
Queen Lalali-Puy of Gulg
King Kalid-Ma of Kalidnay (in a Ravenloft Domain)
King Oronis of Kurn (Avangion)
King Dregoth of New Guistenal
King Nibenay of Nibenay
Queen Abalach-Re of Raam
King Kalak of Tyr (before Free Year 1)
King Tithian of Tyr (after Free Year 1)
Borys The Dragon, King of Ur Draxa
King Hamanu of Urik
Queen Sielba of Yaramuke (before 167th King’s Age)

Your choice grants you features at 1st level and has to say better be good - the sorcerer-kings
again at 6th, 10th, and 14th level. don’t like being bothered, and they certainly
don’t like their minions inside their heads.
Sorcerer-King Magic
A templar’s spells are received directly from the
The magic bestowed on you by your sorcerer-
sorcerer-king he worships. Spells can be taken
king have given you facility with spells. See Spells
away by the sorcerer-king if the templar has
Rules for the general rules of spellcasting and the
somehow displeased him. If the sorcerer-king is
Spells Listing for the warlock spell list.
particularly displeased, he might kill the
These abilities come directly through the offending templar.
sorcerer-kings, who siphon energy from the
Cantrips
elemental planes. A templar whose king has died
or has become otherwise ineffective does not You know two cantrips of your choice from the
gain these powers. templar spell list. You learn additional templar
cantrips of your choice at higher levels, as shown
To recharge their spells, a templar must be in in the Cantrips Known column of the Templar
good favor with his ruler (or at least not in table.
disfavor), and pray to him for the standard
amount of time. Templars on assignment outside Spell Slots
the city also have a telepathic link with the king, The Templar table shows how many spell slots
but the link is only open wide enough for them you have. The table also shows what the level of
to channel their spells through him. It is only those slots is; all of your spell slots are the same
through spells or psionic abilities that a templar level. To cast one of your templar spells of 1st
can communicate with his master. Whatever he level or higher, you must expend a spell slot. You

186
regain all expended spell slots when you finish a given by the sorcerer-king to his templars to
short or long rest. channel spells. They don’t tend to take lightly the
lost of such a precious gift.
For example, when you are 5th level, you have
two 3rd-level spell slots. To cast the 1st-level Draconic Invocations
spell witch bolt, you must spend one of those
slots, and you cast it as a 3rd-level spell. As you advance in rank, your sorcerer-king
impart you with draconic invocations, fragments
Spells Known of 1st Level and Higher of forbidden knowledge that imbue you with an
abiding magical ability.
At 1st level, you know two 1st-level spells of your
choice from the templar spell list. At 2nd level, you gain two draconic invocations
of your choice. Your invocation options are
The Spells Known column of the Templar table detailed at the end of the class description.
shows when you learn more templar spells of When you gain certain templar levels, you gain
your choice of 1st level and higher. A spell you additional invocations of your choice, as shown
choose must be of a level no higher than what’s in the Invocations Known column of the Templar
shown in the table’s Slot Level column for your table.
level. When you reach 6th level, for example,
you learn a new templar spell, which can be 1st, Additionally, when you gain a level in this class,
2nd, or 3rd level. you can choose one of the invocations you know
and replace it with another invocation that you
Additionally, when you gain a level in this class, could learn at that level.
you can choose one of the templar spells you
know and replace it with another spell from the Fighting Style
templar spell list, which also must be of a level
for which you have spell slots. At 2nd level, you adopt a style of fighting as your
specialty. Choose one of the following options.
Spellcasting Ability You can't take a Fighting Style option more than
Charisma is your spellcasting ability for your once, even if you later get to choose again.
templar spells, so you use your Charisma  Archery. You gain a +2 bonus to attack rolls
whenever a spell refers to your spellcasting you make with ranged weapons.
ability. In addition, you use your Charisma  Defense. While you are wearing armor, you
modifier when setting the saving throw DC for a gain a +1 bonus to AC.
templar spell you cast and when making an  Dueling. When you are wielding a melee
attack roll with one. weapon in one hand and no other weapons,
Spell save DC = 8 + your proficiency bonus + your you gain a +2 bonus to damage rolls with
Charisma modifier that weapon.
 Protection. When a creature you can see
Spell attack modifier = your proficiency bonus + attacks a target other than you that is within
your Charisma modifier 5 feet of you, you can use your reaction to
impose disadvantage on the attack roll. You
Spellcasting Focus
must be wielding a shield.
You can use your sorcerer-king’s sigil as a  Exotic Weaponry. You gain proficiency with
spellcasting focus for your templar spells, it is all exotic weapons.

187
 Two-Weapon Fighting. When you engage in creature whenever you hit it with a melee
two-weapon fighting, you can add your attack.
ability modifier to the damage of the second  Blind Fighting. Being unable to see a
attack. creature doesn’t impose disadvantage on
 Close Quarters Shooter. You are trained in your attack rolls against it, provided the
making ranged attack at close quarters. creature isn’t hidden from you.
When making a ranged attack while you are  Thrown Weapon Fighting. You can draw a
within 5 feet of a hostile creature, you do weapon that has the thrown property as
not have disadvantage on the attack roll. part of the attack you make with the
Your ranged attacks ignore half cover and weapon.
three-quarters cover against targets within In addition, when you hit with a ranged
30 feet of you. Finally, you have a +1 bonus attack using a thrown weapon, you gain a +1
to attack rolls on ranged attacks. bonus to the damage roll.
 Mounted Archery. While you are mounted,  Interception. When a creature you can see
you can use a bonus action to make a single hits a target that is within 5 feet of you with
weapon attack with a ranged weapon you an attack, you can use your reaction to
are proficient in. If you do so, you cannot reduce the damage the target takes by 1d10
attack a creature beyond the weapon's + your proficiency bonus (to a minimum of 0
normal range. Also, you suffer no damage). You must be wielding a shield or a
disadvantage for doing ranged attack while simple or martial weapon to use this
been mounted. reaction.
 Tunnel Fighter. You excel at defending
narrow passages, doorways, and other tight Draconic Smite
spaces. As a bonus action, you can enter a
defensive stance that lasts until the start of Starting at 2nd level, when you hit a creature
your next turn. While in your defensive with a melee weapon attack, you can expend
stance, you can make opportunity attacks one templar spell slot to deal radiant damage to
without using your reaction, and you can use the target, in addition to the weapon's damage.
your reaction to make a melee attack The extra damage is 2d8 for a 1st-level spell slot,
against a creature that moves more than 5 plus 1d8 for each spell-level higher than 1st, to a
feet while within your reach. maximum of 5d8. The damage increases by 1d8
 Double Weapon Fighting. When you are if the target is an undead or a fiend.
wielding a double weapon, you can add your
ability modifier to the damage of the second Sorcerer-King Pact feature
attack.
Starting at 1st level, you make a pact that binds you
 Unarmed Fighting. Your unarmed strikes
as a templar forever or until your sorcerer-king’s
can deal bludgeoning damage equal to 1d6 + death. Your choice of sorcerer-king grants you
your Strength modifier. If you strike with features at 1st level and again at 6th, 10th, and
two free hands, the d6 becomes a d8. 14th level. Those features include pact boon, and
When you successfully start a grapple, you access to more draconic invocations feature.
can deal 1d4 bludgeoning damage to the
grappled creature. Until the grapple ends,
you can also deal this damage to the

188
Pact Boon Pact of the Tome. Your sorcerer-king gives you a
grimoire called a Book of Shadows. When you
At 3rd level, if you have a Sorcerer-King Pact, gain this feature, choose three cantrips from any
your sorcerer-king bestows a gift upon you for class's spell list (the three needn't be from the
your loyal service. You gain one of the following same list). While the book is on your person, you
features of your choice. can cast those cantrips at will. They don't count
Pact of the Chain. You learn the find familiar against your number of cantrips known. If they
spell and can cast it as a ritual. The spell doesn't don't appear on the warlock spell list, they are
count against your number of spells known. nonetheless templar spells for you. If you lose
When you cast the spell, you can choose one of your Book of Shadows, you can perform a 1-hour
the normal forms for your familiar or one of the ceremony to receive a replacement from your
following special forms: imp, pseudodragon, sorcerer-king. This ceremony can be performed
quasit or sprite. Additionally, when you take the during a short or long rest, and it destroys the
Attack action, you can forgo one of your own previous book. The book turns to ash when you
attacks to allow your familiar to make one attack die.
of its own with its reaction. You can either make a pact or swear an oath
as a templar to your sorcerer-king, but not both.
Pact of the Blade. You can use your action to
create a pact weapon in your empty hand. You Sorcerer-King Oath feature
can choose the form that this melee weapon
Starting at 1st level, you swear an oath that binds you
takes each time you create it. You are proficient as a templar forever or until your sorcerer-king’s
with it while you wield it. This weapon counts as death. Your choice of sorcerer-king grants you
magical for the purpose of overcoming features at 3rd level and again at 6th, 8th, and
resistance and immunity to non-magical attacks 17th level. Those features include oath spells and
and damage. Your pact weapon disappears if it is the Channel Sorcerer-king feature.
more than 5 feet away from you for 1 minute or
more. It also disappears if you use this feature Oath Spells
again, if you dismiss the weapon (no action Each oath has a list of associated spells. You gain
required), or if you die. access to these spells at the levels specified in the
You can transform one magic weapon into oath description. Once you gain access to an oath
your pact weapon by performing a special ritual spell, you always have it prepared. Oath spells don't
while you hold the weapon. You perform the count against the number of spells you can prepare
ritual over the course of 1 hour, which can be each day. If you gain an oath spell that doesn't
done during a short rest. You can then dismiss appear on the paladin spell list, the spell is
the weapon, shunting it into an extra- nonetheless a paladin spell for you.
dimensional space, and it appears whenever you
Channel Sorcerer-King
create your pact weapon thereafter. You can't
affect an artifact or a sentient weapon in this At 3rd level, you gain the ability to channel
way. The weapon ceases being your pact weapon draconic energy directly from your Sorcerer-king,
if you die, if you perform the 1-hour ritual on a using that energy to fuel magical effects. You
different weapon, or if you use a 1-hour ritual to start with two such effects: Control Undead and
break your bond to it. The weapon appears at an effect determined by your oath. Some oaths
your feet if it is in the extra-dimensional space grant you additional effects as you advance in
when the bond breaks. levels, as noted in the oath description.

189
When you use your Channel Sorcerer-king, you
choose which effect to create. You must then
finish a short or long rest to use your Channel
Sorcerer-king again.
Some Channel Sorcerer-king effects require
saving throws. When you use such an effect from
this class, the DC equals your templar spell save
DC.
Beginning at 6th level, you can use your Channel
Sorcerer-king twice between rests, and
beginning at 18th level, you can use it three
times between rests. When you finish a short or
long rest, you regain your expended uses.
Channel Divinity: Control Undead
As an action, you present your sorcerer-king’s
sigil and command the undead. Each undead
that can see or hear you within 30 feet of you
must make a Wisdom saving throw. If the
creature fails its saving throw, it is controlled for
1 minute or until it takes any damage.
A controlled creature is fully under your control.
It also can take reactions. For its action, it can
use all available to it.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal,
you can’t increase an ability score above 20 using
this feature.

Extra Attack

Beginning at 5th level, you can attack twice,


instead of once, whenever you take the Attack
action on your turn.

190
Sorcerer-King’s Library Sorcerer-kings don’t take lightly to be disturbed
by their minions for innocuous reasons, so if you
You may utilize your sorcerer-king’s library, call on your patron, it better be for a good
allowing you to make scrolls at the 6th level and reason or you might suffer the consequences.
potions at the 8th. At 20th level, your call for intervention
succeeds automatically, no roll required.
Raise Undead
Improved Draconic Smite
Starting at 5th level, when you have access to
dead creatures, you can try to raise them as By 11th level, you are so suffused with righteous
undead. If they fail their saving throw against might that all your melee weapon strikes carry
your Control Undead feature, the creature is draconic power with them. Whenever you hit a
instantly raised as an undead if its challenge creature with a melee weapon, the creature
rating is at or below a certain threshold, as takes an extra 1d8 radiant damage. If you also
shown in the Raise Undead table. You can have use your Draconic Smite with an attack, you add
up to your maximum CR in raised undeads. this damage to the extra damage of your
Draconic Smite.

Destroy Undead Table Draconic Arcanum


Cleric Destroys Undead At 11th level, your sorcerer-king bestows upon
Level of CR ... you a magical secret called an arcanum. Choose
5th 1/2 or lower one 6th-level spell from the templar spell list as
8th 1 or lower this arcanum.
11th 2 or lower You can cast your arcanum spell once without
14th 3 or lower expending a spell slot. You must finish a long rest
17th 4 or lower before you can do so again.
At higher levels, you gain more templar spells
of your choice that can be cast in this way: one
Sorcerer-king Intervention 7th-level spell at 13th level, one 8th-level spell at
15th level, and one 9th-level spell at 17th level.
Beginning at 10th level, you can call on your You regain all uses of your Draconic Arcanum
sorcerer-king to intervene on your behalf when when you finish a long rest.
your need is great.
Imploring your sorcerer-king’s aid requires you
to use your action. Describe the assistance you
seek, and roll percentile dice. If you roll a
number equal to or lower than your cleric level,
your sorcerer-king intervenes. The DM chooses
the nature of the intervention; the effect of any
templar spell or templar oath/pact spell would
be appropriate.
If your sorcerer-king intervenes, you can’t use
this feature again for 7 days. Otherwise, you can
use it again after you finish a long rest.

191
Sorcerer-Kings Most of his templars imitate Andropinis’s
behavior. This is done to impress their lord and
Description to gain promotions when they become available.

The following tale is an example of templar


behavior in Balic. The templars of most cities
would simply confiscate anything they felt was of
value to them or their king. The men who serve
King Andropinis do things differently. . . .

King Andropinis of Balic


The templars of Balic are much like their wise,
cruel leader, Andropinis. He delights in forcing
legal loopholes and manipulating logic to his own King Tectuktitlay of Draj
ends. Andropinis enjoys mental gymnastics, and Tectuktitlay calls his templars .Moon Priests,. as
has even shown favor to the few who have he calls himself the .Father of Life and Master of
challenged him and provided him with fresh, the Twin Moons.. He claims that he is a god, that
entertaining dilemmas. Of course, favor is often it was he who made the mud flats of Draj into a
a quick death instead of a slow one once he fertile haven for his cowering, worshiping
grows weary of the game. creatures. His templars dress in bluish robes with

192
a bright yellow moon embroidered on the front devoted templars, retractable bridges, a series of
and on the back. Armor and other keeps and forts the entire city-state and
accouterments are also decorated in the moon surrounding area was secured against outsiders.
motif, with backgrounds of blue, running to Over time, it became less of a fort and more of a
black. Tectuktitlay is a cruel and bloodthirsty prison, locking king and citizens alike behind
man and his templars are as well, out of sturdy gates and high walls. Seven centuries ago,
necessity and the desire for promotion. They are the sorcerer-king’s paranoia became acute. He
especially fond of the king's lavish rituals, like completely sealed his city, cutting off all ties to
one Tectuktitlay himself enjoys, when he tears the other city-states. That was the way things
out the hearts of his captives. remained until about 10 years ago, when limited
trade was resumed with House Azeth of Kurn.

King Daskinor of Eldaarich Today, Eldaarich remains an isolated prison of a


city. Daskinor’s fears have become the fears of
Eldaarich occupies a small island in the Sea of his citizenry, making everyone who lives under
Silt, just off the mainland. Here, isolated and his rule as paranoid as he is. No one ever leaves
protected from the rest of Athas, the city-state’s Eldaarich, and no one ever enters its massive
21,000 citizens huddle in the paranoid delusions gates. It’s a closed society—figuratively and
of their mad sorcerer-king. Daskinor, ruler of literally.
Eldaarich, believes that unknowable forces in the
world are trying to destroy him. Every few years Government. The same model of government
he puts a new name to these forces—the Order, evident in the other city-states exists in
the Veiled Alliance, Rajaat, pyreen, a merchant Eldaarich. The sorcerer-king Daskinor (male
house, a lowly slave, or some other identifiable human/22nd-level dragon/CE) stands atop the
target becomes the imagined source of his fears societal hierarchy, his troubled delusions
for a time. Daskinor does his best to destroy coloring every aspect of life in the city-state. His
these imagined enemies, and anyone who has chaotic tendencies and often overwhelming
even a passing resemblance to the target is paranoia infuses everyone he comes in contact
persecuted until the next delusion grips him. with, making the city almost as wild and frenzied
as Raam. The only thing that allows the city to
Daskinor was never a stable ruler. From the function is that the citizens are a subdued lot,
beginning of his reign as sorcerer-king of living in quiet fear instead of in rambunctious
Eldaarich, he was tormented by unfounded fears anarchy. Daskinor constantly watches over his
and nameless terrors that preyed upon his mind. shoulder for assassins that don’t exist, and so do
For the first few centuries of his reign, he was his templars and nobles. No one trusts anyone
able to function more or less normally despite else in Eldaarich. This works out for the best, as
his growing paranoia. As time passed, genuine the troubled atmosphere has fostered a society
bouts of panic began to intrude upon his psyche. where the fear of murder and betrayal has
These bouts lasted longer and longer, paralyzing encouraged the periodic use of such techniques
Daskinor for hours, days, sometimes even by those who prefer to strike first.
months at a time.
Templars and nobles regularly kill each other to
Eldaarich was constructed to protect Daskinor keep the same from happening to them, or to
from his fears. Fortified walls, a strong military, gain power or position, or just because the

193
tension of living behind heavy locks and being for the rest of the citizenry in their terrified
constantly on guard eventually drives even the hands.
most peaceful beings to violence. In Eldaarich,
fear permeates everything—fear of the sorcerer- Trade and Commerce. After centuries of total
king, fear of outsiders, fear of each other, and isolation, Eldaarich has finally resumed contact
fear of the unknown. Because the society is (albeit limited contact) with the outside world.
closed off to the rest of the world, everything on The High Templar Kerrilis (female human/14th-
the other side of its walls and locked gates is, by level templar/LE) has allowed House Azeth of
definition, unknown. Kurn to set up the small village of Silt Side for the
express purpose of conducting trade with
If Eldaarich is a prison, Daskinor is its most Eldaarich. Daskinor’s trade templars only interact
prominent prisoner. The sorcerer-king lives in a with agents of House Azeth, and that interaction
walled sub-city and rarely ventures into other only takes place in Silt Side. No outsiders are
parts of his realm. His constant paranoia permitted into Eldaarich or any of its holdings.
sometimes intensifies to such a fevered pitch
that he ceases to function. In such a state, which All other merchants must go through House
may last as long as months at a time, Daskinor is Azeth if they want to acquire Eldaarish goods or
cared for by his senior templars. At other times, get their own wares into the closed city. Azeth
his paranoia drives him to give a name to his makes a healthy profit as the middleman, but the
fear. When this occurs, the entire city mobilizes house doesn’t unduly hike prices to fill its own
to combat this supposed threat to the realm. coffers. The course of performing the normal
Currently, the use of psionic abilities has been functions of business pays well enough to satisfy
outlawed, as Daskinor believes that the Order the merchant house. The relationship has
has initiated a campaign against his rule. Even benefited both Azeth and Eldaarich, and a level
low-powered psionicists and wild talents who of trust that few in Daskinor’s domain possess
openly display their abilities are subject to has begun to develop between Kerrilis and Corik
imprisonment or death because of the current Azeth. Where this trust will lead has yet to be
edict. Only Daskinor, a psionicist of the highest determined, and it’s possible that Daskinor might
caliber, is exempt from the terms of the edict. still order his troops to destroy Silt Side when the
next delusion overtakes him.
Daskinor’s templars serve as administrators to
the city, and also act as the sorcerer-king’s eyes Eldaarich grows the majority of its food in the
and ears in all corners of the domain. They are protected village of South Guard, and in the
charged with watching for signs of treachery farms set up in the fertile fields around the city-
among the masses-and with dealing with such state. It acquires additional food stores from the
treachery before it gets out of hand. The traders, but has a more pressing need for iron,
templars are as paranoid and delusional as obsidian, textiles, and other staples of Athasian
Daskinor, giving in to their fear whenever it life. Its most sought after export is gold and
overwhelms them. For this reason, Eldaarich has silver, which it culls with great difficulty from
become a police state, and the templars are the nearby mountains rising out of the Silt Sea.
police. They command the military. They oversee
all records and the distribution of goods and Conditions in the City. Every outsider wants to
services. They hold the power of life and death destroy their city-state and their sorcerer-king,
and everyone who lives within the walls waits for

194
an opportunity to betray you. That’s what the in line by the high templars who, in turn, are
people of Eldaarich believe, for that’s what their subject to Daskinor’s brutal whims.
leaders believe. Nowhere else in all of Athas is
there such an underlying current of genuine, The majority of the population consists of
unattributable fear. It filters down from Daskinor humans, though there are also dwarves, half-
himself, making citizen and slave alike tremble giants, and muls in significant numbers. There
with uncontrollable paranoia. are also a few aarakocra wasting away in the
slave pens. Daskinor has a particular hatred of
The citizenry is a subdued, cowering lot, given to the winged people and gives his templars special
unexpected bursts of violence once the fear compensations for capturing aarakocra from the
inside them becomes too much to contain. In nearby White Mountains.
many cases, the ever-crushing weight of terror
and oppression keeps the masses down, but If travelers were to find themselves in Eldaarich
sometimes a delusional artisan will strike out at a or one of its holdings (which isn’t very likely),
templar or noble, causing the level of paranoia to they’d feel the weight of oppression and smell
rise even higher. the stench of mental illness that hangs in the
hot, stifling air. The citizens are a cowed, quiet
The quality of life isn’t good in Eldaarich. Because lot, though an occasional individual will be
Daskinor doesn’t trust anyone, he allows his gripped by a fever of madness and strike out at
templars to dispense only the barest essentials anyone within reach. Every year the darkness in
to the free citizens and slaves. With just enough Daskinor’s soul grows deeper, his paranoia more
food and water to sustain them and few personal acute. This mental deterioration is reflected in
possessions, the people of the city are a sad, the city itself, as though each citizen were a part
pathetic lot. They have no hope of a better life of the sorcerer-king’s diseased mind.
and no concept that a better life exists outside
the walls of Eldaarich. If anyone even suggests The Veiled Alliance. Eldaarich has no Veiled
such a notion, the ingrained fear of the unknown Alliance. Daskinor rooted out the Alliance and
kicks in and makes everyone else dismiss the destroyed it 400 years ago when the group of
idea. preservers became his imagined enemy of the
moment. Some preservers still live in the city,
While the class structure of noble, free citizen, but they remain hidden and are relatively weak
and slave exists in Eldaarich, the truth is that due to a lack of adequate training. Preservers
everyone beneath the templars is a slave to from Kurn sometimes sneak into the closed city
Daskinor’s all-pervasive fear. The sorcerer-king to provide training and to see what the
sees threats to his rule on every face and in conditions are, but they don’t do this very often.
every dark shadow. For this reason, he permits If they get caught, they’re put to death, and if
no freedoms of any sort, not even the token their city of origin is discovered, it could mean
rights given to the citizens of other cities. war between the two cities. No one, especially
Freedom, Daskinor believes, is just an Oronis the Avangion of Kurn, wants a war to
opportunity to betray his trust. So he orders his break out. He does, however, feel the pain that
templars to oppress the people of his city, to both Daskinor and his citizens project, and often
make their lives so miserable they don’t have contemplates finding a solution to Eldaarich’s
time or strength to contemplate treachery. The problems.
templars don’t have it much better. They’re kept

195
All of Lalali-Puy's templars wear necklaces to
display their rank. Those of first level wear one,
while her advisor is said to wear at least 10.

King Kalid-Ma of Kalidnay (in a Ravenloft


Domain)
Kalid-Ma, Tari Killer, became the sorcerer-king of
Kalidnay after helping the other Champions
overthrow Rajaat. His city-state was among the
wealthiest of those dotting the Tyr Region. An
unknown disaster befell the city-state a few
centuries back, and today Kalid-Ma is only a
memory and Kalidnay is nothing more than a
jumble of ruins.
Kalidnay was once a large walled city home to
Kalid-Ma the Sorcerer King and High priestess
Thakok-An. Thakok-An attempted to ascend her
king into a dragon using the life energies of the
Queen Lalali-Puy of Gulg city's populace. This, however, ended up putting
the king into a comatose state and uprooting the
The warrior priests of Gulg are fanatically loyal to city through to the Shadowfell (Demiplane of
the sorcerer-queen, Lalali-Puy, and they believe Dread) (Ravenloft setting).
she protects them from the city of Nibenay, with
whom they are at war. Lalali-Puy's templars have It now exists as a ruin in Athas, populated by
two separate orders; judaga priests and various tribes and dangerous creatures.
champions. Champions are just the same as
priests in other cities. They wear heavier armor
in combat, wield heavy weapons, and defy their
enemies openly and with righteous convictions.
King Oronis of Kurn (Avangion)
Kurn is actually two city-states: an ancient, public
The judaga, on the other hand, are a class of metropolis, and a utopian city hidden from the
warriors and nobles who behave much like rest of the world. Old Kurn sits in a lush meadow
rangers in the forest city of Gulg. Some of Lalali- on the eastern side of the White Mountains. The
Puy's priests have followed this path. They trade road running north out of Draj connects
generally wear light leather armor, use thrusting Kurn to the Tyr Region, and the city welcomes
weapons (good for ambushes from heavy merchants from the south. New Kurn lies in a
foliage), and are surprisingly adept at moving fertile valley hidden among the White Mountains
quietly through the forests. For this reason, the themselves. A secluded road protected by a
judaga priests of Gulg almost always have a large towering fortress keeps the valley safe from
repertoire of woodland spells.

196
unwanted visitors-and New Kurn doesn’t want Oronis was troubled by something few of his
any visitors. peers possessed-his conscience.

When he was Keltis, Lizard Man Executioner, he


succeeded at the task Rajaat handed to him. He
eliminated the entire race from the face of
Athas. As the years passed and Keltis the
Champion became Oronis the sorcerer-king,
images of the atrocities he committed started to
haunt him. After Oronis advanced to a second
stage dragon king, his problems intensified. Now
he had the deaths of his subjects on his head, for
he had to use a specified amount of life force to
power his transformation. He decided that none
of this was what Rajaat originally promised him.
Where was the restoration of the world? Athas
hadn’t gotten better because of the Cleansing
Wars. It had gotten worse. What’s more, the
sorcerer-kings were continuing the downward
spiral, slowly killing the world by their actions.
Oronis refused to be a part of that trend any
longer. He renounced his defiling skills and his
status as a dragon king and sought a different
Old Kurn was a prosperous but relatively small path.
city from the Green Age that suffered great
devastation in the early days of the Cleansing That was when Kurn broke off relations with the
Wars. Once situated in a vast forest that has long other city-states. Mercantile activities continued,
since faded from the landscape, the elf city of of course, but at a reduced rate. After a time,
Kurn was destroyed by the Champion called Kurn became one of the forgotten cities—just as
Albeorn, Slayer of Elves. When the Champions Oronis had hoped. In the meantime, he set the
finally turned against Rajaat and became the next part of his plan for redemption in motion.
dragon kings, the one named Keltis decided to Oronis wanted to make amends for the horrors
build his city-state on the ruins of Old Kurn. He of his past.
changed his name to Oronis, but decided to
retain the name of the city he was building over. The first step was to change the rules of society
in Kurn. Though the city had to maintain an
The ruins weren’t in as bad a shape as Oronis illusion of normalcy to keep the other sorcerer-
originally thought. He was able to build upon kings from detecting treachery or weakness,
many of the foundations, and a few whole Oronis secretly freed all slaves and instituted fair
structures were still fit for use. Within a decade, and just practices at all levels of society. He
Oronis’s Kurn was established. Within five swore his citizens to secrecy, for if word got out
decades, it was thriving. For five hundred years, he was sure his one-time peers would flock to
Kurn followed the same course as the other Kurn like gith to a dying braxat. The second step
sorcerer-king domains. Throughout that time, was to begin construction on the utopia he

197
envisioned. Like all ex- Champions, Oronis While in Old Kurn, Oronis wears the guise of a
originally wanted to return Athas to the glory of normal human. In this psionically and magically
the Blue Age. He decided to once more strive for induced disguise, he appears as a tall, lanky,
that goal. In a hidden valley among the peaks of middle-aged man with short golden hair, pale-
the White Mountains, the foundation stones of blue eyes, and a close-cropped blond beard. He
New Kurn were laid. covers himself in the trappings of a sorcerer-king,
wearing a golden circlet on the crown of his head
As his templars and citizens worked to build New and carrying an obsidian-topped walking staff. In
Kurn, Oronis went in search of a better path to New Kurn, however, such disguises aren’t called
power. Using the techniques and practices of for. There he openly displays his true avangion
preserving magic, Oronis looked for a way to form—a tall, thin, hairless humanoid with golden
combine magic with psionics in a more positive skin, silver eyes, and gossamer wings. Though
way than through dragon magic. It took nearly Old Kurn appears to run like any other city-state,
1,000 years of study and experimentation for Oronis long ago abandoned a monarchical form
Oronis to develop the preserver metamorphosis of government. He allows his subjects to govern
spell. With it, the reformed sorcerer-king could themselves via a democratic system he
become an advanced being aligned to goodness developed. In this system, nobles and all citizens
instead of another force for evil. except templars may hold public office. Elections
are held at regular intervals and term limits are
Today, the twin cities of Kurn continue along set. The highest elected official is called the
their parallel courses. Old Kurn displays a typical Presider, who sits at the head of a body called
sorcerer-king’s domain to the other inhabitants the Tribunal. Members of the Tribunal are
of the region, at least on the surface, while New referred to as Tribunes. Together, the Presider
Kurn works to complete Oronis’s experiment in and the Tribunes draft the laws that keep the
regressing a small portion of Athas back through city-state running smoothly. The current Presider
time. Between the two cities, Kurn has a total is Ulali of Prusicles (female half-elf/&level
population of 18,000 people. The majority live in preserver/LG), now in the second year of a five-
the new city, as each year more citizens are year term.
moved from the old city to the new. Old Kurn has
such a small number of residents that it appears Oronis refuses to hold an official position, though
to be almost a ghost town, and one day Oronis he does pretend to be sorcerer-king in the old
plans to completely abandon it in favor of his city. He acts as an adviser when the Presider or
secluded valley. Tribunal requests his presence, but otherwise,
he’s more concerned with advancing as an
Government. Oronis the Avangion (male avangion and keeping the valley restoration
human/24th-level avangion/LG) guides the paths project on track. Oronis’s templars don’t serve as
of the twin cities. Oronis spent centuries administrators in Kurn, either. Instead, they are
redeeming himself, going so far as to change his the keepers and dispensers of knowledge,
very nature from evil to good, though he still serving as teachers and advisers to local officials
feels he has a long way to go to make up for his and businesses. It’s also their job to oversee and
acts as a Champion of Rajaat and a sorcerer-king. handle the restoration process, under Oronis’s
For this reason, he has dedicated himself and his supervision.
citizens to working toward the eventual
restoration of all Athas.

198
Trade and Commerce. Old Kurn has a limited but particularly great. Azeth’s Rest, by the way,
active mercantile exchange that regularly welcomes all traders-provided they can pay the
welcomes aarakocra traders from Winter Nest fees for using its services. Silt Side, meanwhile, is
and elf merchant tribes from both the north and an open village on the coast of the Silt Sea. Few
south. Occasionally, ssurran traders wander raiders enter the area due to the frequent
down from the Scorched Plateau to make deals patrols sent out by Fort Protector, so the
and gather goods to take back to their usual villagers don’t worry about attacks from the
clients. House Tsalaxa of Draj makes regular trips west. Giants from the silt aren’t even a problem,
to the north to conduct business with Kurn and as nearby Fort Holz keeps them at bay. Silt Side
Eldaarich. This is the extent of the major handles trade with Eldaarich, which doesn’t have
mercantile activities going on in Old Kurn, though any merchant house of its own. In fact, this
scores of dune traders pass through the walls of village is the only connection with the outside
the city every week. world that Eldaarich maintains. Otherwise, the
city-state is secluded from the rest of Athas.
Kurn has its own merchant house, House Azeth.
By the standards set by the merchant dynasties Conditions in the City. The state of life in Kurn
of the Tyr Region, Azeth is small. By the depends on which of the twin cities is being
standards of the northern region, its wealth is considered. Old Kurn, on the surface, appears to
beyond compare. Led by Corik Azeth (male be much like any city in the Tyr Region still ruled
human/9th-level trader/LN), the house has by a sorcerer-king. Surface appearances,
holdings in the White Mountains, maintains however, can be deceiving. Travelers who stay
villages near Eldaarich and along the trade road for any length of time might notice a few
to the south, and keeps an emporium in far-off oddities. For example, the slaves seem to have a
Draj. Though Corik suspects that some sort of sparkle in their eyes and a bounce in their step
deception is being played out in Kurn, business is that isn’t seen in the other city-states, and
too good for him to want to dig so deeply as to templars aren’t given as wide a berth as their
disturb the status quo. The merchant lord also counterparts in Urik or Nibenay. Additionally,
has his suspicions about what’s going on past the while the merchant and tradesmen districts are
walls of Fort Protector, but he’s sure that always crowded, the rest of the city is as empty
satisfying his curiosity will only ruin the position and desolate as the ruins of Giustenal.
he commands.
Old Kurn maintains its illusion of business-as-
Azeth’s two client villages, Azeth’s Rest and Silt usual through the cooperation of its citizens and
Side, serve important roles in the daily business the advanced powers of its sorcerer-king. If
of the house. Azeth’s Rest, built around a lush visitors notice that the noble and templar
oasis along the trade road that connects the quarters of the city are practically deserted, they
north to the south, provides a stop-over point for usually attribute it to the rumors that Kurn is
caravans going to and coming from the Tyr slowly dying. Dying or not, the city is far from
Region. This walled village features a sizable defenceless. More than one raiding tribe has
legion of mercenaries to guard against the attempted to take advantage of the “dying” city
frequent raids from the west. Raiders from the only to discover that its defenders were more
Bandit States of the Barrier Wastes often target than capable of driving them off.
caravans traveling on the road and sometimes
even strike at the village when their need is

199
Through the efforts of House Azeth and the they’re free to run for a position when the
commerce provided by other traders, Kurn current terms of office expire.
maintains a modest economy. While most of the
inhabitants of the Tyr Region have forgotten that Thanks to the fertile valley and the lush forest,
this northern city exists, Kurn interacts with its no one goes hungry or thirsty in New Kurn. No
closest neighbors on a regular basis. It has good creatures are hunted out of existence and no
relations with the aarakocra of Winter Nest, the plants are plucked completely from a given area.
merchants of Draj’s House Tsalaxa, and the elves The templars monitor the forest on a daily basis
of a few of the local tribes. Except for the contact to make sure the delicate balance is maintained.
between House Azeth and the trade templars of For this reason, no defilers are permitted within
Eldaarich, Kurn has little interaction with its the ranks of the templars or anywhere in the
neighboring city-state. On the other hand, Kurn twin cities. It is strictly against the laws of Kurn to
sometimes has trouble with raiders from the practice defiling magic.
Bandit States. The raiders don’t come to the
gates of the city (at least not very often), but Oronis continues to advance as an avangion, and
they do attack travelers on the trade road and he tries to instill the same serene, peaceful, life-
even plunder the client villages on rare giving properties of his new form in the city and
occasions. people who follow him. Where once there was a
man of evil, now Oronis is a force for good in the
New Kurn is a different matter. The high, sturdy world. His templars work to promote his plans
walls of Fort Protector block the eastern and prepare to someday strike out from the
entrance to the hidden valley, while the tall, valley with the knowledge of how to restore all
steep peaks of the White Mountains make the of Athas. Until then, they’ll work to finish the
other directions inaccessible. The only approach restoration of the valley and to perfect the
that might be open is by air, though flying society that Oronis has inspired.
creatures loyal to Oronis nest in the vertical
peaks. Within the valley, Oronis’s restoration The Veiled Alliance. Kurn has no Veiled Alliance.
project is in full swing. He has turned the valley Preservers are a welcome and significant part of
into a place from the past, recreating the the society, so there’s no reason for them to hide
conditions of the Green Age in its sheltered behind a veil of secrecy. In fact, preservers from
space. A thick forest surrounds a lush clearing other Alliance factions sometimes come to Kurn
where the city of New Kurn has been built beside to study with Oronis. One preserver, Korgunard
a small, clean lake. Oronis hopes to eventually of Urik, even learned the steps to become an
regress the valley to conditions as they were in avangion and followed the path forged by
the Blue Age, but that’s still many years away. Oronis. It’s conceivable that more avangions will
appear in the future, though when and how
The new city resembles Oronis’s vision of utopia. many is hard to say. Like dragons, avangions are
Airy buildings with tall, elegant spires grace wide, exceedingly rare. Only the best, most powerful
open streets paved with white stone. Here, the preserver/psionicists can even hope to take the
people govern themselves through a system of first steps as an avangion, let alone achieve the
fair laws and majority rule. Everyone has a say in level of advancement that Oronis has thus far
the workings of the city, from the poorest attained.
laborer to the highest elected official. And if
someone doesn’t like the way things are going,

200
While preservers are accepted and integral to by Dregoth to cause a yellow scale to grow atop
Kurn society, defilers are considered enemies of a templar's spine. Each advancement is marked
everything Oronis stands for. The avangion is by another scale.
reluctant to allow his followers to make defiling
magic punishable by death, as he himself was Dregoth’s lowest level templars tend to be a
once a defiler of the highest order. However, he miserable lot. Until they ascend to the Fifth Scale
knows that in most cases defilers can’t make the or higher, they are forced to perform menial
mental and spiritual changes necessary to reject jobs, like the city watch. Few care for this job.
that path, so he has agreed that known defilers The citizens are ungrateful and complaining, and
must be banished from the society. there is usually little to do. Any event that
escalates into bloodshed is a relief to the bored
and frustrated soldiers, especially the occasional
incursion of a creature from the tunnels or the
rarer appearance of an other-worldly visitor.

A templar patrol consists of four templars of the


Third Scale (5th level) and a leader of the Fourth
Scale (6th level). There is a 10% chance that
some of these templars will actually be
psionicists, thieves, fighters, or even defilers and
not clerics.

A war party consists of four Fifth Scale templars


(7th level) and a leader of the Eighth Scale (10th
level).

In general, low-level templars use weapons of


bone and stone. They wear some armor, but the
better equipment is reserved for higher-level
templars. At higher levels, Dregoth’s templars
wield metal weapons (some magical) and wear
extremely protective armor.

Kalin Riders. Dregoth’s most elite troops are the


King Dregoth of New Guistenal kalin riders. These mid-level templars ride the
ferocious kalin, riding insects that live in the
New Giustenal has a standing force of 338
subterranean regions of Athas. The kalin riders
templars and 100 elite kalin riders. Templars are
will be at the front of Dregoth’s army when it
ranked from the First Scale (3rd level) to the
marches on the surface world, but for now they
Fifteenth Scale (17th level). They are led by the
patrol the ceilings of New Giustenal looking for
High Templar Mon Adderath, who is the only
trouble on the streets below.
templar of the Highest Scale (18th level). Most
templars are of the Second Scale (4th level). Mon
Kalin riders are all 5th-level templars armed with
Adderath or Absalom use a spell granted them
magical weapons (typically metal long swords

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+1). Every kalin rider squadron (25 riders) has a Most of the templars of Nibenay are women.
defiler assigned to it. The mage will be from 7th Some have said that they actually serve as the
to 10th level and have five random magical items king's wives as well as his warriors.
on his or her person.
The templar warriors of Nibenay frequently have
The Amulets of the Dragon. There are two to fight the judaga and champions of Gulg. They
distinct types of amulets that are considered prefer to stand in formation, forcing opponents
holy symbols by Dregoth and his followers. PCs to do open battle. This tactic rarely gives them a
will discover examples of the both versions victory, but neither does it bring defeat. The
throughout their explorations of the ruins above open battle tactic is one of the reasons why the
and below Giustenal. Both types are small, metal war between Nibenay and Gulg has lasted for so
disks about two inches in diameter, usually many centuries. Perhaps the Shadow King and
attached to a leather tie or in some cases a metal Lalali-Puy like it this way. It has been said that
chain. there is no ally like a common enemy. . . .

The older amulet of Dregoth dates back to the


time when Giustenal was a living, thriving city. It
features a roaring dragon head inside a crimson
circle. Few of these amulets are still in use. They
will mostly be discovered among the corpses
that litter the ruins of Giustenal.

The newer version of Dregoth's holy symbol


shows Athas’s crimson sun trapped in the
gripping claw of a dragon. All of Dregoth's
second generation dray templars wear these
amulets, and a larger version has been carved
into the holy relic in Dregoth's private chambers.

King Nibenay of Nibenay


The templars of the Shadow King are the most
feared and terrible of all. They dress in black, like
the dark and mysterious legends that shroud
their master, and they wield terrible barbed
spears made of agafari wood from the Crescent
Forest. Their armor is typically formed from the
black carapaces of giant insects, ridged with
hideous rows of spines and other natural, and
deadly, decorations.

202
King Kalak of Tyr (before Free Year 1)
Tyr is ruled by the sorcerer-king Kalak, who calls
himself simply King Kalak or, as he sometimes
prefers to be addressed, the Tyrant of Tyr. A
pragmatic and ruthless man, Kalak is perhaps the
most honest of all sorcerer-kings. He rules by the
might of his magic and tremendous psionic
Queen Abalach-Re of Raam powers, placing his own security and the stability
of Tyr above all other considerations.
The templars who serve Abalach-Re are the most
timid of the lot, but ironically, they are some of If Kalak's attitude seems unjust or inequitable, it
the most dangerous. Templars will only operate is at least predictable. The residents of his city
in large groups in Raam because of open understand that the best way to insure their own
defiance to the Grand Vizier. They usually form survival is to do what benefits Kalak. The surest
small cliques or teams that are loyal to each way to find themselves working in the slave pits
other, but not necessarily loyal to other groups, is to oppose Kalak’s will. As a consequence,
or even to their sorcerer-queen. The paranoid Tyrian society has functioned very efficiently for
templars feel constantly besieged by the nobles. the thousand years that Kalak has ruled the city.
never ending raids and double cross plans, so
they frequently carry a large number of The Tyrant of Tyr has always made his home in a
divinatory and defensive spells (of air and earth magnificent palace adjacent to the gladiatorial
spheres). stadium. The eastern wall of this palace
overlooks the arena itself. During the games,
They dress in white robes, often covered by Kalak himself can often be seen sitting on one of
armor, with the symbol of the false god the hundred balconies that overlook the arena,
worshiped by the Grand Vizier accompanied by a handful of templars and other
emblazoned in the center. Like the templars, the favorites. Of late, old King Kalak seems to have
symbol is false; it has no truth. become senile. For the past twenty years, he has
diverted much of the city's slave labor to building

203
a mighty ziggurat (directly across the arena from
his palace), claiming that it will protect Tyr from
attacks by the dragon. At first, the nobles were
tolerant of his folly, for the burden it placed on
them was not great. Over the last year, however,
Kalak has grown frantic to finish the massive
structure, appropriating so many slaves that
there is almost nobody left to work the fields.

Kalak has also taken the slaves out of the mines,


completely shutting down iron production. This
has caused the city's economy to crash, leaving
merchant and noble alike destitute. The slaves
are starving, and even free craftsmen receive
only meager grain rations in return for their
services-and then only if their work contributes
directly to the construction of the ziggurat.

To make matters worse, other cities that depend


upon imports of Tyr's raw iron to supplement
their economies are up in arms. Many of them,
most notably Urik and Raam, have sent
emissaries to King Kalak with rave warnings
concerning the consequences of failing to
resume iron production. Can it be any wonder
that in their private gatherings, nobles are
whispering plans of rebellion and that merchants King Tithian of Tyr (after Free Year 1)
are fleeing the city in droves? Surely, even the
The templars of Tyr are currently in a state of
iron grip of the templars cannot keep the city
adjustment, in the wake of Kalak's demise. The
from erupting into a violent inferno for much
former High Templar, Tithian has assumed
longer.
power, but he cannot offer spells or other special
abilities to those templars who are in his
When the final battle comes, it will be a terrible
dominion.
thing. The Royal Guard consists of two thousand
mercenaries led by five hundred half-giants and
Tithian watches his templars with great concern,
Kalak’s loyal templars. In fact, the latter are all
for he has no special powers. He is smart enough
armed with steel swords. Against them will be
to realize that those beneath him may attempt
arrayed the varied armies of the nobles-who are
an assassination, but he Is far more concerned
far superior in number, if not armament.
that Hamanu will descend from Urik with a
Considering the advantages of Kalak's magic, the
mighty army to capture the city and its valuable
contest will be a close one. Ironically, it may well
iron mines.
be decided by the lowliest of all Tyr's citizens, the
slaves.

204
To prepare for this eventuality, Tithian is training and civilized warriors, it was beneath the
his templars night and day. They are having Draxans to labor in the fields or to attend to the
difficulty recalling the baser duties of life. (They became a race of cruel
weapon skills they learned in youth, and they slave overseers, and they no longer grow their
fully realize that they have relied on their own food or make their own wares.)
spellcasting abilities for far too long.
Every Draxan alive today can trace his lineage
In game terms, there are still templars in Tyr, but back to the first citizens of the city, the great
they are fast becoming warriors. They are still heroes of the Dragon's armies. (Occasionally
priests, but they have no priestly powers, clans have been erased and lesser clans
abilities, or spells. Many have already started to permitted to claim the higher bloodline; only
become dual classed priests and warriors. They heroic bloodlines now remain among the
still retain whatever proficiencies and ceremonial Draxans.) Ur Draxa is the sole shining light of
powers they had earned prior to Kalak's culture left in this brutal and unforgiving world;
downfall. all other creatures only exist to serve the citizens
of the City of Doom, the City of the Dragon,
mighty Ur Draxa. (Few Draxans even suspect that
there are other cities in the world; they think the
rest of Athas to be like the Valley or the Sea of
Silt. If ever told otherwise, they would probably
brand the bearer of the news a liar.)

Ur Draxa is the perfect society. The noble sons of


heroes are free to pursue the constant honing of
their military and scholarly skills (most are
illiterate and bloodthirsty slave overseers), and
the slaves have accepted their lots as lesser
beings and gladly serve their superiors. (Not
quite.) Disputes are settled honorably, in the
arena of noble struggle (brutal killings before
screaming crowds mad with bloodlust), and all
sides are happy to allow differences to be judged
by trial of arms. (Oddly enough, skilled fighters
often have “accidents” just before they are due
to enter the arena.)

Borys The Dragon, King of Ur Draxa The typical Draxan is intoxicated with superiority
and the belief that he or she is a hero of a race of
The History of Ur Draxa. Over thousands of
heroes. Despite this, Draxans are less educated
years, the Draxans have become enlightened and
and enlightened than they realize. Draxans can
ennobled by their association with their city and
go on for hours concerning the deeds of their
the Dragon. (Only the cleverest and strongest
clan, their lineage, the wrongs and redressals of
survived the rigid standards of competition
past generations - but most change the subject in
enforced by the Dragon.) As a race of advanced
embarrassed anger if asked to actually read an

205
account of the past or to recite a piece of epic referring to it in the same way a religious fanatic
poetry. The Draxans have become a nation of might to the leader of his sect. The Dragon can
megalomaniacs. Most would kill a slave in a do no wrong; it is a living example of strength,
moment for not properly abasing himself. wisdom, and power to be emulated by every
living Draxan.
Some Draxans do not fit this stereotype. The
leaders of the clans, the viziers, and some Despite the adulation the Dragon enjoys, it does
templars and slave scribes maintain records of not seek deification. Thousands of years ago it
the city’s history and true greatness. They could have proclaimed itself a god, but
understand that they live in a violent society apparently the absolute loyalty of its citizens is
where true knowledge is often scorned in the sufficient for its purposes. It is a remarkable
face of martial prowess. Despite this, the literate example of forbearance and wisdom for the
of Ur Draxa are the ones who direct the affairs of otherwise voracious creature. In the distant past,
the city. the Dragon was greatly involved with the day-to-
day administration of the city. It decreed laws,
Draxan Society. The people of Ur Draxa are born, weighed matters of justice, and directly
live, and die in a social system that encourages supervised the armies of Ur Draxa. As the
competition and strife. All their lives the Draxans centuries pass, the Dragon has slowly faded from
try to improve their lot at the expense of their the public eye, involving itself less and less with
neighbors. This cultural orientation has been the common affairs of its people. Only the
carefully instilled in each new generation for gravest matters are brought to its attention now.
centuries. Arts, sciences, and other forms of The Dragon spends its time either in the world
enlightenment have suffered as military prowess beyond the Ash Storm or within its inner
has been selected again and again as the chief sanctum.
virtue of the Draxan society. It is ironic that the
Draxans themselves do not grasp their own The Dead Lords: Directly beneath the Dragon are
condition. the dreaded kaisharga, or Dead Lords. These
undead creatures form a cabinet of ministers for
Humans, half-elves, dwarves, and muls are all the Dragon, attending to the mundane
found in Ur Draxa. Thri-kreen, halflings, and half- operations in which the creature has apparently
giants are unheard of. Draxans speak an archaic lost interest. Each kaisharga was a powerful
language called High Draxan, unintelligible to vizier, templar, or warrior rewarded for cruelty
speakers of Common from the Tyr region. Slaves and efficiency with undeath. Several kaisharga
are put to death if they are heard to use High dream of unseating the Dragon and taking its
Draxan; they speak Low Draxan, or the Slave place, but not even all the kaisharga together
Tongue. Based on High Draxan, it includes a could stand against the beast. The kaisharga
sprinkling of loanwords from the influx of new include the Lord Warrior, the Lord Vizier, the
slaves over the years. It is about 50% intelligible Lord Templar, the Chamberlain, the Herald, the
to High Draxan speakers and nearly identical to Lord Scribe, the Lord Guardian, the Lord
the dialects of the outlanders. Assassin, and 17 others.

The top of the Draxan hierarchy: The Dragon’s Beneath the cold hands of the Dead Lords are
word is law. its every whim an edict. The the living denizens of the city. There are three
common Draxans almost worship the Dragon,

206
administrative arms: the templars, the army, and the Dragon's favor, seeking to impress their
the viziers. master with efficiency and ferocity. There are 15
Postings to the government are considered the city companies, including the Dragon Warriors of
highest honor for the Draxan citizen; clans the Iron Citadel, the most prestigious soldiers of
engage in fierce feuds to determine who may the Draxan army (see Chapter Three).
enroll a son or daughter in the ranks of the
templars, or to gain a favorable assignment in The Draxan army, led by the kaisharga known as
the army. the Lord Warrior, includes four legions - the
Legions of the North, South, East, and West. Each
The templars: The templars function like legion comprises both city and clan companies. A
templars anywhere in the region. They are the Dead Lord general and living staff captains
city’s administrators and supervisors, directing command each legion.
the distribution of goods, managing the
properties reserved for the Dragon King, and The Viziers: Made up of powerful psionicists,
maintaining law and order within the city. defilers, and learned scholars, the viziers are a
Schooled in doctrine and martial philosophy, the council body and Draxan university. The
templars ensure that the citizens maintain the preservation of arts and lore now fading in the
shai, or Draxan martial spirit. Draxan culture is of intense interest to the
viziers, whereas the templars choose to suppress
The army: The Draxans never seriously expect a everything they disapprove of. As a body, the
major attack. Most do not even believe a slave viziers are the most knowledgeable and open-
revolt is possible. Despite this smug attitude, minded of all the Draxans, but they are also the
they still mount a ferocious defense of their city. most competitive and power-hungry. The
kaisharga are most often drawn from powerful
Every free citizen is technically a member of the viziers; living vizier leaders can trace nets of
army, but a cadre of powerful and influential supporters and allies that include templars, city
officers lead individual factions; the full army companies, and clans. Acting as power brokers
would form around this skeleton if the call came. and preservers of lost knowledge, the viziers
Powerful clans sponsor entire regiments; smaller often seem to be the real powers of the city of
clans muster one or two companies. These forces Ur Draxa.
are armies-in-being, composed of clansmen of
their respective families. Every clan leader fields The clans: All citizens are clan members. Every
troops in the Dragon’s name, but many of the free Draxan is born into a land-owning clan and is
leaders leave the mustering of their forces to the considered noble. A Draxan views him- or herself
younger warriors of their clan. Some clans have a as a soldier of the Dragon King, a lord over all the
permanent posting, like the Guard of the North earth, and a member of an ancient and noble
Gate or the Army of the East. There are 50 clan family-even if the same common Draxan spends
companies, varying in size from a few dozen to most of the day overseeing slaves in the clan’s
nearly 1,000 male and female warriors. fields.

Less common are the chardra, or city companies, The clan (”tsai” in Draxan) is the most important
elite guards not sponsored by a clan but instead institution of Draxan society. Everything revolves
drawn from all clans and commanded by army about the clan: childhood training, arranged
officers. The city companies quietly struggle for marriages, lineage and ancient deeds, and

207
vendettas. Draxans seek glory for the honor of sorcerer-kings. His armies have never met defeat
their clan; an insult to a clan means an when he lead them, and his generals make war
immediate challenge to the death. In the violent with a fanaticism born of knowing the
world of the Draxans, the clan is the only home price of failure.
and the only ally an individual ever finds.
To be a templar under Hamanu is to train for war
The clans hold land in a feudal system, with constantly. Every man spends at least four hours
lesser clans serving greater clans who, in turn, every day in weapons training, and knows only
serve the Dragon. The lords of the greater clans too well the harsh lessons the veteran masters
(”tsaisharga”) rule an entire kardan, or sector, of will teach them if their guard is down, even for a
the city. Each ruling clan’s vassals (”tsaishars”) second.
claim smaller estates within their ruler's sector.
Hamanu's templars dress in leather armor laced
with bone or chitin, and bear arms made of
obsidian from the Black Crown Mountains. Those
of higher rank may even wear metal breastplates
and helms, and carry weapons with metal
blades.

The templars of Hamanu should be portrayed as


utterly ruthless and without pity. Urik does not
allow weak emotions to surface. Templars who
hesitate in the face of adversity will quickly find
themselves spitted on one of the obsidian spikes
that line Hamanu’s grisly arena.

Queen Sielba of Yaramuke


(before 167th King’s Age)

Ral's Agitation (Free Year -1741). In an attempt


to increase her power, Sielba, Queen of
Yaramuke attacks Urik. Hamanu easily defeats
her army and personally slays the sorcerer-
queen. On the heels of victory, Urik's army sacks
Yaramuke and burns the city to the ground. To
appease the Dragon's wrath for killing a sorcerer-
queen, Hamanu presents Borys with a levy of
Yaramuke's riches-which pleases the beast and
King Hamanu of Urik spares Urik.
The dread King Hamanu is the most warlike,
ruthless, and arguably the most powerful of the

208
Silt's Defiance (Free Year -1722). Borys uses the
booty gained from Yaramuke to build Ur Draxa,
which becomes the greatest city on all of Athas.
At the center of the city Borys places the Black
Sphere for him and his city to protect.
Yaramuke, once governed by Sorcerer-Queen
Sielba, was the fourth city-state along the Road
of Kings, near the Black Waters. Today, however,
one would there find only haunted ruins and
whispers of death and revenge.
It was only a generation ago when Sielba
found herself coveting the obsidian of the
Smoking Crown, then and now in the hands of
Hamanu of Urik. This inevitably lead to a war
that she could never win, and before she had
even had the chance to call for allies from the
other city-states, she found her city under siege
by the mighty legions of Urik. But Hamanu was
infuriated, the stories tell, and worked defiling
blood magic which destroyed both the city and
its inhabitants along with their Queen, and even
a large part of his own army.
A very small number of Yaramuke's inhabitants
were lucky to survive the wrath of Hamanu, and
they now travel around the Tablelands speaking
of the horrors they or their ancestors were
witnesses to. They also speak of Sielba’s riches
and ancients artifacts, and this promise has been
enough for many adventurers to defy the
dangers of the ruins, but no one has ever
returned.
Sielba is said to have been one of the most
compassionate of the Sorcerer-Kings of the Eight
Cities, but also one of the most impulsive. She
once had a trusting ally in Abalach-Re of Raam,
but time and intrigues turned their friendship
into rivalry, which in the end was the doom for
both Sielba and her people.
In a war of territory fought against Hamanu of
Urik only a generation ago, she was killed, and
her city destroyed. Rumors say that she shortly
before her demise pleaded on her bare knees for
help from her former friend the Queen of Raam,
but was turned down.

209
war and well-ordered might. The sorcerer-kings
Sorcerer-Kings Oaths & are often valuing the rule of law over the balm of
mercy, so Athas counts many of these templars.
Pact
Tenets of Conquest
A templar who takes this oath has the tenets of
conquest seared on the upper arm.
Oaths & Pacts
Douse the Flame of Hope. It is not enough to
Becoming a templar involves taking an engagement merely defeat an enemy in battle. Your victory
that commit the templar to the cause of the sorcerer- must be so overwhelming that your enemies’ will
king, an active path of spreading wickedness. Once to fight is shattered forever. A blade can end a
you have joined the rank of a sorcerer-king’s life. Fear can end an empire.
templars, it is for life or until dismissed by the
sorcerer-king (which often means death). You would Rule with an Iron Fist. Once you have
also be freed of your engagement if your sorcerer- conquered, tolerate no dissent. Your word is law.
king died, but you would loose also the given powers. Those who obey it shall be favored. Those who
You can either choose an oath or a pact, oath are defy it shall be punished as an example to all
more templar flavored, and pact are more warlock who might follow.
flavored, as these two classes were merged to create
the templar class.
Strength Above All. You shall rule until a
stronger one arises. Then you must grow
Tyrian templars under Tithian no longer have spells mightier and meet the challenge, or fall to your
or abilities channeled to them, and multi-class in own ruin.
fighter as they are receiving intense martial training
to make up for their lack of powers. Oath of Conquest Spells
Templar
Oath of Conquest Level Spells
3rd Armor of Agathys, Command
 King Dregoth of New Guistenal 5th Hold Person, Spiritual Weapon
 King Nibenay of Nibenay 9th Bestow Curse, Fear
 Borys The Dragon, King of Ur Draxa 13th Dominate Beast, Stoneskin
17th Cloudkill, Dominate Person
 King Hamanu of Urik
 Queen Sielba of Yaramuke (before 167th Channel Sorcerer-king: Conquering Presence.
King’s Age)
You can use your Channel Sorcerer-king to exude
a terrifying presence. As an action, you force
The Oath of Conquest calls to templars who seek each creature of your choice that you can see
glory in battle and the subjugation of their within 30 feet of you to make a Wisdom saving
enemies. It isn’t enough for these templars to throw. On a failed save, a creature becomes
establish order. They must crush the forces of frightened of you for 1 minute. The frightened
chaos. Sometimes called knight tyrants or iron creature can repeat this saving throw at the end
mongers, those who swear this oath gather into of each of its turns, ending the effect on itself on
grim orders that serve gods or philosophies of a success.

210
Channel Sorcerer-king: Guided Strike. Oath of Treachery
You can use your Channel Sorcerer-king to strike
with supernatural accuracy. When you make an  King Andropinis of Balic
attack roll, you can use your Channel Sorcerer-  King Kalid-Ma of Kalidnay (in a Ravenloft
king to gain a +10 bonus to the roll. You make Domain)
this choice after you see the roll, but before the  Queen Abalach-Re of Raam
DM says whether the attack hits or misses.  King Tithian of Tyr (after Free Year 1)
 Queen Sielba of Yaramuke (before 167th
Aura of Conquest
King’s Age)
Starting at 7th level, you constantly emanate a
menacing aura while you’re not incapacitated. The Oath of Treachery is the path followed by
The aura extends 10 feet from you in every templars who have forsworn other oaths or who
direction, but not through total cover. If a care only for their own power and survival, and
creature is frightened of you, its speed is their Sorcerer-king. Anyone desperate enough to
reduced to 0 while in the aura, and that creature follow one of these templars does so because,
takes psychic damage equal to half your templar
while deceitful, these templars command great
level if it starts its turn there. At 18th level, the
power. Those who follow them without falling
range of this aura increases to 30 feet.
prey to their treachery hope to indulge in
Scornful Rebuke wanton violence and accumulate great treasure.
These templars pay only lip service to their
Starting at 15th level, those who dare to strike sorcerer-kings and are usually lovers to them.
you are psychically punished for their audacity. They indulge in high-stakes courtly
Whenever a creature hits you with an attack, entanglements and use spies and assassins to
that creature takes psychic damage equal to your garner more power for themselves only to be
Charisma modifier (minimum of 1) if you’re not discarded by their sorcerer-king or queen when
incapacitated. they become too powerful. They have a
penchant for double dealing and treachery.
Invincible Conqueror
Tenets of Treachery
At 20th level, you gain the ability to harness
extraordinary martial prowess. As an action, you A templar who embraces the Oath of Treachery
can magically become an avatar of conquest, owes allegiance to the courts manipulative
gaining the following benefits for 1 minute: entanglements and mind boggling bureaucracy.
 You have resistance to all damage. There are no tenets of this oath, for it lacks any
substance. Those who are unfortunate enough
 When you take the Attack action on your to have close contact with templars have
turn, you can make one additional attack as observed that a templar’s overwhelming concern
part of that action. is power and safety, especially if both can be
 Your melee weapon attacks score a critical obtained at the expense of others.
hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again
until you finish a long rest.

211
Level Spells  Cull the Herd. You have advantage on
3rd Charm Person, Expeditious Retreat melee attack rolls against any creature that
5th Invisibility, Mirror Image has one or more of its allies within 5 feet of
9th Gaseous Form, Haste it .
13th Confusion, Greater Invisibility
 Treacherous Strike. If a creature within 5
17th Dominate Person, Passwall
feet of you misses you with a melee attack,
Channel Sorcerer-king: Conjure Duplicate you can use your reaction to force the
attacker to reroll that attack against a
As an action, you create a visual illusion of creature of your choice that is also within 5
yourself that lasts for 1 minute, or until you lose feet of the attacker. The ability fails and is
your concentration (as if you were concentrating wasted if the attacker is immune to being
on a spell). The illusion appears in an unoccupied charmed. You can use this ability three
space of your choice that you can see within 30 times. You regain expended uses of it when
feet of you. The illusion looks exactly like you; it you finish a short or long rest.
is silent; it is your size, is insubstantial, and
doesn’t occupy its space; and it is unaffected by Treacherous Escape
attacks and damage. As a bonus action on your
turn, you can move the illusion up to 30 feet to a At 15th level, you have the ability to slip away
space you can see, but the illusion must remain from your foes. Immediately after you are hit by
within 120 feet of you. For the duration, you can an attack, you can use your reaction to turn
cast spells as though you were in the illusion’s invisible and teleport up to 60 feet to a spot you
space, but you must use your own senses. can see. You remain invisible until the end of
Additionally, when both you and your illusion are your next turn or until you attack, deal damage,
within 5 feet of a creature that can see the or force a creature to make a saving throw. Once
illusion, you have advantage on attack rolls you use this feature, you must finish a short or
against that creature, given how uncanny the long rest before you can use it again.
illusion is. Icon of Deceit
Channel Sorcerer-king: Poison Strike At 20th level, you gain the ability to emanate
You can use your Channel Sorcerer-king to make feelings of treachery. As an action, you can
a weapon deadlier. As a bonus action, you touch magically become a n avatar of deceit, gaining
one weapon or piece of ammunition and conjure the following benefits for 1 minute :
a special poison on it. The poison lasts for 1  You are invisible.
minute. The next time you hit a target with an  If a creature damages you on its turn, it must
attack using that weapon or ammunition, the succeed on a Wisdom saving throw (DC
target takes poison damage immediately after equal to your spell save DC) or you control
the attack. The poison damage equals 2d10 + its next action, provided that you aren’t
your templar level, or 20 + your templar level if incapacitated when it takes the action. A
you had advantage on the attack roll. creature automatically succeeds on the save
Aura of Treachery if the creature is immune to being charmed.
 If you have advantage on an attack roll, you
Starting at 7th level, you emanate an aura of gain a bonus to its damage roll equal to your
discord, which gives you the following benefits. templar level.

212
Once you use this feature, you can’t use it again the faith. Those who deviate from the plan will
until you finish a long rest. die.

By Any Means Necessary. Honor thy contracts


Oath of Predation but do not hesitate to steal, murder or mislead
to complete your orders.
 King Andropinis of Balic
 King Tectuktitlay of Draj World of Order. I will provide authority where it
 King Daskinor of Eldaarich lacks and subjugate myself to the cause. Just as I
 King Kalak of Tyr (before Free Year 1) do no operate with impunity, I will create and
maintain a network of followers to precipitate
Templars who follow the Oath of Predation our unquestionable dominion.
believe that the world can only be made perfect
through utter control. Through careful planning, Oath of Predation Spells
subterfuge and unwavering patience, these templar
templars create hierarchies with themselves at Level Spells
the top, and execute their power with impunity. 3rd command, protection from evil and good
Few templars can resist the allure of unchecked 5th enthrall, pass without trace
power, and most succumb to the temptations of 9th hypnotic pattern, nondetection
tyranny. 13th compulsion,
Mordenkainen’s private sanctum
17th dominate person, teleportation circle
Oath of Predation Features
Templar Bonus Proficiencies
Level Features At 3rd level, you gain proficiency in thieves’ tools
3rd Bonus Proficiencies, and your choice of the Sleight of Hand or Stealth
Channel Sorcerer-king skills. Additionally, if you are proficient in the
7th Perfect Domination Deception, Intimidation, or Persuasion skills,
15th Shroud of the Illrigger your proficiency bonus is doubled to these
20th Hand of Manipulation checks using these skills.

Tenets of Predation Channel Sorcerer-king


The tenets of the Oath of Predation remind its When you take this option at 3rd level, you gain
adherents that the whims of their sorcerer-king the following two Channel Sorcerer-king options.
supersede all other oaths and laws.
Predatory Instincts. When you roll initiative, you
Cultivate the Flock. It is not enough to gather a can use your Channel Sorcerer-king to imbue
congregation. You must hone them to a ready your movements with foul alacrity. You add your
point, zealous to do what is necessary with a Charisma modifier to your initiative roll, you
word. have advantage on attack rolls against any
creature that hasn’t taken a turn in combat yet,
Maintain Supremacy. You are the order in the and you deal an additional 1d6 necrotic damage
midst of chaos. You vow to follow no rules other to that creature. This damage increases to 2d6 at
than the rigid disciplines necessary to maintain

213
7th level, 3d6 at 11th level, 4d6 at 15th level, and Perfect Domination
5d6 at 19th level. Templar Level Creature’s CR
7th 1/2 or lower
Fell Suggestion. As an action, you can use your 11th 1 or lower
Channel Sorcerer-king to magically enthrall 15th 2 or lower
another creature within 5 feet of you. If the 19th 3 or lower
target can see or hear you, it must succeed a
Wisdom saving throw or become charmed by Shroud of the Illrigger
you for 1 minute. Beginning at 15th level, you are always under the
effects of a pass without trace spell.
You can use a bonus action to issue simple
commands to the charmed creature if it is within Hand of Manipulation
60 feet of you. You decide what action the At 20th level, you gain the ability to execute your
creature will take and where it will move during master plans unseen. As an action, you can
its next turn. When you issue a command, and at magically become an avatar of deception and
the end of each of its turns, the creature must subterfuge, gaining the following benefits for 1
succeed a Wisdom saving throw or carry out minute.
your instructions to the best of its ability on its
turn. The DM determines how the target • You gain the effects of a greater invisibility
behaves. spell.
• Once per turn, while you have advantage on
Once the effect ends, or if the creature succeeds your attack roll, you deal additional damage
on its initial saving throw against this effect, you equal to 5d6 necrotic damage.
can’t use this feature on that creature again until • Your friends have advantage on melee attack
you finish a long rest. rolls against any creature within 5 feet of you
that is hostile to you. Their attacks deal
Perfect Domination additional damage equal to your Charisma
Starting at 7th level, when you use your Fell modifier (minimum of 1).
Suggestion feature, you can choose to force the • You and each creature of your choice that you
creature to fail its saving throw if its challenge can see within 30 feet of you are immune to
rating is equal to or below a certain threshold, as being charmed. Once you use this feature, you
shown below. When the creature would make a can’t use it again until you finish a long rest.
saving throw to break the effect, it does so at
disadvantage.

A creature subjected to your perfect domination


Oath of Providence
is charmed by you for 1 hour instead of 1 minute.
 Queen Lalali-Puy of Gulg
Starting at 15th level, creatures of CR 1/2 or
lower are charmed by you indefinitely until the Templars who take the Oath of Providence
charm is broken. At 19th level, this indefinite believe they are the hand of destiny, striking
charm extends to creatures of CR 1 or lower. down enemies beyond redemption. They believe
in their hearts that some creatures, often those
who commit atrocities, are fated to die in battle.

214
These templars are the executioners. Their oath Channel Sorcerer-king. If the effect allows the
gives them the power to bend destiny in their creature to take only half damage on a successful
favor and send foes to their final fate. They save, the creature instead takes no damage on a
believe in their Forest Queen, and worship the successful save, and only half as much damage
Oba as a Goddess. one a failed one.

Tenets of Providence Kiss of Calamity. As an action, your Channel


The tenets of the Oath of Providence are written Sorcerer-king can be used to besiege your
in stone on the tombs of templars undertaking enemies with bad luck. Each unfriendly creature
this path. that can see or hear you within 30 feet of you
must make a Charisma saving throw, gaining
Embrace Destiny. When bad luck comes your disadvantage on all saving throws for 1 minute
way, understand it was meant to be and search on a failure. You must be conscious for this
for the opportunity fate has given you within feature to have effect.
your loss.
Favor the Bold
Deliver Enemies to Fate. Those who become Beginning at 7th level, your good fortune guides
your enemies aren’t long for this world. They your hand. Once per turn when you miss with an
must die by your hand. attack, you can choose to hit instead. When you
use this feature, the creature takes extra radiant
Strength in Numbers. Together with your allies, damage equal to your Charisma modifier
you have the power to influence fate. Destiny (minimum of 1). You can use this feature a
smiles upon those who embrace it. number of times equal to your Charisma
modifier (a minimum of once).

Oath of Providence Spells You regain any expended uses when you finish a
Templar long rest.
Level Spells
3rd bless, divine favor Gift of Foresight
5th aid, augury Starting at 15th level, your faith grants you a
9th bestow curse, clairvoyance prophetic glimpse into the future. When you
13th death ward, divination finish a short or long rest, roll one d20 and
17th commune, legend lore record the number rolled. You can replace any
attack roll, saving throw, or ability check made
Channel Sorcerer-king by you or a creature that you can see with your
When you take this option at 3rd level, you gain prophetic roll. You must choose to do so before
the following two Channel Sorcerer-king options. the roll, and you can use roll in this way only
once.
Predestination. You can use your Channel
Sorcerer-king to invoke your patron to smile When you finish a short or long rest, you lose any
upon your allies. When one creature within 60 unused prophetic roll.
feet of you that you can see makes a saving
throw, you can use your reaction to grant the
creature advantage on the save, using your

215
Hand of Fate Tenets of Redemption
At 20th level, you become an agent of destiny,
heavily influencing the outcome of the events The tenets of the Oath of Redemption hold a
around you. For 1 minute, an argent glow shines templar to a high standard of peace and justice.
dim light from you in 30-foot radius. Whenever Peace. Violence is a weapon of last resort.
an enemy creature starts its turning your glow, it Diplomacy and understanding are the paths to
has disadvantage on attacks and saving throws, long lasting peace.
while you and friendly creatures have advantage
on attack rolls and saving throws. As the glow Innocence. All people begin life in an innocent
fades away, you regain all expended uses of state, and it is their environment or the influence
Channel Sorcerer-king, Favor the Bold, and your of dark forces that drives them to evil. By setting
Gift of Foresight features. the proper example, and working to heal the
wounds of a deeply flawed world, you can set
Once you use this feature, you can’t use it again anyone on a righteous path.
until you finish a long rest.
Patience. Change takes time. Those who have
walked the path of the wicked must be given
reminders to keep them honest and true. Once
Oath of Redemption you have planted the seed of righteousness in a
creature, you must work day after day to allow
 King Oronis of Kurn (Avangion) that seed to survive and flourish.
Wisdom. Your heart and mind must stay clear,
The Oath of Redemption sets a templar on a for eventually you will be forced to admit defeat.
difficult path, one that requires them to use While every creature can be redeemed, some
violence only as a last resort. Templars who are so far along the path of evil that you have no
dedicate themselves to this oath believe that any choice but to end their lives for the greater good.
person can be redeemed and that the path of Any such action must be carefully weighed and
benevolence and justice is one that anyone can the consequences fully understood, but once you
walk. These templars face evil creatures in the have made the decision, follow through with it
hope of turning their foes to the light, and they knowing your path is just.
slay their enemies only when such a deed will
clearly save other lives. Templars who follow this Templar
path are known as redeemers. While redeemers Level Spells
are idealists, they are no fools. Redeemers know 3rd Shield, Sleep
that some foes can be inherently evil. Against 5th Hold Person, Ray of Enfeeblement
such foes, templars who swear this oath bring 9th Counterspell, Hypnotic Pattern
the full wrath of their weapons and spells to 13th Otiluke's Resilient Sphere, Stoneskin
bear. Yet the redeemers still pray that, one day, 17th Hold Monster, Wall of Force
even creatures of wickedness will invite their
own redemption born of their avangion sorcerer- Channel Sorcerer-king: Emissary of Peace
king.
You can use your Channel Sorcerer-king to
augment your presence with avangion power. As
a bonus action, you grant yourself a +5 bonus to

216
Charisma (Persuasion) checks for the next 10 half the damage you take from the attack.
minutes. If you attack a creature, cast a spell on it,
or deal damage to it by any means but this
Channel Sorcerer-king: Rebuke the Violent feature, neither benefit works against that
You can use your Channel Sorcerer-king to creature until you finish a long rest.
rebuke those who use violence. Immediately
after an attacker within 30 feet of you deals
damage with an attack against a creature other Oath of Devotion
than you, you can use your reaction to force the
attacker to make a Wisdom saving throw. On a  King Oronis of Kurn (Avangion)
failed save, the attacker takes radiant damage
The Oath of Devotion binds a templar to the
equal to the damage it just dealt. On a successful
loftiest ideals of justice, virtue, and order. Acting
save, it takes half as much damage.
with honor in pursuit of justice and the greater
Aura of the Guardian good, they hold themselves to the highest
standards of conduct, and some—for better or
Starting at 7th level, you can shield others from worse—hold the rest of the world to the same
harm at the cost of your own health. When a standards. Many who swear this oath are
creature within 10 feet of you takes damage, you devoted to gods of law and good and use their
can use your reaction to magically take that gods' tenets as the measure of their devotion.
damage, instead of that creature taking it. This They hold angels—the perfect servants of
feature doesn’t transfer any other effects that good—as their ideals, and incorporate images of
might accompany the damage, and this damage angelic wings into their helmets or coats of arms.
can’t be reduced in any way. At 18th level, the
range of this aura increases to 30 feet.
Tenets of Devotion
Protective Spirit
Though the exact words and strictures of the
Starting at 15th level, a holy presence mends Oath of Devotion vary, templars of this oath
your wounds in battle. You regain hit points share these tenets.
equal to 1d6 + half your templar level if you end
your turn in combat with fewer than half of your Honesty: Don't lie or cheat. Let your word be
hit points remaining and you aren’t your promise.
incapacitated.
Courage: Never fear to act, though caution is
Emissary of Redemption wise.

At 20th level, you become an avatar of peace, Compassion: Aid others, protect the weak, and
which gives you two benefits: punish those who threaten them. Show mercy to
your foes, but temper it with wisdom.
 You have resistance to all damage dealt by
other creatures (their attacks, spells, and Honor: Treat others with fairness, and let your
other effects). honorable deeds be an example to them. Do as
much good as possible, while causing the least
 Whenever a creature hits you with an amount of harm.
attack, it takes radiant damage equal to

217
Duty: Be responsible for your actions and their Purity of Spirit
consequences, protect those entrusted to your
care, and obey those who have just authority Beginning at 15th level, you are always under the
over you. effects of a protection from evil and good spell.

Oath Spells Holy Nimbus

You gain oath spells at the templar levels listed. At 20th level, as an action, you can emanate an
aura of sunlight. For 1 minute, bright light shines
Oath of Devotion Spells from you in a 30-foot radius, and dim light shines
Level Spells 30 feet beyond that. Whenever an enemy
3rd Protection from Evil and Good, creature starts its turn in the bright light, the
Sanctuary creature takes 10 radiant damage. In addition,
5th Lesser Restoration, Zone of Truth for the duration, you have advantage on saving
9th Beacon of Hope, Dispel Magic throws against spells cast by fiends or undead.
13th Freedom of Movement, Guardian of Once you use this feature, you can't use it again
Faith until you finish a long rest.
17th Commune, Flame Strike
Channel Sorcerer-king Oath of Vengeance
When you take this oath at 3rd level, you gain
the following two Channel Sorcerer-king options.  King Dregoth of New Guistenal

1. Sacred Weapon: As an action, you can


imbue one weapon that you are holding with The Oath of Vengeance is a solemn commitment
positive energy, using your Channel Sorcerer- to punish those who have committed a grievous
king. For 1 minute, you add your Charisma sin. Dregoth’s Templar swear an Oath of
modifier to attack rolls made with that weapon Vengeance to set right that which has gone
(with a minimum bonus of +1).The weapon also wrong for their sorcerer-king.
emits bright light in a 20-foot radius and dim Tenets of Vengeance
light 20 feet beyond that. if the weapon is not
already magical, it becomes magical for the The tenets of the Oath of Vengeance vary by
duration. You can end this effect on your turn as templar, but all the tenets revolve around
part of any other action. If you are no longer punishing wrongdoers by any means necessary.
holding or carrying this weapon, or if you fail Templars who uphold these tenets are willing to
unconscious, this effect ends. sacrifice even their own righteousness to mete
2. Turn the Unholy: Your Control and raise out justice upon those who do evil, so the
undead function as the normal cleric turn and templars are often neutral or lawful neutral in
destroy undead. alignment. The core principles of the tenets are
brutally simple.
Aura of Devotion
Fight the Greater Evil. Faced with a choice of
Starting at 7th level, you and friendly creatures fighting my sworn foes or combating a lesser evil,
within 10 feet of you can't be charmed while you I choose the greater evil.
are conscious. At 18th level, the range of this
aura increases to 30 feet.

218
No Mercy for the Wicked. Ordinary foes might against the creature for 1 minute or until it drops
win my mercy, but my sworn enemies do not. to 0 hit points or falls unconscious.
By Any Means Necessary. My qualms can't get in Relentless Avenger
the way of exterminating my foes.
By 7th level, your supernatural focus helps you
Restitution. If my foes wreak ruin on the world, close off a foe's retreat. When you hit a creature
it is because I failed to stop them. I must help with an opportunity attack, you can move up to
those harmed by their misdeeds. half your speed immediately after the attack and
as part of the same reaction. This movement
Oath Spells doesn't provoke opportunity attacks.
You gain oath spells at the templar levels listed. Soul of Vengeance

Oath of Vengeance Spells Starting at 15th level, the authority with which
you speak your Vow of Enmity gives you greater
Level Spells
power over your foe. When a creature under the
3rd Bane, Hunter's Mark
effect of your Vow of Enmity makes an attack,
5th Hold Person, Misty Step
you can use your reaction to make a melee
9th Haste, Protection from Energy
weapon attack against that creature if it is within
13th Banishment, Dimension Door
range.
17th Hold Monster, Scrying
Avenging Doom
Channel Sorcerer-king
At 20th level, you can assume the form of an
When you take this oath at 3rd level, you gain
draconic avenger. Using your action, you
the following two Channel Sorcerer-king options.
undergo a transformation.
1. Abjure Enemy: As an action, you present
For 1 hour, you gain the following benefits:
your sorcerer-king sigil and speak a prayer of
denunciation, using your Channel Sorcerer-king.  Wings sprout from your back and grant
Choose one creature within 60 feet of you that you a flying speed of 60 feet.
you can see. That creature must make a Wisdom  You emanate an aura of menace in a 30-
saving throw, unless it is immune to being foot radius. The first time any enemy creature
frightened. Fiends and undead have enters the aura or starts its turn there during a
disadvantage on this saving throw. On a failed battle, the creature must succeeded on a
save, the creature is frightened for 1 minute or Wisdom saving throw or become frightened of
until It takes any damage. While frightened, the you for 1 minute or until it takes any damage.
creature's speed is 0, and It can't benefit from Attack rolls against the frightened creature have
any bonus to its speed. On a successful save, the advantage.
creature's speed is halved for 1 minute or until
the creature takes any damage. Once you use this feature, you can't use it again
2. Vow of Enmity: As a bonus action, you until you finish a long rest
can utter a vow of enmity against a creature you
can see within 10 feet of you, using your Channel
Sorcerer-king. You gain advantage on attack rolls

219
Oathbreaker gains a bonus to melee weapon damage rolls
equal to the templar's Charisma modifier
(minimum of +1). A creature can benefit from
- King Kalid-Ma of Kalidnay (in a Ravenloft
this feature from only one templar at a time.
Domain)
At 18th level, the range of this aura increases to
30 feet.
Kalidnay’s templars are Oathbreaker who broke
their oaths to pursue some dark ambition or Supernatural Resistance
serve an evil power. Whatever fervor burned in
the templar's heart has been extinguished. Their At 15th level, the templar gains resistance to
sorcerer-king is kept by the Dark Forces in limbo bludgeoning, piercing, and slashing damage from
so they still have their powers, except Sorcerer- non-magical weapons.
king intervention.
Dread Lord
A templar must be evil to become an
At 20th level, the templar can, as an action,
Oathbreaker. The templar gains the Oathbreaker
surround themselves with an aura of gloom that
features.
lasts for 1 minute. The aura reduces any bright
Oathbreaker Spells light in a 30-foot radius around the templar to
dim light. Whenever an enemy that is frightened
You gain oathbreaker spells at the templar levels by the templar starts its turn in the aura, it takes
listed. 4d10 psychic damage. Additionally, the templar
and creatures they choose in the aura are draped
Level Spells
in deeper shadow. Creatures that rely on sight
3rd Hellish Rebuke, Inflict Wounds
have disadvantage on attack rolls against
5th Crown of Madness, Darkness
creatures draped in this shadow.
9th Animate Dead, Bestow Curse
13th Blight, Confusion While the aura lasts, the templar can use a bonus
17th Contagion, Dominate Person action on their turn to cause the shadows in the
aura to attack one creature. The templar makes
Channel Sorcerer-king: Dreadful Aspect
a melee spell attack against the target. If the
As an action, the templar channels the darkest attack hits, the target takes necrotic damage
emotions and focuses them into a burst of equal to 3d10 + the templar's Charisma modifier.
magical menace. Each creature of the templar's
After activating the aura, the templar can't do so
choice within 30 feet of the templar must make a
again until they finish a long rest.
Wisdom saving throw if it can see the templar.
On a failed save, the target is frightened of the
templar for 1 minute. If a creature frightened by
this effect ends its turn more than 30 feet away
from the templar, it can attempt another
Wisdom saving throw to end the effect on it.
Aura of Hate
Starting at 7th level, the templar, as well any
fiends and undead within 10 feet of the templar,

220
The Great Slumbering One Pact ☀(From Wizard of the Coast rules answers: July
2015) // Does the templar’s Awakened Mind
- King Daskinor of Eldaarich feature allow two-way telepathic
- King Kalid-Ma of Kalidnay (in a Ravenloft communication? The feature is intended to
Domain) provide one-way communication. The templar
can use the feature to speak telepathically to a
creature, but the feature doesn’t give that
Your sorcerer-king is trapped in a slumbering
creature the ability to telepathically reply. In
state (Kalid-Ma) or a cage of paranoia (Daskinor).
contrast, the telepathy ability that some
Its motives are incomprehensible to mortals, and
monsters have (MM, 9) does make two-way
its knowledge so immense and ancient that even
communication possible.
the greatest libraries pale in comparison to the
vast secrets it holds. Your sorcerer-king is Entropic Ward
entirely indifferent to you, but the secrets you At 6th level, you learn to magically ward yourself
have learned allow you to draw your magic from against attack and to turn an enemy's failed
it. strike into good luck for yourself. When a
creature makes an attack roll against you, you
Expanded Spell List
can use your reaction to impose disadvantage on
The Great Slumbering One lets you choose from that roll. If the attack misses you, your next
an expanded list of spells when you learn a attack roll against the creature has advantage if
templar spell. The following spells are added to you make it before the end of your next turn.
the templar spell list for you. Once you use this feature, you can't use it again
until you finish a short or long rest.
Spell Thought Shield
Level Spells Starting at 10th level, your thoughts can't be
1st Dissonant Whispers, Tasha’s Hideous read by telepathy or other means unless you
Laughter allow it. You have resistance to psychic damage,
2nd Detect Thoughts, Phantasmal Force and whenever a creature deals psychic damage
3rd Clairvoyance, Sending to you, that creature takes the same amount of
4th Dominate Beast, Evard’s Black Tentacles damage that you do.
5th Dominate Person, Telekinesis
Create Thrall
Awakened Mind At 14th level, you gain the ability to infect a
humanoid's mind with the draconic magic of
Starting at 1st level, your alien knowledge gives
your sorcerer-king. You can use your action to
you the ability to touch the minds of other
touch an incapacitated humanoid. That creature
creatures. You can communicate telepathically
is charmed by you until a remove curse spell is
with any creature you can see within 30 feet of
cast on it, the charm condition is removed from
you. You don't need to share a language with the
it, or you use this feature again. You can
creature for it to understand your telepathic
communicate telepathically with the charmed
utterances, but the creature must be able to
creature as long as the two of you are on the
understand at least one language.
same plane of existence.

221
The Archfey Pact Misty Escape
Starting at 6th level, you can vanish in a puff of
 Queen Lalali-Puy of Gulg mist in response to harm. When you take
damage, you can use your reaction to turn
invisible and teleport up to 60 feet to an
Your Sorcerer-queen is the Oba of the Forest, a
unoccupied space you can see. You remain
creature of legend who holds secrets that were
invisible until the start of your next turn or until
forgotten before the mortal races were born.
you attack or cast a spell. Once you use this
This being's motivations are often inscrutable,
feature, you can't use it again until you finish a
and might involve a striving for greater magical
short or long rest.
power or the settling of age-old grudges.
Beguiling Defenses
Expanded Spell List
Beginning at 10th level, your Sorcerer-king
The Archfey lets you choose from an expanded
teaches you how to turn the mind-affecting
list of spells when you learn a templar spell. The
magic of your enemies against them. You are
following spells are added to the templar spell
immune to being charmed, and when another
list for you.
creature attempts to charm you, you can use
your reaction to attempt to turn the charm back
on that creature. The creature must succeed on a
Spell Wisdom saving throw against your templar spell
Level Spells save DC or be charmed by you for 1 minute or
1st Faerie Fire, Sleep until the creature takes any damage.
2nd Calm Emotions, Phantasmal Force
3rd Blink, Plant Growth Dark Delirium
4th Dominate Beast, Greater Invisibility
Starting at 14th level, you can plunge a creature
5th Dominate Person, Seeming
into an illusory realm. As an action, choose a
Fey Presence creature that you can see within 60 feet of you.
It must make a Wisdom saving throw against
Starting at 1st level, your Sorcerer-king bestows your templar spell save DC. On a failed save, it is
upon you the ability to project the beguiling and charmed or frightened by you (your choice) for 1
fearsome presence of the fey. As an action, you minute or until your concentration is broken (as
can cause each creature in a 10-foot cube if you are concentrating on a spell). This effect
originating from you to make a Wisdom saving ends early if the creature takes any damage.
throw against your templar spell save DC. The Until this illusion ends, the creature thinks it is
creatures that fail their saving throw are all lost in a misty realm, the appearance of which
charmed or frightened by you (your choice) until you choose. The creature can see and hear only
the end of your next turn. Once you use this itself, you, and the illusion. You must finish a
feature, you can't use it again until you finish a short or long rest before you can use this feature
short or long rest. again.

222
The Hexblade Pact finish a long rest. If you later gain the Pact of the
Blade feature, this benefit extends to every pact
weapon you conjure with that feature, no matter
- King Hamanu of Urik
the weapon’s type
- Borys The Dragon, King of Ur Draxa
Hexblade’s Curse
You have made your pact with a powerful,
warrior sorcerer kings which wield sentient Starting at 1st level, you gain the ability to place
magic weapons carved from the stuff of the a baleful curse on an enemy. As a bonus action,
plane of Black. These sorcerer kings grow choose one creature you can see within 30 feet
stronger as they consume the life essence of of you. The target is cursed for 1 minute. Until
their enemies and can use their ties to the Black the curse ends, you gain the following benefits:
to offer power to mortals who serve them. A  You gain a bonus to damage rolls against
mysterious entity from the Black forged the first the cursed target. The bonus equals your
of these weapons. Toil Templars serve Hamanu proficiency bonus.
and the Draxan Templar serve Borys The Dragon.  Any attack roll you make against the cursed
Expanded Spell List target is a critical hit on a roll of 19 or 20 on
the d20.
The Hexblade lets you choose from an expanded  If the cursed target dies, you regain hit
list of spells when you learn a templar spell. The points equal to your templar level + your
following spells are added to the templar spell Charisma modifier.
list for you.
You can’t use this feature again until you finish a
short or long rest.
Spell
Level Spells Accursed Specter
1st Shield, Wrathful Smite
2nd Blur, Branding Smite Starting at 6th level, you can summon the soul of
3rd Blink, Elemental Weapon a person you slay, temporarily binding it to your
4th Phantasmal Killer, Staggering Smite service. When you slay a humanoid, you can
5th Banishing Smite, Cone of Cold cause its spirit to rise from its corpse as a
specter, the statistics for which are in the
Hex Warrior Monster Manual. When the specter appears, it
gains temporary hit points equal to half your
At 1st level, you acquire the training necessary to
templar level. Roll initiative for the specter which
effectively arm yourself for battle. You gain
has its own turns. It obeys your verbal
proficiency with medium armor, shields, and
commands, and it gains a special bonus to its
martial weapons. The influence of your sorcerer-
attack rolls equal to your Charisma modifier
king also allows you to mystically channel your
(minimum of +0). The specter remains in your
will through a particular weapon. Whenever you
service until the end of your next long rest, at
finish a long rest, you can touch one weapon that
which point it vanishes to the afterlife. Once you
you are proficient with and that lacks the two-
bind a specter with this feature, you can't use
handed property. When you attack with that
the feature again until you finish a long rest.
weapon, you can use your Charisma modifier,
instead of Strength or Dexterity, for the attack
and damage rolls. This benefit lasts until you

223
Armor of Hexes Spell
Level Spells
At 10th level, your hex grows more powerful. If 1st False Life, Ray of Sickness
the target cursed by your Hexblade’s Curse hits 2nd Blindness/Deafness, Silence
you with an attack roll, you can use your reaction 3rd Feign Death, Speak with Dead
to roll a d6. On a 4 or higher, the attack instead 4th Aura of Life, Death Ward
misses you, regardless of its roll. 5th Contagion, Legend Lore
Master of Hexes Among the Dead
Starting at 14th level, you can spread your Starting at 1st level, you learn the spare the
Hexblade’s Curse from a slain creature to dying cantrip, which counts as a templar cantrip
another creature. When the creature cursed by for you. You also have advantage on saving
your Hexblade’s Curse dies, you can apply the throws against any disease.
curse to a different creature you can see within
30 feet of you, provided you aren’t Additionally, undead have difficulty harming you.
incapacitated. When you apply the curse in this If an undead targets you directly with an attack
way, you don’t regain hit points from the death or a harmful spell, that creature must make a
of the previously cursed creature. Wisdom saving throw against your spell save DC
(an undead needn't make the save when it
includes you in an area effect, such as the
explosion of fireball). On a failed save, the
The Undying Pact creature must choose a new target or forfeit
targeting someone instead of you, potentially
- King Tectuktitlay of Draj wasting the attack or spell. On a successful save,
- King Kalak of Tyr (before Free Year 1) the creature is immune to this effect for 24
- Borys The Dragon, King of Ur Draxa hours. An undead is also immune to this effect
for 24 hours if you target it with an attack or a
harmful spell.
Death holds no sway over your sorcerer-king,
who has unlocked the secrets of everlasting life, Defy Death
although such a prize - like all power - comes at a
Starting at 6th level, you can give yourself vitality
price. Once mortal, the Undying has seen mortal
when you cheat death or when you help
lifetimes pass like the seasons, like the flicker of
someone else cheat it. You can regain hit points
endless days and nights. It has the secrets of the
equal to 1d8 + your Constitution modifier
ages to share, secrets of life and death.
(minimum of 1 hit point) when you succeed on a
death saving throw or when you stabilize a
creature with spare the dying.
Expanded Spell List
Once you use this feature, you can't use it again
The Undying lets you choose from an expanded until you finish a long rest.
list of spells when you learn a templar spell. The
following spells are added to the templar spell
list for you.

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Undying Nature Spell
Level Spells
Beginning at 10th level, you can hold your breath 1st Burning Hands, Command
indefinitely, and you don't require food, water, 2nd Blindness/Deafness, Scorching Ray
or sleep, although you still require rest to reduce 3rd Fireball, Stinking Cloud
exhaustion and still benefit from finishing short 4th Fire Shield, Wall of Fire
and long rests. 5th Flame Strike, Hallow
In addition, you age at a slower rate. For every
10 years that pass, your body ages only 1 year, Dark One's Blessing
and you are immune to being magically aged. Starting at 1st level, when you reduce a hostile
creature to 0 hit points, you gain temporary hit
Indestructible Life points equal to your Charisma modifier + your
templar level (minimum of 1).
When you reach 14th level, you partake of some
of the true secrets of the Undying. On your turn, Dark One's Own Luck
you can use a bonus action to regain hit points Starting at 6th level, you can call on your
equal to 1d8 + your templar level. Additionally, if sorcerer-king to alter fate in your favor. When
you put a severed body part of yours back in you make an ability check or a saving throw, you
place when you use this feature, the part can use this feature to add 1d10 to your roll. You
reattaches. can do so after seeing the initial roll but before
any of the roll's effects occur. Once you use this
Once you use this feature, you can't use it again
feature, you can't use it again until you finish a
until you finish a short or long rest.
short or long rest.

Draconic Resilience
The Fiend Pact Starting at 10th level, you can choose one
damage type when you finish a short or long
 King Andropinis of Balic rest. You gain resistance to that damage type
 King Tectuktitlay of Draj until you choose a different one with this
 King Nibenay of Nibenay feature. Damage from magical weapons or silver
 Queen Sielba of Yaramuke (before 167th weapons ignores this resistance.
King’s Age)
Hurl Through The Hollow
Starting at 14th level, when you hit a creature
You have made a pact with a fiendish sorcerer- with an attack, you can use this feature to
king, a being whose aims are evil, even if you instantly transport the target through the
strive against those aims. Such beings desire the Hollow. The creature disappears and hurtles
corruption or destruction of all things, ultimately through a nightmare landscape. At the end of
including you. your next turn, the target returns to the space it
Expanded Spell List previously occupied, or the nearest unoccupied
space. If the target is not a fiend, it takes 10d10
The Fiend lets you choose from an expanded list psychic damage as it reels from its horrific
of spells when you learn a templar spell. The experience. Once you use this feature, you can't
following spells are added to the templar spell use it again until you finish a long rest.
list for you.

225
The Grand Vizier Pact Expanded Spell List
The Grand Vizier lets you choose from an
 Queen Abalach-Re of Raam expanded list of spells when you learn a templar
spell. The following spells are added to the
templar spell list for you.
The sorcerer-queen of Raam, Abalach-Re, calls
herself the Great Vizier. She lives in a beautiful Spell
palace with ivory walls and an alabaster roof Level Spells
built atop a grassy knoll overlooking the city. 1st False Life, Sanctuary
Unfortunately, the base of this knoll is 2nd Silence, Spiritual Weapon
surrounded by a complicated and ugly series of 3rd Feign Death, Speak with Dead
defensive breastworks, ditches, and walls, for 4th Ice Storm, Locate Creature
Abalach-Re is the most insecure of all the city 5th Commune, Cone of Cold
rulers. When I visited there, the people spoke of
organizing a rebellion and openly praised the last Sentinel Kes'trekel
attempt to overthrow their queen (though it Starting at 1st level, you gain the service of a
apparently occurred previous to most of their spirit sent by the Grand Vizier to watch over you.
lives, for no one could remember how it had The spirit assumes the form and game statistics
ended). of a kes’trekel, and it always obeys your
Abalach-Re professes to be the representative of commands, which you can give telepathically
some greater power, and claims that her powers while it is within 100 feet of you. While the
are gifts from this mysterious being. According to kes'trekel is perched on your shoulder, you gain
Abalach-Re's theory, this mysterious being has darkvision with a range of 30 feet and a bonus to
picked her to watch over the city of Raam and its your passive Wisdom (Perception) score and to
people. When she is no longer performing his Wisdom (Perception) checks. The bonus equals
task well, this same mysterious being will strike your Charisma modifier.
her dead and assign someone new to the office  While perched on your shoulder, the
of Great Vizier. kes'trekel can’t be targeted by any attack
or other harmful effect; only you can cast
The Grand Vizier watches over the world, spells on it; it can’t take damage; and it is
anticipating each creature’s death and ensuring incapacitated.
that it meets its end at the proscribed time and  You can see through the kes’trekel’s eyes
place. As the ruler of Raam she has been and hear what it hears while it is within
entrusted to watch over them by some greater 100 feet of you.
power, but her ability to reach into the world is  In combat, you roll initiative for the
limited. Thus, she turns to mortal templars to kes'trekel and control how it acts. If it is
serve her will. Templars sworn to the Grand slain by a creature, you gain advantage on
Vizier receive visions and whispers from her in all attack rolls against the killer for the next
their dreams, sending them on quests and 24 hours.
warning them of impending dangers.  The kes'trekel doesn’t require sleep. While
it is within 100 feet of you, it can awaken
you from sleep as a bonus action.

226
 The kes'trekel vanishes when it dies, if you sorcerer-king’s gifts, you wander the world
die, or if the two of you are separated by seeking lore that you can share with the Seeker.
more than 5 miles. At the end of a short or
long rest, you can call the kes'trekel back to Expanded Spell List
you—no matter where it is or whether it The Seeker lets you choose from an expanded
died—and it reappears within 5 feet of list of spells when you learn a templar spell. The
you. following spells are added to the templar spell
Soul of the Kes'trekel list for you.

At 6th level, you gain the ability to merge with Spell


your Kes'trekel spirit. As a bonus action when Level Spells
your Kes'trekel is perched on your shoulder, your 1st Feather Fall, jump
body merges with your kes’trekel’s form. While 2nd Levitate, Locate Object
merged, you become Tiny, you replace your 3rd clairvoyance, Sending
speed with the kes’trekel’s, and you can use your 4th Arcane Eye, Locate Creature
action only to Dash, Disengage, Dodge, Help, 5th Legend Lore, Passwall
Hide, or Search. During this time, you gain the
benefits of your Kes'trekel being perched on your Shielding Aurora
shoulder. As an action, you and the Kes'trekel
Starting at 1st level, you can invoke the Seeker’s
return to normal.
power to protect you from harm. As a bonus
Kes’trekel’s Shield action, you create a whirling aurora of brilliant
energy that swirls around you. Until the end of
At 10th level, the Grand Vizier grants you a your next turn, you gain resistance to all damage,
protective blessing. You gain advantage on death and if a hostile creature ends its turn within 10
saving throws, immunity to the frightened feet of you, it takes radiant damage equal to
condition, and resistance to necrotic damage. your templar level + your Charisma modifier.
Queen’s Right Hand Once you use this feature, you can’t use it again
until you finish a short or long rest.
Starting at 14th level, you can channel the Grand
Vizier’s power to slay a creature. You can cast
finger of death. After you cast the spell with this Pact Boon: Pact of the Star Chain
feature, you can’t do so again until you finish a
long rest. At 3rd level, a character dedicated to the Seeker
can select this option instead of one of the
templar’s existing Pact Boon options. The Seeker
The Seeker Pact grants you a chain forged from starlight,
decorated with seven gleaming motes of
 King Dregoth of New Guistenal brightness. While the chain is on your person,
you know the augury spell and can cast it as a
ritual. The spell doesn’t count against your
Your sorcerer-king, Dregoth, is an inscrutable number of spells known. Additionally, you can
being who travels the Astral Plane in search of invoke the Seeker’s power to gain advantage on
knowledge and secrets. In return for your an Intelligence check while you carry this item.

227
Once you use this ability, you cannot use it again
until you complete a short or long rest. If you
lose your Star Chain, you can perform a 1- hour
ceremony to receive a replacement from the
Seeker. The ceremony can be performed during
a short or long rest, and it destroys the previous
chain. The chain disappears in a flash of light
when you die. The exact form of this item might
be different depending on your sorcerer-king.
Refuge into the Grey
At 6th level, you gain the ability to step into an
astral refuge in the Grey. As an action, you
disappear from the world for a brief moment and
enter the Grey, taking advantage of its timeless
nature. While in your astral refuge, you can take
two actions to cast spells that target only you.
After using those two actions, you return to the
space you occupied and your turn ends.
Far Wanderer
At 10th level, you no longer need to breathe, and
you gain resistance to fire damage and cold
damage.
Sequestration into the Grey
Starting at 14th level, you gain the ability to
sequester yourself and your allies in the Grey. By
performing a special ritual over the course of 5
minutes, you shift yourself and up to ten willing
creatures you can see to the Grey. You and those
creatures gain the benefits of a short rest while
sequestered in the Grey. You then return to the
spaces you all occupied when you used this
ability, with no time having passed in the world.
During this short rest, you and the creatures you
sequester can make use of any options available
during a rest that affect only you and the
creatures you sequester. Once you use this
ability, you cannot use it again until you
complete a long rest.

228
Bewitching Whispers
Draconic Invocations Prerequisite: 7th level
You can cast compulsion once using a templar
If an draconic invocation has prerequisites, you spell slot. You can't do so again until you finish a
must meet them to learn it. You can learn the long rest.
invocation at the same time that you meet its
prerequisites. A level prerequisite refers to your Book of Ancient Secrets
level in this class. Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book
of Shadows. Choose two 1st-level spells that
Agonizing Blast have the ritual tag from any class's spell list (the
Prerequisite: eldritch blast cantrip two needn't be from the same list). The spells
When you cast eldritch blast, add your Charisma appear in the book and don't count against the
modifier to the damage it deals on a hit. number of spells you know. With your Book of
Shadows in hand, you can cast the chosen spells
Armor of Shadows as rituals. You can't cast the spells except as
You can cast mage armor on yourself at will, rituals, unless you've learned them by some
without expending a spell slot or material other means. You can also cast a templar spell
components. you know as a ritual if it has the ritual tag. On
your adventures, you can add other ritual spells
Ascendant Step to your Book of Shadows. When you find such a
Prerequisite: 9th level spell, you can add it to the book if the spell's
You can cast levitate on yourself at will, without level is equal to or less than half your templar
expending a spell slot or material components. level (rounded up) and if you can spare the time
to transcribe the spell. For each level of the spell,
Aspect of Ral & Guthay the transcription process takes 2 hours and costs
Prerequisite: The Archfey patron 50 cp for the rare inks needed to inscribe it.
You have gained Oba’s favor to channel the
power of moons. You no longer need to sleep Burning Hex
and can’t be forced to sleep by any means. To Prerequisite: The Hexblade pact
gain the benefits of a long rest, you can spend all As a bonus action, you cause a target cursed by
8 hours doing light activity, such as reading your your Hexblade’s Curse to take fire damage equal
Book of Shadows and keeping watch. to your Charisma modifier (minimum of 1).

Beast Speech Chains of Carceri


You can cast speak with animals at will, without Prerequisite: 15th level, Pact of the Chain
expending a spell slot. feature
You can cast hold monster at will—targeting a
Beguiling Influence celestial, fiend, or elemental—without
You gain proficiency in the Deception and expending a spell slot or material components.
Persuasion skills. You must finish a long rest before you can use
this invocation on the same creature again.

229
Chilling Hex with another bonus action. Note: while similar to
Prerequisite: The Hexblade pact Cloak of Flies, only Fiend patrons can take it at
As a bonus action, you cause frost to swirl level 2.
around a target cursed by your Hexblade’s Curse,
dealing cold damage to each of your enemies Cloak of Flies
within 5 feet of the target. The cold damage Prerequisite: 5th level
equals your Charisma modifier (minimum of 1). As a bonus action, you can surround yourself
with a magical aura that looks like buzzing flies.
Chronicle of the Grand Vizier The aura extends 5 feet from you in every
Prerequisite: Grand Vizier patron, Pact of the direction, but not through total cover. It lasts
Tome feature until you’re incapacitated or you dismiss it as a
You can place a corpse’s hand or similar bonus action.
appendage on your Book of Shadows and ask The aura grants you advantage on Charisma
one question aloud. After 1 minute, the answer (Intimidation) checks but disadvantage on all
appears written in blood in your book. The other Charisma checks. Any other creature that
answer is provided by the dead creature’s spirit starts its turn in the aura takes poison damage
to the best of its knowledge and is translated equal to your Charisma modifier (minimum of 0
into a language of your choice. You must use this damage).
ability within 1 minute of a creature’s death, and Once you use this invocation, you can’t use it
a given creature can only be asked one question again until you finish a short or long rest
in this manner.
Curse Bringer
Claw of Acamar Prerequisite: The Hexblade patron, Pact of the
Prerequisite: The Great Slumbering One patron, Blade feature
Pact of the Blade feature You can create a greatsword forged from silver,
You can create a black, lead flail using your Pact with black runes etched into its blade, using your
of the Blade feature. The flail’s head is sculpted Pact of the Blade feature. If you reduce a target
to resemble a pair of grasping tentacles. The cursed by your Hexblade’s Curse to 0 hit points
weapon has the reach property. When you hit a with this sword, you can immediately change the
creature with it, you can expend a spell slot to target of the curse to a different creature. This
deal an additional 2d8 necrotic damage to the change doesn’t extend the curse’s duration.
target per spell level, and you can reduce the When you hit a creature with this weapon, you
creature’s speed to 0 feet until the end of your can expend a spell slot to deal an additional 2d8
next turn. slashing damage to the target per spell level, and
you can reduce the creature’s speed to 0 feet
Cloak of Baalzebul until the end of your next turn.
Prerequisite: The Fiend patron
As a bonus action, you can conjure a swarm of Dragon's Sight
buzzing flies around you. The swarm grants you You can see normally in darkness, both magical
advantage on Charisma (Intimidation) checks but and non-magical, to a distance of 120 feet.
disadvantage on all other Charisma checks. In
addition, a creature that starts its turn within 5
feet of you takes poison damage equal to your
Charisma modifier. You can dismiss the swarm

230
Dreadful Word Gaze of Khirad
Prerequisite: 7th level Prerequisite: 7th level, the Great Slumbering
You can cast confusion once using a templar One patron
spell slot. You can't do so again until you finish a You gain the piercing gaze of the blue star
long rest. Khirad. As an action, you can see through solid
objects to a range of 30 feet until the end of the
Eldritch Sight current turn. During that time, you perceive
You can cast detect magic at will, without objects as ghostly, transparent images.
expending a spell slot.
Gaze of Two Minds
Eldritch Smite You can use your action to touch a willing
Prerequisite: 5th level humanoid and perceive through its senses until
Once per turn when you hit a creature with your the end of your next turn. As long as the creature
pact weapon, you can expend a templar spell slot is on the same plane of existence as you, you can
to deal an extra 1d8 force damage to the target, use your action on subsequent turns to maintain
plus another 1d8 per level of the spell slot, and this connection, extending the duration until the
you can knock the target prone if it is Huge or end of your next turn. While perceiving through
smaller. the other creature's senses, you benefit from any
special senses possessed by that creature, and
Eldritch Spear you are blinded and deafened to your own
Prerequisite: eldritch blast cantrip surroundings.
When you cast eldritch blast, its range is 300
feet. Ghostly Gaze
Prerequisite: 7th level
Eyes of the Rune Keeper As an action, you gain the ability to see through
You can read all writing. solid objects to a range of 30 feet. Within that
☀https://twitter.com/jeremyecrawford/status/7 range, you have darkvision if you don’t already
09539527749054464 have it. This special sight lasts for 1 minute or
Translation: You can comprehend any written until your concentration ends (as if you were
word or symbol, should it hold any meaning concentrating on a spell). During that time, you
perceive objects as ghostly, transparent images.
Fiendish Vigor Once you use this invocation, you can’t use it
You can cast false life on yourself at will as a 1st- again until you finish a short or long rest.
level spell, without expending a spell slot or
material components.
Gift of the Ever-Living Ones
Prerequisite: Pact of The Chain feature
Lance of Lethargy Whenever you regain hit points while your
Prerequisite: eldritch blast cantrip familiar is within 100 feet of you, treat any dice
Once on each of your turns when you hit a rolled to determine the hit points you regain as
creature with your eldritch blast, you can reduce having rolled their maximum value for you.
that creature’s speed by 10 feet until the end of
your next turn.

231
Grasp of Hadar Mace of Dispater
Prerequisite: eldritch blast cantrip Prerequisite: The Fiend patron, Pact of the Blade
Once on each of your turns when you hit a feature
creature with your eldritch blast, you can move When you create your pact weapon as a mace, it
that creature in a straight line 10 feet closer to manifests as an iron mace forged in Dis, the
you. second of the Nine Hells. When you hit a
creature with it, you can expend a spell slot to
Green Lord’s Gift deal an additional 2d8 force damage to the
Prerequisite: The Archfey patron target per spell level, and you can knock the
The Green Lord oversees a verdant realm of target prone if it is Huge or smaller.
everlasting summer. Your soul is linked to his
power. Whenever you regain hit points, you Maddening Hex
treat any dice rolled to determine the hit points Prerequisite: 5th level, hex spell or a templar
you regain as having rolled their maximum value. feature that curses
As a bonus action, you cause a psychic
Improved Pact Weapon disturbance around the target cursed by your
Prerequisite: Pact of the Blade feature hex spell or by a templar feature of yours, such
You can use any weapon you summon with your as Hexblade’s Curse or Sign of Ill Omen. When
Pact of the Blade feature as a spellcasting focus you do so, you deal psychic damage to the
for your templar spells. In addition, the weapon cursed target and each creature of your choice
gains a +1 bonus to its attack and damage rolls, that you can see within 5 feet of it. The psychic
unless it is a magic weapon that already has a damage equals your Charisma modifier
bonus to those rolls. Finally, the weapon you (minimum of 1 damage). To use this invocation,
conjure can be a shortbow, longbow, light you must be able to see the cursed target, and it
crossbow, or heavy crossbow. must be within 30 feet of you.

Kiss of The Dragon Mask of Many Faces


Prerequisite: 5th level, eldritch blast cantrip You can cast disguise self at will, without
You can channel the fires of Ur Draxa through expending a spell slot.
your eldritch blast. When you hit a creature with
that cantrip, you can cast fireball as a bonus Master of Myriad Forms
action using a templar spell slot. However, the Prerequisite: 15th level
spell must be centered on a creature you hit with You can cast alter self at will, without expending
eldritch blast. a spell slot.

Lifedrinker Minions of Chaos


Prerequisite: 12th level, Pact of the Blade Prerequisite: 9th level
feature You can cast conjure elemental once using a
When you hit a creature with your pact weapon, templar spell slot. You can't do so again until you
the creature takes extra necrotic damage equal finish a long rest.
to your Charisma modifier (minimum 1).

232
Mire the Mind Grand Vizier’s Blessing
Prerequisite: 5th level Prerequisite: Grand Vizier patron, eldritch blast
You can cast slow once using a templar spell slot. cantrip
You can't do so again until you finish a long rest. When you score a critical hit with your eldritch
blast cantrip, pick yourself or an ally you can see
Misty Visions within 30 feet of you. The chosen creature can
You can cast silent image at will, without immediately expend a Hit Die to regain hit points
expending a spell slot or material components. equal to the roll + the creature’s Constitution
modifier (minimum of 1 hit point).
Moons Bow
Prerequisite: The Archfey patron, Pact of the Relentless Hex
Blade feature Prerequisite: Prerequisite: 7th level, hex spell or
You can create a longbow using your Pact of the a templar feature that curses
Blade feature. When you draw back its string and Your curse creates a temporary bond between
fire, it creates an arrow of white wood, which you and your target. As a bonus action, you can
vanishes after 1 minute. You have advantage on magically teleport up to 30 feet to an unoccupied
attack rolls against lycanthropes with the bow. space you can see within 5 feet of the target
When you hit a creature with it, you can expend cursed by your hex spell or by a templar feature
a spell slot to deal an additional 2d8 radiant of yours, such as Hexblade’s Curse or Sign of Ill
damage to the target per spell level. Omen. To teleport in this way, you must be able
to see the cursed target.
One with Shadows
Prerequisite: 5th level Repelling Blast
When you are in an area of dim light or darkness, Prerequisite: eldritch blast cantrip
you can use your action to become invisible until When you hit a creature with eldritch blast, you
you move, take an action or a reaction. can push the creature up to 10 feet away from
you in a straight line.
Otherworldly Leap
Prerequisite: 9th level Sculptor of Flesh
You can cast jump on yourself at will, without Prerequisite: 7th level
expending a spell slot or material components. You can cast polymorph once using a templar
spell slot. You can't do so again until you finish a
Path of the Seeker long rest.
Prerequisite: The Seeker patron
The Seeker bids you to travel in search of Seeker’s Speech
knowledge, and little can prevent you from Prerequisite: The Seeker patron
walking this path. You ignore difficult terrain, Your quest for knowledge allows you to master
have advantage on all checks to escape a any spoken language. When you complete a long
grapple, manacles, or rope bindings, and rest, you can pick two languages. You gain the
advantage on saving throws against being ability to speak, read, and write the chosen
paralyzed. languages until you finish your next long rest.

233
Shroud of Shadow Tomb of Levistus
Prerequisite: 15th level Prerequisite: 5th level
You can cast invisibility at will, without As a reaction when you take damage, you can
expending a spell slot. entomb yourself in ice, which melts away at the
end of your next turn. You gain 10 temporary hit
Shroud of Ulban points per templar level, which take as much of
Prerequisite: 18th level, the Great Slumbering the triggering damage as possible. Immediately
One patron after you take the damage, you gain vulnerability
The blue-white star Ulban maintains a fickle to fire damage, your speed is reduced to 0, and
presence among the stars, fluttering into view you are incapacitated. These effects, including
only to herald a dire omen. As an action, you can any remaining temporary hit points, all end when
turn invisible for 1 minute. If you attack, deal the ice melts.
damage, or force a creature to make a saving Once you use this invocation, you can’t use it
throw, you become visible at the end of the again until you finish a short or long rest.
current turn.
 Note: this functions like a limited Greater Trickster’s Escape
Invisibility, allowing you to take actions and cast Prerequisite: 7th level
non-damaging spells that would otherwise make You can cast freedom of movement once on
you visible for 1 min. yourself without expending a spell slot. You
regain the ability to do so when you finish a long
Sign of Ill Omen rest.
Prerequisite: 5th level
You can cast bestow curse once using a templar Ultimate Pact Weapon
spell slot. You can't do so again until you finish a Prerequisite: 15th level, Pact of the Blade
long rest. feature
Any weapon you create using your Pact of the
Superior Pact Weapon Blade feature is a +3 weapon. This invocation
Prerequisite: 9th level, Pact of the Blade feature doesn’t affect a magic weapon you transformed
Any weapon you create using your Pact of the into your pact weapon.
Blade feature is a +2 weapon. This invocation
doesn’t affect a magic weapon you transformed Visions of Distant Realms
into your pact weapon. Prerequisite: 15th level
You can cast arcane eye at will, without
Thief of Five Fates expending a spell slot
You can cast bane once using a templar spell
slot. You can't do so again until you finish a long
rest. Voice of the Chain Master
Prerequisite: Pact of the Chain feature
Thirsting Blade You can communicate telepathically with your
Prerequisite: 5th level, Pact of the Blade feature familiar and perceive through your familiar's
You can attack with your pact weapon twice, senses as long as you are on the same plane of
instead of once, whenever you take the Attack existence. Additionally, while perceiving through
action on your turn. your familiar's senses, you can also speak

234
through your familiar in your own voice, even if Witch Sight
your familiar is normally incapable of speech. Prerequisite: 15th level
You can see the true form of any shapechanger
Whispers of the Grave or creature concealed by illusion or
Prerequisite: 9th level transmutation magic while the creature is within
You can cast speak with dead at will, without 30 feet of you and within line of sight.
expending a spell slot.

235
Athasian Magic
In a DARK SUN campaign, magic is irrevocably
linked to the environment. The casting of
magical spells and the enchantment of magical
items draws energy directly from the living
ecology in the vicinity, destroying the life there.
A wizard is able to capture and master these
magical energies, though at the expense of
affecting the ecosystem. Wizards can choose the
degree to which they damage the environment
in their effort to gain mastery of magical energy.

On Athas, the energy for wizardly magic doesn’t


come from some extra-dimensional source as it
does on other worlds, but from the living
environment itself. Wizardly magic taps into the
life force of Athas, drawing strength from the
fertile soil and the plants that grow within it. It
provides great power to those who can gather
and shape it, though the cost to the world can be
beyond measure.

All Athasian wizards, defilers and preservers alike


(with a few exceptions), power their spells with
life energy. Until they reach very high levels,
wizards draw upon the life force of plants only.
The magic of advanced preservers and defilers
(above 20th level) draws energy from both plant
and animal life—including humans and
humanoids.

Dragons, the ultimate defilers, wantonly destroy


both plant life and living creatures to power their
spells. All the remaining sorcerer-kings of the Tyr
Region walk the path of transformation into
dragons. Avangions, the most advanced
preserver form achievable, know how to utilize
the life energy of plants and living beings without
harming the source.

236
The Preserver
The preserver is a wizard who seeks to maintain
the environment while drawing magical power
from it. In the give and take of spell casting,
preservers have mastered the balance. A
preserver’s magical spells are cast in harmony
with nature, and there is no damage to the
surrounding environment.

The preserver learns to tap-rather than destroy-


magical energies so as to minimize or even
cancel the destruction of life. He uses magic in
concert with the environment, doing so by
balancing his quest for power with in-depth
study, which requires that his magical output
proceeds slowly. They have a deep and abiding
respect for the life forces of the world. They take
great care to balance their gain of magic against
the cost of life energy so as not I to create
adverse effects. Preservers take only enough life
energy from plants to produce a spell effect,
being careful not to take so much that the
neighboring plants can’t recover.

“So long as you come not between a defiler


and his own self-interest, you should be fairly
safe . . . unless of course, you‟re a plant.”
— Athasian joke (usually spoken quietly)

The Defiler
Defilers are wizards who have decided to take
the faster, darker approach to mastering the use
of magical spells. In the give and take of spell
casting, defilers are well versed in the taking, but
give nothing in return. With every spell cast, a
defiler leeches the life energy out of the plants
and soil around him, leaving behind a lifeless It seems natural that defilers can have only
zone. The actual amount of damage done to the neutral or evil alignments; a defiler can never be
environment by a defiling spell depends upon of good alignment.
the level of the spell and the nature of the land.

237
this taint is simply a bad feeling that others sense
The defiler activates tremendous magical energy dimly. At higher levels, the taint becomes a
without regard to the havoc such actions play on malignant air of death that even the dullest half-
the land. With the casting of each spell, a defiler giants can detect.
destroys a portion of the world’s ecosystem,
rendering the land dead and sterile. This vicious In game terms, this is reflected with a Charisma
and brutal method of wielding magic requires penalty that’s applied whenever a defiler
little study, and so defilers tend to unleash more interacts with other characters. At 1st–5th level,
magic for their level as far as wizards are Charisma is at -1; at 6th–10th, Charisma is at -2;
concerned. Defilers, on the other hand, care only at 11th–15th, Charisma is at -3; and at 16th–
for power, reveling in it as it courses through 20th, Charisma is at -4.
their bodies. They don’t care about the life forces
that are lost when they weave their webs of In most cases, defilers are outlaws (even in the
magic. Nearby plants wither and die when a eyes of the corrupt sorcerer-kings), so they keep
defiler draws power for his spells, and the fertile their magical skills hidden. Unlike preservers who
soil surrounding him turns to sterile ash. The have a loose organization in the underground
sorcerer-kings are defilers of the highest order, Veiled Alliance, defilers tend to be loners,
and they combine wizardry with psionics. They keeping their ambitions and powers to
can draw the energy for spells from not only themselves. A sorcerer-king tolerates a select
plants, but from all living things—including few defilers in his employ to carry out day-to-day
animals and humans. This makes the sorcerer- magical tasks that he has no patience for, but
kings extremely powerful and very dangerous to that’s all. These defilers are always at the beck
the world and its inhabitants. and call of their master, and the sorcerer-king
himself oversees the training of new recruits. A
Because a defiler destroys life as a natural matter sorcerer-king’s defilers are feared and hated far
of course, his aura has a permanent taint that and wide.
increases with every rise in level. At low levels,

DEFILER MAGICAL DESTRUCTION


Spell level
Terrain Type 0 1 2 3 4 5 6 7 8 9 10
Silt Sea 25 35 50 60 65 70 80 85 90 95 100
Boulder fields 20 30 40 50 60 65 70 80 85 90 95
Salt flats 20 30 40 50 60 65 70 80 85 90 95
Sandy wastes 20 30 40 50 60 65 70 80 85 90 95
Mountains 10 15 20 25 30 35 35 40 40 45 50
Rocky badlands 10 15 20 25 30 35 35 40 40 45 50
Stony barrens 10 15 20 25 30 35 35 40 40 45 50
Scrub plains 5 10 10 10 15 15 15 15 20 20 25
Verdant belts 1 5 5 5 10 10 10 15 15 15 20
Forests 1 5 5 5 5 5 5 10 10 10 10

238
239
Defiler Destruction both) must hide their true identities. A secret
Whenever a defiler draws energy to power his organization called the Veiled Alliance operates
spells, all vegetation in a sphere around him in many cities, towns, and villages, offering some
turns to ash. This occurs when a spell is actually small aid to preservers, but otherwise wizards
cast. The radius of the sphere depends on two are on their own.
things: the abundance of vegetation in the area
and the level of spell being powered. In TABLE: Defilement Versus Preservation
DEFILER MAGICAL DESTRUCTION, also from the
DARK SUN rules book and reproduced here for What’s the difference between defilers and
convenience, the number shown is the radius, in preservers? Basically, it revolves around the way
yards, of the destructive sphere around the these types of wizards gather the energy
defiler in which all vegetation is turned to ash. necessary to cast spells. Defilers, as their name
The effect is instantaneous. Whenever the land is implies, corrupt the source they draw energy
tapped, the vegetation is destroyed. If a defiler from, while preservers keep the source safe and
pulls energy for more than one spell from the relatively unchanged. This difference in methods
same location, the radius of destroyed is reflected in each wizard type’s philosophy and
vegetation expands around him. Use the manner.
destructive radius of the highest level spell being
energized as the base, then add 5 feet for each Defilers absorb every bit of life energy they can
extra spell empowered. Whether this occurs hold, with the result that the land they tap into is
when the defiler first studies and memorizes his leeched and left barren of nutrients, incapable of
spells for the day or as he actually casts the spell, supporting plant life. Plants in the defiled area
the effect is the same. die and turn to ash when the life spark is
removed. Unlike with natural death, however,
Wizardly magic is the cause of most of Athas’s the decaying process occurs in an instant, and
problems, mostly due to the defilers and the nothing remains within the dead ash to continue
sorcerer-kings. As such, wizards are almost the life cycle—plants killed by defiling magic
universally feared and shunned. The use of return nothing to the soil and don’t revert to life-
wizardry in many of the city-states is a criminal giving fertilizer when they die. Defilers,
offense punishable by death. In the communities therefore, are vampiric, stealing life energy not
beyond the walls of civilization, wizards can only because they need it to utilize magic, but for
sometimes find homes, but more often they find the rush of power it gives them. Basically,
suspicion, fear, and death. defilers take the quick and easy road to power,
caring little that they leave devastation in their
There are a few notable exceptions to the rule. wake.
The Free City of Tyr, for example, welcomes
preservers and allows them to openly practice Preservers have learned a more subtle approach
their art. Elf tribes enjoy the protection afforded to magic, one which allows them to return to the
by wizards, and even provide spell components land what they take from it. Preservers focus
for sale on the black market. The sorcerer-kings their wills upon tapping the energy of the land
keep a few defilers on hand to provide magical and its plant life without destroying the actual
power, though these “court wizards” are usually life force which imbues it. Their magic is slower
kept in secret and out of the public eye. In most and more careful than that of the defilers. They
other places, wizards (defilers and preservers gently tap the source for the minimum amount

240
of energy needed to power their spells, filter it the spell from the plant life around him. Then he
into the form they wish to use, then release the performs the actions necessary for releasing the
energy back to its original source. In this sense, spell—the usual somatic, verbal, and material
preservers are like birds, culling the nectar from components of the spell come into play in the
plants, yet not destroying them in the process. second step.
The bird receives the nectar it needs, but leaves
the plant healthy, allowing it to produce more To gather energy for a spell, a wizard holds out
nectar in the future. Preservers accept a slower an open hand and taps into the life force of
method of learning magic and of gathering nearby plants. How much power the wizard
energy as the price they must pay to maintain receives depends on what path of magic he
the fragile ecology of Athas. follows. Preservers always receive the amount of
energy they need to cast their maximum number
Game Effects of Preserving and Defiling Magic of spells per level. They take this energy slowly
so as not to deplete the life they’re drawing it
Defilers gain levels faster than preservers from. Defilers, on the other hand, absorb energy
because preservers opt to proceed slowly so as quickly, killing everything in the vicinity until
not to destroy the fragile ecosystem around they’re
them. Defilers have no regard for such niceties. filled up. The defiler’s method isn’t as refined or
Other game mechanic differences are described careful, and so it involves the possibility for both
below. a certain degree of failure and a higher level of
success.
There are two steps to casting a spell on Athas.
First, a wizard must gather the energy to power

241
cast in a day. Of course, there’s a chance that the
The Gathering of Power energy-gathering process will backfire and they’ll
wind up with less than their usual complement
The casting of spells is a three-step process: the of spells.
drawing of energy, the memorization of the
spells, and the actual casting. Because there are Method One - When Memorizing Spells
three distinct steps involved, there is some In this method, the wizard taps an energy source
leeway concerning the order in which the spells for magical power at the time he memorizes his
are memorized and the energy is drawn. There spells. The wizard studies, memorizes, and draws
are two methods of drawing power and spell energy for the number of spells he is allowed.
memorization available to player characters. In
most cases, the DM will decide which method he Preservers require 1 minute per spell level of
wants to use in his campaign. If the DM leaves each spell to complete the memorization
the choice to the players, the method may be process; defilers require 30 seconds per spell
decided when a wizard character is first created level of each spell.
or can be decided on an adventure-to-adventure
basis. Each method has its strong points and That’s all that’s required for a preserver using
drawbacks. To some extent, it matters little to this method.
preservers which method they choose. Their care
in extracting energy means that they will not If you are a defiler, you gain additional spell slots.
harm the land, nor will they have any variation in The spell slots can have a combined level that is
the number of spells they can use in a day. equal to or less than half your wizard level
(rounded up), and none of the slots can be 6th
For preservers, no game mechanic is necessary, level or higher. You also roll on TABLE:
the choice has no game effect and is purely a GATHERING SPELL ENERGY THROUGH DEFILING
matter of role-playing. Defilers constantly MAGIC, cross-referencing his Intelligence score
gamble that they can collect enough energy to with the local terrain type to determine your
power more spells than they should be able to complement of spell slots for the next day.

GATHERING SPELL ENERGY THROUGH DEFILING MAGIC - Method 1

Intelligence Check
Terrain Type* Failure DC 6 + DC 15 +
Lush -1 spell slot Usual spells/level +3 spell slots
Failure DC 8 + DC 16 +
Abundant -1 spell slot Usual spells/level +2 spell slots
Failure DC 10 + DC 17 +
Fertile -2 spell slot Usual spells/level +2 spell slots
Failure DC 12 + DC 18 +
Infertile -2 spell slots Usual spells/level +1 spell slot
Failure DC 15 + DC 19 +
Barren -3 spell slots Usual spells/level +1 spell slot

242
Although this process takes place off-stage, so to level as indicated on the table. These don’t fade
speak, the land around the defiler suffers as its from memory until all of the bonus spells have
plant life dies and the soil turns to ash. The been cast.
radius of dead land can be determined
dependent on the total number of spells Defilers suffer some disadvantages under this
memorized, taking the highest level spell as the method, especially from a role-playing stance.
starting point (as shown on TABLE 1 : DEFILER What fun is there in being a defiler if you can’t
MAGICAL DESTRUCTION); or, if it has no real shock your foes by withering the grass beneath
effect on the adventure, the DM can simply state their feet? If the land turns to ash in the middle
that a large area turns to ash. Defilers benefit of the night while the wizard is alone memorizing
greatly from this method of gathering magical spells, opponents never see the defiler’s feared
power. For example, since a defiler knows the and hated power-gathering method at work.
terrain he’s in when he sits down to memorize Also, the advantages of using method two are
spells, he’ll be certain as to the number of spells lost, including the initiative penalty imposed
he’ll have after making his Intelligence check and upon living beings in the defiler’s radius of
can plan accordingly. Also, plants turn to ash magical destruction (see below).
when he taps them while memorizing his spells;
that means that he’s able to cast the spells later GATHERING SPELL ENERGY
without overtly betraying the fact that he’s a THROUGH DEFILING MAGIC - Method 2
defiler. Finally, unless the DM wants to play out
some dramatic scene, this process becomes a Defiling
routine, offstage chore. Terrain Type*
Check modifier
Lush +2
• A “failure” result (the left-hand column of the
Abundant +1
table) indicates that the land isn’t willing to part
Fertile ---
with its energy so easily; the indicated number of
Infertile -1
spells per level are immediately lost. The defiler
Barren -2
still manages to draw enough energy to cast the
spell in question, but his total of memorized
spells for the day is reduced. The DM should Method Two - When Casting Spells
decide in advance if he’ll allow the player to The second method for drawing magical energy
select which spells are lost or if he’ll make the allows a wizard to tap a source when he’s ready
determination randomly. to cast a spell. Many preservers prefer this
method, as it is even less likely to harm the land.
• An average success (the middle column of the Only enough energy to power a specific spell is
table) indicates that the defiler gets just the taken, and the preservers don’t even tap a
number of spells he’s entitled to for the day—no source unless they need to cast a spell. Wizards
more and no less. using this method memorize their spells for a
given day as usual, but they don’t tap into their
• A spectacular success (the right-hand column energy source at that time. Instead, when a
of the table) indicates that the defiler has tapped wizard needs to cast a memorized spell he
into enough energy to gain extra spells. Since the reaches out and gathers the energy at that
character can’t immediately memorize additional moment, during play, from the nearest source of
spells, the player selects a number of spells per plant life. In the brief moment it takes to draw

243
energy for a single spell, the source glows bright can reuse it. Cantrips do defile but don’t
green and the energy flow between the wizard additional spell slot rolls.
and the land is momentarily visible.
When a defiler draws energy, he pulls the life
Whenever the defiler defiles when casting a spell force from plants in the area. Although he can’t
he makes an Intelligence check according to the actually harm creatures, living beings in the area
type of terrain he finds himself in at that time. (including humans and demi-humans) feel pain.
The results of this check are described below. This pain translates into a one-round initiative
penalty equal to the level of the spell being cast.
A defiler taps into the life energy of the land
around him every time he casts a spell. Use Drawing energy at the time of casting irrevocably
TABLE: DEFILER MAGICAL DESTRUCTION to betrays a defiler’s nature to any witnesses.
determine the radius of destruction. Tapping the Plants and soil in the area turn to ash, and the
energy in this manner takes no more time than telltale aura of green energy easily paints the
the normal casting of a spell. defiler as a wizard to those who probably fear
and hate those who practice the arcane arts.
He must also roll a d20 - on a result of 11 + spell
level or more, the defiler keeps the spell slot and

244
The Threefold Path
Rather than specializing in a specific school of cannot choose Divination and Abjuration
magic, an Athasian wizard follows a particular schools. They also must spend double the time
magical path. Schools of spells are subsumed and money to learn spells from these schools.
into broader categories known as the Threefold
Path. Preservers and defilers have vastly Same for Preserver who can, at level 2, select
different philosophies and this is reflected in the School of Abjuration, or School of Divination, or
spells each type is most drawn to. Defilers tend any of the school in the Path of Concurrence.
to follow paths they believe lead them to greater They cannot choose Necromancy and
power. They best utilize the darker schools of Conjuration schools. They also must spend
magic, conjuration and necromancy. This path is double the time and money to learn spells from
known as the Path Sinister, or the Path of these schools.
Defilement. Preservers are more drawn to spells
which provide them with needed information Whether preserver or defiler, all wizards may
and protection. They lean toward the schools of gain spells from the Path of Concurrence at their
abjuration and greater divination. Their path is normal time and cost.
known as the Path Dexter, or the Path of
Preservation. Those schools which are generally Athasian wizards have no problem using magical
useful but which have no beneficial or items from their opposition path. Though it is
malevolent associations are grouped together more likely that preservers created the
into a category called the Path of Concurrence, protective and divinatory items and defilers
or the Middle Path. originated the wand and wrote the scrolls, the
process of making them into magical items strips
Although there is no ban on defilers learning them of any particular bent toward one path or
spells from the Path Dexter and vice versa, it is the other. Even if defiling magic was used in the
easier for each to gain spells in their own creation of the scroll, it holds no taint. Further,
categories. At level 2, defilers can select School the energy drawn to power the effects was
of Conjuration, or School of Necromancy, or any tapped when the items were created and no
of the school in the Path of Concurrence. They further expenditure of energy is required to
activate or use them.

Path Sinister Path of Concurrence Path Dexter


Wizard Type Defiler --- Preserver
Schools Conjuration Transmutation Abjuration
Necromancy Enchantment Divination
Illusion
Evocation
Bonus ½ for Defilers --- ½ for Preservers
Penalty x2 for Preservers --- x2 for Defilers

245
Wizard Class
Proficiency Cantrips —Spell Slots per Spell Level—
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Spellcasting, Arcane Recovery,
1st +2 Magical Path 3 2 — — — — — — — —
2nd +2 Arcane Tradition 3 3 — — — — — — — —
3rd +2 — 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —
6th +3 Arcane Tradition Feature 4 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Arcane Tradition Feature 5 4 3 3 3 2 — — — —
11th +4 — 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Arcane Tradition Feature 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spells 5 4 3 3 3 3 2 2 1 1

QUICK BUILD
Class Features
You can make a wizard quickly by following these
suggestions. First, Intelligence should be your As a wizard, you gain the following class features.
highest ability score, followed by Constitution or
Hit Points
Dexterity. If you plan to join the School of
Enchantment, make Charisma your next-best Hit Dice: 1d6 per wizard level
score. Second, choose the sage background. Hit Points at 1st Level: 6 + your Constitution
Third, choose the mage hand, light, and ray of modifier
frost cantrips, along with the following 1st-level Hit Points at Higher Levels: 1d6 (or 4) + your
spells for your spellbook: burning hands, charm Constitution modifier per wizard level after 1st
person, feather fall, mage armor, magic missile,
and sleep.

246
Proficiencies higher levels, as shown in the Cantrips Known
column of the Wizard table.
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, Spellbook
light crossbows In Athas, a wizard’s spell book is very rare-
Tools: None perhaps found only as an artifact. Instead of a
Saving Throws: Intelligence, Wisdom “book” made with flat pages bound along one
Skills: Choose two from Arcana, History, Insight, edge between heavy covers, Athasian wizards
Investigation, Medicine, and Religion write their spells on paper or papyrus scrolls,
Equipment weave them into small tapestries or the fringes
of their robes, carve them into bone staves, or—
You start with the following equipment, in in extreme cases—use complicated knot and
addition to the equipment granted by your string patterns or stone tablets. All of these
background: collections of spells are referred to as “spell
books” and function accordingly.
 (a) an agaferi quarterstaff or (b) a stone
dagger At 1st level, you have a “spellbook” of your
 (a) a component pouch choice containing six 1st-level wizard spells of
 (a) a scholar’s pack or (b) an explorer’s your choice. Your spellbook is the repository of
pack the wizard spells you know, except your cantrips,
 A spellbook which are fixed in your mind.

Spellcasting Preparing and Casting Spells


As a student of arcane magic, you have a The Wizard table shows how many spell slots you
spellbook containing spells that show the first have to cast your spells of 1st level and higher.
glimmerings of your true power. See Spells Rules To cast one of these spells, you must expend a
for the general rules of spellcasting and the slot of the spell’s level or higher. You regain all
Spells Listing for the wizard spell list. expended spell slots when you finish a long rest.

Magical Path You prepare the list of wizard spells that are
available for you to cast. To do so, choose a
Starting at 1st level, you choose a magical Path number of wizard spells from your spellbook
of gathering energy and casting spells: Preserving equal to your Intelligence modifier + your wizard
or Defiling. level (minimum of one spell). The spells must be
They also choose a way of gathering power of a level for which you have spell slots.
(method 1 or 2). This method, will be the default For example, if you’re a 3rd-level wizard, you
one used, unless stated otherwise by the defiler have four 1st-level and two 2nd-level spell slots.
player. With an Intelligence of 16, your list of prepared
Cantrips spells can include six spells of 1st or 2nd level, in
any combination, chosen from your spellbook. If
At 1st level, you know three cantrips of your you prepare the 1st-level spell magic missile, you
choice from the wizard spell list. You learn can cast it using a 1st-level or a 2nd-level slot.
additional wizard cantrips of your choice at

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Casting the spell doesn’t remove it from your list Learning Spells of 1st Level and Higher
of prepared spells.
Each time you gain a wizard level, you can add
You can change your list of prepared spells when two wizard spells of your choice to your
you finish a long rest. Preparing a new list of spellbook for free. Each of these spells must be
wizard spells requires time spent studying your of a level for which you have spell slots, as
spellbook and memorizing the incantations and shown on the Wizard table. On your adventures,
gestures you must make to cast the spell: you might find other spells that you can add to
Preservers must take at least 1 minute per spell your spellbook (see the “Your Spellbook”
level for each spell on their list. Defilers need half sidebar).
that time.
See also the two method of gathering energy to YOUR SPELLBOOK
power spells
The spells that you add to your spellbook as you
Spellcasting Ability gain levels reflect the arcane research you
conduct on your own, as well as intellectual
Intelligence is your spellcasting ability for your breakthroughs you have had about the nature of
wizard spells, since you learn your spells through magic. You might find other spells during your
dedicated study and memorization. You use your adventures. You could discover a spell recorded
Intelligence whenever a spell refers to your on a scroll in an evil wizard’s chest, for example,
spellcasting ability. In addition, you use your or in a dusty tome in an ancient library.
Intelligence modifier when setting the saving
throw DC for a wizard spell you cast and when Copying a Spell into the Book. When you find a
making an attack roll with one. wizard spell of 1st level or higher, you can add it
to your spellbook if it is of a spell level you can
Spell save DC = 8 + your proficiency bonus + your prepare and if you can spare the time to
Intelligence modifier decipher and copy it.
Spell attack modifier = your proficiency bonus + Copying that spell into your spellbook involves
your Intelligence modifier reproducing the basic form of the spell, then
deciphering the unique system of notation used
by the wizard who wrote it. You must practice
Ritual Casting the spell until you understand the sounds or
gestures required, then transcribe it into your
You can cast a wizard spell as a ritual if that spell spellbook using your own notation.
has the ritual tag and you have the spell in your
spellbook. You don’t need to have the spell For each level of the spell, the process takes 2
prepared. hours and costs 50 cp. The cost represents
material components you expend as you
Defiler will still roll to see how much they defile experiment with the spell to master it, as well as
the land, but they won’t roll for additional spell the fine inks you need to record it. Once you
with ritual casting. have spent this time and money, you can
prepare the spell just like your other spells.

248
Depending on your path chosen, you will spend can recover either a 2nd-level spell slot or two
half as much to copy certain schools of spells into 1st-level spell slots.
your spellbook. The arcane tradition bonus
stacks with this. If you are a defiler and using method one, you
will have to roll to see how much land you defile
Replacing the Book. You can copy a spell from but not to gain additional spell slots.
your own spellbook into another book—for
example, if you want to make a backup copy of Arcane Tradition
your spellbook. This is just like copying a new When you reach 2nd level, you choose an arcane
spell into your spellbook, but faster and easier, tradition according to your previous magical path
since you understand your own notation and selection, shaping your practice of magic through
already know how to cast the spell. You need one of eight schools: Abjuration, Conjuration,
spend only 1 hour and 10 cp for each level of the Divination, Enchantment, Evocation, Illusion,
copied spell. Necromancy, or Transmutation.
If you lose your spellbook, you can use the same Your choice grants you features at 2nd level and
procedure to transcribe the spells that you have again at 6th, 10th, and 14th level.
prepared into a new spellbook. Filling out the
remainder of your spellbook requires you to find Ability Score Improvement
new spells to do so, as normal. For this reason,
When you reach 4th level, and again at 8th, 12th,
many wizards keep backup spellbooks in a safe
16th, and 19th level, you can increase one ability
place.
score of your choice by 2, or you can increase
The Book’s Appearance. Your spellbook is a two ability scores of your choice by 1. As normal,
unique compilation of spells, with its own you can’t increase an ability score above 20 using
decorative flourishes and margin notes. It might this feature.
be a plain, functional leather volume that you
Spell Mastery
received as a gift from your master, a finely
bound gilt-edged tome you found in an ancient At 18th level, you have achieved such mastery
library, or even a loose collection of notes over certain spells that you can cast them at will.
scrounged together after you lost your previous Choose a 1st-level wizard spell and a 2nd-level
spellbook in a mishap. wizard spell that are in your spellbook. You can
cast those spells at their lowest level without
Arcane Recovery
expending a spell slot when you have them
You have learned to regain some of your magical prepared. If you want to cast either spell at a
energy by studying your spellbook. Once per day higher level, you must expend a spell slot as
when you finish a short rest, you can choose normal.
expended spell slots to recover. The spell slots
By spending 8 hours in study, you can exchange
can have a combined level that is equal to or less
one or both of the spells you chose for different
than half your wizard level (rounded up), and
spells of the same levels.
none of the slots can be 6th level or higher.
Signature Spells
For example, if you’re a 4th-level wizard, you can
recover up to two levels worth of spell slots. You When you reach 20th level, you gain mastery
over two powerful spells and can cast them with

249
little effort. Choose two 3rd-level wizard spells in Arcane Ward
your spellbook as your signature spells. You
always have these spells prepared, they don’t Starting at 2nd level, you can weave magic
count against the number of spells you have around yourself for protection. When you cast an
prepared, and you can cast each of them once at abjuration spell of 1st level or higher, you can
3rd level without expending a spell slot. When simultaneously use a strand of the spell’s magic
you do so, you can’t do so again until you finish a to create a magical ward on yourself that lasts
short or long rest. until you finish a long rest. The ward has hit
points equal to twice your wizard level + your
If you want to cast either spell at a higher level, Intelligence modifier. Whenever you take
you must expend a spell slot as normal. damage, the ward takes the damage instead. If
this damage reduces the ward to 0 hit points,
you take any remaining damage.
While the ward has 0 hit points, it can’t absorb
Path Dexter damage. but its magic remains. Whenever you
cast an abjuration spell of 1st level or higher, the
ward regains a number of hit points equal to
Arcane Traditions twice the level of the spell. Once you create the
ward, you can’t create it again until you finish a
School of Abjuration long rest.
The School of Abjuration emphasizes magic that Projected Ward
blocks, banishes, or protects. Detractors of this
school say that its tradition is about denial, Starting at 6th level, when a creature that you
negation rather than positive assertion. You can see within 30 feet of you takes damage, you
understand, however, that ending harmful can use your reaction to cause your Arcane Ward
effects, protecting the weak, and banishing evil to absorb that damage. If this damage reduces
influences is anything but a philosophical void. It the ward to 0 hit points. the warded creature
is a proud and respected vocation. takes any remaining damage.

Called abjurers, members of this school are Improved Abjuration


sought when baleful spirits require exorcism, Beginning at 10th level. when you cast an
when important locations must be guarded abjuration spell that requires you to make an
against magical spying, and when a dangerous ability check as a part of casting that spell (as in
creature must be put under magical restrains or counterspell and dispel magic), you add your
bonds. proficiency bonus to that ability check.
Abjuration Savant Spell Resistance
Beginning when you select this school at 2nd Starting at 14th level, you have advantage on
level, the money and time you must spend to saving throws against spells. Furthermore, you
copy an abjuration spell into your spellbook is have resistance against the damage of spells.
halved.

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School of Divination The Third Eye
Starting at 10th level, you can use your action to
The counsel of a diviner is sought by royalty and
increase your powers of perception. When you
commoners alike, for all seek a clearer
do so, choose one of the following benefits,
understanding of the past, present, and future.
which lasts until you are incapacitated or you
As a diviner, you strive to part the veils of space,
take a short or long rest. You can’t use the
time, and consciousness so that you can see
feature again until you finish a rest.
clearly. You work to master spells of
discernment, remote viewing, supernatural  Darkvision. You gain darkvision out to a
knowledge, and foresight. range of 60 feet, as described in chapter 8.
 Ethereal Sight. You can see into the Grey
Divination Savant
within 60 feet of you.
Beginning when you select this school at 2nd  Greater Comprehension. You can read any
level, the money and time you must spend to language.
copy a divination spell into your spellbook is  See Invisibility. You can see invisible
halved. creatures and objects within 10 feet of you
that are within line of sight.
Portent
Greater Portent
Starting at 2nd level when you choose this
school, glimpses of the future begin to press in Starting at 14th level, the visions in your dreams
on your awareness. When you finish a long rest, intensify and paint a more accurate picture in
roll two d20 and record the numbers rolled. You your mind of What is to come. You roll three d20
can replace any attack roll, saving throw, or for your Portent feature, rather than two.
ability check made by you or a creature that you
can see with one of these foretelling rolls. You
must choose to do so before the roll, and you
can replace a roll in this way only once per turn. Path of Concurrence
Each foretelling roll can be used only once. When
you finish a long rest, you lose any unused
foretelling rolls. Arcane Traditions
Expert Divination School of Enchantment
Beginning at 6th level, casting divination spells As a member of the School of Enchantment, you
comes so easily to you that it expends only a have honed your ability to magically entrance
fraction of your spellcasting efforts. When you and beguile other people and monsters. Some
cast a divination spell of 2nd level or higher using enchanters are peacemakers who bewitch the
a spell slot, you regain one expended spell slot. violent to lay down their arms and charm the
The slot you regain must be of a level lower than cruel into showing mercy. Others are tyrants
the spell you cast and can’t be higher than 5th who magically bind the unwilling into their
level. service. Most enchanters fall somewhere in
between.

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Enchantment Savant You must choose to use this feature before
knowing whether the attack hits or misses.
Beginning when you select this school at 2nd Creatures that can’t be charmed are immune to
level, the money and time you must spend to this effect.
copy an enchantment spell into your spellbook is
halved. Split Enchantment
Hypnotic Gaze Starting at 10th level, when you cast an
enchantment spell of 1st level or higher that
Starting at 2nd level when you choose this targets only one creature, you can have it target
school, your soft words and enchanting gaze can a second creature.
magically enthrall another creature. As an action,
choose one creature that you can see within 5 Alter Memories
feet of you. If the target can see or hear you, it
must succeed on a Wisdom saving throw against At 14th level, you gain the ability to make a
your wizard spell save DC or be charmed by you creature unaware of your magical influence on it.
until the end of your next turn. The charmed When you cast an enchantment spell to charm
creature’s speed drops to 0, and the creature is one or more creatures, you can alter one
incapacitated and visibly dazed. creature’s understanding so that it remains
unaware of being charmed.
On subsequent turns, you can use your action to
maintain this effect, extending its duration until Additionally, once before the spell expires, you
the end of your next turn. However, the effect can use your action to try to make the chosen
ends if you move more than 5 feet away from creature forget some of the time it spent
the creature, if the creature can neither see nor charmed. The creature must succeed on an
hear you, or if the creature takes damage. Once Intelligence saving throw against your Wizard
the effect ends, or if the creature succeeds on its spell save DC or lose a number of hours of its
initial saving throw against this effect, you can’t memories equal to 1 + your Charisma modifier
use this feature on that creature again until you (minimum 1). You can make the creature forget
finish a long rest. less time, and the amount of time can’t exceed
the duration of your enchantment spell.
Instinctive Charm
Beginning at 6th level, when a creature you can
see within 30 feet of you makes an attack roll School of Evocation
against you, you can use your reaction to divert
the attack, provided that another creature is You focus your study on magic that creates
within the attack’s range. The attacker must powerful elemental effects such as bitter cold,
make a Wisdom saving throw against your searing flame, rolling thunder, crackling
wizard spell save DC. On a failed save, the lightning, and burning acid. Some evokers find
attacker must target the creature that is closest employment in military forces, serving as artillery
to it, not including you or itself. If multiple to blast enemy armies from afar. Others use
creatures are closest, the attacker chooses which their spectacular power to protect the weak,
one to target. On a successful save, you can’t use While some seek their own gain as bandits,
this feature on the attacker again until you finish adventurers, or aspiring tyrants.
a long rest.

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Evocation Savant before finishing a long rest, the necrotic damage
per spell level increases by 1d12. This damage
Beginning when you select this school at 2nd ignores resistance and immunity.
level, the money and time you must spend to
copy an evocation spell into your spellbook is
halved.
Sculpt Spells
School of Illusion
Masters of deception and distraction, many
Beginning at 2nd level, you can create pockets of
illusionists use their spells to disguise themselves
relative safety within the effects of your
and their spellcasting. They cover their magic use
evocation spells. When you cast an evocation
with illusions designed to fool observers into
spell that affects other creatures that you can
believing the magic is only normal sleight-of-
see, you can choose a number of them equal to 1
hand or clever “tricks.” These illusionists can be
+ the spell’s level. The chosen creatures
found entertaining crowds in the elven market or
automatically succeed on their saving throws
the courtyards of wine shops, usually while a
against the spell, and they take no damage if
confederate slips among the gathered throng
they would normally take half damage on a
and lightens their purses. Others are con men of
successful save.
impressive proportion, gathering information
Potent Cantrip about a subject, then using their illusions to
bolster phony predictions and money-making
Starting at 6th level, your damaging cantrips schemes.
affect even creatures that avoid the brunt of the
effect. When a creature succeeds on a saving Some may become entertainers of note. These
throw against your cantrip, the creature takes are invited to perform at the houses of nobles,
half the cantrip’s damage (if any) but suffers no wealthy merchants, and even some templars.
additional effect from the cantrip. Most don’t steal from such venues, but overhear
Empowered Evocation choice bits of gossip, and become friendly with
their patrons.
Beginning at 10th level, you can add your
Intelligence modifier to the damage roll of any Gossip may be sold or given to an interested
wizard evocation spell you cast. party for other considerations; the favor of
patrons can be turned into character references
Overchannel
or immunity from certain kinds of trouble. As
Starting at 14th level, you can increase the traveling entertainers, illusionists are in a perfect
power of your simpler spells. When you cast a position to act as spies, smugglers, and
wizard spell of 5th level or lower that deals messengers, all while remaining unsuspected as
damage, you can deal maximum damage with to their true nature. Many preserver illusionists
that spell. utilize this last ability to act as traveling agents
for the Veiled Alliance. Unfortunately, defiler
The first time you do so, you suffer no adverse illusionists have access to the same tricks
effect. If you use this feature again before you preservers do and may also pass themselves off
finish a long rest, you take 2d12 necrotic damage as agents of the Alliance when in fact they may
for each level of the spell, immediately after you be spies for the sorcerer-kings.
cast it. Each time you use this feature again

253
Illusory Self
Many elven illusionists own booths or shops in
the elven market. They excel in unloading flawed Beginning at 10th level, you can create an
or unpopular merchandise by using illusions to illusory duplicate of yourself as an instant,
cover up the flaws or make unpopular wares look almost instinctual reaction to danger. When a
like more popular ones. Buyers rarely notice such creature makes an attack roll against you, you
minor problems until they get the items home. can use your reaction to interpose the illusory
When they return to the shop, they find they are duplicate between the attacker and yourself. The
dealing with someone else entirely (often the attack automatically misses you, then the illusion
illusionist in disguise) who claims to have never dissipates. Once you use this feature, you can’t
seen them. Another popular custom is to cover use it again until you finish a short or long rest.
up highly noticeable wares stolen from caravans Illusory Reality
by changing their color or disguising them in
minor ways. Thus, vivid purple cloth might be By 14th level, you have learned the secret of
changed to brown or green, or wine in distinctive weaving shadow magic into your illusions to give
jugs might be disguised by changing the jug’s them a semi-reality. When you cast an illusion
appearance slightly. Though this might lower the spell of 1st level or higher, you can Choose one
item’s value somewhat, it also keeps the law inanimate, non-magical object that is part of the
away. illusion and make that object real. You can do
this on your turn as a bonus action while the
Illusion Savant spell is ongoing. The object remains real for 1
Beginning when you select this school at 2nd minute. For example, you can create an illusion
level, the money and time you must spend to of a bridge over a chasm and then make it real
copy an illusion spell into your spellbook is long enough for your allies to cross. The object
halved. can’t deal damage or otherwise directly harm
anyone.
Improved Minor Illusion
When you choose this school at 2nd level, you
learn the minor illusion cantrip. If you already School of Transmutation
know this cantrip, you learn a different wizard
cantrip of your choice. The cantrip doesn’t count You are a student of spells that modify energy and
matter, to you, the world is not a fixed thing. but
against your number of cantrips known. When
eminently mutable, and you delight in being an agent
you cast minor illusion, you can create both a
of change. You wield the raw stuff of creation and
sound and an image with a single casting of the learn to alter both physical forms and mental
spell. qualities. Your magic gives you the tools to become a
smith on reality’s forge.
Malleable Illusions
Some transmuters are tinkerers and pranksters,
Starting at 6th level, when you cast an illusion turning people into toads and transforming copper
spell that has a duration of 1 minute or longer, into silver for fun and occasional profit. Others
you can use your action to change the nature of pursue their magical studies with deadly seriousness,
that illusion (using the spell’s normal parameters seeking the power of the elements to make and
for the illusion), provided that you can see the destroy worlds.
illusion.

254
Transmutation Savant Shapechanger
Beginning when you select this school at 2nd level, At 10th level. you add the polymorph spell to
the money and time you must spend to copy a your spellbook. if it is not there already. You can
transmutation spell into your spellbook is halved. cast polymorph without expending a spell slot.
Minor Alchemy When you do so, you can target only yourself
and transform into a beast whose challenge
Starting at 2nd level when you select this school, you rating is 1 or lower. Once you cast polymorph in
can temporarily alter the physical properties of one this way, you can’t do so again until you finish a
non-magical object, changing it from one substance
short or long rest, though you can still cast it
into another. You perform a special alchemical
procedure on one object composed entirely of wood,
normally using an available spell slot.
stone (but not a gemstone), obsidian, bone, and Master Transmuter
ceramic, transforming it into a different one of those
materials. For each 10 minutes you spend performing Starting at 14th level, you can use your action to
the procedure, you can transform up to 1 cubic foot consume the reserve of transmutation magic
of material. After 1 hour, or until you lose your stored within your transmuter’s stone in a single
concentration (as if you were concentrating on a burst. When you do so, choose one of the
spell), the material reverts to its original substance.
following effects. Your transmuter’s stone is
Transmuter’s Stone destroyed and can’t be remade until you finish a
long rest.
Starting at 6th level, you can spend 8 hours creating a
transmuter’s stone that stores transmutation magic.  Major Transformation. You can transmute
You can benefit from the stone yourself or give it to one non-magical object—no larger than a
another creature. A creature gains a benefit of your 5—foot cube into another non-magical
choice as long as the stone is in the creature’s object of similar size and mass and of equal
possession. When you create the stone, choose the or lesser value. You must spend 10 minutes
benefit from the following options:
handling the object to transform it.
 Darkvision out to a range of 60 feet, as  Panacea. You remove all curses, diseases,
described in chapter 8 and poisons affecting a creature that you
 An increase to speed of 10 feet while the touch with the transmuter’s stone. The
creature is unencumbered creature also regains all its hit points.
 Proficiency in Constitution saving throws  Restore Life. You cast the raise dead spell
 Resistance to acid, cold, fire, lightning, or on a creature you touch with the
thunder damage (your choice whenever transmuter’s stone, without expending a
you choose this benefit) spell slot or needing to have the spell in
your spellbook.
Each time you cast a transmutation spell of 1st  Restore Youth. You touch the transmuter’s
level or higher, you can change the effect of your stone to a willing creature, and that
stone if the stone is on your person. If you create creature’s apparent age is reduced by 3d10
a new transmuter’s stone, the previous one years, to a minimum of 13 years. This
ceases to function. effect doesn’t extend the creature’s
lifespan.

255
Arena Mage sorcerer-kings. They are also invaluable to
adventuring parties who may desperately need
The arena mage is a gladiatorial wizard who uses the support of a spellcaster, but can’t afford to
his magic in the games. He’s a master at masking be discovered associating with one.
his use of magic and covertly casting his spells.
Though he excels in disguising his spells as Arena mages tend to focus their studies on spells
psionic disciplines, his able concealment of the that can be passed off as psionics. If a spell has
fact that he is a wizard can have far-reaching no material components, it will almost certainly
effects. The arena mage may be either a defiler appear in the arena mage’s spell book. Many
or preserver, though it’s usually easier for spells and psionic powers are virtually
preservers to hide the effects of their energy indistinguishable. These spells, such as
tapping. clairvoyance, telekinesis, animate object,
levitation, and teleport, for example, may be
used as is and easily passed off as psionic
Arena mages may be spellcasting slaves who are powers. Others, such as invisibility and stoneskin,
forced into the arena to fight for their lives. don’t exactly correspond to psionic equivalents,
Somehow they have managed to keep their but can be explained as such. Additionally, some
spellbooks or have created new ones. Since they spells actually give the arena mage an advantage
might be capable of escaping the slave pens over actual psionic foes. Antimagic field blocks
using their magic, there is often something else the effects of psionic powers, for example, while
holding them to the arena. They may have detect invisibility allows the mage to see
friends who might lose were they not there to someone using psionic invisibility quite clearly.
support them, they may be receiving instruction Each arena mage will usually hand-pick a
in the art of magic from another slave who will selection of clever spells with which he is
not leave, or they may simply enjoy the life of a intimately familiar.
gladiator.
Arena mages are intimately familiar with
Others are not slaves at all, but free people who gladiatorial arenas and how they function. Arena
choose to fight in the arena for money or glory trainers, who overhear everything, and
— or as an excuse to infiltrate the slave pens as a gladiators, because they are valued slaves (or
spy for the Veiled Alliance or a sorcerer-king. A admired free citizens), usually know what’s going
few are thrill-seekers, finding pleasure in on in any given city.
brazenly using magic in the most public place
possible. This type gets a particular thrill if there Arena mages can trade on their relationships
are templars present who still receive their with these people to learn one significant piece
spells. The chance to fool them is too good to of information per game session. The
pass up. information isn’t always directly related to the
character’s current quest, but might prove handy
Whatever their reasons for fighting in the games, to know in a later adventure or to trade for more
arena mages all learn a most valuable lesson: immediately important information.
how to cast spells without betraying that they
are wizards. This skill can be transferred over to Arena mages gamble with their lives every day.
life outside the arena, and makes them sought They perform magic in a public place, often in
after as covert agents for the Alliance and the front of templars and psionicists who could

256
unmask them in a moment if they saw through When you use this feature, you can’t cast spells
the act. This is always a possibility. For each other than cantrips until the end of your next
arena combat in which the mage participates, turn.
there is a 5% chance (not cumulative) that
someone becomes aware of the mage’s true Arcane Dissimulation
nature. If such a person notices the sham, there Because arena mages are so used to casting their
is an additional 10% chance that it will be a spells covertly, there is an 85% chance that foes
templar or a psionicist. Depending on who it is in combat with the mage won’t realize where a
that notices something amiss, the mage might be spell originated for the first two rounds. They
subjected to questioning, arrest, or any other may look for invisible wizards or attempt to erect
penalty that would normally be levied. psionic defenses, both of which are useless and
Unimportant people seeing through the disguise take up time and actions they might otherwise
might report it in hopes of a reward, attempt to spend to harm the arena mage and companions.
blackmail the wizard, or tell the Veiled Alliance. Arena mages have no time in the arena to draw
Though there should be the possibility that the energy to power their spells. They must tap the
character is unmasked, it shouldn’t become an energy when they study their spells instead.
everyday occurrence, happening every time the Because all their spells must be carefully
wizard sets foot in the arena. prepared to mimic psionic powers, however,
defilers only cause minimum damage and attain
They learn techniques that empower a caster’s the maximum spells possible (as if in the best
spells, while also providing methods for wizards possible terrain regardless of their actual
to bolster their own defenses. They see their surroundings). This benefit only applies to arena
magic as both a weapon and armor, a resource mages actually fighting in an arena setting, not to
superior to any piece of steel. Arena mages act those out adventuring.
fast in battle, using their spells to seize tactical
control of a situation. Their spells strike hard, Tactical Wit
while their defensive skills foil their opponents’
Starting at 2nd level, your keen ability to assess
attempts to counterattack. War mages are also
tactical situations allows you to act quickly in
adept at turning other spellcasters’ magical
battle. You can give yourself a bonus to your
energy against them. In great battles, a war
initiative rolls equal to your Intelligence modifier.
mage often works with evokers, abjurers, and
other types of wizards. Power Surge
Starting at 6th level, you can store magical
Arcane Deflection energy within yourself to later empower your
damaging spells. In its stored form, this energy is
At 2nd level, you have learned to weave your
called a power surge. You can store a maximum
magic to fortify yourself against harm. When you
number of power surges equal to your
are hit by an attack or you fail a saving throw,
Intelligence modifier (minimum of one).
you can use your reaction to gain a +2 bonus to
Whenever you finish a long rest, your number of
your AC against that attack or a +4 bonus to that
power surges resets to one. Whenever you
saving throw.
successfully end a spell with dispel magic or
counterspell, you gain one power surge, as you
steal magic from the spell you foiled. If you end a

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short rest with no power surges, you gain one the Veiled Alliance. These wizards specialize in
power surge. Once per turn when you deal hunting down rogues and turncoats and
damage to a creature or object with a wizard returning them to the Veiled Alliance for
spell, you can spend one power surge to deal judgment. A few will perform field executions as
extra force damage to that target. The extra need dictates.
damage equals half your wizard level.
There are also those wizards who hunt others for
the money, and those who hate themselves and
Durable Magic all other wizards. The latter believe that all
wizards, whether preserver or defiler, should be
Beginning at 10th level, the magic you channel wiped from the face of the planet. Hating what
helps ward off harm. While you maintain magic has done to them, they try to eradicate
concentration on a spell, you have a +2 bonus to wizardly magic on Athas. These particular
AC and all saving throws. chasseurs should always be NPCs; they are
Deflecting Shroud unsuitable as player characters.

At 14th level, your Arcane Deflection becomes In most cases, defiler chasseurs who are
infused with deadly magic. When you use your adventurers have escaped from (or been set free
Arcane Deflection feature, you can cause magical by the death of) their sorcerer-king employer.
energy to arc from you. Up to three creatures of The character is now on his own and free to
your choice that you can see within 60 feet of make his own choices. Preserver chasseurs may
you each take force damage equal to half your work for the Veiled Alliance, may be free agents
wizard level. who are occasionally employed by the Alliance,
or have made it their life’s work to stop rogue
wizards or defilers.

Chasseur Though they function primarily as mage hunters,


chasseurs are quite skilled at tracking in general.
Chasseurs, or huntsmen, are wizards who
Because of their skills in locating wizards (and
specialize in hunting down others of their kind.
presumably others as well), chasseurs are
Whether defiler or preserver, the chasseur uses
sometimes asked to go in search of missing
his skills and magic to track and capture or kill
people or to recover valuable goods which have
other mages.
been stolen.
Chasseurs are much like bounty hunters. The
Chasseurs are rarely known to be wizards. Most
sorcerer-kings employ many defilers to do their
people assume they are some sort of ranger or
dirty work for them. Among these are tracking
thief and look on them as bounty hunters. While
specialists who are charged with hunting down
most bounty hunters are given a wide berth and
wizards and bringing them in for trial and
looked down upon, chasseurs are often admired
execution. These defilers are particularly hated
for bringing hated, highly feared wizards to
and feared by all other wizards.
“justice.”
Not all chasseurs are defilers or work for the
Regardless of their path affiliation, all chasseurs
sorcerer-kings, however. Quite a few belong to
rely heavily on divinations to locate their

258
quarries. Defiler chasseurs occasionally have patrons. Refusal to hunt whomever their patrons
trouble learning the divination spells they need, deem dangerous will undoubtedly result in
and as a result are always on the lookout for another chasseur being summoned to hunt down
magical items that will assist them in their work. the “rogue” one. Once involved in mage-hunting,
Additionally, since their payment often depends the chasseur is in it for life, unless his patron dies
upon bringing in their quarry alive, chasseurs or the chasseur can fake his own death and
learn many non-damaging attack spells (such as move elsewhere.
web and sleep) to help them capture foes
without killing them. Those chasseurs who are
not under contract but who hunt down mages Chasseur Customs
for their own reasons don’t usually bother with Chasseur's concerns switch between eliminating
such niceties or distinctions. otherworldly threats from their homeland and
their original purpose of hunting evil wizards.
Chasseurs who are known to be mage-hunters Any spellcaster looking to abuse or defile the
are much admired by the common people. So magical weave or practice dark arts such as
long as it is not known that the chasseur is blood magic and necromancy, are sure to draw
himself a wizard, he as disadvantage to Charisma the wrath of the order's members.
persuasion checks with whom he interacts. He is
a popular character, receiving free drinks at the Chasseur Features
local wine shop and bargain prices on whatever Wizard
he buys. This benefit is not available to any Level Features
chasseur known to work for a sorcerer-king, as 2nd Arcanist Investigator, Counter-Weave
they are as greatly feared as those they work for. 6th Hunter's Armament
10th Arcane Sanctum
Chasseurs have one special ability that gives 11th Eyes of the Master
them a great deal of power over their foes. They
can “cry witch.” Crying witch is yelling out an Arcanist Investigator
accusation of practicing witchcraft (or wizardry)
against someone in a public place. The common When you adopt this tradition at 2nd level, you
people, guards, and other non-magicians gain proficiency with light armor, and you gain
present, being terrified of all sorcery, will take up proficiency with one simple melee weapon of
the cry and attempt to seize the supposed evil- your choice. You also gain proficiency in the
doer. This can make a chasseur’s job a whole lot Perception skill if you don't already have it.
easier, in effect using a mob to make the capture
for him. Additionally, it can be used to hold off Counter-Weave
foes long enough for the chasseur to make good Starting at 2nd level, you can hinder the
his escape if he is overmatched. If used too often effectiveness of a creature's magical prowess
in the same location, however, it can backfire on when you identify them as a magical threat. You
the wizard-hunter, especially if it is used as a can use a bonus action to place the counter-
distraction and not to alert the public to actual weave on a creature you can see within 30 feet
wizards. of you, which lasts for 1 minute. It ends early if
the creature dies, you die, or you are
Chasseurs who work for sorcerer-kings or the incapacitated.
Veiled Alliance are at the beck and call of their

259
Until the counter-weave ends, the following attack and damage rolls of melee attacks using
conditions Apply: that weapon. The weapon also becomes magical,
if it isn't already. At 10th level, your effectiveness
• You gain a bonus to saving throws against with the weapon improves as it gains a bonus of
spells from a creature affected by counter-weave +1 to attack and damage rolls, and then again to
equal to your Intelligence modifier (minimum of a +2 bonus at 14th level.
1).

• You double your ability score modifier to Arcane Sanctum


Wisdom (Survival) skill checks to track your
quarry, as well as Intelligence checks to identify At 10th level, you learn the magic circle spell.
or recall information about your target. You always have it prepared and it doesn't count
toward your total number of prepared spells for
• The range of your target's cantrips and spells is the day.
reduced by 10 feet or to the range of touch,
whichever is greater. You can use an action to cast magic circle
instantly and at a range of self without
• Your target's Constitution saving throws to expending a spell slot. Additionally, when you hit
maintain concentration on a spell is reduced by a creature affected by counter-weave, you can
your Intelligence modifier (minimum of 1). instead use your bonus action to cast the spell in
the same manner, centered on your target.
You can use this feature twice, after which you
regain all expended uses when you finish a short Once you cast magic circle using this feature, you
or long rest. can't do so again until you finish a short or long
rest, though you can still cast it normally using an
Hunter's Armament available spell slot.

At 6th level, you can forge a magical bond with a Eyes of the Master
weapon you have chosen to combat renegade
spellcasters and otherworldly beasts. Choose a At 14th level, you are constantly on the lookout
melee weapon in which you are proficient. to distinguish the magical from the mundane.
Performing the bonding ritual takes 1 hour, Your Intelligence (Arcana) skill proficiency is
which may be done during a short rest. The doubled with checks made to identify persistent
weapon must be within your reach throughout magic, magical items, or the presence of magical
the ritual. You can't be disarmed of your bonded and otherworldly creatures.
weapon unless you are incapacitated. If it is on
the same plane of existence, you can summon
that weapon as a bonus action on your turn,
causing it to teleport instantly to your hand. If Restorationist
you attempt to bond to another weapon, you
must break the bond with the first. The restorationist is a preserver whose main goal
is the return of Athas to its former state of
While your bond exists, you can use your verdant vegetation and free, open water. As a
spellcasting ability instead of Strength for the dreamer intent upon revitalizing the land, this

260
wizard seeks out new and ancient magic in hopes of agriculture or lore concerning the plant life of
of using it to heal the land of the ills that have Athas.
brought it to its present state.
Restorationists are respectful of all living things.
They may come from any portion of society, They never take lives unnecessarily, though they
from nobility to slave. Those who are brought up will make exceptions for exterminators, whom
outside of cities or who have intimate knowledge they consider to be dangerous and insane. They
of agriculture, whether as landowner or worker, prefer to eat things which return some value to
are most likely to follow this path. The the land such as fruits with seeds that can be
restorationist is a preserver dedicated to replanted. If dining on animals, the restorationist
restoring the land to its former lush glory. As always tries to bury the remains so the nutrients
such, they often find themselves allied with from the carcass will provide fertilization for the
cultivators and druids. Their greatest foes are land; when eating fruits, grains, and vegetables,
exterminators. They are brought up with a the wizard keeps seeds for planting in fertile
respect for the land and they adventure out of areas and uses any leftover vegetable matter as
the desire to better the conditions of life on compost. As traveling companions,
Athas. Restorationists must be preservers. restorationists are thoughtful and self-assured.
Defilers may never take this kit. They must be of Though they don’t seek combat, they will defend
good or neutral alignment. their companions. Their knowledge of the land
and herbs makes them valued members of any
In a world that teeters on the brink of total party.
collapse, the restorationist is a dedicated
rebuilder of what once was. This wizard tries to There are two main reasons why restorationists
repair the shattered environment and to educate travel: to see and learn about the land, and to
others in ecologically sound land management. It find ways to make it fertile once again. To this
is the restorationist’s role to travel from place to end, the wizard might travel in search of ancient
place, always seeking out magic which might tomes that describe spells which affect plants, or
help restore the land and the vegetation. Also, might accompany a group because they will pass
the wizard carries seeds from one area to through an oasis where certain plants grow that
another, attempting to create areas of life in the restorationist wants to seed elsewhere.
places where life has seemingly been eradicated.
Their keen understanding of the forces that Because they are wholly consumed by their goal
shape the world forms the cornerstone of the of restoring Athas, restorationists tend to choose
magic they practice. Restorationists are fanatical their spells based on usefulness to this goal. They
preservers. They always take extra time when tend toward divination and abjuration spells, but
tapping into a plant’s life energy and carefully also utilize many alteration
replace the life-force after extracting the small spells such as plant growth. They are constantly
amount of energy they need. To some extent, searching for new spells that will have a positive
even defilers respect restorationists. After all, effect upon the land.
they are making the land healthy again,
providing the defiler with new sources of energy. Restorationists refuse to use anything made of
Restorationists never advertise that they are wood. If they have staves, these are carved from
wizards, claiming only that they have knowledge huge bones. Additionally, they may choose to

261
take garden hoe (sickle made of bone) as a Creation Savant
weapon.
Beginning when you select this school at 2nd
These wizards are not hated and reviled like level, the gold and time you must spend to copy
others because they are the most careful not to an evocation spell into your spellbook is halved.
let anyone know that they are spellcasters.
Nobles and commoners alike come to them for Additionally, you learn two cantrips and add one
advice on growing more abundant crops, and 1st level spell to your spellbook from the cleric
they are respected for their knowledge. If a spell list. These spells are wizard spells for you,
restorationist has passed through an area before but other wizards can’t copy cleric spells from
without causing problems, he has advantage to your spellbook into their own spellbooks.
Charisma skills check with the residents due to
help he may have rendered them in the past.
Applied Reconstruction
The restorationist is bound by a code not to pull
energy form any one group of plants or area (10 Starting at 2nd level, you can reverse the
feet x 10 feet) more than once per day. He can’t destructive force of your evocation spells,
pull life energy from the same patch of transforming their power into healing energy.
vegetation as before, and this forces him to When you cast an evocation spell of 1st level or
move around in combat. Additionally, the higher that targets only one creature, with an
restorationist does not gather energy at the time instantaneous duration, and doesn’t require
when he concentration, the target creature takes no
memorizes his spells for the day, because of his damage and instead regains a number of hit
strong beliefs that all plant life must points equal to half of the total.
be left as healthy as possible.
If the spell requires you to make an attack roll or
Defilers who know of a restorationist’s work and requires a creature to make a saving throw, the
who have ties to sorcerer-kings occasionally creature can choose to be hit or fail the saving
attempt to kidnap these wizards to keep the throw. The spell doesn’t impose any status
powerful ruler’s gardens green and healthy. conditions.

Undead and constructs can't regain hit points in


Restorationist Features this way.
Wizard
Level Features You may also choose to take one extra spell per
2nd Creation Savant, Applied Reconstruction day which directly has an effect on the
6th Prolonged Regeneration environment, the land, or plant or animal life.
10th Blossom of Life
11th Overheal Prolonged Regeneration

Beginning at 6th level, when you cast a wizard


spell that restores hit points, living creatures
affected by the spell continues to regenerate
over the next 1d4 rounds. The creature regains

262
hit points equal to your Intelligence modifier at feature again before finishing a long rest, the
the start of its turn, provided it has at least 1 hit necrotic damage per spell level increases by
point remaining. 1d12. This damage ignores resistance and
immunity.
Additionally, while a creature is regenerates in
this way, it‘s immune to disease and poison. If Additionally, you choose four spells from the
the creature is currently diseased or poisoned, cleric spell list to add to your spellbook, one from
any effects are suspended for the duration of its each of the following levels: 2nd, 3rd, 4th, 5th.
regeneration. These spells are wizard spells for you, but other
wizards can’t copy cleric spells from your
Because of your close association with growing spellbook into their own spellbooks.
things, you can cast once per long rest the 3rd
level cleric spell speak with plants. This does not
count against your memorized spells, nor does it
require life energy when used.

Blossom of Life
Path Sinister
Starting at 10th level, you can focus the healing Arcane Traditions
energies around certain pockets within the
effects of your evocation spells. When you cast School of Conjuration
an evocation spells that affects other creatures
that you can see, you can choose a number of As a conjurer, you favor spells that produce
them equal to 1 + the spell’s level to impose an objects and creatures out of thin air. You can
effect that uses your wizard’s spell save DC. The conjure billowing clouds of killing fog or summon
chosen creatures automatically succeed on their creatures from elsewhere to fight on your behalf.
saving throws and take no damage from the As your mastery grows, you learn spells of
spell. They also regain hit points equal to half the transportation and can teleport yourself across
damage the spell would have dealt. Undead and vast distances, even to other planes - like the
constructs can't regain hit points in this way. elemental planes or the Grey and the Black - in
an instant.
Overheal Conjuration Savant

Starting at 14th level, you can increase the Beginning when you select this school at 2nd
power of your simpler spells. When you cast a level, the money and time you must spend to
wizard spell of 5th level or lower that restores hit copy a conjuration spell into your spellbook is
points, you can maximize the healing power of halved.
that spell.
Minor Conjuration
The first time you do so, you suffer no adverse Starting at 2nd level when you select this school,
effect. If you use this feature again before you you can use your action to conjure up an
finish a long rest, you take 1d12 necrotic damage inanimate object in your hand or on the ground
for each level of the spell, immediately after the in an unoccupied space that you can see within
healing affect occurs. Each time you use this 10 feet of you.

263
 This object can be no larger than 3 feet on necromancers as menacing, or even villainous,
a side and weigh no more than 10 pounds due to the close association with death. Not all
 Its form must be that of a non-magical necromancers are evil, but the forces they
object that you have seen. manipulate are considered taboo by many
 The object is visibly magical, radiating dim societies.
light out to 5 feet.
 The object disappears after 1 hour, when
Necromancers are mainly concerned with the
you use this feature again, or if it takes or search for immortality. They learn all they can of
deals any damage. death in order to avoid its eventual embrace.
Some are merely interested scholars, while
Benign Transposition others want to attain immortality themselves. To
this end, they often seek out intelligent undead
Starting at 6th level, you can use your action to to learn from and may serve them in some
teleport up to 30 feet to an unoccupied space capacity in return for this information. Some
that you can see. Alternatively, you can choose a necromancers search for kaisharga to learn how
space within range that is occupied by a Small or to become like them; others may approach
Medium creature. If that creature is willing, you meorty resting places hoping to learn more
both teleport, swapping places. Once you use about the mysterious ancients.
this feature, you can’t use it again until you finish
a long rest or you cast a conjuration spell of 1st Necromancy Savant
level or higher.
Beginning when you select this school at 2nd
Focused Conjuration level, the money and time you must spend to
copy a necromancy spell into your spellbook is
Beginning at 10th level, while you are halved.
concentrating on a conjuration spell, your
concentration can’t be broken as a result of Grim Harvest
taking damage.
At 2nd level, you gain the ability to reap life
Durable Summons energy from creatures you kill with your spells.
Once per turn when you kill one or more
Starting at 14th level, any creature that you creatures with a spell of 1st level or higher, you
summon or create with a conjuration spell has 30 regain hit points equal to twice the spell’s level,
temporary hit points. or three times its level if the spell belongs to the
School of Necromancy. You don’t gain this
benefit for killing constructs or undead.
School of Necromancy Undead Thralls
The School of Necromancy explores the cosmic At 6th level, you add the animate dead spell to
forces of life, death, and undeath. As you focus your spellbook if it is not there already. When
your studies in this tradition, you learn to you cast animate dead, you can target one
manipulate the energy that animates all living additional corpse or pile of bones, creating
things. As you progress, you learn to sap the life another zombie or skeleton, as appropriate.
force from a creature as your magic destroys its Whenever you create an undead using a
body, transforming that vital energy into magical necromancy spell, it has additional benefits:
power you can manipulate. Most people see

264
 The creature’s hit point maximum is over to the other side. The same is true of
increased by an amount equal to your defilers; they can step away from the dark pit
wizard level. and return to the preserving path if they have
 The creature adds your proficiency bonus the will and desire to do so.
to its weapon damage rolls.
The Road to Corruption
Inured to Undeath
Beginning at 10th level, you have resistance to There’s a difference between using spells that
necrotic damage, and your hit point maximum belong to the Path Sinister and employing
can’t be reduced. You have spent so much time defiling methods to gather the energy for casting
dealing with undead and the forces that animate spells. The memorization and casting of a Path
them that you have become inured to some of Sinister spell doesn’t qualify as using defiling
their worst effects. magic. Only the actual defilement of the land
counts as using defiling magic.
Command Undead
If a preserver wants to use defiling methods to
Starting at 14th level, you can use magic to bring
gather energy (or must do so in an emergency),
undead under your control, even those created
he rolls on TABLE: GATHERING SPELL ENERGY
by other wizards. As an action, you can choose
THROUGH DEFILING MAGIC. A preserver may do
one undead that you can see within 60 feet of
so once per level of experience without suffering
you. That creature must make a Charisma saving
any penalties. Even if the check fails, the attempt
throw against your wizard spell save DC. If it
constitutes the allowed use of defiling magic
succeeds, you can’t use this feature on it again. If
methods for a given level. Each use beyond that
it fails, it becomes friendly to you and obeys your
is a potentially dangerous one, both to the
commands until you use this feature again.
preserver’s health and his standing as a
Intelligent undead are harder to control in this
preserver. Each additional use of defiling magic
way. If the target has an Intelligence of 8 or
within a given level of experience requires the
higher, it has advantage on the saving throw. If it
preserver to make a Wisdom saving throw DC 11
fails the saving throw and has an Intelligence 0f
+ spell level, modified by a cumulative +2 per
12 or higher, it can repeat the saving throw at
each additional use. A failed saving throw
the end of every hour until it succeeds and
indicates that the energy came not from plants,
breaks free.
but from within the preserver himself. He suffers
a permanent 1d4 point loss from his Constitution
score and becomes a defiler immediately. If he
was formerly of good alignment, an alignment
Switching Roles change to neutral or evil is necessary, indicative
of his willingness to gain power through defiling.
There’s a saying on Athas: “Once a defiler, He no longer accesses Path Dexter spells at an
always a defiler.” It’s a popular sentiment among advantage. The new defiler must seek out a
preservers, especially those of the Veiled teacher (another defiler) if he wishes to learn
Alliance, but it’s not entirely true. Preservers can how to gain such a bonus for learning Path
use defiling techniques in a limited manner Sinister spells. The bonus isn’t automatic; it must
without crossing the line, or they can embrace be learned.
the power offered through defilement and cross

265
Some purists maintain that even learning spells must be made. If the wizard is successful, he may
from the Path Sinister taints a preserver, and to start upon the road to becoming an avangion.
some degree they may be right. If preservers
learn more spells from Path Sinister than from The Path of Preservation
Path Dexter, there is a 5% chance per spell level
that this knowledge will corrupt them, leading Defilers have their own problems. Universally
them to use defiling methods to gather power. feared and hated, every hand is turned against
Such penalties are cumulative, and checks are them. Some may find employment with a
made once per level of experience. particular sorcerer-king, but they are kept on
short leashes, required to do those powerful
beings’ dirty work and taught only the spells
The Road Back their patrons deem necessary for them to learn.
Should they become too powerful, the sorcerer-
A preserver who becomes a defiler can return to kings simply eliminate them; there are always
the preserving path, but it isn’t easy. He must more defilers. And in these days when even
stop gathering spell energy as a defiler, not sorcerer-kings are not safe from determined
advance in level until he attains enough heroes, what security is there for a king’s today?
experience to reach the next level as a preserver, Those who don’t work for more powerful
and undertake some momentous quest to patrons must hide their talents just as preservers
demonstrate his commitment to the preserving do.
way. He gets one chance to do it right. If he
crosses the line again, he remains a defiler Additionally, people tend to forget that not all
forever. defilers are evil. Admittedly, the vast majority
are only out to garner power for their own selfish
A recovered preserver never enjoys the full trust ends, but some few have been misled by defiler
of other preservers. If he was a member of the teachers or are simply ignorant of the extent of
Veiled Alliance, he finds his membership revoked the damage they cause. Although there are no
and he is shunned by all who wear the veil. known tales of a defiler changing her ways to
Sometimes Alliance agents might even attempt become a preserver, it’s not impossible (and in
to slay him. He will never be accepted into the fact, has been done at least once, but that story
Alliance again in any case. Also, a recovered is not public knowledge).
preserver retains some taint of his corruption.
Until they reach 6th level, defilers may change
Finally, a recovered preserver’s attempts to their ways, abandoning the destructive
become an avangion are much harder, requiring defilement methods and becoming preservers. A
him to make a Wisdom saving throw, DC 20 + defiler who wishes to switch to the preserver
spell level attained as a Defiler, when the first class undergoes some rigorous trials to do so.
transformation is attempted. If he fails, the First, he must stop gathering the energy to
powerful magics rip through the wizard, in effect power spells at all. After one week, during which
erasing experience and returning him to one he casts no magic and spends time purifying
level below his current one. He may, of course, himself, the defiler becomes a preserver of one
garner more experience and try again. Each time level lower than her current experience level,
the first transformation is attempted, this roll with the minimum number of experience points
for that level.

266
(rounded down). Though they retain their hit
Through purification and meditation, the new points, all else revert to the lower level. The
preserver is able to intuit how to draw energy former defiler becomes a preserver of half his
more slowly so as not to harm the environment. former level. Though they advance in level from
He must excise enough Path Sinister spells from this point, they gain no additional hit points until
his spell book so that he has fewer spells from they surpass the level at which they switched to
that path than from Path Dexter. He can’t utilize the preserver class.
the bonus to learn spells from Path Dexter’
schools at this time. New spells must be found Because this is such a momentous change, it
and learned in the usual way. Once he attains must be done under the tutelage and protection
enough experience points to advance to the next of a preserver at least one level higher than the
level as a preserver, he may seek out a teacher defiler’s reduced level. The rituals involved (see
and learn the secrets which allow preservers to “New Spells”) wipe knowledge of former spells
learn Path Dexter spells more easily. He must from higher levels from the reformed defiler’s
convince the teacher of his sincerity and may be mind, leaving it clean and ready to be taught a
required to fulfill some mission that strengthens new way of casting magic. The reformed defiler
the preserver cause in order to prove himself. must spend at least six months with the patron
Additionally, the teacher may require him to tap preserver, learning new methods and preparing
energy and cast spells as a test to see if he uses a new spell book. Additionally, to show his
defiling to do so. commitment to starting anew and relinquishing
his former power-hungry nature, the wizard
Once the reformed defiler has made the change, must give up all magical items he formerly had.
he must be ever on guard against backsliding. He Even protective devices, if they were acquired
is allowed the one use per level that all during a period when he was corrupted, should
preservers have. A second use of defiling be given away (to an NPC stranger so it will be
methods at a given level undoes all the removed from play), destroyed, or discarded.
reformation. He gets no saving throw, but takes
the 1d4 Constitution loss and immediately Because of the complete change which occurs
reverts to being a defiler once again. There is no through this transformation, all former evil is
second chance. Like reformed preservers who removed from the wizard, cleansing him enough
have slipped to defilement and recovered, that he may attempt to become an avangion,
former defilers must undergo a Wisdom saving though he too must successfully a Wisdom
throw, DC 20 + spell level attained as a Defiler, in saving throw, DC 20 + spell level attained as a
order to begin their first transformation to Defiler, in order to undertake the first step of the
avangion form. Failure carries the same penalties transformation process. Once a reformed defiler
as those listed under “The Road Back.” starts transforming into an avangion, all lingering
Beyond 6th level, it’s much harder for a defiler to taints of corruption are eradicated and the
reform (and most never want to). Those of 7th wizard can never again fall from the preserving
level or higher who do wish to change their ways path.
must undergo everything that lower-level
candidates for reform do, but their penalties are Dark rumors persist that some high-level
far worse. To reflect their long years of using preservers actively seek to become defilers for
defiling magic, higher level defilers don’t just lose reasons known only to themselves. In such cases,
one level in the switch; they lose half of them the same difficulties and penalties apply to the

267
former preservers. Of course, advancement is 1) stop drawing energy as a defiler;
much faster when the wizard doesn’t care about 2) not advance in level until he has accumulated
the consequences of his actions any longer. Such enough experience to reach the next level as a
a fallen preserver may attempt to become a preserver; and
dragon with no penalties. 3) perform a great personal sacrifice or
undertake a momentous quest to demonstrate
A preserver who switches to the defiler class his commitment to the preserving way.
becomes a defiler of the same level, with the
minimum number of experience points for that A preserver who returns from being a defiler has
level (thus losing experience points). To regain just one chance. If the character crosses the line
his former station, the character must: again, he remains a defiler until his dying day.

268
storm they take their name from, are few in
Sorcerer Class number, and are only rarely encountered. They
alone among Athasian magic users seem able to
draw power from this seemingly elemental
On Athas, the energy for wizardly magic doesn’t source, a path usually denied to defilers and
come from some extra-dimensional source as it preservers but open to elemental priests. That
does on other worlds, but from the living ceruleans are able to use the great storm to
environment itself. Wizardly magic taps into the power their spells indicates that the storm is not,
life force of Athas, drawing strength from the in truth, simply an elemental force. The Cerulean
fertile soil and the plants that grow within it. It Storm, born of magic and nourished by its
provides great power to those who can gather connection to the imprisoned essences of Rajaat
and shape it, though the cost to the world can be the First Sorcerer and Tithian of Tyr, isn’t just an
beyond measure. elemental force. Cerulean sorcerers draw upon
the storm’s spirit rather than its elemental
All Athasian sorcerers, defilers and preservers nature.
alike (with a few exceptions), power their spells
with life energy. Until they reach very high levels, Grey Sorcerers, on the other hand, have been
wizards draw upon the life force of plants only. around for generations, but little is known of
The magic of advanced preservers and defilers them. These sorcerers draw their power from
(above 20th level) draws energy from both plant the plane of the dead, the Gray. Like ceruleans,
and animal life—including humans and their magic is powered by a different energy
humanoids. source. In this case, the energy they draw is
negative, or anti-life energy. They tend toward
Dragons, the ultimate defilers, wantonly destroy defilement, as their spell energies are concerned
both plant life and living creatures to power their mostly with death, immortality, and the undead.
spells. All the remaining sorcerer-kings of the Tyr
Region walk the path of transformation into Shadow sorcerers, too, aren’t especially new.
dragons. Avangions, the most advanced Like Grey sorcerers, these sorcerers draw energy
preserver form achievable, know how to utilize from another plane of existence instead of from
the life energy of plants and living beings without living things. In this case, the planar source is the
harming the source. Black, that shadow dimension that separates
everything that exists from everything that
In recent times sorcerers have emerged who doesn’t. Besides drawing power from the Black,
have learned to draw energy from alternate shadow sorcerers require light to utilize their
sources. All of these sorcerer are magic users magic, as shadows can’t exist in the absence of
that are attached to either preserver or defiler light.
classes. But they are in danger of defiling land if
their energy source fails them, without them
gaining the spoils of defiling the land. Special Energy Sources

Ceruleans, for example, are sorcerers who can While most Athasian sorcerers rely on the life
draw power from the forces whirling within the energy of plants or, in rare instances, animals,
Cerulean Storm. Few know much about there are those who have the knowledge and
ceruleans as they are as new to Athas as the ability to draw energy from other sources; we

269
call them Sorcerers. They are playing with The Cerulean Storm
energies that can be very volatiles, and that
makes them at risk of defiling the land if these The Cerulean Storm is a recent phenomenon on
sources fail them when gathering energy to cast Athas. Formed in the Year of Friend’s Agitation of
spells. the 190th King’s Age (Free Year 10 according to
the Tyr Calendar) when King Tithian of Tyr
These special energy sources are described attempted to free Rajaat the First Sorcerer, the
below: storm covers what was once the valley of Dust
and Fire in the Silt Sea. This deadly tempest is
fueled by the First Wizard’s bond with elemental
water and by the anger and frustration of
Tithian. Tithian was caught and imprisoned in the
Black when Rajaat was forced to return to the
Hollow. Part of Tithian’s consciousness can
emerge into the storm itself, where his rage and
pain are made manifest in the pounding rain,
gale force winds, and deadly lightning that swirl
within the never-ending storm.

Spinning off from the Cerulean Storm are lesser


tempests known as Tyr-storms. These rush
across the Tyr Region gaining power and
intensity until they burst, assaulting an area with
pelting hail, torrents of rain, furious winds, and
lethal bolts of lightning. Tyr-storms form and
approach quite rapidly, often giving those in
their path little time to prepare or seek cover.

Both the power of the Cerulean Storm itself and


its offshoots, the smaller Tyrstorms, are useful to
cerulean mages. These sorcerers can siphon
energy from the storms and, in the case of some
Tyr-storms, can even dissipate them and capture
their energy for later use. It’s important to note
that ceruleans aren’t tapping into elemental
power, but into the living sparks of those
connected to the storm—namely Tithian and
Rajaat.

270
The Black The Gray

The Black is one of two planes that directly touch The Gray is a dreary, endless space, the place
the prime world of Athas; the other is the Gray. Athasians go when they die. This infinite expanse
The Black, a realm of chill darkness similar to the of ashen haze attracts the spirits of the dead
Demi-plane of Shadow, can be accessed once they give up the confines of their mortal
wherever light creates shadows. In the absence raiment. In the Gray, the dead exist in a sort of
of light, no connection to the Black exists. limbo, floating aimlessly in the ether or assuming
the forms they held in life. Eventually, the spirits
This vast dimension of darkness separates of the dead are dissolved and absorbed into the
everything that exists from everything that Gray, much as their corpses are slowly
doesn’t. It’s an absence filled with numbing cold, obliterated by rot and decay on Athas.
endless darkness, and even living beings. Shadow
people, who some erroneously refer to as Some spirits don’t suffer this fate. They are
shadow giants, live as part of the Black. These sustained by a force more powerful than the
one-time halflings were the loyal servants of Gray—their everlasting faith in a cause greater
Rajaat the First Sorcerer. To complete their than themselves. The wraiths who once served
betrayal of Rajaat, the Champions trapped the Borys the Dragon were such spirits, surviving
halflings in the Black, and now the halflings can centuries beyond death thanks to their
only interact with the world through shadows. dedication to Borys.
King Tithian of Tyr, who tried to free Rajaat from
his prison beyond the Black, is also trapped Spirits of the dead coalesce out of the Gray;
within this dimension. Due to the circumstances when the living enter this plane they are drawn
of his interment, Tithian can only interact with through it. Most spirits can’t leave the Gray once
the world through the Cerulean Storm. The Black they become mired in its ashen haze. Only those
lurks below the surface of all things, like the spirits that are classified as “undead” have this
leathery shell of a great egg, buried shallow and ability. Spirit undead (also called non-corporeal
about to hatch. The world of Athas exists outside undead) can freely pass from the Gray to the
the shell of this egg. Inside, cold gloom fills the material world of Athas, but they must return to
plane, the entirety of which is a dark stain visible the ashen plane at regular intervals to sustain
only as an absence. Deep within the shell lies the their existence. Corporeal undead can’t enter the
Hollow, a realm of absolute nothingness. Within Gray, but they still draw sustenance from it.
the vast emptiness of the Hollow, Rajaat the First
Sorcerer languishes in a prison formed of The Gray surrounds the portion of the prime that
treachery and magic. contains Athas. It separates Athas from the
Astral and Ethereal, making planar travel
Shadow sorcerers tap into the Black to gain the difficult. In the case of the Astral Plane, the Gray
energy needed for their magic. Indeed, those forms a wide buffer, making the Outer Planes
who follow shadow sacrifice a portion of seem almost unreachable. The buffer isn’t nearly
themselves to the Black, becoming part shadow. as wide between Athas and the Ethereal.
They depend as much on light as they do Therefore, the Inner Planes are relatively closer,
darkness for the power they wield. and the elemental conduits that provide energy
to priests have less metaphysical distance to
travel.

271
Grey sorcerers reach into the Gray for energy to discover that the power doesn’t like to stay
cast spells. This source of power gives these quiet. A sorcerer’s magic wants to be wielded,
sorcerers a compelling connection to the dead and it has a tendency to spill out in unpredictable
and undead, a connection that, in turn, ways if it isn’t called on.
influences the sorcerers. They have the look of
death about them; it hangs like a dark aura or Sorcerers often have obscure or quixotic
burial shroud around them, marking them as motivations driving them to adventure. Some
death sorcerers to those who can interpret such seek a greater understanding of the magical
signs. Others simply feel ill at ease in their force that infuses them, or the answer to the
presence. mystery of its origin. Others hope to find a way
to get rid of it, or to unleash its full potential.
Raw Magic Whatever their goals, sorcerers are every bit as
useful to an adventuring party as wizards,
making up for a comparative lack of breadth in
Magic is a part of every sorcerer, suffusing body,
their magical knowledge with enormous
mind, and spirit with a latent power that waits to
flexibility in using the spells they know.
be tapped. The appearance of sorcerous powers
is wildly unpredictable. Most of the time, the
talents of sorcery appear as apparent flukes.
Some sorcerers can’t name the origin of their Creating a Sorcerer
power, while others trace it to strange events in
their own lives. The touch of a cerulean rain fall, The most important question to consider when
the mark of a shadow at a baby’s birth, or a taste creating your sorcerer is the origin of your
of the water from a mysterious spring might power.
spark the gift of sorcery. So too might the
elemental forces of the Inner Planes or the How do you feel about the magical power
maddening chaos of the Grey, or a glimpse into coursing through you? Do you embrace it, try to
the inner workings of the Black. master it, or revel in its unpredictable nature? Is
it a blessing or a curse? Did you seek it out, or
Sorcerers have no use for the spellbooks and did it find you? Did you have the option to refuse
ancient tomes of magic lore that wizards rely on, it, and do you wish you had? What do you intend
nor do they rely on an energy to grant their to do with it? Perhaps you feel like you’ve been
spells as clerics do with their element. By given this power for some lofty purpose. Or you
learning to harness and channel their own inborn might decide that the power gives you the right
magic, they can discover new and staggering to do what you want, to take what you want
ways to unleash that power. from those who lack such power. Perhaps your
power links you to a powerful individual in the
world—the spirit of the land that blessed you at
Unexplained Powers birth, the sorcerer-king who put a drop of its
blood into your veins, the kaisharga who created
you as an experiment, or the deity who chose
Sorcerers are rare in the world, and it’s unusual
you to carry this power.
to find a sorcerer who is not involved in the
adventuring life in some way. People with
magical power seething in their veins soon

272
Proficiency Sorcery Features Cantrips Spells —Spell Slots per Spell Level—
Level Bonus Points Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 — Spellcasting, Sorcerous 4 2 2 — — — — — — — —
2nd +2 2 Origin
Font of Magic 4 3 3 — — — — — — — —
3rd +2 3 Metamagic 4 4 4 2 — — — — — — —
4th +2 4 Ability Score Improvement 5 5 4 3 — — — — — — —
5th +3 5 — 5 6 4 3 2 — — — — — —
6th +3 6 Sorcerous Origin Feature 5 7 4 3 3 — — — — — —
7th +3 7 — 5 8 4 3 3 1 — — — — —
8th +3 8 Ability Score Improvement 5 9 4 3 3 2 — — — — —
9th +4 9 — 5 10 4 3 3 3 1 — — — —
10th +4 10 Metamagic 6 11 4 3 3 3 2 — — — —
11th +4 11 — 6 12 4 3 3 3 2 1 — — —
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 — — —
13th +5 13 — 6 13 4 3 3 3 2 1 1 — —
14th +5 14 Sorcerous Origin Feature 6 13 4 3 3 3 2 1 1 — —
15th +5 15 — 6 14 4 3 3 3 2 1 1 1 —
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 —
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin Feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

QUICK BUILD Proficiencies


You can make a sorcerer quickly by following Armor: None
these suggestions. First, Charisma should be your Weapons: Daggers, darts, slings, quarterstaffs,
highest ability score, followed by Constitution. light crossbows
Second, choose the hermit background. Third, Tools: None
choose the light, prestidigitation, ray of frost, Saving Throws: Constitution, Charisma
and shocking grasp cantrips, along with the 1st- Skills: Choose two from Arcana, Deception,
level spells shield and magic missile. Insight, Intimidation, Persuasion, and Religion

Equipment
Class Features You start with the following equipment, in
addition to the equipment granted by your
As a sorcerer, you gain the following class background:
features.
 (a) a light crossbow and 20 stone bolts or
Hit Points (b) any stone simple weapon
 (a) a component pouch
Hit Dice: 1d6 per sorcerer level  (a) a dungeoneer’s pack or (b) an explorer’s
Hit Points at 1st Level: 6 + your Constitution pack
modifier  Two stone daggers
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per sorcerer level after 1st

273
Spellcasting sorcerer spell list, which also must be of a level
for which you have spell slots.
An event in your past, or in the life of a parent or
ancestor, left an indelible mark on you, infusing Spellcasting Ability
you with arcane magic. This font of magic,
Charisma is your spellcasting ability for your
whatever its origin, fuels your spells. See Spells
sorcerer spells, since the power of your magic
Rules for the general rules of spellcasting and the
relies on your ability to project your will into the
Spells Listing for the sorcerer spell list.
world. You use your Charisma whenever a spell
Cantrips refers to your spellcasting ability. In addition, you
use your Charisma modifier when setting the
At 1st level, you know four cantrips of your saving throw DC for a sorcerer spell you cast and
choice from the sorcerer spell list. You learn when making an attack roll with one.
additional sorcerer cantrips of your choice at
higher levels, as shown in the Cantrips Known Spell save DC = 8 + your proficiency bonus + your
column of the Sorcerer table. Charisma modifier

Spell Slots Spell attack modifier = your proficiency bonus +


your Charisma modifier
The Sorcerer table shows how many spell slots
you have to cast your spells of 1st level and Sorcerous Origin
higher. To cast one of these sorcerer spells, you
Choose a sorcerous origin, which describes the
must expend a slot of the spell’s level or higher.
source of your innate magical power: Cerulean
You regain all expended spell slots when you
Sorcerer, Grey Sorcerer, or Shadow Sorcerer.
finish a long rest.
Your choice grants you features when you
For example, if you know the 1st-level spell
choose it at 1st level and again at 6th, 14th, and
burning hands and have a 1st-level and a 2nd-
18th level.
level spell slot available, you can cast burning
hands using either slot. Font of Magic
Spells Known of 1st Level and Higher At 2nd level, you tap into a deep wellspring of
magic within yourself. This wellspring is
You know two 1st-level spells of your choice
represented by sorcery points, which allow you
from the sorcerer spell list.
to create a variety of magical effects.
The Spells Known column of the Sorcerer table
Sorcery Points
shows when you learn more sorcerer spells of
your choice. Each of these spells must be of a You have 2 sorcery points, and you gain more as
level for which you have spell slots. For instance, you reach higher levels, as shown in the Sorcery
when you reach 3rd level in this class, you can Points column of the Sorcerer table. You can
learn one new spell of 1st or 2nd level. never have more sorcery points than shown on
the table for your level. You regain all spent
Additionally, when you gain a level in this class,
sorcery points when you finish a long rest.
you can choose one of the sorcerer spells you
know and replace it with another spell from the

274
Flexible Casting those creatures from the spell’s full force. To do
so, you spend 1 sorcery point and choose a
You can use your sorcery points to gain number of those creatures up to your Charisma
additional spell slots, or sacrifice spell slots to modifier (minimum of one creature). A chosen
gain additional sorcery points. You learn other creature automatically succeeds on its saving
ways to use your sorcery points as you reach throw against the spell.
higher levels.
Distant Spell
Creating Spell Slots. You can transform
unexpended sorcery points into one spell slot as When you cast a spell that has a range of 5 feet
a bonus action on your turn. The Creating Spell or greater, you can spend 1 sorcery point to
Slots table shows the cost of creating a spell slot double the range of the spell.
of a given level. You can create spell slots no
higher in level than 5th. When you cast a spell that has a range of touch,
you can spend 1 sorcery point to make the range
Any spell slot you create with this feature of the spell 30 feet.
vanishes when you finish a long rest.
Empowered Spell
Creating Spell Slots When you roll damage for a spell, you can spend
Spell Sorcery Point 1 sorcery point to reroll a number of the damage
Slot Level Cost dice up to your Charisma modifier (minimum of
1st 2 one). You must use the new rolls.
2nd 3
You can use Empowered Spell even if you have
3rd 5
already used a different Metamagic option
4th 6
during the casting of the spell.
5th 7
Extended Spell
Converting a Spell Slot to Sorcery Points. As a When you cast a spell that has a duration of 1
bonus action on your turn, you can expend one minute or longer, you can spend 1 sorcery point
spell slot and gain a number of sorcery points to double its duration, to a maximum duration of
equal to the slot’s level. 24 hours.
Metamagic Heightened Spell
At 3rd level, you gain the ability to twist your When you cast a spell that forces a creature to
spells to suit your needs. You gain two of the make a saving throw to resist its effects, you can
following Metamagic options of your choice. You spend 3 sorcery points to give one target of the
gain another one at 10th and 17th level. spell disadvantage on its first saving throw made
against the spell.
You can use only one Metamagic option on a
spell when you cast it, unless otherwise noted. Quickened Spell
Careful Spell When you cast a spell that has a casting time of 1
action, you can spend 2 sorcery points to change
When you cast a spell that forces other creatures
to make a saving throw, you can protect some of

275
the casting time to 1 bonus action for this score of your choice by 2, or you can increase
casting. two ability scores of your choice by 1. As normal,
you can’t increase an ability score above 20 using
Subtle Spell this feature.
When you cast a spell, you can spend 1 sorcery Sorcerous Restoration
point to cast it without any somatic or verbal
components. At 20th level, you regain 4 expended sorcery
points whenever you finish a short rest.
Twinned Spell
When you cast a spell that targets only one
creature and doesn’t have a range of self, you
can spend a number of sorcery points equal to Sorcerous Origins
the spell’s level to target a second creature in
Different sorcerers claim different origins for
range with the same spell (1 sorcery point if the
their innate magic. These origins fall into three
spell is a cantrip).
categories: Cerulean Storm, the Grey and the
To be eligible, a spell must be incapable of Black. Shadow wizards have been around for
targeting more than one creature at the spell’s many centuries, though never in large numbers.
current level. For example, magic missile and They are mystics who have reached out and
scorching ray aren’t eligible, but ray of frost and touched the Black, one of the dimensions that
chromatic orb are. separates Athas from the rest of the multiverse.
They tap the cold power of this dimension for
Ability Score Improvement the energy they need to cast their spells.
When you reach 4th level, and again at 8th, 12th, Moreover, they use darkness and light—and the
16th, and 19th level, you can increase one ability shadows they cast—to understand the meaning
of existence by examining what is missing.

276
Shadow Sorcerer imbues your soul. At your option, you can pick
from or roll on the Shadow Sorcerer Quirks table
The shadow sorcerer uses a different energy to create a quirk for your character.
source for memorizing and casting spells. In this
case, that source is the plane of existence known Shadow Sorcerer Quirks
only as the Black. The few who know that d6 Quirks
shadow sorcerers exist consider them to be evil 1 You are always icy cold to the touch, even in
beings of pure darkness. These few are wrong. the heat of an Athasian day.
Shadow sorcerers appear distant, cold, even 2 When you sleep you don't appear to breathe
bleak, but they can be of any alignment. This (though you must still breathe to survive).
bend toward law or chaos, good or evil, is 3 You barely bleed, even when badly injured.
tempered by an unyielding neutrality. The 4 Your heart beats once per minute. This event
shadow sorcerer believes in a balance in all sometimes surprises you.
things, for there can be no shadow without both 5 Your breath is cold, even in the hottest day in
light and darkness. Shadow sorcerers are always the Athasian desert.
cold to the touch, even in the heat of an Athasian 6 You blinked. Once. Last week.
day.

They spend a portion of each day basking in Gathering Energy for Spell
shadow, and they tend to stick to shadowy
places most other times. They always wear robes As long as a connection to the Black exists within
or cloaks full of folds and shadows, even on the 10 feet of a shadow sorcerer, he has access to its
hottest days. energy. These connections exist wherever light
forms shadow. In complete darkness, there can
These wizards believe themselves to be separate be no shadows, so no connection to the Black is
and apart from the rest of the world. Like the possible. If there are no connection to the Black,
Black itself, they see themselves as great your spells defile the ground with the radius of
dividers. On one side is everything that exists; on one terrain quality under the actual terrain. You
the other, everything that doesn’t. The shadow don’t gain the benefit of possible additional
wizard walks the narrow path between, always spells when defiling.
with one foot in the Black. To accomplish this, a
shadow wizard sacrifices a portion of himself to
the Black, becoming part living shadow. In many Eyes of the Dark
ways, the robes they wear are to hide this Starting at 1st level you have Darkvision with a
sacrifice from others who would misunderstand range of 120 feet.
and fear such a sight.
When you reach 3rd level in this class you learn
You are a creature of shadow, for your innate the Darkness spell which doesn't count against
magic comes from the Black itself. Perhaps you your number of sorcerer spells known. In
were exposed to its fell energy and transformed addition, you can cast it by spending 2 Sorcery
by it. The power of shadow magic casts a strange Points or by expending a spell slot. If you cast it
pall over your physical presence. The spark of life with sorcery points, you can see through the
that sustains you is muffled, as if it struggles to darkness created by the spell.
remain viable against the dark energy that

277
Strength of the Grave yourself into a shadowy form. In this form, you
have resistance to all damage except force and
Starting at 1st level, your existence in a twilight radiant damage, and you can move through
state between life and death makes you difficult other creatures and objects as if they were
to defeat. When damage reduces you to 0 Hit difficult terrain. You take 5 force damage if you
Points, you can make a Charisma saving throw end your turn inside an object.
(DC 5 + damage taken). On a success you instead
drop to 1 Hit Point. You can't use this feature if You remain in this form for 1 minute. It ends
you are reduced to 0 Hit Points by radiant early if you are incapacitated, if you die, or if you
damage or by a critical hit. dismiss it as a bonus action.
After the saving throw succeeds you can't use
this feature again until you finish a Long Rest.
Cerulean Sorcerer
Power from Darkness
Cerulean wizards are spellcasters who draw the
At 6th level, a portion of your body becomes living
energy to power their spells from the Cerulean
shadow. This portion is the size of the your hand, Storm. Though many of their spells are
and each level thereafter the living shadow destructive in nature, ceruleans may be either
spreads until 50% of your physical form is preservers or defilers. As such, they can gather
replaced by shadow. This shadow has a spell energy in the normal manner, or cull it from
permanent chill touch spell effect upon it that the Cerulean Storm or the smaller Tyr-storms
can be used once per level per day. This change that it produces.
to shadow doesn’t affect the amount of water a
shadow wizard must consume each day. Cerulean wizards must have some sort of chaotic
You also gain the ability to communicate with all alignment (chaotic good, chaotic neutral, or
shadow creatures. They may not heed you, but chaotic evil) in order to comprehend the
they will understand you and you them. changeable nature of the storm’s power.

You are immune to cold damage. Cerulean wizards are new to Athas. They are
explorers and researchers who have discovered a
You have disadvantage on your Charisma skill checks. new power source and who seek to exploit it. For
whatever reason, cerulean wizards were not
Shadow Walk content to practice magic as hundreds of
At 14th level you gain the ability to step from generations of wizards have done before them.
one shadow to another. When you are in dim Whether they sought more power, an end to the
light or darkness, as a bonus action, you can destruction of the world’s plant life, an outlet for
magically teleport up to 120 feet to an their creativity in experimentation, or simply
unoccupied space you can see that is also in dim craved new knowledge, each cerulean wizard
light or darkness. found a new way to cast magic. Others have
been lured to the power by Tithian, the one-time
Umbral Form king of Tyr who is trapped within the storm.

Starting at 18th level, you can spend 6 Sorcery Ceruleans are by nature tamperers and
Points as a bonus action to magically transform experimenters. Older ceruleans were magical

278
theoreticians doomed to frustration and failure Despite this, cerulean wizards can make very
until the appearance of the cerulean storm. helpful traveling companions. They are more tied
Younger wizards may have stumbled upon the to elemental type spells than other wizards, they
power source without realizing what they’d can call upon powerful destructive magic with
found. Each, however, is a pioneer in a whole which to combat foes, and they even have a
new form of wizardry. The Cerulean Storm has chance to use up the power of a Tyr-storm, thus
only been in existence for a short time. It is negating its destructive power.
something of an unknown factor, especially since
it is situated out in the center of the Sea of Silt. Gathering Energy for Spell

The Tyr-storms that spin off of the larger one Because of the chaotic nature of the Cerulean
also provide energy for cerulean wizards, but the Storm, if you don’t have your blue glass lens or
result of drawing upon them may be to call down don’t have the fury of the Cerulean Storm nearby
their full destructive power on an area. to energize your spells, your spells will then
Sometimes it does, sometimes it doesn’t, defile the ground with the radius of one terrain
depending on the skill and strength of will of the quality under the actual terrain. You don’t gain
wizard. Wizards who can utilize the storm’s the benefit of possible additional spells when
power are breaking new ground each time they defiling.
cast a storm-powered spell.
Arcane Focus
Because they are not content to rely on old
theories and practices, all cerulean wizards are You can use a blue glass lens as an arcane focus
mavericks. The sorcerer-kings are loathe to (see the Adventuring Gear section) as a
employ them, having little idea what they are spellcasting focus for your sorcerer spells. You
likely to do or even what they are capable of may craft it yourself. It is used to focus the
doing. Further, it disturbs the sorcerer-kings to storm’s power so that you may use it. One such
think that tampering with the Cerulean Storm lens at a time may be created to act as an arcane
may somehow weaken the seals which are once focus. For all saving throws, it is treated as if it
again keeping Rajaat, the First Sorcerer, were normal glass.
imprisoned in the Hollow and his servants tied to
the Black.
Wind Speaker
Likewise, the Veiled Alliance wants little to do
with those who play with forces they may not The arcane magic you command is infused with
know how to control. Even if they could condone elemental air. you can speak, read, and write
the cerulean wizard’s use of the Cerulean Storm Primordial. Knowing this language allows you to
to power their spells, the Alliance has little need understand and be understood by those that
of magical mavericks who can’t or won’t follow speak its dialects: Aquan, Auran, Ignan, and
orders. Even if cerulean wizards don’t directly Terran.
harm plant life, they are potentially capable of Tempestuous Magic
wiping out whole areas of green growing things if
they lose control of their spells and draw down a At 1st level, you can use a bonus action on your
Tyr-storm on top of themselves. turn to cause whirling gusts of elemental air to
briefly surround you, immediately before or after

279
you cast a spell of 1st level or higher. Doing so Wind Soul
allows you to fly up to 10 feet without provoking
opportunity attacks. At 18th level, you gain immunity to lightning and
thunder damage. You also gain a magical flying
Heart of the Storm speed of 60 feet. As an action, you can reduce
your flying speed to 30 feet for 1 hour and
At 6th level, you gain resistance to lightning and choose a number of creatures within 30 feet of
thunder damage. In addition, whenever you cast you equal to 3 + your Charisma modifier. The
a spell of 1st level or higher that deals lightning chosen creatures gain a flying speed of 30 feet
or thunder damage, stormy magic erupts from for 1 hour. Once you reduce your flying speed in
you. This eruption causes creatures of your this way, you can't do so again until you finish a
choice that you can see within 10 feet of you to short or long rest.
take lightning or thunder damage (choose each
time this ability activates) equal to half your
sorcerer level.
Grey Sorcerer
Storm Guide
Overly concerned with death and negative
At 6th level, you gain the ability to subtly control energies, necromancers are wizards who have
the weather around you. somehow become tied in to the plane known as
If it is raining, you can use an action to cause the the Gray. Though they marginally interact with
rain to stop falling in a 20‐foot radius centered this plane by drawing energy from it, they don’t
on you. You can end this effect as a bonus open portals into the Gray simply by virtue of
action. their spellcasting. This is not a specialist mage,
but a wizard who has attracted the energies of
If it is windy, you can use a bonus action each the Athasian plane of the dead.
round to choose the direction that the wind
blows in a 100‐foot radius sphere around you. Due to the nature of the Gray, all Grey Sorcerers
The wind blows in that direction until the end of must have neutral as one aspect of their
your next turn. This feature does not alter the alignments.
speed of the wind.
Whether through a fascination with death or by
Storm’s Fury attempting to harness negative life energy, Grey
Starting at 14th level, when you are hit by a Sorcerers have become tied to the Gray. They
melee attack, you can use your reaction to deal are delvers into the great unknown, seekers of
lightning damage to the attacker. The damage the answers known only to the dead, and
equals your sorcerer level. The attacker must hopeful searchers in the frantic scramble for
also make a Strength saving throw against your immortality. Rather than drawing the energy to
sorcerer spell save DC. On a failed save, the power their spells from plant life, Grey Sorcerers
attacker is pushed in a straight line up to 20 feet draw it from the Gray, the realm of the Athasian
away from you. dead. It is thus difficult for most people to tell if
they are defilers or preservers, since they have
little effect on the plant life around them in
normal circumstances.

280
Grey Sorcerers are mainly concerned with the terrain. You don’t gain the benefit of possible
search for immortality. They learn all they can of additional spells when defiling.
death in order to avoid its eventual embrace.
Some are merely interested scholars, while Arcane Focus
others want to attain immortality themselves. To
this end, they often seek out intelligent undead You can use an obsidian orb or shard as an
to learn from and may serve them in some arcane focus (see the Adventuring Gear section)
capacity as a spellcasting focus for your sorcerer spells.
in return for this information. Grey Sorcerers You may buy it or craft it yourself. It is used to
who make such bargains are always NPCs. Some focus the Grey’s power so that you may use it.
Grey Sorcerers search for kaisharga to learn how
to become like them; others may approach Undeath Affinity
meorty resting places hoping to learn more
about the mysterious ancients. At 1st level, the necromancy magic within your
renders you less hostile toward undead
Player character Grey Sorcerers may be normal creatures. You have advantage on Charisma
adventurers who have let their fear of death checks when interacting with undeads.
overwhelm them, true scholars seeking to unlock Additionally, you can interfere with an undead
the secrets of death and immortality, or regular creature when it attempts to harm you. When an
people who have inexplicably become linked to undead targets you directly with an attack or a
the Gray due to a curse or tragic event. harmful spell that requires an attack roll, you can
use a reaction to impose disadvantage on that
While most people consider Grey Sorcerers attack roll.
ghoulish and poor company, they can be quite
potent adventuring companions. Their abilities Also, you are immune to any fear caused by the
to animate dead and to keep intelligent (free- undead.
willed) undead from ravaging if given the chance
to speak to them should not be overlooked. Bonus Cantrip

Defilers have the edge in learning necromantic When you choose this origin at 1st level, you
spells, but neither defilers nor preservers harm gain the spare the dying cantrip if you don’t
the land when they cast their spells through the already know it; it counts as a sorcerer cantrip
Gray. The energy to power their magic comes for you.
from the Gray, leaking out of the inevitable Control the Deads
cracks around the joinings of this plane to Athas.
At 6th level, necrotic damage you deal ignores
Gathering Energy for Spell resistance and immunity. Additionally, when
rolling necrotic damage, you can treat any 1 on
Because of the unstable nature of your the die as a 2.
connection to the Gray, if you don’t have your
obsidian orb or shard to energize your spells, You have resistance to necrotic damage.
your spells will then defile the ground with the Grey Sorcerers have the look of death about
radius of one terrain quality under the actual them. It hangs like a dark aura, growing stronger

281
as they advance in level. You have disadvantage Sun Sorcerer
on Charisma skills checks.
Sadira of Tyr needs to be mentioned due to the
Command Undead unusual conditions concerning her use of magic.
Starting at 14th level, you can use magic to bring As a preserver who participated in the
undead under your control, even those created assassination of King Kalak of Tyr, the
by other wizards. As an action, you can choose destruction of the Dragon, and the banishment
one undead that you can see within 60 feet of of the returned Rajaat to the Hollow, Sadira
you. That creature must make a Charisma saving often walked exceedingly close to the fine line
throw against your wizard spell save DC. If it between preserving and defiling magic. At the
succeeds, you can’t use this feature on it again. If Pristine Tower, that ancient relic of the Blue
it fails, it becomes friendly to you and obeys your Age’s nature masters, Sadira became a “sun
commands until you use this feature again. sorceress” thanks to circumstances and a twist of
Intelligent undead are harder to control in this fate that can’t be repeated—there can be no
way. If the target has an Intelligence of 8 or other sun wizards on Athas. Now, during the
higher, it has advantage on the saving throw. If it daylight hours when the crimson sun blazes
fails the saving throw and has an Intelligence 0f across the sky, Sadira draws the energy for
12 or higher, it can repeat the saving throw at wizardly magic from the sun itself. When filled
the end of every hour until it succeeds and with the sun’s energy, she appears as beautiful
breaks free. as ever, though her skin turns jet black, her eyes
glow like burning embers, her pupils disappear,
Into the Grey and wisps of black steam escape her lips when
she breathes. As they are drawn from the most
Beginning at 18th level, you gain the ability to powerful source of energy on Athas, Sadira’s
straddle the line between the realms of the living abilities as a sun wizard are greater than her
and the dead. As an action, you can spend 5 abilities as a typical preserver.
sorcery points to become incorporeal for 1 At night, she reverts to her normal half-elven
minute. While incorporeal, you gain advantage form and must rely on normal preserving magic.
on stealth checks, and can move through objects The tale of Sadira can be found in The Prism
as though they were rough terrain. You have
Pentad novel series, as well as the new DARK
immunity to the petrified, grappled, and
SUN Campaign Setting.
restrained conditions while incorporeal. Your
movement does not provoke attacks of
opportunity for the duration. You also gain
Gathering Energy for Spell
resistance to all damage except for radiant, force
and psychic damage while in this state. This Because of the nature of your connection to the
feature ends early if you become incapacitated. Sun, if you don’t have direct sunlight to energize
If you are inside an object or occupied space your spells, your spells will then defile the ground
when this effect ends, you are ejected to the with the radius of one terrain quality under the
nearest unoccupied space, knocked prone, and actual terrain. You don’t gain the benefit of
you take 8d8 force damage. (this damage cannot possible additional spells when defiling.
be reduced.)

282
Arcane Focus original score when you are not exposed to
sunlight.
You can use a lens or shard as an arcane focus
In addition, when you are under direct sunlight,
(see the Adventuring Gear section) as a
your skin turns to ebony and you gain resistance
spellcasting focus for your sorcerer spells. You
to piercing, bludgeoning, and slashing damage.
may buy it or craft it yourself. It is used to focus
the Sun’s power so that you may use it.

There can be no Shadow without Light


Warding Flare
Beginning at 18th level, you gain the ability to
At 1st level, once per long rest you gain the summon, once per long rest, a shadow giant to
ability to cast for free on yourself mage armor. do your bidding for 1 hour.
Additionally, you can interpose sunlight between Also, you can use your action to activate an aura
yourself and an attacking enemy. When you are of sunlight that lasts for 1 minute or until you
attacked by a creature within 30 feet of you that dismiss it using another action. You emit bright
you can see, you can use your reaction to impose light in a 60-foot radius and dim light 30 feet
disadvantage on the attack roll, causing light to beyond that. Your enemies in the bright light
flare before the attacker before it hits or misses. have disadvantage on saving throws against any
An attacker that can't be blinded is immune to spell that deals fire or radiant damage.
this feature. You can use this feature a number
of times equal to your Charisma modifier (a You are immune to radiant damage.
minimum of once). You regain all expended uses
when you finish a long rest.

Bonus Cantrip
When you choose this origin at 1st level, you
gain the light cantrip if you don’t already know it.

Radiance of the Dawn


At 6th level, You cannot be stunned or blinded
by light effects, magical or otherwise. Your water
usage is halved, and you can remain in the sun all
day without suffering any other ill effects.
You have resistance to radiant damage.

Strength of the Sun


Starting at 14th level, you bask into sunlight, you
Strength score is increases by 2 (to a maximum
of 20) from its original score. It drops back to its

283
Character Backgrounds
“Traders cooperate for Profit. Templars form Characters from the same race and class can
have vastly different roles in society dependant
allegiances for Domination. Mystics join on their background.
schools to gain Knowledge. And raiders band
together for Strength. Power comes in many For example, a human fighter with the highborn
background may be a professionally trained
forms, but all who band together seek it -
swordsman who leads his family's hired soldiers
intentionally or unknowingly. Those who join and slave warriors into battle at the behest of
them are caught in a web, for all organizations the city's ruling Sorcerer-King. On the other
are tainted with corruption. The Veiled hand, a human fighter with the slave hero
background may be an escaped gladiator who
Alliance seeks to overthrow the Sorcerer- leads a band of other ex-slaves in armed revolt
Kings and justifies murder in its ranks out of against his noble-born counterpart.
fear for discovery.

Character Backgrounds
The elitist Order would deny all other beings Characters in a Dark Sun campaign can select
the use of psionic power and drive tens of their background only from amongst the options
thousands of beings insane. And the first listed here, or in the Player’s Handbook.
generation dray believes they are children of a
god, who has banished them from their homes. Background and Starting Wealth
Once you realize the secrets of your Characters on Athas do not receive starting gear
organization, it is too late, for you are shackled for their background and class. Instead they
receive a number of ceramic pieces determined
to it. You realize you have traded your freedom by their background with which they can spend
for power.” on starting equipment.

―The Oracle, Blue Shrine Scrolls Starting Wealth by Background


Background Starting Funds
Anchorite 2d4 x 10 cp
Background and social standing are an important Artisan 4d4 x 10 cp
part of every character's backstory, especially on Highborn 5d4 x 30 cp
a world like Athas, where a strictly enforced Initiate 3d4 x 10 cp
caste system enabled the continued tyranny of Merchant 5d4 x 10 cp
the Sorcerer Kings. Choosing a background for Outlaw 4d4 x 10 cp
your Dark Sun character not only determines Performer 4d4 x 10 cp
their skills and proficiencies - it also determines Slave Hero 5d4 cp
where exactly they fit in to the social hierarchy Warrior 5d4 x 10 cp
that defines life in the Athasian city-states. Wastelander 2d4 x 10 cp

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Background Features & Characteristics Highborn
Unlike the backgrounds listed in the Player's As a member of the nobility, you were born into
Handbook, Dark Sun backgrounds do not provide a life of wealth, power, and privilege. You carry a
any special features or recommended noble title and your family owns land and water
characteristics. Players are encouraged to come rights as well as a sizable force of slave laborers,
up with their own ideals, flaws, and bonds for soldiers, and gladiators. Your power and
their character and DMs should work to identify influence are rivaled only by the highest ranking
situations in which a player's background might templars and heads of merchant dynasties. You
serve as a benefit or hindrance. are also one of the privileged few who are legally
permitted to read and write. Work with your DM
to come up with an appropriate title and to
Anchorite determine how much authority that title carries.
You have lived hidden away in seclusion and
contemplation - perhaps by your own choice or Race Restriction: Only humans can select this
perhaps because you were outcast from wider background
society. In your time apart from the clamor of Skill Proficiencies: Persuasion, plus one of your
civilization, you found quiet and solitude. choice from among Deception, History, and
Whether that isolation has resulted in Intimidation
enlightenment or madness is open for debate. As Languages: One of your choice
a hermit you exist outside of the caste system, Literacy: You can read and write any language
how the templars and other civil authorities treat you can speak.
you is dependent in part on your behavior and in
part on your own power.
Initiate
Skill Proficiencies: Medicine, Religion As a member of a cult, temple, psionic academy,
Tool Proficiencies: Herbalism Kit or arcane cabal you have been initiated into the
Languages: One of your choice esoteric mysteries of your order. You possess
extraordinary insight into the arcane and as such
are held in fear or awe by the general populace.
Artisan The nature of your order determines how openly
You are a skilled craftsman or artist who learned you are able to flaunt your affiliation. While
their trade at the feet of a master artisan. psionic orders and temples dedicated to locally
Artisans come from a wide range of backgrounds accepted religions are able to operate openly,
- slaves, freemen, villagers, nomads, and hunter- members of underground cults or sorcerous
gatherers all count artisans amongst their ranks. cabals can face execution if their allegiance is
uncovered.
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan's tools Skill Proficiencies: Arcana, plus one from among
Languages: One of your choice History, Insight, Nature, or Religion, as
appropriate for your order.
Languages: Two of your choice

285
Merchant of the skill Insight or Persuasion skill proficiencies
Individuals capable of providing the basic normally granted to merchants.
necessities of life wield enormous influence in a
world where everything is in short supply.
Merchants specialize in finding the impossible Outlaw
and getting it to market for the maximum profit. You are a career criminal - a specialist in theft,
Because of assassination, extortion, smuggling, banditry or
their ability to provide goods otherwise some other underhanded craft. You have spent a
unattainable, merchants and traders are lot of time with other criminals and likely have
tolerated everywhere, from the cities of the contacts within the criminal underworld of the
sorcerer-kings to the slave tribe villages in the city-states or among the raiding tribes that
distant wastes. plague the wastes. You must always stay one
step ahead of the city watch, the templars, and
Skill Proficiencies: Insight, Persuasion other civil authorities. One wrong step could cost
Languages: Two of your choice your life or your freedom (or at least a hand).

Skill Proficiencies: Deception, plus one of your


Variant: Caravan Trader choice from among Intimidation, Sleight of Hand,
While many merchants belong to organized and Stealth
trade companies or familial dynasties, some are Tool Proficiencies: One gaming set or musical
independent entrepreneurs that operate their instrument, plus one of your choice from among
own small caravans. disguise kit, forgery kit, poisoner's kit, and
These traders can replace one of the bonus thieves' tools.
languages provided by the merchant background
for proficiency in vehicles (land).
Performer
You make your living through music, dance, or
Variant: Elven Trader other forms of entertainment. Depending on skill
Some elves enrich themselves and their tribe by and circumstance your stage may be a street
becoming merchants. Most tribes are not corner in Tyr, the manor of a Balican noble, or
wealthy enough to establish trading emporiums, the tent of a nomad sheik. Either way, your
instead erecting tents or renting stalls or poetics can stir the hearts of those who hear
dilapidated buildings on the outskirts of a city- you, awakening grief or joy, laughter or anger.
state's trading quarter. In most cities, the elven Your music raises their spirits or captures their
market is a disreputable place. Unlike other sorrow. Your dance steps captivate, your humor
merchants, elves abide by no code of ethics. cuts to the quick. Whatever techniques you use,
People who buy there usually assume they are your art is your life.
purchasing stolen property or goods of inferior
quality. The elven market is also the primary Skill Proficiencies: Performance, plus your choice
source of banned goods, such as spell from among Acrobatics, Persuasion, or Sleight of
components, drugs, and poisons. Hand.
Elven traders can substitute proficiency in the Tool Proficiencies: Disguise Kit and one musical
Deception and/or Sleight of Hand skills in place instrument of your choice.

286
Slave Hero you were a nomad, an explorer, a hunter-
Whether through birth, punishment, or capture gatherer, or even a marauder.
you were enslaved to serve another. Slavery is
practiced throughout the city-states of Athas and Skill Proficiencies: Survival, plus one of your
the taskmaster's whip is a brutal fact of life for choice from among Animal Handling, Nature, and
many. Slaves serve a myriad of roles - from lowly Perception
farmers and laborers to gladiators, soldiers, Tool Proficiencies: One artisan's tools or musical
artisans, and concubines. You are one of the instrument of your choice
fortunate ones who managed to gain their Languages: One of your choice
freedom through force, cunning, or pure blind
luck. Variant Entertainer/Hermit: Fakir
You're an ascetic who lives on the street and you
Skill Proficiencies: Any two of your choice
have taken vows of poverty and worship,
Tool Proficiencies: Any two from among your
renouncing all relations and possessions. You've
choice of artisan's tools, gaming sets, or musical
survived through scrounging, charity of others
instruments.
and by earning a meager profit as a street
performer.

Warrior Skill Proficiencies: Acrobatics, Survival


You are a professional soldier, trained to fight in Tool Proficiencies: Herbalism kit, one type of
the armies of a noble house, merchant clan, or musical instrument
mercenary band. War has been your life for as Languages: One of your choice
long as you care to remember. You trained as a Equipment: Tattered robes, a musical
youth, studied the use of weapons and armor, instrument, a small rug.
learned basic survival techniques, including how
to stay alive on the battlefield.
Skill Proficiencies: Athletics, Intimidation Variant Criminal : Urban Bounty Hunter
Tool Proficiencies: One gaming set of your As a hunter of men you routinely interact with
choice both the criminal subculture and templars,
Weapon Proficiencies: One martial or exotic maintaining contacts in both areas to help you
weapon of your choice. succeed.

Skill Proficiencies: Choose two from among


Wastelander Deception, Insight, Persuasion, and Stealth
You grew up in the desert wastelands far from
Tool Proficiencies: Choose two from among one
the confines of the city-states and villages of
type of gaming set, one musical instrument, and
Athas. You've witnessed the migration of herds
thieves' tools
larger than forests, survived weather more
Equipment: Any set of clothes and a pouch
extreme than any city-dweller could
containing 20 cp
comprehend, and enjoyed the solitude of being
Feature (replacement): You are in frequent
the only thinking creature for miles in any
contact with people in the segment of society
direction. The wilds are in your blood, whether
that your chosen quarries move through. These
people might be associated with the criminal

287
underworld, the rough-and-tumble folk of the Skill Proficiencies: Athletics, Survival
streets, or members of high society. This Tool Proficiencies: One type of musical
connection comes in the form of a contact in any instrument or artisan's tools
city you visit, a person who provides information Languages: One of your choice
about the people and places of the local area. Equipment: A hunting trap, a totemic token or a
set of tattoos (or other body modification)
marking you as a tribe member, a set of
Variant Noble: Nibenese Noble traveler's clothes, and a pouch containing 10 cp
You are a scion of one of the great noble families (or precious stones of equal value)
of Nibenay. Families who jealously guard their
privilege and place in the City of Bards, Nibenese Variant Soldier: Caravan Guard
nobles have a reputation across Tablelands for You decided that joining the caravan would be
being eccentric, spoiled, venal, and above all an easy way to get outside of the city, make a
else, rich. Whether you are a shining example of few coins, and be back by supper. Little did you
the reason for this reputation or one who proves know that the wastes were crawling with things
the rule by being an exception, people expect that would make good of you as supper.
things of you when they know your surname and
what it means. Skill Proficiencies: Animal Handling, Perception
Tool Proficiencies: Vehicles (land)
Skill Proficiencies: History, Persuasion Equipment: A bag of spice, robes with a veil, a
Tool Proficiencies: One type of gaming set or rudimentary spyglass, and a belt pouch
one musical instrument containing 20 cp
Languages: One of your choice Feature (replacement): You are skilled in desert
Equipment: A set of fine clothes, a signet ring or travel and know where safe places to rest are.
brooch, a scroll of pedigree, a skin of fine cactus When traveling along a trade route you can find
wine, and a purse containing 20 cp a cave, crevasse or otherwise sheltered area to
rest within a day’s travel.

Variant Outlander: Tribe Member


Though you might have only recently arrived in Variant Soldier: City-State Militia
civilized lands, you are no stranger to the values You applied to join the militia and were
of cooperation and group effort when striving for accepted. You underwent the basic training and
supremacy. You learned these principles, and have been stationed in (insert city-state name)
much more, as a member of a tribe. ever since. You walk a beat and have quickly
Your people have always tried to hold to the old learned a few of the local undesirables, the
ways. Tradition and taboo have kept your people
smart ones give you regular payouts to look the
strong while the kingdoms of others have other way while you get to shake those who
collapsed into chaos and ruin. aren’t smart enough down for any contraband
This background can be used to create they might have.
characters hailing from different elven and
halfling tribes, slave tribes, and even thri-kreen Skill Proficiencies: Intimidation, Perception
clutches. Tool Proficiencies: Forgery kit, one type of
gaming set

288
Equipment: An obsidian spear, loose guard Skill Proficiencies: Persuasion, History
robes, a pair of spiked gloves, and a belt pouch Languages: Read and Write Cavilish (merchant's
containing 20 cp tongue) and Common.
Feature (replacement): You know the Equipment: A bottle of lead ink, a quill, a
underground pretty well. You are able to quickly merchant's robes, and a belt pouch containing 15
find a fencer and sell and buy goods that would cp
otherwise be illegal. Such fencers may also be Feature: As a former slave, you are easily
able to put you into contact with shady types for overlooked. You are able to slip into crowds
a price. without notice unless you draw attention to
yourself. You're also able to hide yourself in large
groups of slaves with the masters being unaware
and the slaves being disinclined to rat you out.
Variant Urchin: Escaped Slave
You were either a worker in the slave pits,
worked in the fields or another labor intensive
job. Your life has been hard and unforgiving with
those all around you succumbing to disease and
New Background: Far Traveler
Almost all of the common people and other folk
weakness while you struggled to survive until
that one might encounter on the Table Lands
your recent escape or release.
have one thing in common: they live out their
lives without ever traveling more than a few
Skill Proficiencies: Athletics, Survival
miles from where they were born. You aren't one
Tool Proficiencies: One type of musical
of those folk. You are from a distant place, one
instrument
so remote that few of the common folk in the
Equipment: Tattered robes, a chunk of obsidian,
Table Lands realize that it exists, and chances are
a cloth bag containing 10 cp
good that even if some people you meet have
Feature (replacement): As a former slave, you
heard of your homeland, they know merely the
are easily overlooked. You are able to slip into
name and perhaps a few outrageous stories. You
crowds without notice unless you draw attention
have come to this part of Athas for your own
to yourself. You can gain valuable information by
reasons, which you might or might not choose to
speaking with slaves, who will be willing to help
share.
you and disinclined to rat you out.
Although you will undoubtedly find some of this
land's ways to be strange and discomfiting, you
can also be sure that some things its people take
Scribe for granted will be to you new wonders that
You were either born into slavery or captured at
you've never laid eyes on before. By the same
a very young age. Luckily for you, your fate
token, you're a person of interest, for good or ill,
wasn't to end up in the obsidian mines, but
to those around you almost anywhere you go.
instead, to live a life of relative luxury. You could
be owned by a merchant house, the templarate
Skill Proficiencies: Insight, Perception
or a noble house. Recently, you either escaped,
Tool Proficiencies: Any one musical instrument
were released, or your merchant passed away,
or gaming set of your choice, likely something
granting you freedom.
native to your homeland
Languages: Any one of your choice

289
Equipment: One set of traveler's clothes, any through the city of Celik or you could have been
one musical instrument or gaming set you are picked up by a silt skimmer when you ventured
proficient with, poorly wrought maps from your far north. You replace the skill proficiency in
homeland that depict where you are on Athas, a Insight with proficiency in Investigation.
small piece of jewelry worth 10 cp in the style of
your homeland's craftsmanship, and a pouch Crimson Savanna. You come from one of the
containing 5 cp northern kreen nations which are types of bigger
more ordered clutches. You're either of jeral
WHY ARE YOU HERE? descent from the nation of the same name, or
A far traveler might have set out on a journey for you're a nomadic tok'sa from the J'ez nation. You
one of a number of reasons, and the departure are aware of the size of the world as you come
from his or her homeland could have been from a civilization whose power structure is
voluntary or involuntary. somewhat centralized but it stretches over vast
To determine why you are so far from home, roll swathes of land unlike the city states of Table
on the table below or choose from the options Lands.
provided. The following section, discussing
possible homelands, includes some suggested Jagged Cliffs. You might have been adopted by
reasons that are appropriate for each location. the weird halflings who're living on the cliffs, or
you might be one of them. If you've been
WHY ARE YOU HERE? adopted, you have been a pariah in their
d6 Reason "technologically" advanced society. You may
1 Emissary replace the skill proficiency in Insight with
2 Exile proficiency in Athletics.
3 Fugitive
4 Pilgrim Last Sea. You've left a land that exists as if it
5 Sightseer was left in the legendary Green Age. Barbarism
6 Wanderer of Table Lands is a new concept to you, water
rations are a harsh reality, but you've
experienced an uplifting paradigm shift as your
WHERE ARE YOU FROM? thoughts and emotions have finally become your
The most important decision in creating a far own.
traveler background is determining your
homeland. The places discussed here are all Lost City States. You either hail from a
sufficiently distant from the Table Lands to mysterious city state of Kurn or isolationist island
justify the use of this background. city state of Eldaarich. Kurnish people live in a
sort of an Utopias society, forgotten by the rest
Dead Land. You're not an undead creature, but of the world and those that travel into the world
somebody who lives near the Dead Land. are usually seen as weak in both frame and their
Contrary to the common belief the sand dunes ideals, but they have stronger will than others.
surrounding the Dead Land are filled with hidden Eldaarich people are paranoid wrecks, who
pockets brimming with life. You probably never have a unique gift for intrigue which would
knew authority except for the un-living danger to shame most of Nibenese nobility and Tsalaxan
the south or a rare raiding tribe happening upon merchants. If you're from Eldaarich you may
your oasis. You've ventured into civilization

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replace one of your skill proficiencies with SUGGESTED CHARACTERISTICS
proficiency in Deception.
PERSONALITY TRAIT
The Bandit States. You're from one of the d6 Personality Trait
communities living in the Barrier Wastes, one 1 I have different assumptions from those
which is named after one of the raiders passions: around me concerning personal space, blithely
Kel's Lot, Pillage, Plunder, Ravish, Ravage, Spoil invading others' space in innocence, or reacting
and Wrath. Each state has a different taboo to ignorant invasion of my own.
fashioned after the passion of their nation. War 2 I have my own ideas about what is and is not
is your heritage and you've been educated not to food, and I find the eating habits of those around
trust anyone besides yourself. You might carry a me fascinating, confusing, or revolting.
burden, but you've grown tough as a result of 3 I have a strong code of honor or sense of
your upbringing. You may replace the skill propriety that others don't comprehend.
proficiency in Insight with proficiency in Survival. 4 I express affection or contempt in ways that
are unfamiliar to others.
The Silt Archipelago. You're from one of the 5 I honor my deities through practices that are
mysterious islands or a rare mudflat village. foreign to this land .
People of The Silt Archipelago have learned to 6 I begin or end my day with small traditional
work together and live in relative peace. Half- rituals that are unfamiliar to those around me.
elemental philosophers, also known as ruvoka
might have bred with mortals and you could be IDEALS
one of their descent, a genasi. You have d6 Ideal
optimistic values and know that you can share 1 Open. I have much to learn from the kindly folk
your gifts with others and through time you I meet along my way. (Good)
could win anyone over. You replace the skill 2 Reserved. As someone new to these strange
proficiency in Perception with proficiency in lands, I am cautious and respectful in my
Persuasion. dealings. (Lawful)
3 Adventure. I'm far from home, and everything
Feature: All Eyes on You is strange and wonderful! (Chaotic)
Your accent, mannerisms, figures of speech, and 4 Cunning. Though I may not know their ways,
perhaps even your appearance all mark you as neither do they know mine, which can be to my
foreign. Curious glances are directed your way advantage. (Evil)
wherever you go, which can be a nuisance, but 5 Inquisitive. Everything is new, but I have a
you also gain the friendly interest of scholars and thirst to learn. (Neutral)
others intrigued by far-off lands, to say nothing 6 Suspicious. I must be careful, for I have no way
of everyday folk who are eager to hear stories of of telling friend from foe here. (Any)
your homeland. You can parley this attention
into access to people and places you might not BONDS
otherwise have, for you and your traveling d6 Bond
companions. Noble lords, scholars, and merchant 1 So long as I have this token from my homeland,
princes, to name a few, might be interested in I can face any adversity in this strange land.
hearing about your distant homeland and 2 The gods of my people are a comfort to me so
people. far from home.

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3 I hold no greater cause than my service to my
people.
4 My freedom is my most precious possession.
I'll never let anyone take it from me again.
5 I'm fascinated by the beauty and wonder of
this new land.
6 Though I had no choice, I lament having to
leave my loved one(s) behind. I hope to see them
again
one day.

FLAWS
d6 Flaw
1 I am secretly (or not so secretly) convinced of
the superiority of my own culture over that of
this foreign land.
2 I pretend not to understand the local language
in order to avoid interactions I would rather not
have.
3 I have a weakness for the new intoxicants and
other pleasures of this land.
4 I don't take kindly to some of the actions and
motivations of the people of this land, because
these
folk are different from me.
5 I consider the adherents of other gods to be
deluded innocents at best, or ignorant fools at
worst.
6 I have a weakness for the exotic beauty of the
people of these lands.

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Psionicist Specific
Backgrounds
Auditor Brown Elf (ELF only) - “Hermit/Outlander
Variant”
The cities of Athas are filled with intrigue,
treachery, and double-dealing. In this setting, Among the elves of the Tablelands, an elf who
information is a weapon that may be wielded voluntarily gives up his or her affiliation and
against one’s enemies. The auditor specializes in loyalty to a tribe dresses in brown wrappings to
extracting information through psionic signify this decision. These brown elves travel the
observation or interrogation. Few can keep a region, seeking something that they could not
secret from her. achieve in the tribes they were born to. In most
The auditor’s job description ranges from cases, the decision is tied to an elf's developing
information broker to psionic assassin. In most psionic abilities. For reasons not completely
cities, the templars have auditors working for understood even by the brown elves, these
them. Other auditors are members of the Veiled individuals feel compelled to leave their tribes to
Alliance, criminal gangs, or are employed by the seek out masters to teach them to fully unlock
merchant dynasties. Humans are best suited for their mental powers. In many cases, a brown elf
this kit, since they draw the least attention in is on his or her way to becoming a member of
urban settings. Elves, half-elves, and dwarves are the mysterious Order, though this affiliation is
also appropriate. Auditors may be of any years or even decades away.
alignment, but most prefer to remain neutral.
Recommended Tribal Affiliation: By their very
Role: An evil auditor can be an excellent nature, brown elves have given up tribal
nemesis for any adventuring party. She knows affiliation and are considered outcasts, even
where to find the PCs, and even if she is not though the decision was of their own choosing.
working directly for the templars she will sell Role: Elf tribes shun those elves who have
them out for the right price. Armed with chosen to wear the brown wrappings of non-
formidable psionic abilities, she may be able to affiliation. Brown elves display no loyalty to
coerce surrenders out of the most fanatical tribes or traditions, and they receive none in
characters. return. These elves wander the wastes and cities,
As a member of the adventuring party, the seeking teachers to instruct them in greater uses
auditor is a vital information contact. Her of their mental abilities.
awareness of the characters and the subtleties of Brown elves attach themselves to adventuring
any situation prevents her party from being groups for a time. They enjoy the protection
surprised or distracted in an urban adventure. A afforded by the adventurers, and sometimes
few hours of observation can ferret out the most even revel in the company they have typically
deeply buried secrets. denied themselves for long periods of time.
Auditors are known by different names in each These solitary wanderers are eventually
city. The auditors of Tyr’s Elven Warrens are contacted by members of the Order. When a
usually referred to as sell-minds - while those of member of the Order takes notice of a brown elf,
Urik are called investigators or mindeyes.

293
he (or she) only reveals himself once he is certain Role: Psionicists who work with animal
he wants to sponsor the fledgling psionicist. subjects are valued. Most beastmasters are not
Even then, the high-level psionicist will never natives of the cities, but instead come from small
reveal his true identity or the purpose of his visit. villages or nomadic tribes-a background in which
During the years that follow, he may appear the young psionicist has extensive experience
occasionally to offer a bit of instruction, some and contact with the animals he understands so
needed help, or a clue as to what direction to well. Good-aligned beastmasters are defenders
follow next, but he will never mention the Order of animal rights and carefully weigh the use of
or what is expected of the brown elf. When the their powers. If an animal’s life must be
elf is truly ready to join the Order, then such disturbed to accomplish the character's goal, the
gentle guidance will no longer be necessary. psionicist tries to return the creature to its
Brown elves follow the tenets of the Order, original situation when finished. Evil beast
even if they don't realize this. They believe that masters perceive animals as nothing more than
psionics should only be studied for its own sake, tools to be used and then discarded.
and that these talents should only be used to Beastmasters are withdrawn and have difficulty
preserve the natural order. To master one’s dealing with human society. They often make
psionic talents is a noble endeavor, and the people around them uncomfortable
strengths they provide should never be used to
further selfish ends.
Mercenary Psionicist
No place on Athas is safe from psionics. Armies
Beastmaster Psionicist and fortresses mean nothing to a master of the
Domesticated and wild animals are important to Way. To answer the threat of psionic attack,
Athasian society. Creatures such as mekillots, nobles and merchants retain the services of
inixes. and crodlus are vital to warfare, trade, mercenary psionicists to guard against other
and labor. Exotic creatures like tembo and kirre users of the Way. The mercenary psionicist
can be found as guard animals and arena serves the highest bidder. Most are reliable and
combatants in decadent cities. Nomads revere return good service for their wages, but others
the creatures of their lands and seek to may betray their employers. Mercenary
understand them through the Way. The psionicists are most frequently employed by
beastmaster is a psionicist with an affinity for noble families and merchant dynasties. Humans,
animals of all kinds. He can calm a raging elves, and half-elves are the most common
mekillot with a few soothing words. or turn the mercenaries. Dwarves and halflings find the
most loyal guard creatures to his side. He is an exchange of service for ceramic pieces to be
outsider who is more comfortable with his unsatisfying.
animal charges than with any humanoid Role: The mercenary psionicist tends to be a
companionship. hardened veteran who trusts no one. Idealists
Humans, dwarves, elves, half-elves, halflings, don't belong in this line of work. The mercenary
and thri-kreen may select the beastmaster kit. is often an outstanding tactician and
Thri-kreen have an affinity for insects and insect- battle leader, since he is intelligent enough to
like monsters instead of mammalian or reptilian see what must be done to win and pragmatic
creatures. Beastmasters may be of any enough to do it.
alignment; evil beastmasters tend to work
through fear and intimidation.

294
Noble Psionicist if one possesses sufficient Will. He is a
All humans and demi-humans have some traditionalist who uses techniques proven by
potential with the Way. but few are can afford a time in the acquisition of his powers. Psiologists
tutor. On Athas, learning and study of the mind is believe themselves to be superior to other
often a luxury reserved for the wealthy. The psionicists.
noble psionicist was enrolled in a rigorous
training regime by his family when he was young. Skill Proficiencies: Arcana and History
Many young nobles find the study of their own Tool Proficiencies: Knows how to read and write
minds to be unpleasant work, but others stay common.
with their tutors and develop into formidable Languages: Two of your choice.
psionicists. Noble psionicists may be humans, Equipment: Traveling clothes, pouch, 30 cp.
elves, half-elves, or dwarves, and may be of any
alignment open to psionicists.
Role: The noble psionicist is an aberration. His
clarity of mind and self-discipline are seldom Tribal Psionicist
found among the elite of the Seven Cities. To his The deserts are home to countless nomadic
family, he is a sword to be wielded against their tribes. Some of these wanderers are herders
rivals. As head of the family, the noble psionicist with a flourishing culture and strong values, but
possesses the wisdom and strength of mind to others are savage raiders or crude hunter-
bring great success to the house’s ventures. As gatherers. Life in the wastes is hard, and people
an adventurer, the noble psionicist often has an who live outside the city-states must seize any
agenda mapped out for him by his family. advantage to survive. The tribal psionicist was
Whether he chooses to follow that agenda is his raised to defend against the raiders and
own business. Until he actually assumes the predators of Athas.
mantle of leadership, the noble psionicist is free Forced to learn the Way as a matter of
to pursue his own studies. survival, the tribal psionicist takes many
shortcuts in her quest for the power to protect
her people. Some of these untutored ones have
Psiologist risen to shake nearby cities, only to disappear a
The psiologist is a student of the Way who has short time later.
trained extensively in the academies. He benefits Role: The tribal master is a wild card who
from the wisdom of hundreds of great masters. learns the Way with no formal study. She is a
Free to concentrate on his powers, the psiologist blessing to her people and a terror to their
has a great understanding of his Will and its uses. enemies, using her strength to defeat all rivals.
Psiologists may be of any race except halfling or Considered a savage by the people of the cities,
thri-kreen, who possess their own traditions of the tribal psionicist is a complex character with
learning the Way. They must be lawful in grave responsibilities to live up to. Her entire
alignment and are required to have an clan may perish if she fails to defend them.
Intelligence of 15 or better in addition to normal
requirements. Skill Proficiencies: Survival and Nature
Role: The psiologist believes in the superiority Tool Proficiencies: Herbalism kit
of psionics over any other physical or magical Languages: Two of your choice.
discipline. Anything is possible through the Way, Equipment: Simple clothes, pouch, a walking
stick, 25 cp.

295
Skill Proficiencies: Animal handling and
Gladiator Specific intimidate
Tool Proficiencies: One type of musical
Backgrounds instrument
Weapon Proficiencies: Master's whip
Variant Entertainer: Beast Trainer Equipment: A costume made from an exotic
You were either born in the arena dungeons or creature's hide, a restraining collar, a training
were sold off for your skill for taming wild beasts. whip, a leather sack containing 20 cp
You have a commanding personality and the
creatures you've either trained into submission or
thought tricks are your bread winners. Variant Entertainer: Jazst
You travel freely between the arenas of major
Beast trainers work to tame or control wild cities. As a highly skilled arena performer, you
creatures destined for gladiatorial games. These depend on your theatrical ability, coordination,
gladiators use brute strength, cunning, and their muscle tone, and balance, rather than brute
knowledge of the animals to accomplish their force.
goal. Many trainers possess a wild talent that is
especially helpful in taming or coercing creatures Jazst are widely traveled theatrical performers in
into becoming effective battle partners. The the Athasian arenas. Jazst are always free, and
beast trainers also help to control the the only gladiatorial combatants that travel
exceptional creatures brought by the reavers to freely between the arenas of major cities. Jazst
fight gladiators in the arena. Great skill must be are usually early warm-up acts that amuse the
exercised to keep these wild beasts alive until it eager crowds.
is time for the games. As highly skilled arena performers, jazst
Whether slave or free, beast trainers tend to depend on their theatrical ability, coordination,
be loners. They often feel a closer affinity with muscle tone, and balance, rather than brute
the beasts they tend than for mankind. In the force, to win in the arena. Jazst are allowed to
arena, a beast trainer's animal is both his best choose their specialization at a very early age,
friend and his weapon of choice. This makes and spend years perfecting their skill. In the early
beast trainers outcasts, even among fellow years of practice, areas of study may include
gladiators. dancing, juggling, acrobatics, tumbling, and other
skills.
Role: A beast trainer’s fame is directly linked to
his creature’s performance in the arena. If the Role: Jazst perform individually, in pairs, or in a
beast delivers an exceptional battle, the trainer troupe. Next to reigning local arena champions,
receives accolades and praise. If the creature jazst are the chief crowd pleasers in any arena.
performs poorly, or dies in the arena, the As the jazst move their graceful bodies about the
trainer's prestige plummets. Beast trainers are arena, they call to the crowd for support and
occasionally hired or ordered by templars and verbally attempt to excite them. Once a fever
nobles to train beasts as guards, either for pitch is reached, they begin the more serious
personal safety, or to protect a particular place. business of dispatching their victims with as
much flair as possible. The more theatrical the
kill, the better the performance.

296
Skill Proficiencies: Acrobatics and performance Skill Proficiencies: Choose two from among
Tool Proficiencies: Disguise kit Weapon acrobatics, athletics, animal handling and
Proficiencies: One type of martial weapon performance
Equipment: Colorful gladiator costume, a Tool Proficiencies: One type of a gaming set,
quabone, a makeup kit and a leather sack vehicle (land)
containing 15 cp Equipment: A bottle of Tembo blood, a
charioteer's costume, a chitin chip and either a
two wheel chariot or a crodlu mount
Variant Entertainer: Montare
You were either born into slavery or more likely
captured at a very young age. You were sold into Variant Outlander: Reaver
the Arena where you’ve learned your whole life You're a quintessential big game hunter. You
how to fight, but you were freed for your talent spent better part of your adult life traveling the
to entertain and traveled freely between the Athasian deserts in search of dangerous
arenas of major cities. creatures for the arena.

Montare are gladiators who fight in mounted Reavers travel the Athasian deserts in search of
combat. Montare may ride a single mount dangerous creatures for the arena. Reavers work
(montare), drive a chariot (char-montare), or ride together with beast trainers to capture creatures
in a mobile war machine. A montare small of to be sent to the gladiatorial arenas. Fierce, wild
stature may ride an erdlu. Otherwise, they use animals are important crowd pleasers, and an
crodlus or kanks. Light chariots may be pulled by integral part of successful arena games.
any of the above creatures. (Note: A single- Monsters, creatures, and feral desert races fetch
person chariot may only be pulled by a single large sums of money if they can be transported
creature, a two-person chariot requires two to the arena alive. The more dangerous the
creatures.) creature, the more money a reaver can expect to
Montare may only fight with one-handed make. Combat against a truly exceptional
weapons when mounted or driving; they need creature may lure the reaver to take part in the
the other hand to control the beast. Larger games.
chariots may carry up to four people (a driver The reaver is a quintessential big game hunter.
and three warriors). Montare riding in vehicles Weeks or even months may be spent tracking
are free to use any weapons. prey. Reavers tend to be obsessive in their desire
to capture (or in some cases kill) a trophy more
Role: The popularity of mounted combat and powerful than the last one. This monomania is
chariot games is now on the rise in many cities of similar to a dwarven "focus". Many reavers die in
the Tablelands. Nowhere is this more so than in the pursuit of Athas. most powerful animals.
Tyr. Less bloody than regular gladiatorial games, Eventually, some long-time reavers feel powerful
they are even more exciting. New facilities have enough to pursue the famed Athasian Dragons-
been constructed just outside the walled city of many have tried, none succeeded.
Tyr for chariot races.
Role: Since the gladiatorial games began,
powerful, dangerous creatures have been sought
for combat. The task of the reaver is to provide
new and exciting creatures to please the fans

297
and, more importantly, the sorcerer-kings. friend from foe, they would mill around the
Reavers are also employed by those who seek arena, lashing out at anyone, or anything, that
the rare and unusual (i.e., veiled mages needing came near them. Some killed their own
a particular rare spell component, or sages stablemates, while most killed themselves by
looking for a lost item). Reavers may also be wandering into other blind fighters who were
used as bounty hunters to recapture important flailing about randomly. Over the years, a group
warrior slaves. of survivors emerged with the special ability to
In a campaign, a number of quests could center and to find their foes even over the roar
revolve around the capture of dangerous of the crowd. These were the first, true blind
creatures. Whether in the wild, loose in a city, or gladiator fighters. Gladiators who teach this skill
roaming the undercity, an escaped monster can are highly sought after by arena trainers.
be a formidable foe.
Skill Proficiencies: Survival and Perception
Skill Proficiencies: Animal Handling and Survival Tool Proficiencies: Woodcarver's tools
Tool Proficiencies: Vehicle (land) Proficiency: Blindfighting
Languages: One of your choice Equipment: Simple clothes, pouch, bone knife,
Equipment: A hunting trap, a trophy of an 20 cp.
exceptional prey, a set of traveler's clothes, and
a leather sack containing 20 cp
Variant Outlander: Arena Champion
The arena champions are gladiators whose
Variant Outlander: Blind Fighter greatest desire is to practice their blood sport in
arenas filled with thousands of screaming fans.
The blind fighters specialize in a unique form of
They risk their lives for fame, wealth, and
gladiatorial combat - doing battle in complete
adoration. In rare instances, even slaves have
darkness. Naturally blind gladiators may have
risen to champion status.
been blind since birth, or handicapped in
accidents. Of course, in some cases the Role: Societies have always demanded heroes.
“Accident” may have been arranged. . . . Sighted The sorcerer-kings live lives that are almost god
gladiators who choose to fight as blind fighters like in most Athasian societies, and the populous
use special, closed helms. cannot relate to the opulent lifestyles they lead.
These warriors have spent years in training to Great gladiators, however, can rise from the
develop their fighting abilities and their skills of ranks of average and ordinary citizens, and so
perception. This special training allows them to the popular arena champions serve a purpose.
fight as well as many sighted fighters. Blind Even the most subjugated servant needs a role
fighters may face other blind fighters or any model, something to aspire to; the arena
other equal opponents in the arena. “Night and champion fills this very real need. Some of the
Day Matches,” where blind and sighted gladiators are local neighborhood heroes or
gladiators square off against each other, draw visitors from nearby communities. They work in
large crowds to the games. jobs or use their skills to earn a living and train
for the arena in their spare time. Arena
Role: Originally, blind fighters were used as champions aspire to become famous and earn
comic relief to amuse the crowds in the arena. sponsorship, which would permit them to
Blind or blindfolded fighters would face off and concentrate on training for the arena full time.
strive to attack each another. Unable to tell Other champions are slaves who see the arena as

298
their one chance for freedom and a better life. to see. The appearance of these strong, capable
The better they perform in the arena, the more warriors never fails to draw the crowd to its feet.
money they make for their masters. Their Different gladiators appeal to different circles in
masters in turn may provide better living the crowd. Some professionals are loved for their
quarters, weapons, and other advantages. There mastery and artful use of weapons, others for
is always the possibility of buying one's freedom, the brutality they employ to crush the life from
if one performs well enough. their opponents. The professional gladiator is at
the pinnacle of her field. She has learned the
gladiatorial arts and has spent considerable time
Variant Outlander: Convict
and effort on becoming the best. The special
Whether convicted of a crime, or merely accused
ability score requirements are the same as the
by a templar, the result is always the same-the
gladiator class.
accused is branded a criminal. The consequences
A professional gladiator has trained and
are imprisonment and slavery. The unfortunate
entered the on Athas is a free person who arena
convict either spends the remainder of his life at
with aspirations of glory, wealth, and fame.
hard labor, or battles for survival in the arena.
Those who wish to enter the gladiatorial arena
For some, the arena is the better choice.
must first gain the sponsorship of an important
Convicts have nothing to lose and only time to
person or house within the city. The sponsor
gain. The convict is a hybrid of fighter and rogue.
generates interest and betting on the new
Convicts gain certain thieving abilities while in
gladiatorial combatant. Sponsors put their
prison.
reputations on the line when taking on a new
gladiator, rumors and misinformation about new
Role: Crimes or the whims of their enemies have
gladiators spread like quicksilver.
forced these gladiators into the arena. Convicts
New blood generates additional interest and
are essentially slaves, sent to the arena for only
excitement in the upcoming games. Sponsors
one purpose - to provide as much entertainment
bribe city templars to get their newcomers into
as possible before they die. In some cases, arena
impending arena matches. The heftier the
combat is used to execute death sentences.
sponsorship, the higher in the combat hierarchy
Lenient templars may sentence a criminal to the
a professional may rise. If the new gladiator does
arena for a period of years, or to a specific
not perform well in the arena, or is humiliated by
number of games.
his opponent, the sponsor can expect retribution
from the templar.
Skill Proficiencies: Deception and Survival
Tool Proficiencies: One gaming set of your
Role: In Athasian culture, gladiators represent
choice.
the dreams and difficulties of Athasian lives. The
Languages: One of your choice.
harshness of daily life is embodied in what the
Equipment: Simple clothes, pouch, bone knife,
gladiators face each time they enter the arena.
20 cp.
The ability to overcome adversity, and to win
glory and riches, are things the people of Athas
dream of always.
Variant Outlander:
Professional Gladiator Skill Proficiencies: Performance and Insight
When the arena fills on Blood Day, it is the Tool Proficiencies: Medecine kit
professional gladiators that the crowd has come Languages: One of your choice.

299
Equipment: Colorful gladiator costume, an Role: Through sheer numbers, unwilling slaves
impaler, a makeup kit and a leather sack make up the majority of the combatants in the
containing 35 cp arena. If the entire party begins as gladiators, a
common basis for experiences and goals is
encouraged. Escape, freedom, and revenge for
Variant Outlander: Gladiatorial Slave unjust imprisonment are but a few of the typical
Gladiatorial slaves tend to be some of the motivations for slave gladiators. Since a
strongest, toughest, and most dangerous gladiatorial slave has no personal freedom, it is
adversaries in the arena. Battling for survival has possible for one PC to own an NPC in a campaign
been the only constant in their violent lives. setting. The gladiator could be used as a
Some are bought and raised from childhood for a bodyguard or as a member of an elite strike
life in the arena. Others start later in life and force. Problems of conflict between the player
must learn quickly in order to survive. They have and the NPC must be carefully handled. A DM
little to lose or gain except their lives. should always represent slavery as a cruel and
The duty of a gladiatorial slave is to enter the inhuman institution when addressing the social
arena when his master orders him, and give his roles of gladiatorial slaves. Usually regarded with
best effort-or his life. As bad as life can be in the contempt, gladiatorial slaves are property to be
slave pens, quarries, and fields, slaves may still bought and sold. Remember, being forced into
live long lives. This is not always true in the gladiatorial combat might be an unwilling choice
arena. A slave who is forced to fight in the arena for a warrior, regardless of his or her fighting
is still a gladiator, whether by choice or fate. skills.

300
Free-wanderers are adventurers, roaming the
Rogue Specific wastes and prowling the cities in search of
excitement, experience, and enough wealth to
Backgrounds get them to the next adventure. Free-wanderers
are among the friendliest and most outgoing of
elves, for the whole purpose of their travels is to
Free-Wanderer (ELF only) learn everything they can. This doesn’t mean
At some point in an elf's life, the wanderlust that their normal attitudes toward outsiders
comes upon him. He must run as far and as fast have changed, only that they are more inclined
as his swift legs will take him. He must see what to deal with these people during the wanderlust
lies beyond the horizon, and he must find as period.
many ways to enjoy the now as he possibly can. Those forced to travel the wastes for their own
The free-wanderer kit provides an outlet for elf survival gladly accept free-wanderers into their
rogues who seek to explore the Tyr region in group for the skills and knowledge they bring.
search of adventure and riches. These thieves They may not be completely trusted, but they
travel wherever the mood takes them, joining are given the benefit of the doubt when their
with adventuring groups for a time before specialized skills are desperately needed.
moving on. At some point the desire to return to
their tribe will send these free-wanderers home,
Procurer (ELF only)
but until then the excitement of the now is what
Procurers are elf trader/thieves who conduct
they crave.
legitimate mercantile activities with one hand
Free-wanderers survive by their wits, their
while stealing with the other. To all outward
quickness, and their thieving skills. They see
appearances, procurers seem to be everyday elf
every guarded purse and locked box as a
traders. They conduct their thefts in secret, using
challenge they must accept. The contents of
normal trading practices to cover their filching
these guarded items, after all, belong to the
activities. These elves usually work for elven
elves; outsiders are only holding them until their
merchant houses, filling the market stalls with
rightful owners come along to relieve them of
goods stolen from other merchants, nobles, free
their burden.
citizens, templars, and even the sorcerer-kings.
No matter what it may look like a procurer is
Recommended Tribal Affiliation: Free-
doing, he (or she) is always observing the people
wanderers come from all elf tribes, though they
around him. He knows how to spot those who
often discard identifying features of their native
can help or hinder his job, and is always aware of
dress during their periods of travel and
his surroundings.
adventure.
The procurer considers simple theft to be
Role: Free-wandering elves find joy in surviving beneath his station. He needs to make the big
the many challenges Athas throws at them. They score, acquiring the items that will bring the
steal whatever they need while simultaneously biggest profit at the next marketplace. Trading is
seeking new experiences. Many view this time of all well and good, but selling a wagonful of
wandering as a training period, and they work to cactus fruit and then stealing the entire stock
master their wilderness and rogue skills in the back to trade elsewhere is even better.
interval.

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Recommended Tribal Affiliation: Procurers can
be found among the elf tribes that conduct
mercantile activities, especially the Clearwater,
Swiftwings, Shadows, Sky Singers, Silver Hands,
and Night Runners tribes.

Role: Procurers are often the field agents for


elven merchant houses. They conduct legitimate
trade, but they are always on the lookout for
opportunities to increase the tribe's stock
through theft. Among elf tribes that respect
mercantile endeavors, procurers are seen as only
one step below master traders, especially if they
are any good at their job. Procurers travel far
and wide, seeking new markets, new suppliers,
and new opportunities to acquire a big score.
During these travels, procurers have no qualms
about joining with adventuring groups, and many
know a particular group that has proven itself to
be worthy of trust and friendship. Adventuring
groups offer added protection, an obvious cover
story, and able bodies when a job is extremely
difficult. The procurer's tribe and dedication to
his craft comes first, but his adventuring group
comes a close second as long as helping the
group doesn’t hinder his other affiliations. Of
course, a procurer will disappear from his group
from time to time in order to pass along goods or
information to his tribe.
Procurers are skilled traders, consummate
thieves, and handy companions. Unlike most
elves, they know their way around the city-states
and even have a limited understanding of
civilization. Like other elves, they hate walls and
locked doors, but procurers see these obstacles
as challenges, and they make a study of such
constructs the way a good warrior studies his
enemies.

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survived by the skill of their hunters, and the
Fighter Specific greatest heroes of ancient songs and legends are
those proud hunters. In many cases, outsiders
Backgrounds first encounter a tribe through its hunters, who
use stealth and surprise to strike swiftly at those
who pose a threat to the rest of the tribe.
Savage Hunter (ELF only) In tribes that still use the savage hunter class,
The elves of Athas are a nomadic people, and the hunters are honored with respect, choice
many tribes survive solely through the skills of supplies, and roles of leadership. When savage
their hunters. The savage hunter is the most hunters go wandering and join up with
common elf warrior type, serving as both a tribal adventuring groups, they often expect these
defender and an important food provider. same privileges from outsiders. The people they
Respected by others of the tribe, the savage travel with must show them the same respect
hunter uses the same skills to hunt prey and to they receive from their tribes, and they demand
fight outsiders and other threats to the tribe. The the first pick of spoils. In addition, because
ways of the city-states are alien to these savage hunters fill leadership positions in their
wilderness warriors, for they are only at home in tribes, they naturally attempt to fill the same
the wastes when on a hunt. positions in whatever group they may travel
PC savage hunters either join up with an with. They treat everything as a hunt, and on a
adventuring group while on a mission for their hunt orders must be followed and traditions kept
tribe, or they join during the period of or the prey will escape.
wanderlust that comes upon most young elves at Savage hunters are the most stringent keepers
least once in their lives. On these journeys of of elven traditions. The old ways (which hold that
adventure and discovery, savage hunters take hunters are the best of the elf race) are the right
with them all the skills they learned as protectors ways, and things that go against these traditions
and providers for their tribes. As such, they are smack of the slower races. Savage hunters are
often valuable contributors to a party. intolerant of non-elves and non-elven ways.

Recommended Tribal Affiliation: Savage hunters


often come from the Wind Dancers or Water Thri-Kreen Slayer (ELF only)
Hunters tribes. Perhaps the greatest threat to the elves of Athas
is the thri-kreen. These insectoid hunters love
Role: Savage hunters are elves who have fighting the taste of elf flesh, and they prey upon the
skills, knowledge of the wilderness, and hunting desert runners whenever the opportunity
prowess. In the Wind Dancers tribe, the savage presents itself. In order to combat the threat
hunters have been turned into raiders, forced to posed by the fast, strong, and cunning thri-kreen,
hunt a different sort of prey to keep their tribe a special class of desert runner has developed
alive. In the Water Hunters tribe, savage hunters the thri-kreen slayer. A thri-kreen slayer is a
serve as the main warrior class. They protect the multi-classed fighter/psionicist who devotes him-
tribe from all dangers in addition to their role as or herself to becoming an expert hunter and
providers of fresh meat and animal skins. fighter of the dread insect-men.
Elves have a great respect for savage hunters, Wearing armor consisting of pieces of a thri-
even those elves whose tribes have given up the kreen’s hard exoskeleton shell, slayers train in
old traditions. Once all Athasian elf tribes ways to best combat the hulking insect-men.

303
They study the fighting styles and habits of the the thri-kreen, and to safely move the tribe out
thri-kreen, learning all they can about their of danger.
deadly adversaries. Slayers are taught to hate Slayers are extremely confident (though some
the thri-kreen with all their hearts so that the consider them mad in their arrogance). Armed
innermost fury in their hearts can be fully with an arsenal of weapons and always ready to
tapped. Conversely, they are also taught to leap into battle against a thri-kreen, a slayer is as
admire the thri-kreen, appreciating their tireless a formidable foe. Using psionics and fighting
natures and their hunter's hearts. Only through skills to best advantage, slayers are among the
understanding and a certain respect can a slayer most fearsome elf opponents anyone (thri-kreen
hope to survive the challenge of a thri-kreen or otherwise) will ever meet. Interestingly
warrior. enough, there are instances of slayers having
When thri-kreen slayers join adventuring worked with thri-kreen as part of an adventuring
parties, they do so as part of their continuing group, but these relationships are often volatile
training or to satisfy the bouts of wanderlust that and extremely fragile, for neither elf nor thri-
often come upon the elves of Athas. Even away kreen trusts the other.
from their tribes, slayers take their roles and
responsibilities very seriously. They actively seek
out thri-kreen during combat, only turning
toward other enemies when all thri-kreen have
been defeated or when a much greater danger
presents itself.

Recommended Tribal Affiliation: Thri-kreen


slayers can be found among most of the elf
tribes wandering the Tablelands, though the
Wind Dancers and the Sky Singers actively seek
to develop these rare and special warriors.

Role: These slayers defend their tribes from thri-


kreen hunting packs. They know what signs to
look for to determine if thri-kreen are in the
area. They know how to throw a hunting pack off
the trail. When a battle is inevitable, thri-kreen
slayers know the most effective ways to kill the
insect-men. These warriors are the champions
of their tribes, for they alone seem invincible
before the enemies that haunt all elven
nightmares. Slayers tend to be loners, operating
independently of their tribes for long periods of
time. A tribe may not see its slayers for weeks on
end, but the elves know that they are out in the
wastes watching for the approach of the deadly
insect-men. The slayers must warn the tribe of
an impending attack, to lead any battles against

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deadly dance of violence. As spiritual leaders and
Priest Specific defenders of their tribes, battle dancers hold a
place of honor among the elves. During the
Backgrounds wanderlust phase, they take their powerful
expression of faith to outsiders, demonstrating
Battle Dancer (ELF only) the benefits of merging the priestly magic of the
The battle dancer cleric/fighter is an elf warrior elements with the strong physical nature of the
who follows the call of one of the revered elves. They are devoted to both elven traditions
elements. A battle dancer is basically a and a particular element, often exclaiming the
specialized ritual dancer, one who uses his or her virtues of both to all they meet. Those who
talents not to tell stories but to defend the tribe. disagree may witness the battle dancer's skills
In elf tribes, very few elves are afforded the title from the point of view of the target, much to
of element singer. Others who show clerical their dismay.
abilities, or who seem attuned to an element Through the combination of cleric powers and
other than the one revered by the tribe, are warrior skills, there are few elves as deadly or as
urged to become multi-classed ritual dancers. committed as the battle dancers. They are
Those who decide to combine the skills of the masters of the weapons they choose and
warrior arts with priestly endeavors become devoted students of a particular element. In few
battle dancers. Full of grace and speed and other kits is the concept of the superiority of
agility, battle dancers perform across the field of elves over outsiders more evident, for battle
battle much as the slaves of Salt View perform dancers believe themselves to be the best of the
across the stage. The call of combat courses elf race, and therefore far above even the best
through their strong limbs while the call of their outsider.
revered elemental sings in their hearts. These
religious warriors are looked upon with awe by
their tribesmates, and they often become the
champions of their tribes. Element Singer (ELF only) “Acolyte
VARIANT”
Recommended Tribal Affiliation: Battle dancers The element singer is an elf cleric dedicated to a
can be found in any elf tribe, but those of the single elemental force of nature. Most tribes
Water Hunters and Silt Stalkers tribes are among hold those who commune with the elements in
the most deadly and fanatical. awe and treat them with a small measure of fear.
Elf tribes rarely have more than one or two
Role: Battle dancers dedicate themselves to one element singers, though they will accept any
elemental force, usually the one revered by their number of lesser ritual dancers and battle
tribe (though this is not always the case). In dancers. Element singers are called by the
times of peace, they use their skills of dance and element they worship - wind singer, flame singer,
ritual storytelling to inspire their tribes and to earth singer, or water singer. Most of the
help their elemental singers administer to the element singers that outsiders meet are young
spiritual well-being of the elves under their care. singers fulfilling their wanderlust as there is no
When combat opportunities present themselves, place for them (currently) in their tribe. Others
the battle dancers welcome them. They feel no longer have a tribe, or they are seeking a new
closest to their chosen elements when tribe because they are compelled to worship an
combining warrior skills and clerical magic into a

305
elemental force that is not the one revered by individuals (such as a sorcerer-king) are seen as
their tribe. A select few have been sent on some fools or worse, for no one - not even a sorcerer-
far-reaching mission by the force they worship. king.can compare to the elements that shape the
Element singers are the true clerics of the elf world.
tribes. Each draws spells from the sphere of the
cosmos as well as from the sphere associated Skill Proficiencies: Performance, Nature
with their element of choice. They fulfill roles as Languages: Primordial & One of your choice
tribal clerics, and most have an extreme hatred Shelter of the Faithfull
of templars and defilers who draw power from
landmarks associated with their revered
element.

Recommended Tribal Affiliation: All elf tribes


have element singers, so they may have any
tribal affiliation desired.

Role: Element singers hold positions of


leadership and responsibility in their tribes,
though those they administer to do not quite
know what to make of these clerics. Elves
understand the magic of preservers and defilers,
but have little knowledge of priestly magic. It
frightens them, much as the raging elements
frighten them. Those who commune with these
terrible forces, therefore, become objects of
fear, too. Still, the tribes realize they need the
element singers, so they give them an awe-
inspired respect. In many cases, the very survival
of an elf tribe depends on its element singers.
Element singers interpret the omens and
portents inherent in the forces of nature. They
advise tribal chiefs as to the best courses of
action. They lead rites of passage and other tribal
rituals. They heal the wounded and cure the sick.
When element singers leave their tribes to
explore the world of the outsiders, they take
with them their beliefs, traditions, and
devotions. These clerics are elves through and
through, savage, unpredictable, living for each
now.
Though individual tribes tend to congregate
toward a particular element, element singers are
not intolerant of other faiths, as long as they are
elemental in nature. Those who seek to worship

306
where they reside or travel, attempting to rid the
Wizard Specific land of such threats.
In defense of their ward, earth defenders are
Backgrounds willing to go pretty far. They have no
compunction against slaying anyone who
threatens their ward. They also might blow up a
Earth Defender building that houses workers whose tasks the
The earth defender is a preserver who is earth defender considers a threat to the region
concerned with saving one particular aspect of or creatures for whom they have taken
the ecology. Though they must be preservers, responsibility. In the latter case, they usually
these wizards are so consumed by their cause issue some sort of warning indicating that if the
that they are willing to go to almost any lengths depredations aren’t stopped they will take
to protect their chosen ecological obsession. revenge. Such warnings are only given once,
however, and those who ignore them will soon
Role: When created, the earth defender chooses regret doing so. Essentially, earth defenders are
a “ward” which will be his particular concern. the eco-terrorists of Athas. In their view, the big
Such wards might include forested areas, oases, picture of the planet’s overall health takes
and grasslands, or a particular species that the precedence over the lives of a few humans or
defender believes is essential to the continued demi-humans. After all, there are plenty of
health of Athas (whether animal, insect, people; there are only a few agafari groves.
monster, humanoid, or demi-human). These are Earth defenders adventure in order to oversee
all broad categories of wards. Some earth all the areas they consider to be their wards or to
defenders may instead choose to narrow their discover more such areas. Because they are
focus, concentrating their efforts on a particular unable to care for more than one ward at a time,
copse of trees, one oasis, one patch of stony they also search out apprentices and magical
barrens that provides an environment for a rare spells or items that will help them in their tasks.
insect species, or whatever else catches their One of their concerns while adventuring is
fancy. Those with a more narrow focus are educating their comrades in the importance of
usually NPCs, as the need to remain in one place protecting their chosen ward from defilement or
in order to protect their ward precludes them destruction. Many earth defenders attach
from adventuring. In some ways, narrow-focus themselves to adventuring parties, make friends
earth defenders are like druids with protected and help them in any way they can, hoping that
lands. such friends will assist them in protecting their
Defilers who jealously guard a particular copse wards and exacting revenge on those who harm
of trees or clump of vegetation so they may such. To this end, they are reliable and
utilize it for themselves are not earth defenders. responsible companions, completely loyal to any
Earth defenders are concerned with preventing group they consent to accompany.
the destruction of lands or environments which
are host to endangered species of plants and
animals. They have no tolerance for defilers at all
and kill them on sight if possible. Further, they
seek out any defilers they can discover in areas

307
Exterminator A variation on the misguided exterminator is the
Exterminators are defilers who use their defiling one who has studied the history of the world and
methods to purposefully destroy the ecosystem. wants to return Athas to a better time. This
Some of these defilers enjoy the rush of power wizard has become fascinated with tales of the
that destroying plants give them; some are so Blue Age, when fewer plants and more water
consumed by hatred that they want to annihilate were the norm. Perhaps he believes that if he
everything in their path. Others may be can kill enough plants, more water will be freed
convinced that the evil plants of Athas need to up for use by intelligent beings.
be obliterated. Exterminators are the blood The most dangerous exterminators are those
enemies of restorationists, cultivators, and earth who kill all plants because they believe they are
defenders. evil. These wizards have seen what bloodgrass,
hunting cacti, and other predatory or intelligent
Role: Exterminators have no specific role that plants are capable of and have decided to
they fulfill except that of quirky outsider. Each eliminate such evils from Athas. By killing all
exterminator is different, each has an ax to grind, plant life, they leave the evil ones no place to
and each is only interested in one thing—the hide.
extermination of all plant life on Athas. As crazy Some Exterminators once had a reason for
as it sounds, exterminators usually have valid destroying plant life but have long since
reasons why they feel as they do—at least the forgotten it in their single-minded pursuit. These
reasons are valid to the exterminators. people are usually just mean and crazy, and most
Some are simply selfish and addicted to are NPCs. Despite their insanity, however, they
power. These defilers look for chances to use can be quite crafty and dangerous.
their defiling magic to leech all life from plants The last sort of exterminator is by far the most
because it gives them a pleasurable rush of sly. This wizard hides his true intentions and
power. The life they take from plants fills them attempts to kill preservers and pollinating
with ecstasy and they can hardly wait to feel that insects, reasoning that if the things which
surge again. These exterminators always pull as nurture the plants are gone, the plants
much power as possible from one area and themselves can’t survive. This exterminator
refuse to wait until later to power their spells. launches grand schemes designed to force others
They spend much of their time searching for to help him destroy plant life. To this end, he
magical items or spells that will allow them to might foul food stocks and blame it on diseased
tap more energy and increase their power. crops. He then suggests that burning the field
Some misguided wizards have become will take care of the problem. Others have been
infected with hatred for themselves and all known to train herd beasts to ravage whole
others of their kind. They believe they must fields while grazing.
destroy all the plant life from which mages draw
their power so that magic itself will die. Only
then will the world be safe from the kinds of Free Wizard
destruction that were wrought by magic in the Free wizards are mages from the city of Tyr
past. These exterminators concentrate on where magic is no longer outlawed. They may be
destroying plant life one patch at a time. It’s either preservers or defilers, though defilers
difficult to get them to move away from ground must conceal the actual nature of their magic.
that has not been completely razed and Free wizards are brave souls who no longer hide
rendered sterile. what they are from the general populace,

308
trusting that the Council of Tyr’s edicts purposes, free wizards. Others of this kit may
concerning preservers will protect them from educate the people concerning magic, perform
outright attack. missions for the Council, serve as magical
guardians for the city, or travel as ambassadors
Role: It falls to free wizards to be the role models for trade agreements and such to other city-
other wizards will follow if the sorcerer-kings are states or towns. Defilers may undertake the
overthrown in all the city-states of Athas. As same missions, but with an eye to serving
citizens of Tyr, free wizards are presumed to be themselves as well as Tyr. For the present,
preservers. They have been invited by the defilers have nothing to gain (and everything to
Council of Tyr to make themselves known and lose) by selling out Tyr, the only city-state where
come forward to serve the city. wizards are allowed to openly practice magic. For
In the Veiled Alliance to which many of Tyr’s now, they can be trusted to defend and serve
wizards belong, there is disagreement as to the city in their own self-interest.
whether or not to come fully out into the open. In addition to their usefulness in helping the
Some wizards feel that it is enough that they can city, free wizards also make good adventuring
openly practice magic, and they take pains to companions. They are more likely to cast spells
keep their actual identities concealed. They fear immediately in an emergency since they don’t
a return to the old ways or an uprising by the have the natural inclination to hide what they
populace against magic wielders despite the are at all costs.
Council’s rulings. These wizards cover their faces, Further, free wizards often agree to adventure
change them using illusions, or erase the if for no other reason than to locate other
memories of them from any witnesses to their wizards and tell them of Tyr or offer to share
magic. In this, they continue the traditions of the spells. Note, however, that not all city-states
Veiled Alliance. These hidden wizards, though have agreed to honor Tyr’s edicts, so free
they live in Tyr and are becoming more open wizards might have to hide their identities
about their magic, are not free wizards. outside of Tyr’s influence.
Free wizards are those who have decided to
take the chance of revealing themselves for what
they are, showing their faces in public and Mercenary (Wizard)
casting their magic openly. Preservers or defilers, Mercenary wizards are those who sell their
members of the Veiled Alliance or not, they have talents to the highest bidder. They work for
put their lives on the line. All free wizards wish to whoever pays best-usually. There are exceptions.
educate people as to the benefits of magic. Even Mercenaries are usually flamboyant, openly
defilers want people to understand more about practicing their magic whenever possible so that
magic so they don’t panic every time a spell is prospective employers will notice them.
cast. Preserver free wizards want to teach people
the difference between preserving and defiling Role: Mercenaries are wizards-for-hire. Usually
magic; defilers want to muddle the definitions they sell their services to the highest bidder
while trying to prove that they pose no threat. without regard for the morality of his cause or
This allows them to reassure people so while the the deeds they will be required to perform. In
defilers grasp for more power. that regard, they are much like hired guards or
Members of the Veiled Alliance have been soldiers. Mercenaries may be found protecting
invited to take seats on the ruling Council of Tyr. caravans, watching over businesses, conducting
Those who accept are, for all intents and negotiations, or adventuring in search of

309
something their employer wants. They may also Adventuring mercenaries probably started by
be discovered spying on their employer’s rivals, hiring themselves out to a party as a guide or
orchestrating the demise of his enemies, hired spellcaster. Over time, they have come to
tampering with others’ businesses, or enjoy the other characters’ company and have
undermining delicate agreements that their built up trust and a common background with
patron wants to fail. It is rare, however, to find them. Though the character is still considered a
mercenary wizards who are willing to go into mercenary wizard, he may only require the
battle for an employer. If it comes down to occasional “token” payment to agree to remain
risking their lives, they would rather run away or with the party.
pretend to surrender while looking to escape as
soon as they get the chance. Mercenaries are
masters at knowing when to cut their losses and
run. Arcanist (ELF only)
One of the most creative uses for mercenary An arcanist is an elf wizard dedicated to learning
wizards is for their employers to set them up as all he or she can about magic. The arcanist is the
“disinterested” third parties in negotiations or closest thing there is to an elf scholar, digging
business dealings with rivals. They can then use a through ruins and wizards - packs in search of
whole arsenal of tricks while appearing to be arcane texts and magical lore. They find their
neutral in any disagreements. Further, any secret greatest pleasures in learning new spells and
arrangements the rival attempts to make with acquiring magical items to add to their
the mercenary become known to the collections. Arcanists carry an extreme number
mercenary’s employer, revealing any strengths of pouches and packs upon their persons, and
or weaknesses the rival might have. Though any each one is crammed full of items pertaining to
agent could pretend to this, wizards are the arcane arts. Spell components spill from
especially suited to it due to their command of every pocket, and arcane texts carved on bone
many spells which can reveal someone’s and stone jut from every crowded pouch. Like
alignment or charm the rival and bring him pack rats, every conceivable item they come
around to the wizard’s way of thinking. across that may be magical or that may serve
Some mercenaries, despite their name, only some magical purpose finds a way into their
hire themselves out to those whom they respect personal stores.
or work for causes they believe in. These As a result of their searches and studies,
mercenaries have a conscience they must arcanists come to know a little about a lot of
appease and are often caught up in causes they different things. They are consulted often,
support even when the pay is terrible. becoming experts and advisers for their tribes.
Mercenaries who work for such causes are They may not always have the complete answer,
usually honorable, no matter what their but they can usually decide a course of action
employers might believe. Though the Veiled from the bits and snippets of knowledge they do
Alliance would like to be wholly self-sufficient, possess.
there are times when it must depend upon
mercenaries for certain information. Recommended Tribal Affiliation: All elf tribes
Additionally, mercenaries can often procure spell have arcanists, though the Twilightcatchers clan
components that local wizards find impossible to of the Sky Singers tribe and the Half Moons clan
acquire due to their mobility. of the Night Runners tribe have the largest
numbers of these mages.

310
Role: Arcanists work for their tribes, but they of the things they seek eventually wind up in the
definitely have their own agendas. Some seek proximity of outsiders. Arcanists provide a wide
out knowledge for the power it provides. collection of lore to those they travel with, as
Arcanists believe that power is fine (and they'll well as spellcasting abilities. They can be either
take it when they can get it), but seeking defilers or preservers. While much of the
knowledge for its own sake is a worthy information these mages know can be useful, a
endeavor. In tribal life, arcanists work with other lot of it is arcane trivia that sounds important but
elf mages to gather and prepare spell means nothing. Arcanists tend to talk on and on
components, create enchanted items (both true when a question is raised, telling much more
enchantments and illusory ones to sell to than is necessary to adequately answer the
unsuspecting outsiders), and teach aspiring elf question. Though the arcanist is always
mages the tricks of the trade. Arcanists leave authoritative in his lecturing to companions and
their tribes for long periods of time when they go others, he tends to keep his magical skills secret
in search of items to add to their arcane when outside his tribe. This is to minimize the
collections. Wandering arcanists often join up risk posed by those who hate and fear wizards
with adventuring groups, for long years of (which includes the great majority of Athas’s
experience have taught these mages that many population).

311
Trinkets
When you make your character, you can roll
once on the Trinkets table to gain a trinket, a
simple item lightly touched by mystery. The DM
might also use this table. It can help stock a room
in a dungeon or fill a creature’s pockets.

Trinkets

d100 Trinket d100 Trinket


01 A faro needle 26 A small rock that was once part of a stone
02 A scrap of rasclinn hide elemental
03 A thri-kreen antennae 27 A vial with the saliva of an id fiend
04 A roc feather fan 28 A hardened bone slave's collar
05 A shard of obsidian with a tiny skull inside of it 29 A scroll with a spell written incorrectly on it
06 A necklace made with gith fingerbones 30 An ock'n shell
07 A wyvern’s stinger 31 A small gem that holds the Focus of a dwarf
08 A small bag containing the complete skeleton of 32 Half of templar's amulet depicting the sorcerer
a snake king Kalak
09 A dried esperweed flower 33 A tuft of hair from a feylaar
10 A bone insignia of rank from Yaramuke 34 A piece of supple leather with the image of a
11 A hardened sand painting depicting a gladiator forest on it
match 35 An aarakocra feather
12 A leather amulet with a strange rune on it 36 A glass jar with tentacles in a pickling fluid
13 A vial that contains silt from the bottom of the 37 A whistle made of bone
silt sea 38 An elven rattle made from a tortoise shell
14 A crystal eye from a crystal spider 39 A jankx spur
15 A dried out hurrum beetle that hums 40 A tooth from a water drake that always has
16 A coin made from carved carapace condensation on it
17 A small set of bones, looks like a complete 41 An agafari wood needle
humanoid, very small 1' 42 A bone key of Balican design
18 A rough stone statue of a crodlu 43 A halfling war fetish with dried blood on it
19 A treasure map written on parchment with 44 A broken pterran thanak
names of places you've never heard of 45 A wooden toy in the shape of a mekillot
20 A broken bone heartpick inscribed with the 46 A mummified hand of a thrax
history of a long dead Tarek tribe 47 A holy symbol of an elemental priest of water
21 A lock of giant hair 48 A sharpened feather
22 A small wooden statue of a small halfling like 49 A tkaesali head formerly owned by a Nikaal
creature you've never seen before 50 A perfectly round black obsidian orb 2" in
23 A ring made of agafari wood diameter with a small chunk taken out of it
24 A petrified Kes'trekel egg 51 A ceramic coin minted by a long dead merchant house
25 A smooth cylinder made from dasl 52 A fire drake scale that is always warm to the touch

312
Trinkets

d100 Trinket d100 Trinket


53 An inert Psionicus 76 A small piece of leather which holds several
54 The tip of a kirre's horn small pieces of dried sap
55 A small piece of bronze hammered into the form 77 A broken M'Ke trade coin
of a bearded dwarf's head 78 A ceremonial dagger given to free a gladiator
56 A 6" piece of cha'thrang tether slave from Tyr
57 A small wooden top, when you spin it you hear 79 A cracked belgoi's bell
the rushing wind, but no one else does 80 A rusted scale
58 A piece of crystal that lightly vibrates 81 An Urikite beard ring
59 A templar amulet from the city of Kalidnay 82 A skull of a Pristine Tower warped creature
60 A tiny sketch of a small humanoid the likes of 83 A wooden box filled with dried leaves from the
which you've never seen Crescent forest
61 An erdlu beak with string tied to it, to make a mask 84 A silk veil
62 A dried out kank honey globule 85 A wooden plate with a drawing of the Sunrise
63 A crystal with a face that bears uncanny Home on it
likeness to you etched inside of it 86 A small stone statue taken from a building in Nibenay
64 A glass bead, hardened by psionics 87 A flask with water from the Lake of Golden Dreams
65 A small stone box with unknown ashes in it 88 A small bottle with sand from the Black Sand region
66 A small wooden sailcart toy 89 A piece of ceramic with the image of silk skimmer on it
67 A pouch filled with defiler ash 90 A skull carved from lava rock
68 A small sundial 91 An ancient coin from Giustenal
69 An incense holder carved in the likeness 92 A faded writ of trade from Kurn
70 A piece of wax imprinted with the image of the 93 A drumstick from the forgotten city of Eldaarich
Grand Vizier 94 A stone tablet with names of ancient knights
71 A small stone carving of the Raamic god, Badnu 95 A clay tablet with unknown runes on it
72 A broken jade disk inscribed with the image of a 96 A bone plate with images of Ral & Guthay etched on it
Draji templar holding up a heart 97 A yellow scrap from an Urikite Templar's cloak
73 An Athasian sloth's tooth carved with the image 98 A ceramic disk in the shape of the sun
of a halfling village on it 99 An arrowhead made by a dead elven tribe
74 A small orange flag with crossed carrikals in black on it 100 A small iron hammer made by an ancient dwarven clan
75 A gord with dried herbs

313
NEW WEAPON PROPERTIES
Weapons
Dual wielder. If you use these weapons in pair,
you gain the bonuses of the feat "Dual Wielder"
WEAPON BREAKAGE when using them together, regardless if you
have it selected or not. The price and weight for
Non-metal weapons break more easily than these weapons is per weapon.
metal ones. A broken item is at best an Unarmed weapon. Can be used as if you were
improvised weapon. Damaged magic weapons not using any weapons to make unarmed attacks
lose their enhancement, properties, and powers with the normal damage in addition to the one
until repaired. The following options simulate the the weapon adds to it.
relative fragility of non-metal weapons, making Charge breaker. This weapon inflicts double
combat more unpredictable and exciting. Your weapon damage when firmly set to receive a
Dungeon Master will tell you if one of the charging opponent.
following optional rules is being used. Double Weapons. You can use these weapons
Fumbling Breakage. When you roll a natural 1 with either one or two hands. If you use with one
on an attack roll using a non-metal weapon, the hand, you may attack with only one of the
item breaks. (DM: If you use this rule, you should weapon’s end. But if you use two-hand, it
also use the rules for fixed enhancement becomes the equivalent of using 2 weapons.
bonuses in Chapter 6, which mitigates the effect With two-hand combat, you have advantage on
of this rule.) disarm manoeuvres, and the weapon it
Obsidian, bone, and wood weapons are prone considered a polearm for Polearm Master feat
to breaking. Whenever a successful attack inflicts additional opposite end attack.
maximum damage, there is a 5% chance that the Polearms. All weapons falling in the polearms
weapon will break, which is a roll of 1 on a d20. category are affected by the Polearm master feat
On a critical hit, there is a 20% chance, 1-4 on a of the Player’s Handbook.
d20. And on a critical fail, a 30% chance, 1-6 on a Strapped. You have to take an action to strap
d20. this weapon to your arm to fight with it, or take
an action to unstrap it if you want to drop it. You
Weapon Attack may continue to use your hand normally, but you
Material Cost Weight Bonus** Damage*
cannot attack with the strapped weapon and a
Metal 100% 100% -- --
Bone 3% 50% -1 -1 wielded weapon in the same hand in one round.
Stone 5% 75% -2 -1 Your opponent has a -5 penalty when attempting
Obsidian 5% 75% -2 -1 a disarm action to disarm a strapped weapon.
Blood Obsidian 2000% 75% +1 +1
Agaferi Wood *** 5% 50% -1 -1
Wood 1% 50% -2 -3 EXOTIC WEAPONS
* The damage modifier subtracts from the damage normally done
by that weapon, to a minimum of one point. Exotic weapons are highly specialized armaments
** Not applicable to missile weapons. that are as difficult to master as they are deadly.
*** Agarferi wood costs 3% instead of 5% in forest cities.
Arena champions and master warriors are often
equipped with these types of weapons. The
exotic weapons listed here are unique to Athas
and not found in other settings.

314
Weapons Stone &
Metal Obsidian Bone Wood
Name Cost Cost Cost Cost Damage Weight Properties
Simple Melee Weapons
Club 3 gp 15 cp 9 cp 3 cp 1d4 bludgeoning 2 lb. Light
Dagger 2 gp 10 cp 6 cp 2 cp 1d4 piercing 1 lb. Light, finesse, thrown (range 20/60)
Greatclub 6 gp 30 cp 18 cp 6 cp 1d8 bludgeoning 10 lb. Two-handed
Handaxe 1 gp 5 cp 3 cp 1 cp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 50 cp 25 t 15 t 5t 1d6 piercing 2 lb. Thrown (range 30/120)
Light hammer 2 gp 10 cp 6 cp 2 cp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace 5 gp 25 cp 15 cp 5 cp 1d6 bludgeoning 4 lb. -
Quarterstaff7 20 cp -- 6t 2t 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle 60 cp 3 cp 12 t 6t 1d4 slashing 2 lb. Light
Spear 1 gp 5 cp 3 cp 1 cp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Gauntlet1 2 gp 10 cp 6 cp 2 cp 1d3 bludgeoning 1 lb. Light
Gauntlet, spiked1 5 gp -- -- -- 1d4 piercing 1 lb. Light
Katar (Punching Dagger) 2 gp 10 cp 6 cp 2 cp 1d4+1 piercing 1 lb. Light
Puchik 6 gp 30 cp 18 cp 6 cp 1d4+1 piercing 1 lb. Light, special
Quabone7 -- -- 1 cp -- 1d4 piercing or slashing 4 lb. Light
Tonfa (handle)7 -- -- 15 cp 5 cp 1d4 bludgeoning 1 lb. Finesse, light, dual wielder, AC +1
Light pick 1 gp 5 cp 3 cp 1 cp 1d4 piercing 3 lb. Light
Sap7 1 gp -- 3 cp 1 cp 1d2 bludgeoning 1 lb. Light
Harpon 10 gp 50 cp 30 cp 10 cp 1d6 piercing 6 lb. Versatile (2d4), thrown (20/60)
Boomerang7 -- -- 15 t 5t 1d4 bludgeoning 1 lb. Light, finesse, thrown (range 20/60) special
Adze 30 cp 15 t 9t 3t 1d4 piercing 2 lb. Light
Machete 5 gp 25 cp 15 cp 5 cp 1d6 slashing 5 lb. Light
Simple Ranged Weapons
Crossbow, light7 -- -- -- 35 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 50 cp 25 t 15 t 5t 1d4 piercing ¼ lb. Finesse, thrown (range 20/60)
Shortbow7 -- -- -- 30 cp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling7 -- -- -- 10 cp 1d4 bludgeoning --- Ammunition (range 30/120)
Shortbow composite7 -- -- -- 75 + x30 cp3 1d6 piercing + STR mod. 2 lb. Ammunition (range 90/350), two-handed
Pellet bow7 -- -- -- 3 cp 1d4 bludgeoning 5 lb. Ammunition (range 60/240), light, loading

1 = Considered unarmed strikes. The wearer can hold objects such as 1 handed weapon and still attack
with fist.
2 = Considered a polearm when held in two hands, with Polearm Master applying to this weapon but
using the weapon's non-versatile damage instead for the weapon's opposite end attacks.
3 = Here the value x is equal to the character's strength modifier.
(for example: a character with a strength of 17 has +3 modifier, so a composite shortbow would
cost him 25 + 3x25=100gp)
4 = May be used to make grapple attacks.
5 = These arrows give advantage on attack to cut a rope.
6 = These arrows give advantage on attack against heavy armor due to their greater piercing ability.
7 = Indicates that this weapon cannot be made from metal or gains no benefit from being made of
metal.

315
Martial Melee Weapons
Battleaxe 10 gp 50 cp 30 cp 10 cp 1d8 slashing 4 lb. Versatile (1d10)
Flail 10 gp 50 cp 30 cp 10 cp 1d8 bludgeoning 2 lb. -
Greataxe 30 gp 150 cp 90 cp 30 cp 1d12 slashing 7 lb. Two-handed, heavy
Greatsword 50 gp 250 cp 150 cp 50 cp 2d6 slashing 6 lb. Two-handed, heavy
Longsword 15 gp 75 cp 45 cp 15 cp 1d8 slashing 3 lb. Versatile (1d10)
Maul 10 gp 50 cp 30 cp 10 cp 2d6 bludgeoning 10 lb. Two-handed, heavy
Morningstar 10 gp 50 cp 30 cp 10 cp 1d8 piercing 4 lb. -
Rapier 15 gp 75 cp 45 cp 15 cp 1d8 piercing 2 lb. Finesse
Scimitar 15 gp 75 cp 45 cp 15 cp 1d6 slashing 3 lb. Finesse, Light
Shortsword 10 gp 50 cp 30 cp 10 cp 1d6 piercing 2 lb. Finesse, Light
Trident 15 gp 75 cp 45 cp 15 cp 1d6 piercing 4 lb. Thrown range (20/60), versatile (1d8)
War pick 5 gp 25 cp 15 cp 5 cp 1d8 piercing 2 lb. -
Warhammer 15 gp 75 cp 45 cp 15 cp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip7 -- -- -- 10 cp 1d4 slashing 3 lb. Finesse, reach
Macuahuitl7 -- 75 cp -- -- 1d8 slashing 5 lb. -
Carrikal 8 gp 40 cp 24 cp 8 cp 2d4 slashing 6 lb. Strapped
Impaler 4 gp 20 cp 12 cp 4 cp 1d8 piercing 5 lb. Two-handed, heavy
Datchi club 12 gp 60 cp 36 cp 12 cp 1d10 bludgeoning or slashing 10 lb. Two-handed, heavy, reach, special
Gouge 6 gp 30 cp 18 cp 6 cp 1d10 piercing or slashing 12 lb. Two-handed, heavy, strapped, special
Heavy mace 8 gp 40 cp 24 cp 8 cp 1d8 bludgeoning 8 lb. -
Kukri 8 gp 40 cp 24 cp 8 cp 1d4 slashing 2 lb. Finesse, light
Main-gauche 3 gp 15 cp 9 cp 3 cp 1d4 piercing 2 lb. Finesse, light, defensive
Scourge 5 gp 25 cp 15 cp -- 1d4 slashing 2 lb. Light
Stiletto 50 cp 25 t 15 t 5t 1d4 piercing ½ lb. Light, finesse, special
Bastard sword 25 gp 125 cp 75 cp 25 cp 1d8 slashing 6 lb. Heavy, versatile (2d4)
Khopesh 10 gp 50 cp 30 cp 10 cp 2d4 slashing 7 lb. Two-handed, heavy
Broadsword 10 gp 50 cp 30 cp 10 cp 2d4 slashing 4 lb. Two-handed, heavy, defensive
Falchion 17 gp 85 cp 51 cp 17 cp 2d4 slashing 8 lb. Two-handed, finesse
Tulwar 30 gp 150 cp 90 cp 30 cp 1d8 slashing 8 lb. Two-handed, special
Scythe 10 gp 50 cp 30 cp 10 cp 2d4 slashing or piercing 10 lb. Two-handed, heavy
Longspear 5 gp 25 cp 15 cp 5 cp 1d8 piercing 9 lb. Two-handed, reach, special
Claymore 25 gp 125 cp 75 cp 25 cp 2d6 slashing 10 lb. Two-handed, heavy
Cutlass 12 gp 60 cp 36 cp 12 cp 1d8 slashing 4 lb. Finesse, Light, defensive
Sabre 17 gp 85 cp 51 cp 17 cp 1d6 slashing 3 lb. Finesse, Light, defensive
Spiked chain 25 gp -- 75 cp 25 cp 2d4 piercing 10 lb. Two-handed, heavy, reach, finesse, special
Heavy fail 15 gp 75 cp 45 cp 15 cp 1d10 bludgeoning 10 lb. Two-handed, heavy
Dire flail 60 gp 300 cp 180 cp 60 cp 1d8 bludgeoning 18 lb. Double weapon, heavy2
Lotulis 15 gp 150 cp 45 cp 15 cp 1d8 piercing - 1d8 slashing 10 lb. Double weapon, two-handed, special, heavy2
Double-bladed spear 2 gp 10 cp 6 cp 2 cp 1d6 piercing 6 lb. Double weapon, thrown (range 20/60), two-handed, heavy2
Double axe 20 gp 100 cp 60 cp 20 cp 1d8 slashing 15 lb. Double weapon, heavy2
Double-bladed sword 30 gp 150 cp 90 cp 30 cp 1d8 slashing 10 lb. Double weapon, heavy2

316
Weapons Stone &
Metal Obsidian Bone Wood
Name Cost Cost Cost Cost Damage Weight Properties
Martial Melee Weapons
Polearms
Glaive 6 gp 30 cp 18 cp 6 cp 1d10 slashing 6 lb. Two-handed, heavy, reach
Halberd 10 gp 50 cp 30 cp 10 cp 1d10 slashing 6 lb. Two-handed, heavy, reach
Lance 15 gp -- -- 15 cp 1d12 piercing 6 lb. Reach, special
Pike 5 gp 25 cp 15 cp 5 cp 1d10 piercing 18 lb. Two-handed, heavy, reach
Weighted pike 6 gp 30 cp 18 cp 6 cp 1d8 piercing / 1d8 bludgeoning 15 lb. Two-handed, heavy, double weapon, special, reach2,
Mancatcher 30 gp -- -- -- - 8 lb. Two-handed, heavy, special, reach2
Guisarme 5 gp -- -- -- 2d4 slashing 12 lb. Two-handed, heavy, reach2
Bill-guisarme 7 gp -- -- -- 1d10 piercing or slashing 15 lb. Two-handed, heavy, reach2
Glaive-guisarme 10 gp -- -- -- 2d6 piercing or slashing 10 lb. Two-handed, heavy, reach2
Guisarme-voulge 8 gp -- -- -- 2d4 piercing or slashing 15 lb. Two-handed, heavy, reach2
Voulge 5 gp -- -- -- 2d4 slashing 12 lb. Two-handed, heavy, reach2
Ranseur 6 gp -- -- -- 2d4 piercing 12 lb. Two-handed, heavy, charge breaker, reach2
Awl pike 5 gp -- -- -- 1d12 piercing 12 lb. Two-handed, heavy, charge breaker, special, reach 22
Bardiche 7 gp -- -- -- 2d6 slashing 12 lb. Two-handed, heavy, reach2
Bec de corbin 8 gp -- -- -- 1d8 piercing or bludgeoning 10 lb. Two-handed, heavy, special, reach2
Fauchard 5 gp -- -- -- 1d8 piercing or slashing 7 lb. Two-handed, heavy, reach2
Fauchard-fork 8 gp -- -- -- 1d10 piercing or slashing 9 lb. Two-handed, heavy, reach2
Hook fauchard 10 gp -- -- -- 1d4 piercing or slashing 8 lb. Two-handed, heavy, special, reach2
Lucern hammer 7 gp -- -- -- 2d4 piercing or bludgeoning 15 lb. Two-handed, heavy, special, charge breaker, reach2
Military fork 5 gp -- -- -- 2d4 piercing 7 lb. Two-handed, heavy, reach2
Partisan 10 gp -- -- -- 1d6 piercing 8 lb. Two-handed, heavy, charge breaker, special, reach2
Spetum 5 gp -- -- -- 2d6 piercing 7 lb. Two-handed, heavy, special, reach2
Martial Ranged Weapons
Blowgun7 -- -- -- 1 cp 1 piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, hand7 -- -- -- 300 cp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy7 -- -- -- 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow7 -- -- -- 75 cp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net7 -- -- -- 1 cp - 3 lb. Special, thrown (range 5/15)
Atlatl7 -- -- -- 25 cp -- 6 lb. Two-handed, special, javelin's range (+20/+20)
Longbow, composite7 -- -- -- 100 + x50 cp3 1d8 piercing + STR mod. 2 lb. Ammunition (range 165/660), heavy, two-handed
Lasso7 -- -- -- 1t - 2 lb. Finesse, two-handed, reach 2, special4
Bolas7 5 gp 25 cp 15 cp 5 cp 1d2 2 lb. Thrown (range 20/60), special4

317
Weapons Stone &
Metal Obsidian Bone Wood
Name Cost Cost Cost Cost Damage Weight Properties
Exotic Melee Weapons
Alak -- -- 6 cp -- 1d6 piercing 6 lb. Light, special
Alhulak 9 gp 45 cp 21 cp 9 cp 1d6 piercing 9 lb. Finesse, reach, special
Bard's friend 10 gp 50 cp 30 cp 10 cp 1d4 piercing or slashing 3 lb. Light, finesse, special
Bard's garrote 2 gp -- -- -- 1d4 bludgeoning 1 lb. Finesse, two-handed, special
Finesse, two-handed, reach, double weapon, special,
Cahulaks 12 gp 60 cp 36 cp 12 cp 1d6 piercing 12 lb.
thrown (range 5/15)
Chatkcha 1 gp 5 cp 3 cp 1 cp 1d4 slashing ½ lb. Finesse, light, thrown (30/90), special
Dragon's paw 15 gp 75 cp 45 cp 15 cp 1d6 piercing 9 lb. Double weapon, two-handed, heavy
Forearm axe 1 gp 5 cp 3 cp 1 cp 1d6 slashing 4 lb. Light, dual wielder, special, strapped
Gith's spear 1 gp 5 cp 3 cp 1 cp 1d8 slashing 3 lb. Two-handed, Finesse
Ko 1 gp 5 cp 3 cp 1 cp 1d4 piercing 3 lb. Light, dual wielder, special
Handfork 12 gp 60 cp 36 cp 12 cp 1d6 slashing 2 lb. Special, dual wielder, Light
Heartpick 9 gp 45 cp 21 cp 9 cp 1d8 piercing 4 lb. Light
Lajav 3 gp -- 9 cp 3 cp 1d4 bludgeoning 4 lb. Two-handed, special
Master's whip 6 gp 30 cp 18 cp 6 cp 1d4 piercing 3 lb. Finesse, reach, special
Slodak -- -- -- 75 cp 1d8 slashing 3 lb. Versatile (1d10)
Singing sticks7 5 gp -- -- 5 cp 1d4 bludgeoning 1 lb. Light, finesse, dual wielder, special
Thanak 20 gp 1 gp 60 cp 20 cp 1d10 slashing 10 lb. Two-handed, Heavy
1d4 piercing or slashing
Talid 4 gp 20 cp 12 cp 4 cp 1 lb. Light, strapped, dual wielder
or bludgeoning
Tortoise blade 9 gp -- 21 cp 9 cp 1d6 piercing 5 lb. Light, AC +1, strapped, special
Skyhammer 1d8 bludgeoning 6 lb. Two-handed, finesse, reach 2, special
Widow's knife 5 gp 25 cp 15 cp 5 cp 1d4 slashing / 1d3 piercing 4 lb. Light, finesse, thrown (range 20/60), loading, special
Wrist razor 10 gp 50 cp 30 cp 10 cp 1d6 slashing 1 lb. Finesse, light, strapped
Zerka 4 gp 20 cp 12 cp 4 cp 1d6 piercing 3 lb. Light, thrown (range 10/20), special
Polearms
Gythka 6 gp 30 cp 18 cp 6 cp 2d4 piercing or slashing 12 lb. Double weapon, two-handed, heavy, thrown (20/60), reach2
Tkaesali 8 gp 40 cp 24 cp 8 cp 1d10 slashing 12 lb. Two-handed, heavy, special, reach2,
1d6 piercing or slashing
Trikal 12 gp 60 cp 36 cp 12 cp 8 lb. Two-handed, heavy, reach2
or bludgeoning
Crusher 24 gp 120 cp 72 cp 24 cp 1d4 bludgeoning 9 lb. Two-handed, heavy, special, reach 42
Exotic Ranged Weapons
Dejada7 -- -- -- 20 cp 1d6 bludgeoning or piercing 8 lb. Ammunition (range 30/70), special, loading
Kyorkcha 10 gp 50 cp 30 cp 10 cp 1d8 slashing 1 lb. Finesse, light, thrown (30/90), special
Splashbow7 -- -- -- 30 cp -- 20 lb. Ammunition (range 30/120), special, loading
Ammunitions
Arrows (20) 1 gp 5 cp 3 cp 1 cp - 1 lb. (SEE description in PHB )
Arrow, humming (5) 1 gp 5 cp 3 cp 1 cp 1d4 piercing 1 lb. (SEE description)
Arrow, half-moon (5) 1 gp 5 cp 3 cp 1 cp 1d6 piercing5 1 lb. (SEE description)
Arrow, armor piercer (5) 1 gp 5 cp 3 cp 1 cp 1d4 piercing6 1 lb. (SEE description)
7
Arrow, vial (5) -- -- -- 5 cp 1d4 bludgeoning 1 lb. (SEE description)
Blowgun needles (50) 1 gp 5 cp 3 cp 1 cp - 1 lb. (SEE description in PHB )
Crossbow bolts (20) 1 gp 5 cp 3 cp 1 cp - 1½ lb. (SEE description in PHB )
Bolt, vial (5)7 -- -- -- 5 cp 1d6 bludgeoning 1½ lb. (SEE description)
Sling bullets (20) 20 cp 1 cp 6t 2t - 1½ lb. (SEE description in PHB )
Pellet bolt (20) 1 gp 5 cp 3 cp 1 cp 1d4 bludgeoning 1½ lb. -
Pelota (1) 40 cp 2 cp -- -- 1d4 bludgeoning or piercing 1 lb. Thrown (range 20/60), light
Pelota, hinged (1) 10 cp 5 cp -- -- 1d4 bludgeoning 2 lb. (SEE description)
Blowgun barbed needles (50) 5 gp 25 cp 15 cp 5 cp 1d2 piercing 1 lb. -

318
On a hit, you can choose to deal no damage to
Weapons Descriptions attempt to grapple a target on a DC 12 dexterity
check. Dealing 5 slashing damage to the Alhulak
(AC 10) frees the creature without harming it,
ending the effect and destroying the alhulak. Your
trip attack maneuver have +1 bonus.

Atlatl: The atlatl, sometimes called a “staff‐sling,”


is a javelin‐throwing device that is swung over the
Alak: An alak consists of a 2‐foot long shaft of shoulder, using both hands. Javelins flung with an
bone or wood, with four serrated bones tied to atlatl gain greater range than those thrown by
the sharp end, like the four prongs of a grappling hand. Adds 20 feet of range to both categories.
hook. When using an alak, add a +2 bonus on the
superiority die when attempting a Disarming
Attack maneuver.

Alhulak: The alhulak is primarily a rope with a


four-bladed grappling hook on one end. The other
end of the 5-foot rope is secured to a 2-foot long Bard’s Garrote: This exotic weapon is made from
handle, which can also be used to block attack giant hair. A bard’s garrote can only be used as
from other weapons. The four-bladed head of the part of a grapple attack, and you must wield it
alhulak is commonly carved from mekillot ribs (the with both hands regardless of your size. This form
price given here is for a steel set of blades). The of garrote is used to choke a victim to death and is
haft securing it to the rope is usually of wood or generally used to strike from behind. As part of a
bone. grapple attack, using a garrote subjects you are
open to receive an attack of opportunity unless
you are hidden from the target of the attack.

319
An attack to the throat must be made, upon a prongs are usually metal or wood, though they can
successful hit, the creature must roll a DC 15 be the fangs of desert predators. The grip may
strength check. If the creature fails, it is have holes for the fingers; when there are no
considered grappled and suffocating (SEE rules holes, the weapon is usually worn with leather
Player’s Handbook, p.183), but not restrained. straps holding it to the hand. Known to be a bard’s
Dealing 5 slashing damage to the garrote (AC 10) weapon, it is not uncommon to see the blades
frees the creature without harming it, ending the dripping with poison.
effect and destroying the garrote. The garrote When attempting Parry maneuver, you have +1.
inflicts 1d6 points of bludgeoning damage per turn
as the grapple holds, and the victim is considered
choking.

Cahulaks: Cahulaks are a pair of four-bladed


weapons held together with a length of rope. They
Bard’s friend: Popularized by the bards of Balic, can be used in each hand as melee weapons; one
the bards friend is a particularly gruesome-looking or both can also be thrown to tangle and cause
weapon, sporting several blades and prongs. If damage to an opponent. The blades are
properly used, it is an excellent parrying weapon commonly carved from the hip or shoulder bones
and brawl-stopper. The blades themselves are of a mekillot, but more expensive versions can be
most often formed of metal or obsidian, strapped forged of steel. The hafts are made of solid lengths
and mounted to a central wooden grip. The of wood or, rarely, sturdy bone. The connecting

320
rope is up to 12 feet long; an experienced cahulak
wielder keeps most of that length looped loosely
in one hand when preparing for combat.
On a hit, you can choose to deal no damage to
attempt to grapple a target on a DC 12 dexterity
check. Dealing 5 slashing damage to the cahulaks
(AC 10) frees the creature without harming it,
ending the effect and destroying the cahulaks,
leaving only 2 alaks).
Your trip attack maneuver have +1 bonus.
Chatkcha: The single most important weapon to
the thri-kreen is the chatkcha, or throwing wedge.
It is the only weapon whose use is learned by the
thri-kreen through racial memory. Skill with the
chatkcha is a mark of adulthood among thri-kreen;
the weapon itself symbolizes adulthood. The
chatkcha’s precise form depends on the substance
used to make it. Note that “chatkcha” is
pronounced chaht-kcha, with the “k” and “ch”
sounds run together, rather than chah-tk-cha or
another variant. The tohr-kreen have their own
version of this weapon, the kyorkcha. A few have
appeared in the Tyr Region. “Kyorkcha” is
pronounced kyor-kcha rather kyor-kcha than, ky-
or-kcha, or some other variant.
Chatkcha can be made from hardwood, stone,
bone, metal, or dasl. Dasl is the preferred
medium. A dasl chatkcha has a central hole; at
equal spaces around the hole, three leaf-shaped
Carrikal: By lashing a length of mekillot bone to blades protrude. Metal and wooden chatkcha are
the jawbone of any sharp-toothed creature, a kind roughly the same shape as dasl ones. Bone and
of battle axe is created. Sharp ridges of teeth run stone chatkcha must be built differently, or fly
down half the length of the bone handle, and the apart too easily when used; they have a central
hinges of the jaw are sharpened to a keen edge. hole as well, but the three blades are wider and
This gives the weapon two deadly axe heads almost rectangular in shape.
oriented in the same direction. A leather thong Thri-kreen pride themselves on the quality of
connected to the bottom of the bone shaft their chatkcha, and put many hours into them, so
ensures it remains with its wielder. The sharpened they are not just functional, but are beautiful as
jawbone of a large creature is lashed to a haft. The well. More artistic thri-kreen etch scenes of
jagged edges are sharpened, forming a sort of hunting and battle onto the flat parts of the
battleaxe with two forward‐facing heads weapon. The more ornate dasl chatkcha become
heirlooms of the maker and, when that thri-kreen
dies, of the clutch and pack. Some packs have

321
chatkcha that have been handed down for The chatkcha returns along approximately the
generations, and through their etchings, tell some same trajectory it traveled on the way to the
of the history of the pack. Thri-kreen are target. This happens at the end of the round, so a
sometimes so attached to dasl chatkcha that if the single chatkcha cannot be thrown more than once
weapons are lost or stolen, they will go on a quest per round.
to retrieve the chatkcha. Heirloom chatkcha are If thrown upward or downward, the chatkcha
protected with the thri-kreen’s life. Chatkcha of does not return (actually, an upward throw
materials other than dasl are never heirlooms. returns by falling, and can caught if the thri-kreen
The chatkcha was created by thri-kreen and is is in the right place and makes a successful
used primarily by them. A typical thri-kreen can Dexterity check).
throw up to two chatkcha in a round. This takes up Catching a returning chatkcha (or kyorkcha) is
the thri-kreen's allowed actions for that round. second nature to a proficient thri-kreen. A proper
The thri-kreen can throw chatkcha with any of his catch is made by inserting a finger into the central
or her hands, and can hold other objects in unused hole, then wrapping the others around the
hands. weapon; the catching finger is then withdrawn
The thri-kreen hand, especially the three- smoothly so the weapon is again ready to be
thumbed hand of the Jeral, is ideal for gripping the thrown.
chatkcha. A Jeral grips the weapon with one If the thri-kreen is distracted (such as by
thumb between each blade, while a To’ksa curls moving, or by being attacked), the catch requires a
the middle finger under and against the chatkcha, successful Dexterity check.
and uses the other three digits to grip the weapon A thri-kreen can wield a chatkcha (but not a
in the Jeral manner (see diagram). kyorkcha) as a melee weapon, with the same
To throw the chatkcha, the thri-kreen holds it to restrictions as for other melee weapons. The grip
the side, with palm facing up. The throw is a full on the weapon is the same, and damage is as
arm movement with a wrist flip at the end; a thri- indicated on the weapons table.
kreen who does not have room for a full arm Non-kreen wielders can never be proficient in
movement (just a forehand or backhand wrist flip) their use, nor can they catch them returning.
can throw the chatkcha only 10 feet. Thri-kreen
usually throw two chatkcha at the same time;
some throw both from the same side of the body,
while others use either the upper or lower pair of
arms. Throwing styles tend to be the same within
a pack; this, like harness and decoration,
distinguishes one pack from another.
Because chatkcha (and kyorkcha are hurled
weapons, damage bonuses for high Strength
apply. Because they are so perfectly balanced or
flight, they suffer the same penalties as arrows or
bolts due to wind, despite their greater weight. A
proper throw has several traits.
The weapon spins when thrown. If thrown
parallel to the ground, it will return to the
thrower, provided it missed the target and was
not otherwise stopped.

322
Crusher: A spiked stone (or, rarely, metal) ball at
the end of a 20- to 25-foot-long flexible pole
makes up this unique melee weapon. The user
plants the end of the pole into the ground, then
whips the weighted end back and forth until it
nearly strikes the ground in front and behind. This
weapon is difficult to use in individual combat, but
it makes a formidable weapon in troop battle.
The crusher is made from a large stone or metal
weight, mounted at the end of a 15‐foot long shaft
of springy wood. The weight is whipped back and
forth. The crusher is a reach weapon. You can
strike opponents 10 feet away with it, but you
cannot use it against an adjacent foe. You need a
15‐foot ceiling to use the weapon, but it can reach
over cover. Crushers come in two varieties, fixed
and free. A fixed crusher requires a base to use.
The fixed crusher’s base is enormously heavy,
usually consisting of a thick slab of stone with a
hole drilled through it to support the crusher’s
pole. The base is transported separately from the
pole, and it takes one full minute to set the fixed
crusher up for battle. The fixed crusher is a martial
weapon, finding most use in infantry units. It is
possible to use the crusher pole without the base
as a free crusher, but this requires considerable
expertise. You need an exotic weapon proficiency
in the free crusher to accomplish this feat without
the –4 proficiency penalty, even if you are
proficient in the fixed crusher.

323
Dejada: The dejada consists of a long, scooped
basket (cestum) worn on the arm and used to
propel projectiles (pelota) at a very high rate of
speed. The cestum can be made by taking the
slender rib bones from an erdlu and weaving a
long. slender, curved basket between them. The
wielder inserts her hand into the open bottom end
where a glove like handle is placed. The cestum
for human use is 2 feet long and 6 inches wide.
Cestum size varies with the race of the wielder.
Cesti can only be used on one hand, since the
other is required to load the pelota.
Pelota are spherical objects approximately 2
Datchi club: The datchi club is a specialized arena inches in diameter. Stone, spiked balls, and balls of
weapon, favored among more ruthless crowds brambleweed qualify as pelota. Ceramic balls filled
because of the horrible wounds it can inflict. The with gas, oil, poison, or other substances may also
head of the club is 4-5 feet long, attached to a be used. There is some debate on whether this
wooden or bone handle 3 feet long. The head is weapon originated in the Ringing Mountains or in
made of porous material, either insect hive or the Crescent Forest. It has been documented that
dried roots, and is incredibly light. It is then mountain halflings use cesti to hurl agony beetles
embedded with dozens of razor points. The razors at the backs of powerful foes. Metal cesti are
can be metallic but are more often fashioned from extremely rare, while metal pelota are much more
teeth and claws. The handle is very solid, allowing common.
the wielder to grip the base for greater range or to
spread his grip to enhance his leverage. The
proficient user can have the extra damage from a
datchi club swing carry over an adjacent target
when he kill the first target of his attack, provided
on a successful hit on the second one with
disadvantage.

324
Forearm axe: Worn on the forearm like a buckler,
this weapon consists of a large, double-bladed axe
on either end of a bracer with a spike protruding
perpendicularly from the upper sheath. This
weapon is particularly formidable in close-quarter
fighting. Strapped to the forearm like a buckler,
the forearm axe resembles a double‐headed
battleaxe, with the wearer’s arm serving as the
haft of the axe. You may continue to use your
hand normally, but you cannot attack with the
forearm axe and a wielded weapon in the same
hand in one round.
The proficient user of a forearm axe can use it
Dragon’s paw: The dragon's paw is a multi-bladed as a buckler to deflect 1 attack as a reaction, and
weapon popular among the arena masters of Urik still use it to attack. The user gains a +1 AC against
and Tyr. The weapon has two blades, made from a specified attack. However, when it is used as a
any material, one at each end of a 5.-6. wooden buckler, there is the possibility of shattering; any
shaft. Around the center is a bar or basket that roll of a 19 or 20 against it means the PC must
both protects the hand and holds another blade again roll a d20. A roll of 1 means the forearm axe
jutting perpendicular to the central shaft. This has shattered from the force of the blow.
blade is called the forward blade, while the others
are called the outer blades. A dragon’s paw is a
double weapon.
A proficient user adds +3 bonus to his
superiority die when attempting a Parry maneuver
with the dragon’s paw.

325
Gythka: The gythka is a polearm with a three-
bladed head at each end. It can be used as a
thrusting or throwing weapon, and can be wielded
as a quarterstaff or set against a charge as well.
Thri-kreen sometimes make a child’s version of
the gythka to help train young thri-kreen in the
weapon’s use. There are a few variations on the
gythka. Gythka are usually made with heads of
stone or bone; some are made with dasl. A
Gouge: The shoulder-strapped gouge is a
common configuration attaches a chatkcha to one
specialized infantry weapon perfected for the
end of the shaft, with a standard gythka head at
slave armies of the Shadow King of Nibenay. It is a
the other end. The chatkcha is usually set with one
weapon that can inflict significant damage against
blade pointing parallel to the staff; on occasion, it
an opponent and is unlikely to be dropped in the
is set with a blade perpendicular to the shaft. This
event of a rout. The gouge itself has a wide bone,
configuration, when swung properly, can better
obsidian, or chitin blade mounted onto a 3 feet
pierce the chitin of an insect or another thri-kreen.
long wooden shaft. A smaller handle protrudes
The gythka is a double weapon.
from a forward position on the main shaft, while
the rear of the shaft has a wide grip used to drive
the weapon home. The shoulder strap is made of
leather or cloth, and it sometimes is expanded to a
complete harness around the neck and shoulders.
The weapon can be easily turned over to
accommodate a left-handed wielder. Donning the
harness is an action. Doffing it is a bonus action.
After a successful attack, the wielder can use his
bonus action to attempt to gouge the target. He
rolls another attack, if it succeeds, the creatures
takes an additional 1d8 piercing damage.

326
Impaler: An impaler is a weapon developed for
arena combat. It has a single shaft about 4 feet
long with a pair of long pointed blades, splitting to
each side and forming a deadly “T”. The weapon
can be swung horizontally or vertically over the
head. Like many Athasian weapons, the impaler
was developed for the arenas. The impaler is
Handfork: The handfork, most popular among swung horizontally or vertically with great force.
tareks, is a slicing weapon with a handle‐grip and
obsidian blades that join above the knuckles in an
“M” shape.
A proficient user adds +1 bonus to his
superiority die when attempting a Parry maneuver
with the handfork.

Ko: The ko. (breaker) is basically a rock, pointed at


one end and rounded on the other. The ko is a
hand-held melee weapon designed to break the
chitin of an enemy. The thri-kreen holds a ko. with
the rounded end in the palm and the pointed end
out.
Ko are wielded in opposite pairs, with standard
restrictions and penalties for characters using
more than one weapon. Both ko in a pair are
swung at the same time, aiming to catch a portion
of the thri-kreen’s body between them, and an
Heartpick: The name of this weapon expresses its attack roll must be made for each one. If only one
simple intent. Usually made of bone, the heartpick hits, damage is as listed; if both hit, the damage is
is a hammer like weapon with a serrated pick on as listed, and the victim of the strike suffers a
the front, and a heavy, flat head on the back. The piercing attack automatically, as a hole is punched
heartpick, usually made of bone, is a hammer-like in the chitin. You gain advantage when attacking
weapon with a serrated pick on the front and a with a pair of ko, a thri-kreen or other creature
heavy, flat head on the back. with an exoskeleton.

327
Lajav: The lajav (cracker) is a vicious weapon,
designed for use against creatures with chitin. It
Kyorkcha: This tohr‐kreen weapon consists of a consists of two short, thick rods (usually made of
curved blade, much like a boomerang, with bone or hardwood) connected by a stiff hinge of
several protrusions along the edge, as well as sorts (something like nunchuks). Only one lajav is
jutting spikes near each end. An invention of the wielded at a time, using both arms on one side.
tohr-kreen of the north, the kyorkcha is a more The lajav is wielded in the upper primary hand for
dangerous variant of the chatkcha. It consists of a a normal attack roll. If the attack hits, the listed
curved blade, much like a boomerang, with damage is caused. You then make a grappling
several protrusions along the edge, as well as attack, for the off-hand to catch the other end of
spikes that jut out near each end. The kyorkcha, the lajav to see if the grapple is successful. If this
like the chatkcha, has a hole in the middle. The roll is successful, the listed damage is caused again
kyorkcha can be made of dasl, or of stone, bone, as the limb is crushed between the two rods of the
hardwood, or metal. A kyorkcha’s average damage lajav. The victim must then make a DC 10
is greater than that of the chatkcha. Constitution saving throw, or the limb is broken,
Most kyorkcha are edged on both front and and cannot be used. Normal healing time is 2d4
back, though some are made with a blunt back weeks.
edge; these are used to knock out foes or prey. Regardless of your size, you need two hands to
Only a blunt kyorkcha can be used in this way. The use a lajav, since a second hand is required to
kyorkcha is held like the chatkcha, with a digit on catch the other end of the lajav. As with the
either side of the kyorkcha’s leading prong, and gythka, kreen are able to wield two lajav at a time
the third digit at the center of the weapon’s because of their four arms.
trailing edge. The details of throwing are similar to
those of the chatkcha.
See the chatkcha’s description for additional
details.

328
Lotulis: The lotulis is a long shaft with a recurved
crescent blade at either end. It resembles two
outwardly curved crescent moons mounted on a Macuahuitl: A macuahuitl is a sword painstakingly
long metal shaft. The edged crescents also have crafted using a core of solid wood, with small,
small barbed spikes near the points. In the hands sharp shards of obsidian embedded into the wood
of a warrior trained in its use, it is a truly to form an edge on two opposite sides of the
dangerous weapon. Though the lotulis is weapon. Macuahuitls tend to require more
ponderous, its damage potential is something to maintenance. The macuahuitl is especially popular
make even a half-giant wary. among the Draji, who seem to be the only ones
The proficient user can spin the lotulis through a who can easily pronounce this weapon’s Draji
variety of offensive and defensive manoeuvres. name (“ma‐ka‐wheet‐luh”). Non‐Draji simply refer
The shaft can be used to parry attacks. The blades to it as the “obsidian sword of the Draji people” or
can also be used to catch weapons, pin foes, or the “Draji sword.”
impale targets with the barbs. The lotulis grants a
+1 to your superiority die at any attempt at Parry,
Trip Attack, Sweeping Attack, and Disarming
Attack manoeuvres.

329
Pelota: Popular in arena games and increasingly
popular in the street games of some city‐states,
pelota are hollow leaden spheres with small holes
that cause the sphere to whistle as it flies through
the air. The surface of most pelota is studded with
obsidian shards. You can use the dejada throwing
glove to cast pelota at much higher speed and
with greater accuracy, dealing more damage than
a pelota thrown by hand.
Pelota are spherical objects approximately 2
inches in diameter. Stone, spiked balls, and balls of
brambleweed qualify as pelota. Ceramic balls filled
with gas, oil, poison, or other substances may also
be used. There is some debate on whether this
weapon originated in the Ringing Mountains or in
the Crescent Forest. It has been documented that
mountain halflings use cesti to hurl agony beetles
at the backs of powerful foes. Metal cesti are
extremely rare, while metal pelota are much more
common.

Pelota, hinged: To the careless eye a hinged


pelota looks like an ordinary pelota without
obsidian spikes. Hinged pelota can be twisted
open like a small jar. Bards and assassins often use
this feature to insert a splash‐globe—a thin crystal
sphere that contains acid, injury poison, contact
poison, alchemical fire, or some other liquid.
Master’s whip: Used by task masters and arena When the pelota strikes, the globe breaks, spilling
guards, the master’s whip has a carved bone or the liquid through the holes of the pelota. Like
ivory handle inlaid with decorative elements pelota, hinged pelota can be thrown with a
appropriate to the rank of the wielder. The whip is dejada. Hinged pelotas are also used as
fashioned from leather or giant’s hair (the latter ammunition for the splashbow.
increasing the cost by 15 cp). A bone head sports
five separate hollow-tipped barbs, setting this
weapon apart from normal whips.
The master’s whip is usually braided from giant
hair or leather, and has shards of chitin, obsidian
or bone braided into the end of the whip. Unlike
normal whips, the master’s whip deals damage
normally, has only a ten‐foot range, and you apply
your Strength modifier to damage dealt. In all
other respects, it is treated as a normal whip.

330
Quabone: This weapon is constructed from four
identical shanks of bone, lashed together to form
a radially symmetrical, sword-length rod. With its
lightness and crudely sharpened end, the quabone
is a fairly ineffective weapon. However, it’s often
used in arena situations where combat is intended
to be drawn out for a long period of time. The
Puchik: The puchik is a punching and parrying wounds it inflicts are non‐lethal, yet have
weapon designed for close fighting. It is a dagger, entertainment value, as the quabone tends to
2 feet long, with handguards jutting from the hilt open up many small cuts that bleed freely—for a
at a 45 degree angle to protect the wielder's brief time.
hands. The grip of the puchik is perpendicular to
the length of the blade and held in place by the
two prongs extending down from the handguards. Slodak: It is a wooden long sword, carved from
Holed leather strips wrap around the hilt keep the young hardwood trees and treated with a mixture
grip from slipping in sweaty hands. A proficient of tree sap and id fiend blood. This treatment
user can make parry manoeuvres done with the renders the blade of the weapon extremely
puchik with +3 on the superiority die. strong, giving it nearly the strength of steel. It is a
weapon favored by pterrans.

331
Skyhammer: The sky hammer consists of a 10‐foot
length of rope with a large hammer‐like object at
one end. Its rope is coiled and swung around the
body two‐handedly until enough momentum is
gained to hurl the hammer at a target. A
successful hit force the medium and smaller target
to make a Strength saving throw DC 12 - due to
the momentum of the skyhammer - or be knocked
prone.

Singing sticks: These weapons are one inch in


diameter and about 2 ½ feet long. Singing sticks
rely more on agility and ability than on simple
brute force. They are almost always used in pairs,
rather than singly. Made of springy, straight wood
such as the cachava plant, they are nearly
impossible to break, even when swung with great
force.
Singing sticks are extremely light, carved so that
the diameter of the ends is slightly larger than that
of the center. This unusual shape, combined with
the type of wood, is what gives the sticks their
name, for they whistle and moan as they are
whirled through the air. Adhesive oil is normally
applied before battle so that the sticks do not slip
from the user’s grasp even during high speed
manoeuvres.
Although they are light and generally favored
for sparring practice, singing stick can be used
with deadly precision in the arena. Many a
gladiator has misjudged an opponent because the
foe was wielding only these sticks, and has gone to Double-bladed spear: A double‐tipped spear is a
her doom lamenting her mistake. double weapon. You can fight with it as if fighting
A proficient user can make parry manoeuvres with two weapons, but if you do, you incur all the
done with the singing sticks with +1 on his normal attack penalties associated with fighting
superiority die. with two weapons, just as if you were using a
one‐handed weapon and a light weapon. A
creature wielding a double‐tipped spear in one
hand can’t use it as a double weapon—only one
end of the weapon can be used in any given
round.

332
Splashbow: This exotic weapon looks like a Thanak: The thanak is a chopping weapon of
misshapen crossbow, only three feet long from pterran manufacture resembling a jagged sword
bow to handle, but with a horizontal bow nearly or sawblade. It consists of a pair of hardwood
five feet wide. Rather than bolts, the splashbow strips bound together, with a row of pterrax teeth
fires hinged pelotas, which can be filled with protruding from between them along one edge of
splash–globes of alchemical fire, contact poison, the weapon particularly capable of slicing through
acids, or other interesting liquids. Splash– globes muscle and sinew. When it strikes, its toothed
burst on impact, spraying their contents like a edge rips into the target’s flesh. The Pterran often
thrown grenade. The splashbow takes a full round coat the teeth of the weapon are with a powerful,
to draw and load, assuming that the hinged debilitating poison.
pelotas have already been prepared.

Tonfa: The tonfa is a stick with a short handle, and


is popular among street‐patrolling Nibenese
templars and their guards.
Talid: The talid, also known as the gladiator’s
gauntlet, is made of stiff leather with metal, chitin
or bone plating on the hand cover and all along
the forearm. Spikes protrude from each of the
knuckles and along the back of the hand. A sharp
blade runs along the thumb and there is a 6‐inch
spike on the elbow. A strike with a talid is
considered an armed attack. The cost and weight
given are for a single talid.

333
Tkaesali: This polearm, commonly used by the Tortoise blade: This weapon is basically a small
nikaal, consists of long wooden haft topped with a shield with a protruding blade. Though named for
circular, jagged blade. A tkaesali has reach. You a specific creature, its protective shell can be
can strike opponents 10 feet away with it, but you carved from bone or chitin, or fashioned from
can’t use it against an adjacent foe. Tkaesali are hardened leather. The blade, made from stone,
reserved for celebrated warriors, tribal elders, and bone, or sometimes metal, is mounted to the
shaman. They are frequently decorated with underside of the shell, and the entire ensemble is
totems and war trophies. Nikaal carrying tkaesali worn on the forearm. The tortoise blade is
are treated with reverence by other nikaal. If an strapped over the wearer’s hand, preventing them
individual loses his tkaesali. he is ostracized until from holding anything but the tortoise blade. The
he finds his prized weapon. If it is in the tortoise blade also functions as a buckler, granting
possession of a member of another race, that a +1 armor bonus.
individual must be defeated in personal combat to A proficient user may use the Parry maneuver
regain stature among the tribe. with +2 on his superiority die.

334
Trikal: This small polearm is a 6-foot-long, mostly
wood shaft. The uppermost 12 inches consist of
three blades projecting from a central shaft.
Beneath the blades is a series of serrations,
generally extremely sharp. The other end of the
shaft is weighted to increase the momentum of
the weapon.
Three blades project radially from the business
end of a six‐foot long haft. A series of sharp Weighted pike: The weighted pike is an example
serrated edges line the shaft below the foot‐long of a combination weapon, merging the
blades, while the far end of the weapon is effectiveness of the pike with that of the mace.
weighted, in order to balance the weapon. The 7.-8.shaft of the weighted pike is almost
Because of the trikal’s curved blades on the top of always made of strong wood (agafari, if possible,
the weapon, Trip Attack manoeuvres can be made though these are usually double the price). The
with it with +3 on superiority die. If you are pike blade can be metal, but is more often of bone
tripped, you can drop your trikal to avoid being or fang. The weighted, spiked ball is often ceramic,
tripped. baked right onto the end of the shaft with the
glass or metal spikes in place. A weighted pike is a
double weapon. A creature using a double
weapon in one hand, such as a half‐giant using a
weighted pike can’t use it as a double weapon.
A proficient user in the weighted pike can swing
the mace end using the length of the weapon for
greater effectiveness. The warrior can only make
one such attack per round, but a hit inflicts 3d6 hp
bludgeoning damage.

335
Wrist razor: Wrist razors consist of a trio of blades
Widow’s knife: The widow's knife takes its name
that protrude from a heavy arm band. The razors
from the similar harvesting tool often used in the
project out over the back of the hand, are
verdant belts by women who have lost their
extremely sharp, and can be up to 6 inches long.
husbands and must work themselves. Finely
Wrist razors can be worn on one or both forearms.
balanced, the widow’s knife is a favorite court
Several shards of obsidian or bone are fastened to
weapon and arena specialty. The wide end is
a strip of leather or other binding material, or are
preferably fashioned of metal, but can be made of
lashed onto the forearm of the wielder.
obsidian; bone and chitin are too light to balance
the weapon. The handle is carved of wood or
ivory, often inlaid with markings peculiar to the
owner. Particularly ornate widow’s knives can cost
many hundreds of ceramics.
Hidden within the handle are two spring-loaded
prongs. A thumb latch on the handle releases the
prongs. The widow’s knife can also be thrown as a
missile weapon. On a successful hit, you may
trigger the prongs by releasing a catch in the hilt
as part of your acttack action. The attack has
advantage to hit and includes the Dexterity
modifier if applied. The prongs do an additional
1d3 points of piercing damage when sprung, and
take a bonus action to reload.

336
Zerka: The zerka (meat-seeker) is a short, viciously
barbed javelin. While usually wielded as a melee
weapon, it can be equipped with a line and
thrown, like a short harpoon. Once the zerka hits,
the victim needs a successful Strength check DC 10
to pull out the weapon. Failure inflicts 1d4 slashing
damage. Success inflicts 1d6 of slashing damage as
the weapon is pulled out. If the zerka is equipped
with a line, the creature hit cannot run far without
further injuring itself. The wielder can use the line
to pull down or dismount a struck opponent of
equal or smaller size. In this case, both attacker
and victim make Strength check. If the attacker
succeeds and the victim fails, the victim falls
prone. If both succeed, the zerka pulls free,
inflicting normal damage. In all other cases,
nothing happens.
The victim can pull the zerka from his wound
with a move action if he has at least one hand
free, but suffers an additional 1d6 slashing
damage. A Medicine skill check DC 13 allows the
zerka to be removed without further injury.

337
Jagged Cliffs Weapons
Jagged Cliff Weapons

Name Cost hp AC Damage Weight Properties


Life-Shaped Melee Weapons
Armbl a de 75 cp 40 hp 16 1d6 s l a s hi ng 5 l b. Li fe-s ha ped, l i ght, fi nes s e, empty ha nds
Arms pi ke 50 cp 40 hp 16 1d4 pi erci ng 5 l b. Li fe-s ha ped, l i ght, empty ha nds
Cl a wgra ft (ea ch) 5 cp 40 hp 14 1d4 s l a s hi ng 1/4 l b. Li fe-s ha ped,l i ght, fi nes s e
Fl a s hl a nce 30 cp 60 hp 17 1d6 pi erci ng 8 l b. Li fe-s ha ped, s peci a l (vers a til e 1d10, rea ch)
Hurl i ng Ti tan 35 cp 40 hp 16 1d8 bl udgeoni ng 9 l b. Li fe-s ha ped, two-ha nded, hea vy
Ma ndi bl es 150 cp 30 hp 14 -- 8 l b. Two-ha nded, hea vy, l i fe-s ha ped, s peci a l , rea ch 2
Qui cks tri ke 50 cp 40 hp 16 1d4 s l a s hi ng 5 l b. Li fe-s ha ped, l i ght, fi nes s e, empty ha nds , s peci a l
Shocks tick 25 cp 30 hp 16 -- 3 l b. Li fe-s ha ped, l i gth, fi nes s e
Spi nethrower 75 cp 40 hp 16 1d6 bl udgeoni ng 3 l b. Li fe-s ha ped, s pi kes (ra nge 30/90), s peci a l
Pol ea rms
Li fe Leech 100 cp 30 hp 16 8 l b. Rea ch, two-ha nded, fi nes s e, s peci a l
2
Wa rs taff 150 cp 40 hp 16 1d8 pi erci ng or bl udgeoni ng 10 l b. Li fe-s ha ped, two-ha nded, hea vy, l i fe-s ha ped, rea ch
Life-Shaped Ranged Weapons
Dea ths pra y 100 cp 40 hp 14 2d12 poi s on 12 l b. Two-ha nded, s pra y (ra nge 10/20), s peci a l
Gra ppl er 75 cp 60 hp 17 -- 10 l b. Two-ha nded, s ticky cords (ra nge 10/20), s peci a l
Life-Shaped Ammunitions
Spore pods , i rri tant (1) 1 cp 4 hp 11 -- 1 l b. Li fe-s ha ped, s peci a l
Spore pods , s l eep (1) 2 cp 4 hp 11 -- 1 l b. Li fe-s ha ped, s peci a l
Spore pods , poi s on (1) 3 cp 4 hp 11 -- 1 l b. Li fe-s ha ped, s peci a l

Armblade (Tissue Graft; 40 hp, AC 16): This Clawgrafts (Tissue, Graft; 40 hp, AC 14): These
weapon grafts onto a host’s forearm. It has a tiny grafts attach to the host’s fingers. Each is a
long blade that extends outward and forward claw approximately 1 ½ inches long. They allow
from the arm. The entire blade is about 2 feet the wielder to rake and slash foes like natural
long and 5 inches wide. The weapon can be used claws.
to slash and stab foes in combat. Because it is Evil characters with clawgrafts often add
fastened directly onto the arm, it frees the user’s poison nodules to increase the deadliness of
hands for other things. their attacks.

Deathspray (Creature, 40 hp AC 14): This


Armspike (Tissue Graft; 40 hp, AC 16): The creature resembles a 2-foot long, scaled tube
armspike also welds itself to a host’s forearm. It with a wide, bulbous nodule on one end and a
has from one to three spikes, 3 to 6 inches in narrow opening at the other. The creature
length, projecting outward from the wielder’s produces a caustic, poisonous venom that can be
arm. The weapon can be used to slash and pierce sprayed from the aperture to a distance of 15
foes in close quarter combat. Because it grafts to feet. An attack roll is required. The spray inflicts
the arm, it frees the user’s hands for other 2d12 poison damage. A Constitution saving
things. throw is required, save for half damage. The
creature needs to recharge between spray, so it
can be use to attack only once every round of
combat.

338
Flashlance (Creature, 60 hp, AC 17): This weapon Life Leech (Creature, 30 hp, AC 16): This is a 7-
is a 3-foot long spear that can be used as a foot pole with a 2-inch ball on one end. When
stabbing weapon. When activated by squeezing the ball is touched to a living creature, the
the handle, the lance rapidly extends outward, weapon rapidly absorbs nutrients and water
telescoping a razor sharp point into a foe. When from the victim. The draining effect is reflected
activated, the lance extends itself to a length of 6 in the target’s loss of 1d12 necrotic damage, DC
feet for an instant—it gains reach and can inflict 14 Constitution saving throw for half. This
1d10 piercing damage rather than the normal weapon requires a special combat technique
1d6 piercing damage. The lance retracts since it is not sturdy enough to be swung with
automatically. great force, its touch must be light.

Grappler (Creature, 60 hp, AC 17): This ranged Life Leech Sword (see Rhulisti Artifacts in
weapon is a creature approximately 28 inches Windriders of the Jagged Cliff book).
long. Like a deathsprayer, it has a pod on one
end and an orifice on the other. When activated,
the grappler fires a stream of long, sticky cords, Mandibles (Tissue, 30 hp, AC 6): This weapon is
which resemble frog tongues, to a distance of 30 identical to the mancatcher described in the 5e
feet. Anyone struck by the cords becomes Complete Equipment Guide (SEE link here:
entangled. The target must succeed on a DC 14 https://tinyurl.com/ya5veryr), except that it can
Strength saving throw or have its arms are be used to “bite” for 1d6 points of piercing
trapped and be considered grappled. The victim damage without “catching” a foe if the user so
loses all shield and Dexterity bonuses and can be desires.
pulled about, with a chance of being pulled
prone if it fail on a contested skill check versus
your Strength roll. The victim can escape on a Quickstrike (Creature, Graft; 40 hp, AC 16): Like
successful DC 14 Strength saving throw. A the armblade, this graft is worn on the forearm.
grappler cannot be reused while a victim is It is thin enough so that it can be hidden
entangled, and even after the target is freed, an underneath a loose, long sleeved shirt or a cloak.
action must be used to reload it before it can be When activated by pressing on the back of the
used again—it takes that long for the cords to creature (using a bonus action to do so), an 8-
retract. inch long spike protrudes from the graft at the
host’s wrist, roughly parallel with the arm.

Hurling Titan (Tissue, 40 hp, AC 16): This weapon


resembles a large mace or (especially in the Shockstick (Creature, 30 hp, AC 16): This club-
hands of a halfling) a maul. Like other shaped shaped creature consists of a hard outer shell. It
melee weapons, it consists of hardened tissue. absorbs and stores static electricity (like an
The hurling titan’s head has a liquid core, electric eel), discharging it into those struck with
however. When swung, the nucleus creates a the weapon. It can only release a shock once per
momentum of centrifugal force, allowing it to do round for 2d6 lightning damage - DC 14 Dexterity
great damage despite its size. saving throw for half. It can also be used as a
reaction to absorb 2d6 of lightning damage when
struck with lightning damage attack.

339
Spinethrower (Creature, 40 hp, AC 16): This itch, break out in a rash, sneeze, and suffer from
weapon resembles a spiked mace. The head is blurred vision. When a spore pod opens,
covered with 1d4 + 10 spines, from one to three everyone within 10 feet must make a DC 12
inches long. Besides its use as a melee weapon, Constitution saving throw or be incapacitated for
however, it can be stimulated to fire its spines at one round.
foes. It fires 3 spines per round, each inflicting The second kind of pod produces sleep spores
1d3 points of piercing damage (each requires its that their victims to fall into a deep
own attack roll and all of them must be thrown hallucinogenic fit of unconsciousness, and be
at the same target). The spines grow back in 1d4 considered poisoned. The effect lasts for 1d4+1
days. rounds and must be resisted by a DC 10
Constitution saving throw by all within 10 feet of
the spore pod.
Spore Pod (Tissue, 40 hp, AC 11): These small The last type is the most dangerous. Poison
weapons are organic spheres that look like tiny spores inflicts 2d6 poison damage on all those
eggs. Each can be thrown at a target. They burst within 10 feet of the pod’s burst - Dc 12
open on contact and release a cloud of tiny Constitution saving throw for half damage.
spores. The spores explode in a radius of 10 feet
and have the potential to affect every breathing
creature in that area, though life-shaped Warstaff (Tissue, 40 hp, AC 16): This weapon is 5
breathermasks do protect against spores and feet long and made of hardened tissue. One, and
dangerous gases. There are three types of spore occasionally both ends, have heavy, spherical
pods, and the spores they contain can have one heads on which are fixed five 6-inch blades. Four
of three different effects. of the razor-sharp knives project outward in the
The effect of the first type of spore is irritation. four compass points. The fifth barb extends
The spores cover living foes and cause them to directly out from the head.

340
Armor and Shields Armor and Extreme Heat

On Athas, an armorer might spend an entire Normally, medium and heavy armor impose
career without accumulating a sufficient quantity disadvantage on Constitution saving throws made
of metal to create a suit of armor. Even if a to resist exhaustion due to extreme heat. Luckily,
windfall of metal were to be found, the techniques the new armor types listed in this chapter are
for forging such armor have largely been lost to exempt from this penalty. Modern Athasian
the ages. Were these challenges overcome and armorers combine breathable, organic materials
the armor constructed, Athas’s intense heat would with special crafting and design techniques that
leave the crafter with few interested buyers. For minimize the risk of overheating.
these reasons, Athasian crafters turn to more
lightweight materials, such as bone, chitin, Metal Armor in Dark Sun. Two facts on Athas
leather, and wood, when assembling protective conspire to limit the use of metal armor: extreme
gear. heat and the high price of metal. A suit of field
plate armor costs 2,000 gp on Athas, the
All forms of armor listed in the Player's equivalent of 200,000 gp on other D&D® campaign
Handbook, and optionally, the Arms and worlds. Simply put, a sorcerer-king can either
Equipment Guide for 5th Edition (SEE link here: purchase several suits of field plate or build a
https://tinyurl.com/ya5veryr), are available in substantial addition to his city walls.
Dark Sun. They afford the same AC rating
described there. Likewise, the intense heat across Athas' barren
surface makes metal armor an unpleasant
Alternate Materials. Many types of armor can experience, to say the least. In any daytime
be constructed without metal on Athas, using combat situation, a character wearing metal
more readily available materials. armor will have to roll a Constitution saving throw
for every round of combat beyond the first; the DC
Shields. Shields are mostly constructed with starts at 8 - his Constitution modifier (so if a
layers of leather stretched over a wooden or bone negative modifier, it adds up to DC), and will gain
frame and hardened. Effective shields can also be a full level of exhaustion every time he fails a save.
constructed of chitinous materials scavenged from The DC will raise by 3 for each rounds beyond the
dead insectoids. Though made of alternate first spent in combat under the ardent sun.
materials, shields on Athas come in the typical
varieties: bucklers and small, medium, or body
shields. Category Don Doff
Light Armor 1 minute 1 minute
Medium Armor 5 minutes 5 minute
Heavy Armor 10 minutes 1 minute
Shield 1 action 1 action

341
Armor Damage Armor Damage and Shields

Even the best armor can only stand up to so much Note that a character wielding a shield can choose
damage before degrading or being rendered whether the damage and AC penalty is dealt to
useless. their shield or their armor.

Percentage of Breakage
To reflect this, each time an armored creature is Barding
subject to a critical hit or rolls a natural "1" on a
saving throw against a damaging attack the There are two types of barding for the various
character must roll a d100 against the percentage beasts of burden on Athas: leather and chitin.
of breakage of the armor if any. Rolling equal or Leather barding is made with stiffened leather
under the percentage of the armor indicates that pads, often reinforced with bone or chitin, and
the armor loses AC 1 until repaired. joined together with cloth or soft leather straps.
The exceptions to this rule are attacks that Leather barding affords the animal a +1 bonus to
solely deal psychic or poison damage, these its AC. Chitin barding is made from plates of
damage types are not generally capable of insectoid chitin and bone, fastened together with
damaging armor. leather and cloth. Chitin barding affords the
animal an AC +3 bonus The two types of barding
Repairing Damaged Armor cannot be combined.

Damaged armor can be repaired by an


appropriately skilled craftsman. The cost is
generally 10% of the armor's total cost per point
of AC restored.
Armor whose AC is reduced to 10 is destroyed
or at least damaged beyond repair and must be
replaced.

Barding Cost Armor Class (AC) Strength Stealth % of Breakage Weight


Kank Barding
Leather (Edrlu, Crodlu, Carru) 150 cp Natural AC + 1 - - - 70 lb.
Bone and Chitin Armor 350 cp Natural AC + 3 - - 20% 120 lb.
Inix Barding
Leather (Edrlu, Crodlu, Carru) 350 cp Natural AC + 1 - - - 240 lb.
Bone and Chitin Armor 500 cp Natural AC + 3 - - 20% 400 lb.
Mekillot
Leather (Edrlu, Crodlu, Carru) 5000 cp Natural AC + 1 - - - 1000 lb.
Bone and Chitin Armor 7500 cp Natural AC + 3 - - 20% 1600 lb.

342
343
Armor Cost Armor Class (AC) Strength Stealth % of Breakage Weight
Light Armor
Padded Armor 4 cp 11 + Dex modifier - Disadvantage - 10 lb.
Leather (Edrlu, Kip, Carru) 5 cp 11 + Dex modifier - - - 5 lb.
Bark 2 cp 11 + Dex modifier (max 1) - Disadvantage 35% 7 lb.
Wicker 1 cp 11 + Dex modifier (max 2) - Disadvantage 40% 6 lb.
Studded Leather (Aprig, Dagorran, Crodlu) 10 cp 12 + Dex modifier - - - 13 lb.
Leather (Water Drake) "Cold Resistance" 150 gp 12 + Dex modifier - - - 11 lb.
Thri-Kreen Carapace Armor 20 cp 12 + Dex modifier (max 2) - Disadvantage 20% 15 lb.
Wood 7 cp 12 + Dex modifier (max 2) - Disadvantage 25% 15 lb.
Giant Hair Armor 6 cp 12 + Dex modifier (max 2) - - 10% 9 lb.
Medium Armor
Hide (Air Drake) "Force Resistance" 250 gp 13 + Dex modifier - - - 15 lb.
Bone and Chitin Armor 12 cp 13 + Dex modifier (max 2) - - 20% 20 lb.
Hide (Athasian Sloth, Mekillot, Sand Howler) 15 cp 13 + Dex modifier (max 2) - - - 25 lb.
Brigandine (Metal) 200 gp 13 + Dex modifier (max 2) - Disadvantage - 35 lb.
Inix Shell Breastplate 100 cp 14 + Dex modifier (max 2) - - 25% 20 lb.
Kank Chitin Plated Armor 50 cp 14 + Dex modifier (max 2) - Disadvantage 40% 20 lb.
Scale (Behir, Erdlu, Ligh Crodlu, Ssurran) 120 cp 14 + Dex modifier (max 2) - Disadvantage 15% 35 lb.
Scale mail 120 gp 14 + Dex modifier (max 2) - Disadvantage - 45 lb.
Coin Armor 900 gp 14 + Dex modifier (max 2) - Disadvantage 45 lb.
Lamellar 150 gp 14 + Dex modifier (max 3) - Disadvantage 35 lb.
Heavy Armor
Banded Mail 200 gp 16 - Disadvantage - 35 lb.
Hide (Braxat, Klar) 250 cp 16 - Disadvantage 15% 30 lb.
Hide (Fire Drake) "Fire Resistance" 400 gp 16 - - - 15 lb.
Chain Mail 75 gp 16 Str 13 Disadvantage - 55 lb.
Plate (Horax, Mastyrial, Skrit, So-Ut) 150 gp 16 + Dex modifier (max 2) - Disadvantage 20% 35 lb.
Bronze Plate Mail 400 gp 16 + Dex modifier (max 2) Str 15 Disadvantage - 45 lb.
Hide (Earth Drake) "Poison Resistance" 800 gp 17 - Disadvantage - 15 lb.
Splint Mail 250 gp 17 Str 15 Disadvantage - 40 lb.
Plate (Dune Reaper, Braxat, Chnt'thrang) 200 gp 17 Str 13 Disadvantage 25% 35 lb.
Plate Mail 2000 gp 17 Str 15 Disadvantage - 50 lb.
Full Plate 7000 gp 18 Str 16 Disadvantage - 70 lb.
Shields
Flailer Shell Buckler Shield 3 cp +1 - - 20% 3 lb.
Erdlu Scale Shield 6 cp +1 - - 20% 5 lb.
Metal (Bronze) Shield 10 cp +2 - - - 15 lb.
Agaferi Wood Shield 14 cp +2 - - 10% 10 lb.
Death Watch Beetle Body Shield 10 cp +2 - - 20% 9 lb.
Bullete Plate Tower Shield 30 cp +3 (No Dex modifier) - Disadvantage 10% 20 lb.
Others
Baazrag Boneclaw Armor spikes +30 cp - - Disadvantage - +8 lb.
Baazrag Boneclaw Shield spikes +10 cp - - - - +4 lb.

344
Jagged Cliffs Armors

Jagged Cliff Armors Cost Armor Class (AC) Strength Stealth # of hp Weight
Life-shaped Armors
Hide Armor 20 cp 13 - - 30 hp 10 lb.
Half-Shell Armor 50 cp 15 Str 13 Disadvantage 50 hp 35 lb.
Sheath Armor 80 cp 16 + Dex modifier (max 2) - Disadvantage 40 hp 12 lb.
Sheath Armor, Hidden 100 cp 12 / 16 + Dex modifier (max 2) - / Disadvantage 40 hp 10 lb.
Shell Armor 150 cp 18 Str 16 Disadvantage 60 hp 50 lb.
Life-shaped Shields
Climber’s Shield 10 cp +2 - - 30 hp 8 lb.
Spineshield 10 cp +2 - - 20 hp 8 lb.

With the exception of wood, stone, and bone Half-Shell Armor (Tissue, 50 hp, AC 15): This
clubs, the rhul-thaun life-shape all of their armor armor consists of tissue hardened to the strength
and weapons. Through elementary, ritual of stone. It covers the torso with a single,
processes, they produce daggers, maces, axes, inflexible breastplate and smaller pieces that
short swords (simply called swords), slings, cover the shoulders and upper legs. Half shell
shields, and spears. They also produce some armor can be made to fit any humanoid creature
unique weapons and armor, and these are up to and including half-giants.
detailed below. Class restrictions on armor and
weapons are fairly straightforward. Priests can Hide Armor (Product, 30 hp, AC 13): This
use all of the armor and the titan hurler, shock armor is similar to the leather armor worn by
stick, grappler, life leech, and spore pods. other cultures, although it is designed to be
Specialty priest weapon restrictions always vary. tougher, more protective, and less cumbersome
Since these weapons cannot be strictly defined to wear. Negative modifiers to thief abilities from
as “edged weapons” because of their organic wearing leather armor are halved when wearing
nature, a DM may want to allow elemental shaped hide instead.
priests and druids access to all of them. Rogues
Sheath Armor (Tissue, 40 hp, AC 16): This
can use all of these weapons except the warstaff,
armor is applied to the entire body of the wearer
flashlance, and hurling titan, but they restrict
as though it were a thick black paste. It conforms
them to hide armor. Warriors can use any of the
to the wearer’s body perfectly, hardening in
armor or weapons. Wizards, though there are
most areas, but remaining flexible and tough in
none among the rhul-thaun, cannot use any of
areas that bend and move. Since it is nothing
the armor and can select only clawgrafts, life
more than a pot of paste before it is put on, it
leeches, spore pods, and shocksticks as weapons.
can be applied to any creature or surface.

345
Sheath Armor, Hidden (Creature, 40 hp, AC
12/16): This sophisticated armor resembles
normal sheath armor, but it is transparent and
not as thick. It remains in a flexible state at AC 8
until struck, at which point it hardens to become
sheath armor, AC 5. After 10 rounds pass
without the armor being struck, it reverts to its
flexible, transparent state. While transparent, it
is only noticeable 20% of the time and only 10%
of the time if clothing is worn over it.
Shell Armor (Tissue, 60 hp, AC 18): This armor
is identical to half-shell armor except that its
plates cover the entire body with fibrous tissue
connecting the joints. It can be produced to fit
any humanoid smaller than a half-giant.

Shields
Climber’s Shield (Creature, Graft; 30 hp, AC
+2): This is one of the most sophisticated and
coveted bits of life-shaped equipment,
particularly for climbers. This device looks like a
round, hard, chitinous shield mounted on a 3-
foot long tentacle. The tentacle attaches to the
host (virtually anywhere on the torso). With a
sophisticated vibration sensing organ, the shield
can detect incoming attacks and move to
intercept them. This gives the host the benefit of
a shield but without the necessity of using hands
or arms. Climbers use these shields to protect
them when they are climbing.
Spineshield (Creature, 20 hp, AC +2): This
formidable, medium size shield has dozens of 1
to 3 inch spines covering its surface. In many
ways, the spineshield operates like a spine
thrower (see Weapons), firing its spines at
nearby foes. It also functions as a normal shield,
however, and can even be used as a melee
weapon inflicting 1d8 piercing damage in
combat. If used as a weapon, either melee or
ranged, it cannot be used as a shield in the same
round.

346
Adventuring Gear
Item Cost Weight Item Cost Weight
Abacus 2 cp 2 lb. Paper (1 sheet) 2 cp --
Alchemical Items Metal pick, miner's 2 gp 10 lb.
Acid 25 cp 1 lb. Pouch 5t 1 lb.
Alchemist fire 50 cp 1 lb. Quiver 1 gp 1 lb.
Antitoxin 50 cp 1/2 lb. Rations (1 day) 5t 2 lb.
Arcane Focus Rope, giant hair (50 feet) 10 cp 5 lb.
Crystal 10 cp 1 lb. Rope, hempen (50 feet) 1 cp 10 lb.
Lens 50 cp 1 lb. Sack 1t 1/2 lb.
Orb 20 cp 2 lb. Scale, merchant's 5 cp 3 lb.
Rod 10 cp 3 lb. Bone shovel 2 cp 2 lb.
Backpack 2 cp 5 lb. Metal shovel 2 gp 5 lb.
Basket 4t 2 lb. Ram, portable 4 cp 35 lb.
Bedroll 1 cp 7 lb. Signal bone whistle 1t --
Bone bell 3 cp -- Signet ring, rock 15 cp --
Blanket 5t 3 lb. Spikes, wooden (10) 1 cp 1 lb.
Bottle, glass 10 cp 2 lb. Spikes, iron (10) 1 gp 5 lb.
Marble caltrops (bag of 20) 5 cp 2 lb. Tent (2 person) 2 cp 20 lb.
Candles (5) 1t -- Tent (pavillion) 50 cp 50 lb.
Case, map or scroll 1 cp 1 lb. Torch 1 cp 1 lb.
Bone chain (10 feet) 15 cp 3 lb. Vial 1 cp --
Chest 5 cp 25 lb. Waterskin (2 gallons) 2t 5 lb. (full)
Climber's kit 25 cp 12 lb. Whetstone 1t 1 lb.
Clothes Clothing items
Common 5t 3 lb. Belt 3t --
Desert 2 cp 4 lb. Boots, riding 3 cp 2 lb.
Fine 20 cp 4 lb. Boots, soft 1 cp 2 lb.
Rich 60 cp 6 lb. Breeches 2 cp 2 lb.
Slave 1t 1 lb. Brooch, plain 10 cp --
Component pouch 75 cp 2 lb. Cap/hat 1t --
Fire kit 5t 1 lb. Cloak 8t 2 lb.
Flask or tankard 2 cp 1 lb. Girdle 3 cp --
Metal grappling hook 2 gp 4 lb. Gown, common 12 t 4 lb.
Bone grappling hook 2 cp 2 lb. Hose 2 cp --
Metal hammer 1 gp 3 lb. Jacket, silk 80 cp 2 lb.
Rock hammer 1 cp 2 lb. Knife sheath 1t --
Metal hammer, sledge 2 gp 10 lb. Pants 8t 3 lb.
Rock hammer, sledge 2 cp 5 lb. Pin 6 cp --
Healer's kit 5 cp 3 lb. Robe, common 9t 3 lb.
King's eye (spyglass) 10 gp 1 lb. Robe, embroidered 20 cp 3 lb.
Ladder (10-foot) 1 cp 25 lb. Sandals 1t --
Lantern, bullseye 10 cp 2 lb. Sarami 5t 5 lb.
Lantern, hooded 5 cp 2 lb. Sash 2t --
Lock 30 cp 1 lb. Shoes 1 cp 1 lb.
Manacles, leather 2 cp 3 lb. Surcoat 6t 3 lb.
Mess kit 2t 1 lb. Sword scabbard 4 cp 2 lb.
Mirror, obsidian 5 cp 1 lb. Tabard 6t 2 lb.
Oil (flask) 1t 1 lb. Toga, coarse 1t 4 lb.
Papyrus (1 sheet) 8t -- Tunic 8t 2 lb.
Parchment (1 sheet) 1 cp -- Vest 6t 2 lb.

347
Adventuring Gear
This section describes items that have special speed is reduced by 10 feet. A creature moving
rules or require further explanation. through the area at half speed doesn't need to
make the saving throw.

Acid. As an action, you can splash the contents of Candles. For 1 hour, a candle sheds bright light in
this vial onto a creature within 5 feet of you or a 5-foot radius and dim light for an additional 5
throw the vial up to 20 feet, shattering it on feet.
impact. In either case, make a ranged attack
against a creature or object, treating the acid as Climber's Kit. A climber's kit includes special
an improvised weapon. On a hit, the target takes pitons, boot tips, gloves, and a harness. You can
2d6 acid damage. use the climber's kit as an action to anchor
yourself; when you do, you can't fall more than
Alchemist Fire. This sticky, adhesive fluid ignites 25 feet from the point where you anchored
when exposed to air. As an action, you can throw yourself, and you can't climb more than 25 feet
this flask up to 20 feet, shattering it on impact. away from that point without undoing the
Make a ranged attack against a creature or anchor.
object, treating the alchemist fire as an
improvised weapon. On a hit, the target takes Component Pouch. A component pouch is a
1d4 fire damage at the start of each of its turns. small, watertight leather belt pouch that has
A creature can end this damage by using its compartments to hold all the material
action to make a DC 10 Dexterity check to components and other special items you need to
extinguish the flames. cast your spells, except for those components
that have a specific cost (as indicated in a spell's
Antitoxin. A creature that drinks this vial of liquid description).
gains advantage on saving throws against poison
for 1 hour. It confers no benefit to undead or Fire Kit. The standard fire-starting kit therefore
constructs. uses a bow and sticks. Using it to light a fire takes
1 minute.
Arcane Focus. An arcane focus is a special item
designed to channel the power of arcane spells. Healer's Kit. This kit is a leather pouch containing
A wizard can use such an item as a spellcasting bandages, salves, and splints. The kit has ten
focus, as described in chapter 10 of the Player's uses. As an action, you can expend one use of
Handbook. the kit to stabilize a creature that has O hit
points, without needing to make a Wisdom
Caltrops. As an action, you can spread a single (Medicine) check.
bag of caltrops to cover a 5-foot-square area.
Any creature that enters the area must succeed Lantern, Bullseye. A bullseye lantern casts bright
on a DC 15 Dexterity saving throw or stop light in a 60-foot cone and dim light for an
moving and take 1 piercing damage. Until the additional 60 feet. Once lit, it burns for 6 hours
creature regains at least 1 hit point, its walking on a flask (1 pint) of oil.

348
Lantern, Hooded. A hooded lantern casts bright Waterskin. A waterskin holds 1 gallon of water,
light in a 30-foot radius and dim light for an which is the minimum a Small or Medium size
additional 30 feet. Once lit, it burns for 6 hours creature needs each day to stave off
on a flask (1 pint) of oil. As an action, you can dehydration.
lower the hood, reducing the light to dim light in
a 5-foot radius.
Trade Goods and Slaves
Lock. A key is provided with the lock. Without
the key, a creature proficient with thieves' tools Merchants commonly exchange trade goods
can pick this lock with a successful DC 15 without using currency. The Trade Goods table
Dexterity check. Your DM may decide that better shows the value of commonly exchanged goods.
locks are available for higher prices. In Athas, slaves are considered little more than a
commodity to be bought and sold so slave prices
Manacles, Leather. These restraints can bind a are included as well.
Small or Medium creature. Escaping the
manacles requires a successful DC 20 Dexterity
check. Breaking them requires a successful DC 20
Strength check. The restraints are secured with a
complex series of tight knots, which take 1d4
rounds to cut through with a knife or other sharp
object.

Oil. Oil usually comes in a clay flask that holds 1


pint. As an action, you can splash the oil in this
flask onto a creature within 5 feet of you or
throw it up to 20 feet, shattering it on impact.
Make a ranged attack against a target creature
or object, treating the oil as an improvised
weapon. On a hit, the target is covered in oil. If
the target takes any fire damage before the oil
dries (after 1 minute), the target takes an
additional 5 fire damage from the burning oil.
You can also pour a flask of oil on the ground to
cover a 5-foot-square area, provided that the
surface is level. Once lit, the oil burns for 2
rounds and deals 5 fire damage to any creature
that enters the area or ends its turn in the area,
A creature can take this damage only once per
turn.
Torch. A torch burns for 1 hour, providing bright
light in a 20 foot radius and dim light for an
additional 20 feet. If you make a melee attack
with a burning torch and hit, it deals 1 fire
damage.

349
Trade Goods
Goods Cost Goods Cost
Ale 2 bits / gallon Resins 20 cp / ounce
Amber 500 cp / ounce Rice 1 bit / pound
Beer 5 bits / gallon Rope, giant hair 10 cp / 50 ft.
Bronze 500 cp / pound Rope, hemp 1 cp / 50 ft.
Candy 1 bit / pound Rugs 100 cp / each
Ceramics 10 cp / 100 pieces Salt 2 bits / pound
Chalk 1 bit / pound Silver 500 cp / pound
Chitin 10 cp / pound Marble 20 cp / pound
Cider 8 cp / tun Medicines 50 cp / ounce
Cinnabar 10 cp / ounce Nuts 3 cp / pound
Cloth, common 7 cp / 10 sq. yards Obsidian 5 cp / pound
Cloth, fine 20 cp / 10 sq. yards Oil, cooking 8 bits / gallon
Cloth, rich 50 cp / 10 sq. yards Oil, lamp 5 bits / gallon
Coal 3 cp / pound Papyrus 40 cp / 100 sheets
Copper 50 cp / pound Parchment 50 cp / 100 sheets
Cosmetics 10 cp / ounce Perfume 5 cp / ounce
Cotton 2 cp / pound Resin 20 cp / ounce
Dyes/Paints 10 cp / ounce Rice 1 bit / pound
Feathers Rope, giant hair 10 cp / 50 ft.
Common 3 cp / 100 Rope, hemp 1 cp / 50 ft.
Rare 20 cp each Rugs 100 cp / each
Figs/Dates 1 bit / pound Salt 2 bits / pound
Fruit 2 bits / pound Silver 500 cp / pound
Furs 30 cp / pelt Slave
Glass 10 cp / pound Artisan 300+ cp
Gold 5,000 cp / pound Concubine 300+ cp
Hardwood 1 cp / pound Domestic 100+ cp
Herbs 3 bits / pound Farmer 150+ cp
Incense 20 cp / ounce Gladiator 500+ cp
Ink 8 cp / ounce Laborer 50+ cp
Iron 100 cp / pound Soldier 250+ cp
Jade 100 cp / ounce Spices
Kank nectar 10 cp / pound Exotic 15 cp / pound
Leather 5 cp / sq. yard Rare 2 cp / pound
Marble 20 cp / pound Uncommon 1 cp / pound
Medicines 50 cp / ounce Sugar 4 bits / pound
Nuts 3 cp / pound Tools 1 cp / pound
Obsidian 5 cp / pound Vegetables 2 bits / pound
Oil, cooking 8 bits / gallon Water 10 cp / tun
Oil, lamp 5 bits / gallon Wax 7 bits / pound
Papyrus 40 cp / 100 sheets Wine 20 cp / tun
Parchment 50 cp / 100 sheets Wheat 1 cp / pound
Perfume 5 cp / ounce

350
Jagged Cliffs Gear
The following sections detail most shaped Jagged Cliff Only Items
creations made by rhul-thaun life-shapers. It
Item Cost Weight
should be noted that these are but pale
Air Burster 50 cp 4 lb.
reflections of the great shaped creations of the
Air Filter 25 cp 4 lb.
rhulisti when they ruled Athas.
Acidic Spawn 35 cp 2 lb.
The life-shapers are also able to reproduce any
Bond 14 cp 4 lb.
item on the PHB equipment listed as leather,
Breather 16 cp 1 lb.
bone, or wood. Furthermore, even items such as
iron spikes or rope can be reproduced from pith Chameleon cloak 90 cp 1 lb.
by life-shaping. These substitutes are all organic Climbing Boots 60 cp 2 lb.
products as opposed to actual living creatures. Climbing Gloves 55 cp 1/2 lb.
Life-shapers can slightly modify only a few of Clingbag 10 cp 2 lb.
these creations. If any such modifications are Clingpad 5 cp 1 lb.
possible, they are noted in the description. Clingrope (per foot) 5 cp 1/4 lb.
Coolcloak 25 cp 1 lb.
Directional Sensor 27 cp 2 lb.
Shaped Tools Disposer 60 cp 3 lb.
Dry anchor 15 cp 5 lb.
Shaped tools come in many varieties. This
Drycloak 30 cp 1 lb.
category includes actual tools as well as clothing
Gillmask 45 cp 1 lb.
and special, unique items. All prices are given in
Glowpod 10 cp 1 lb.
ghavegoths.
Grasping Hook 25 cp 3 lb.
Grasping Rod 30 cp 7 lb.
Air Burster (Creature, 4 hp, AC 16): This
creature looks like a foot-long tube with a large, Lifechair 10 to 30 cp 8 lb.
membranous air sack on one end and a round, 6- Lock, Hard Key 75 cp 1 lb.
inch wide pod on the other. When pressure is Lock, Soft Key 100 cp 1 lb.
placed on the underside of the tube, the Lockpick 65 cp 1/2 lb.
creature’s membrane fills with air. An object Malleable Tool 40 cp 4 lb.
smaller than 6 inches in length is then be Poison Nodule 55 cp 2 lb.
inserted into the pod. When the air sack is Scrubslug 5 cp 2 lb.
squeezed, air pressure ejects the object from the Sensor 80 cp 3 lb.
pod with an explosive burst of air. Virtually any Shockwand 30 cp 1 lb.
small object can be launched up to 100 yards. Slicksuit 42 cp 6 lb.
Charges commonly used in air bursters include Stealth boots 55 cp 2 lb.
grappling hooks (attached to ropes), spore Storage Pod 10 cp 2 lb.
bombs, and small nets (wadded up inside the Warmcloak 12 cp 1 lb.
pod). In desperate situations, small, sharp Water Absorber 35 cp 4 lb.
objects can be placed in the pod and fired as Water Condenser 55 cp 6 lb.
projectile weapons.

351
Air Filter (Creature, 4 hp, AC 12): This 1-foot other attacks that assault a victim’s respiratory
diameter, spongy globe continuously recycles air, system. The mask fits nearly all beings smaller
breathing in carbon dioxide, smoke, and even than half-giants.
foul odors, and breathing out pure, clean air.
After one month of use, the creature should be Chameleon Cloak (Creature, 2 hp, AC 12): This
washed to rid it of dust, smoke particles, and living garment responds to variables in light and
everything else it has filtered out of the air. If this temperature and allows its wearer to blend into
is not done, it chokes to death. his surroundings. While not nearly as effective as
invisibility, this cloak adds 10 to the wearer’s
Acidic Spawn (Creature, 5 hp, AC 12): This hiding abilities. If the wearer has no special
creature looks much like an urn or flask made of hiding abilities, the cloak provides a 15% chance
pulsing flesh. At the “mouth” of the urn a bowl- not to be visually detected in any environment.
shaped depression secretes a powerful acid The cloak does not fit humanoid creatures larger
when the creature is squeezed. The acid is strong than halflings, nor can it be altered to equip
enough to eat through fabric in one round, larger creatures.
leather in two, and wood in five. It is not
vigorous enough to destroy stone, so it is useful Climbing Boots (Tissue, 1 HD, AC 12): While
for cleaning dirt and debris from stone objects. they appear to be normal boots of hard leather,
Living creatures receive 1 point of damage per these living boots add a +5 bonus to a climber’s
round of contact with the acid. Acidic spawn is chance of climbing (maximum 99%). They
immune to its own acid. accomplish this by being reactively pliable—their
shape alters to conform to the contours of
Bond (Creature, 4 HD, AC 14): This creature whatever substance the wearer is climbing. Since
looks like a tube, 6 inches long, closed on both they are malleable, any humanoid creature
ends. One end has a small aperture from which a smaller than a half-giant can wear these boots.
syrupy gel is produced. The gel hardens quickly,
bonding with whatever materials are to be Climbing Gloves (Tissue, 1 HD, AC 12): Like
joined. It makes a powerful, permanent adhesive climbing boots, these living gloves change
seal and is used as a tar sealant to fill or repair texture and shape to give climbers better
holes in constructions and fix broken equipment. adhesion on whatever they are climbing. They
A bend bars roll is required to break the bond. add a +5 bonus to climbers’ chances to climb.
Because of its organic nature, the gel can even The bonus is cumulative with bonuses from
repair damaged life-shaped items comprising climbing boots, but the maximum chances are
living tissue. It cannot be used to good effect on still 99%. Because of their malleability, climbing
creatures, however—it is too crude a treatment. gloves can be worn by any humanoids smaller
than half-giants.
Breathermask (Tissue, 4 hp, AC 12): An organic
face mask, this shape fits over a wearer’s lower Clingbag (Tissue, Large; 2 HD, AC 12. Small; 1
face, covering the nose and mouth. A complex HD, AC 12): These leather bags come in two
series of tissue layers filters the air, removing sizes, large (40 pounds maximum) and small (10
most impurities and toxins and allowing the pounds maximum). The unique aspect of the
wearer to breathe normally. The filtration system clingbags is that one side of the bag is made of
gives the user a advantage to saving throws in living tissue that secretes a powerful, adhesive
situations having to do with poison gas or any web that can support the bag and its contents

352
when pressed against another object. Clingbags Disposer (Creature, 2 HD, AC 16): This pod
can be stuck to walls, belts, people’s backs, or creature is 4 feet tall and 3 feet wide. It has an
any other surface. With a firm pull, they are aperture at its top that is as wide as its body and
removable and can be attached to different functions as the creature’s mouth. The disposer
surfaces. is entirely digestive system. It can break down
virtually any organic waste material — food
Clingpad (Tissue, 1 HD, AC 12): These pieces of scraps, human waste, dead creatures, or plant
leathery tissue are 1-foot in diameter, have the material. It converts these substances into
same properties of clingbags, and can support up gases—and into the soupy paste known to the
to 20 pounds of weight. Both sides secrete the shapers as pith.
same adhesive, enabling them to be used to join
different items. In fact, many people use Dry Anchor (Tissue, 1 HD, AC 12): This sticky
clingpads to attach glowpods to ceilings and blob of organic putty secretes a strong adhesive
walls. that is unaffected by moisture. Climbers use it to
counter wet surfaces. By sticking dry anchors to
Clingrope (Tissue, 4 HD, AC 12): Made from the rocks, they can use them as dry handholds or
the same material as clingbags and pads, anchors for hooks and ropes despite the mist.
clingrope has patches of adhesive tissue that
make it easier to tie them firmly around other Drycloak (Product): This cloak is not a living
objects. Those skilled in rope-use simply fling one creature, but merely an organic product of life-
around an object, loop it a few times, and the shaped engineering. It appears to consist of a
rope creates a strong grip. If this trick is used to particularly slick, shiny cloth. The cloaks main
grapple a living creature, treat the clingrope as function is to keep the wearer dry by repelling
an adhesive lasso. Creatures tied up with water. Rain and mist droplets simply bead and
clingrope find it twice as hard to slip or break run off the cloak in rivulets. It can be modified
their bonds. In all other respects, clingrope during crafting to fit any humanoid creature
should be treated as normal smaller than a half-giant.
rope.
Gillmask (Creature, 1 HD, AC 12): Similar in
Coolcloak (Creature, 4 hp, AC 12): These living some respects to a breather, the gillmask fits
creatures were created to maintain very cool over the mouth and nose of the wearer. Along its
body temperatures and may be used to alleviate sides, it has gill slits that perform like those of
discomfort in hot climates. The hoods of these fish. The wearer can breathe underwater while
cloaks have organic, adhesive clasps. They can be wearing the mask. The masks fit virtually any
adjusted during their creation to fit any creatures smaller than half-giants.
humanoid creatures smaller than half-giants.
Glowpod (Creature, 4 hp, AC 12): Living
Directional Sensor (Creature, 2 hp, AC 12): spheres of bioluminescent tissue, glowpods are
This tiny, cone-shaped creature always senses similar to the abdomens of fireflies. The pods are
north, pointing its narrow end in that direction roughly 1-foot in diameter and extremely
whenever placed on a flat surface. lightweight. Each gives the illumination of a
torch, but provides no heat whatever. The
halflings mount them on sticks fastened with
thin clingrope to create torches and keep them

353
in their homes to provide light and mood Lock, Soft Key (Creature, 1 HD, AC 14): This is a
settings—covering one with thin, colored gauze special lock, resembling no other on Athas. It has
produces colored light. Virtually every a clawed clasp, but there is no key hole, or at
community uses glowpods for lighting streets, least not a conventional one. The main body of
walkways, and alleys at night. this lock appears to be a simple pod with the
ability to chemically decompose organic
Grasping Hook (Creature, 2 HD, AC 8): Similar molecules and “read” them, identifying patterns
to conventional grappling hooks, this tool unique to each living creature. The only way to
resembles a claw with four talons spaced cause the lock to open or close is to place
equidistantly around a central palm. When the specifically
palm is stimulated, the claws reflexively clench. designed living tissue against the pod, allowing
Attached to ropes and flung to grasp secure the chemicals within the pod’s outer layers
objects, grasping hooks are very useful to to read the tissue’s organic signature. A soft-key
climbers. The hooks have a grasping Strength of lock can be tailored so that the required tissue is
20. the flesh of a specific individual. Thus, the lock
can only be opened or locked only by the touch
Grasping Rod (Creature, 1 HD, AC 12): This is a
of a particular person. The key could also be
grasping hook mounted on a sturdy, organic
another specific shaped creation, such as a
pole, 10 feet in length. It is useful for reaching
warstaff, or a coolcloak, or a special living key
and snatching objects that are otherwise out of
can be made to fit the lock. There is no way to
normal reach.
pick this lock.
Lifechair (Creature, 4 hp, AC 12): More than
just a chair, this shape actually includes a Lockpick (Creature, 4 hp AC 14): This creature
number of different kinds of furniture. Sofas, is made of malleable tissue that can be inserted
beds, lounge chairs, and even life-shaper into a hard key lock. It adapts and attempts to
designed tables, each grown to be soft, sturdy, match the shape of the key required to open the
and either comfortably warm or pleasantly cool. lock, giving lock pickers a +10 bonus to their
Many find the pulsing of the lifechair’s body chance to pick a lock.
fluids to be restful when they retire. Strangers to
life-shaped objects are unable to distinguish Malleable Tool (Creature, 4 hp, AC 16): Similar
between this furniture and that of the normal, to a lockpick, this creature’s tissue is malleable,
nonliving sort—until they sit and feel one for a and can be shaped like putty. It can be worked,
moment. however, only with smooth, soft strokes. It is
Lock, Hard Key (Creature, 1 HD, AC 16): This resistant to firm pressure and hard blows,
resembles a normal lock and key, similar to those making it a useful tool when shaped into the
found anywhere on Athas. It is made of hard form of a blade, an ax, a pick, a crowbar, a small
organic tissue, though, and the key does not trip shovel, a hook, or any other necessary form. The
the mechanism. Instead, the symbiotic key tool has enough mass to be shaped into any of
stimulates a reflex within the creature-lock to those tools, or virtually any other item weighing
clench or unclench its clawed clasp. When 10 pounds or less.
purchased, the lock comes with the symbiotic
key, also made from hard, organic tissue. (The
key is not alive, but rather an organic product.)
This lock can be picked.

354
Poison Nodule (Tissue, 2 hp, AC 10): This is a Shockwand (Tissue, 3 HD, AC 4): A shockwand
tiny (½ inch diameter) organic pod that produces is a rod of hardened tissue, 6 inches in length.
and secretes a virulent toxin. Like clingbags, they The wand absorbs static electricity from its
have adhesive backs that allow them to be surroundings, storing it for later use. When one
attached to other things. Commonly, they are end is squeezed, the other releases an electrical
placed on bladed weapons to coat them with the charge. The shockwand was designed for use in
poisonous secretion. Poison nodules produce the life-shaping process (where electrical
Class B poisons (Method: Injection, Onset: 2-12 stimulation is often necessary to achieve the
minutes; Strength: 20/1-3). proper biochemical reaction state), but it can
have other uses as well. As a weapon, it inflicts
Scrubslug (Creature, 2 hp, AC 12): As its name 1d4 points of electrical damage per touch. It is
suggests, this creature looks like a large, foot- useful for prodding along large herd beasts and
long slug. It moves silently through a home or for evil characters when interrogating prisoners.
business place devouring dust, lint, dirt and
other particle matter. It also absorbs spilled Slicksuit (Tissue, 2 HD, AC 16): This full body
liquids, crumbs, and food messes. It converts suit is crafted solely to fit halflings and halfling-
these materials into a quick-drying waxy polish size humanoid—no other sizes exist. Its surface is
that is excreted in a slimy trail behind it. It is very smooth and it secretes an oily, slick liquid
organically programmed to move methodically that coats the entire suit. The effect of this is
over floors and walls, leaving behind spotless, similar to the magical oil of slipperiness, making
shiny surfaces. Since they move slowly, large it impossible for the wearer to be grabbed,
buildings are best served using a number of grasped, constricted, or hugged by an opponent.
these creatures. Bonds such as ropes, chains, and manacles can
easily be slipped loose. It requires a great effort
Sensor (Creature, 4 hp, AC 12): This creature for the liquid to be generated by the suit,
looks much like a pair of pods, 6 inches in however, so once used, the effect lasts for only
diameter. The pods stick together with a sticky four hours before the tissue suit requires a full
sap, but they can be pulled apart easily without 24-hours to replenish its supply of oil.
harm to either. One is the sensor pod, and the
other is the baffler. As long as the baffler is Stealthboots (Tissue, 3 HD, AC 14): These
within 50 feet of the sensor, the sensor remains seemingly normal leather boots are grown in a
inert. If the baffler is removed, however, the way that reduces the amount of noise made by a
sensor begins to constantly monitor that area for wearer’s footsteps. Thieves gain a +10% bonus to
its return. As a consequence, if anything larger move silently (to a maximum of 99%), while non-
than an insect enters the radius without the thieves (or thieves with a move silently skill of
baffler, the sensor begins to emit an alarming less than 10%) who wear the boots have a base
screech until the baffler is brought back. The 20% chance to move without sound. The boots
sensor is actually a motion detection alarm can be designed to fit any size humanoid up to a
system. It can even observe invisible creatures half-giant.
moving through its radius, but not those that are
ethereal or out-of-phase. While one is useful, a
number of these can protect an entire complex.

355
Storage Pod (Creature, 3 HD, AC 14): These rhulisti Life-shapers, in a culture that was still
creatures are egg-shaped, with dark shells peaceful at heart, devised the repellers as a
covering their hides. They open by peeling down nonviolent means of keeping the thri·kreen at
their outer skins to expose large, empty cavities. bay.
Up to 5 cubic feet of material can be placed Dormant repeller spores look like a powdery,
inside one of these pods and then sealed within grayish dust. To be activated, the spores must be
it. Either hard or soft keyed locks may be moistened with a few drops of water. The
attached to keep the contents secure, but soft resulting paste is spread over the neck and
keys are preferred. shoulders. Over the next 48 hours, the spores
grow into a self-sustaining colony of organisms
Warmcloak (Creature, 2 HD, AC 12): Similar to akin 10 algae. The affected portion of the host's
a coolcloak, this thick wooly cloak maintains a skin takes on a slightly bluish hue. As the colony
high body temperature that keeps the wearer feeds off the nutrients contained in the sweat of
quite comfortable in cold weather. There is little the host, they excrete their waste in the form of
call for this item, Athas being what it is even on a substance that insects find repulsive. All insects
the cliffs, but the shapers make a few of them for of no greater than animal Intelligence that come
climbers who must deal with harsh night winds 10 feet of an affected host must do a
out on the open rock. Then too, tragic Constitution saving throw DC 12 or seek to avoid
experience has taught the shapers that when an the host, fleeing if pressed. lnsectoids with
item ceases to be crafted, the knowledge of its higher than animal Intelligence treat the host
making is soon lost. These cloaks can be altered with disadvantage to reaction and all Charisma
to accommodate any humanoid creatures skills checks. If they are in the presence of
smaller than half-giants. repellers for more than a half-hour, nausea and
sluggishness overtake the insects, causing them
Water Condenser (Creature, 2 HD, AC 8): This to be poisoned until they go out of the area of
creature looks like a 3-foot diameter bowl. It effect for an equal amount of time.
extracts moisture from the air and stores up to In two weeks' time, the host's affected skin
50 gallons of water in the bowl. The bowl can be area dries and flakes off as the repellers become
covered by a flap of skin to prevent evaporation. dormant once again. Those who know the
It condenses water automatically and ancient ways of the rhulisti can actually extract
continuously until it senses that the bowl is full. enough spores from the dead skin to apply
another dose, but this process has likely been
Watersponge (Creature, 3 HD, AC 14): This lost beneath the same sands that swallowed the
creature can expand up to five times its normal halfling empire.
size of 2 feet in diameter, absorbing and storing
all water with which it comes in contact. Mak-ebanrath (Creature/Tool: HD 3, AC 17):
Pressure forces it to expel the liquid on demand. The danger of life-shapes mutating and
becoming deadly parasites was very real to the
Repellers (Creature/Graft: HD n/a, AC n/a): rhulisti, so this creature – whose name means
The mere existence of these microorganisms is a "Hunter of the Dark-Shapes" - was created. A
testament to the scope of power that the mak-ebanrath has the form of a half-inch red
halflings of the Blue Age had over life. worm with six legs and two pairs of sharp
Frighten<'<! by reports of mantis warriors lurking mandibles. When placed near an external
far across the sea to the west of Tyr-Agi, the parasite, the mak-ebanrath attacks the dark

356
shape, hitting automatically and causing 1d4 and it enters a revitalizing hibernation for two
points of piercing damage per round. To reach an weeks after doing so.
internal parasite, the mak-ebanrath must be The rhulisti created the vitality rays to protect
placed near the point of entry for the dark shape. hunters in search of venomous prey. Most likely,
Here, it reopens the wound delicately, causing they had enough rays to produce a dosage for
only 1 point of piercing damage to the host. each member of the hunting party, but with the
Once it reaches its destination, its attack has the decline of their empire, much Life-shaper lore
same effect as on an external parasite. was lost. Vitality rays exist only in scarce
Life-shaped parasites destroyed by the mak- numbers today.
ebanrath cause no damage during the removal
process. Dark-shapes that cause harmful side Purifier Sponge (Creature/Tool: HD 1, AC 11):
effects after their removal have an 80% chance The Blue Age was a time when rainstorms visited
of leaving the victim without causing any side the land frequently and the inhabitants of Athas
effects whatsoever. didn't have to work hard to obtain enough fresh
water. The purifier sponge wasn't created
Vitality Ray (Creature/Producer: HD 1, AC because of a pressing need for clean water but
15): This strange life-shape looks like a stingray, simply because the rhulisti believed in
a lifeform long thought extinct on Athas. To be eliminating needless waste.
awakened from dormancy, the vitality ray must A purifier sponge looks similar to the regular
be soaked in water and left 1n at least an inch of variety of marine sponges, save that its pores are
It during the production process. If the creature much smaller, giving it an amazing amount of
is allowed to dry up at any time during this cycle, surface area and the ability to filter a huge
it returns to dormancy, and the process must be quantity of water at once. When the sponge is
repeated. placed in contaminated water, it sops it up
After the vitality ray has been activated, a immediately. One fist-sized sponge can hold
humanoid must place his hand on its circular about one half-gallon of water at a time. After a
body. The recipient's flesh is pierced by four few minutes, the sponge begins to contract by
sharp spines, and he suffers 1d4 points of itself, holding the contaminants within its own
piercing damage. The spines then retract into the body and excreting pure, crystal-dear water. The
vitality ray, where the recipient's body chemistry sponge processes and extracts its sustenance
is analyzed. After a few hours, the life-shape's from the waste material it filters from the water.
body grows warm to the touch as it begins its One sponge can filter about 15 gallons of water
production cycle. before needing to break down the contaminants,
At the end of a week, the vitality ray produces a process that takes a day or so. Sponges that
a small, soft, liquid-filled egg containing poison filter extremely toxic water are about half as
bane, a potent antitoxin tailor-made for the efficient and may no longer function after
analyzed individual. When this egg is ingested, purifying a significant amount, having died from
the antitoxin renders that person immune to all the toxicity.
poison and disease for a period of 48 hours. Only
magical venom and poisons may affect the Injector (Creature/Graft: HD 2, AC 18): Not all
recipient of the antitoxin, and he saves against of the ancient life-shapes are without their
those with advantage. The antitoxin works only sinister applications. The injector was originally
for the person who was analyzed. The ray may intended to administer doses of medicine in the
create only one poison bane dosage at a time, field, but its ease of concealment and rapid use

357
make it an ideal tool for assassination, should the target. Primarily created as a deterrent to
wrong person ever lays hands on one-or rather, potential threats more than as an offensive
should the wrong person ever get one in hand. weapon, the serpent lash is attached by a series
The injector looks like a small winged of tiny, mouthlike suckers to the back of the arm
mosquito about the length of a finger; lts about two inches below the wrist. This thin,
abdomen gradually thickens into a bulb with a black, life-shaped tissue wraps its length about
circular aperture at the extreme end. The head its owner's arm when not in use. In battle, the
tapers off into a sharp, narrow beak, slightly serpent lash unwraps itself, remaining attached
behind which are attached three delicate to the arm but otherwise gripped like a normal
eyestalks. lash. Although a meager three feet when not in
When the injector is held in the palm of one's use, the lash can stretch itself out to twice that
hand and the command is given, the life-shaped length. Just before it senses that it will strike, the
creature begins burrowing head-first into the lash projects tiny barbs all about the attacking
host's palm, down into the wrist. The process is section, allowing it to rip through flesh and
extremely painful, taking about three days to making the attack much more damaging and
complete and causing a total of 3d6 points of effective. A single attack causes 1d8 points of
piercing damage each days to the host, and he poison damage. In addition, the serpent lash
must do a Constitution saving throw DC 12 or moves on its own to compensate for a target's
suffer from a point of exhaustion. The creature defensive movement as it is being used to attack,
positions itself so that only the sphincterlike thereby giving its wielder a +2 bonus to hit and
opening of its abdomen remains exposed. damage. It doesn’t count as the wearer’s attacks.
The injector can, upon a muscular impulse
from the host, protrude a sharp, hollow needle Pur-aish (Creature/Tool: HD 3, AC 16): Known
from the opening now located in the host's palm. as the "Calming Breeze Lizard," the pur-aish is
The life-shape can absorb and expel liquids almost indistinguishable from the many species
through this needle at will. The creature extends of small Athasian reptiles save that it does not
the needle into a dosage of some substance and shy away from the presence ol humanoids. It is
slowly begins to draw it up. The injector is now quite friendly, in fact, accepting morsels of food
prepared to administer via injection one dose of and gentle scratches of affection. The player
whatever substance was absorbed. must make an Animal Handling skill check DC 10.
The host must make an attack roll to strike When enough interaction takes place to give
any unwilling creature with the injector. If the pur-aish a sense of trust, it attempts to climb
successful, the creature is immediately aware of up to the shoulders of one of its new friends.
being struck by the injector's needle and is fully Leaning in gently toward that individual's ear,
affected by whatever substance the life-shape the lizard begins to trill in a low, deep tone that
was prepared to excrete. Obviously, when used is too soft for anyone but the lizard's perch to
for medicinal purposes, it is unlikely the recipient hear. The song is extremely calming and seems
would be unwilling to have treatment to travel throughout the body. In fact, such a
administered, and in such cases no attack roll is profound state of relaxation occurs that rest
necessary. under the influence of a pur-aish is twice as
revitalizing as normal rest. Wizards may
Serpent Lash (Tissue/Graft: HD 1, AC 17): Life- memorize spells as though each were one spell
shaped weapons have the distinct advantage of level lower for purposes of study time. Natural
being highly responsive to both wielder and healing is enhanced as well, taking place at twice

358
the normal rate. The pur-aish can trill for many incapacitated for a day or two, while larger
hours, never tiring from pleasing its master. The humanoids must endure a week of inactivity due
long and short rest time period are cut in two. to the excruciating pain of the graft adjusting to
The rhulisti banned the use of the pur-aish, a larger body size.
however, once they realized that the song of Once the implant is in place and the command
these creatures is highly addictive. Each time it is is given, the swiftstep controls and elevates the
been used, the user must make a Wisdom saving response of the nervous system, speed is
throw DC 12, increasing by +2 with each days of doubled, it gains a +2 bonus to AC, it has
consecutive use, on a failure, the user will use advantage on Dexterity saving throws, and it
again the pur-aish on the following long rest. gains an additional action on each of its turns.
After three days of continual use, the benefits of That action can be used only to take the Attack
experiencing the enhanced rest are only one-half (one weapon attack only), Dash, Disengage,
better than normal rest. The long and short rest Hide, or Use an Object action. The swiftstep
time period are 75% the length. At the end of a allows the host to maintain this blinding speed
week of use, the enhanced rest provides no for 1 minute at a time. When the boost ends, the
benefits, and normal rest is only half as relaxing. target can't move or take actions until after its
At this point, the user reels relaxed enough to next turn, as a wave of lethargy sweeps over it.
sleep or rest only when the lizard trills. After two This ability can be used once per long rest
weeks of continual use, the person is comforted with no ill effects. Additional uses require a
only when the pur-aish trills and is sluggish and Constitution saving throw DC 15 to be made at a
melancholy at all other tunes, suffering a 1d4 penalty of -2 for each additional use. This check
penalty on all saving throws and combat rolls. is made directly after the power is activated, a
These symptoms are reversed only when failure indicates a terrible strain on the host's
affected individuals completely stop listening to body. He immediately gains one level of
the pur-aish's trilling, and they take an amount exhaustion per use made that day, is unable to
of time to recover equal to the duration of the perform any strenuous activity such as combat
addiction, it can also be cured with a greater or spellcasting, and, if unassisted, moves at only
restoration spell. a quarter of his normal movement rate until the
exhaustion level are gone.
Swiftstep (Tissue/Graft: HD 2, AC 16): This Dark Mother (Creature/Parasite: HD 3, AC
strange graft looks like a bony, knobby rib cage 14): The dark mother is a mutation of the mother
and spine. The spine ends at the top and bottom lizard (detailed in Psionic Artifacts of Athas), a
in sharp, dagger-shaped bones. When the life-shaped organism that cares for the rhulisti
command word is spoken, the “ribs” open up tissues by storing them inside her protective
wide enough to enclose a humanoid chest. The stomach. The dark mother actually draws
sharpened ends of the spine dig into the host’s sustenance from tissues given into her care and
own spinal column, attaching at the base of the ruins them in the process.
neck and the small of the back. The attachment Indistinguishable from any other mother
process is quite painful, inflicting 1d6 points of lizard, the dark mother scoops up life-shaped
piercing damage, and he must do a Constitution tissues that are tossed near her and swallows
saving throw DC 12 or suffer from a point of them. Her body sends them to a special stomach
exhaustion. that pulls the life out of the tissues by absorbing
Sized for halflings, the swiftstep implantation their essence. This process causes severe
causes halfling-sized humanoids to remain damage to the tissues. The creature regurgitates

359
the ruined items on command but then
scampers off before her temporary masters
discover any wrongdoing. Roll percentile dice to
determine the effect her life-leeching had on the
life-shape:

d100 Effects
01-20 Tissues function at half potency.
21-80 Tissues are completely ruined.
81-00 The tissues are so corrupted that they have
become parasitic themselves. When used, the
tissues cause 3d6 points of necrotic damage and
continue to inflict 1d6 point of damage per day
until removed. Removing a parasitic tissue
injures the host, causing a further 2d6 points of
necrotic damage, and he must do a Constitution
saving throw DC 12 or suffer from a point of
exhaustion.

360
Mounts and Others Animals The most common types of Athasian mounts
are the crodlu, inix, kank, and mekillot. Each is
Athasians have domesticated a wide variety of detailed further in the Animals of Athas
mounts. The most common are presented sourcebook.
below. More unusual typical mounts listed in
PHB are not available on Athas. The harsh
conditions and the devastating effects of defiling
magic have lead horses, mules, dogs and other
mammals into extinction. Instead, people on
Athas rely on reptilian or insectoid mounts for
their needs. The Mounts and Other Animals table
shows each animal's speed and base carrying
capacity.

Mounts and Other Animals Carrying


Aprig. These small piglike creatures have hard
Item Cost Speed Capacity
shells that provide them with protection from
Aprig 50 cp 20 ft. N/A
Carru 15 cp 15 ft. N/A
the elements and predators. Aprigs vary in color
Critic 80 cp 30 ft. N/A from gray to reddish brown. They have round
Crodlu 100 cp 50 ft. 360 lb. faces and flat snouts that are good for snuffling
Crodlu, heavy 120 cp 45 ft. 600 lb. through piles of vegetation. They have keen
Erdlu 10 cp 60 ft. N/A senses of smell and hearing, but are very short-
Hurrum 5 cp 30 ft. N/A
sighted.
Inix 100 cp 50 ft. 750 lb.
Jankz 2 cp 30 ft. N/A
Jhakar 25 cp 40 ft. N/A
Kank, trained 120 cp 50 ft. 400 lb.
Kank, untrained 50 cp 50 ft. 400 lb.
Kip 5 cp 15 ft. N/A
Mekillot 200 cp 20 ft. 10,000 lb.
Mulworm 2t 10 ft (Fly 30 ft.) N/A
Ock'n 5t 1/4 ft. N/A
Renk 8t 1/4 ft. N/A
Sygra 10 cp 30 ft. N/A
Carru. Carru resemble Brahman cattle because
Z'tal 5t 30 ft. N/A
of the large humps immediately behind their
heads. These humps are fluid storage sacs, but
Likewise, due to the absence of large bodies of don't inflate and deflate Carru are a drab gray
water in the Tablelands, waterborne vehicles do color and have a soft hide. Their heads are
not exist. While one might unearth the remains covered with a tougher hide to protect the skull.
of an ancient sailing ship, half-buried on the Carru have two brown eyes set in the front of
shores of the Sea of Silt, such vehicles are more their heads for good forward vision. They have
often the subject of myths and legends. The only poor peripheral vision and a poor sense of smell.
means of transportation between the inhabited On adult males, two horns curve out from the
lands of Athas is through mount-drawn wagons forehead and sweep forward to in front of the
and chariots. eyes. Females have much shorter horns that
project straight forward from the skull.

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Crodlu. Crodlu are large reptiles that roam the
deserts and scrub land in herds. Crodlu resemble Critic. Multi-colored, spiny-backed lizards, critics
large ostriches, but their forearms end in wicked are frequently reluctant house guests in Athas.
claws and their tough, scaly hides are yellow to They are innately psionic and tune themselves to
red, with other colors along their sides and belly. their feeders. Some say critics are the prettiest
They have poor eyesight and an excellent sense lizards on Athas. Often mottled in brightly-
of smell. They can run at high speed for long colored hues, they change color each year when
periods of time. Easily domesticated, they are they molt. Critics average 12. to 17. in length and
widely used for transportation or as beasts of weigh from 2 ½ to 5 pounds. Critics use
burden, particularly by merchant houses. rudimentary body language to communicate
Crodlu resemble enormous, scaled ostriches with others of their species. Communication via
with long arms that end in wicked claws. They magical or other means is possible; however, the
vary in color from dusty yellow to brick red, with creature often reacts/answers in a paranoid or
splotches or rosettes of contrasting color along anxious manner.
their dorsal sides and lighter colored scales along
the belly. Their tough, scaly hide gives them a
good Armor Class. Powerful muscles enable
them to run across the sands at high speed.
While their eyesight is poor, their sense of smell
is acute, more than making up for their visual
impairment.
Crodlu, heavy. Heavy crodlu are a specially
bred type of crodlu with better scales for
protection of their upper body and head. They
have sharp claws on their forearms that may be
filed to a point or may be augmented with glass
or metal blades.

362
Inix. The inix is a large lizard midway in size
between a kank and mekillot. It weighs about
two tons and grows up to sixteen feet long. Its
back is protected by a thick shell, while its belly is
covered with a layer of flexible scales.
Erdlu. Erdlus are flightless, featherless birds Inix make spirited mounts, and are capable of
covered with flaky gray-tored scales. They weigh carrying up to a seven-hundred and fifty pounds.
as much as 200 pounds and stand up to seven They move at steady pace for hours on end, and
feet tall. They have powerful, lanky legs ending in over short distances, their charge is as fast as
four-toed feet with razor-sharp claws, and can that of a kank. Inix riders often travel in
run at great speeds over short distances (no howdahs, small box-like carriages that are
more than half-a-mile). Their bodies are massive strapped to the beast's back.
and round, with a pair of useless wings folded at The one major drawback to traveling by inix is
their sides. Attached to their yellow, snake-like that these large herbivores need vast amounts of
necks are small round heads with huge wedge- forage. If they don’t get enough to eat they are
shaped beaks. nearly impossible to control. Thus, they are
Erdlus make ideal herd animals, as they can seldom used in regions where forage is at a
eat many forms of tough vegetation, as well as premium.
snakes, lizards, and other small reptiles. They
instinctively band together in flocks for
protection. When threatened, their first impulse
is to flee. If this is not possible, the entire flock
will turn and give battle as a group. When they
fight, they strike at their attackers with their
sharp beaks and then rake them with their claws.
Erdlu eggs are an excellent food, containing all
the nutrients that a human or demi-human
needs to survive for months at a time. If eaten
raw, they can even substitute for water (1 gallon
per egg) for periods of up to one week. In
addition, the hard scales of their wings make
excellent shields or armor (AC 6), their beaks can
be used to make fine spearheads, and their claws
are often crafted into daggers or tools.

363
supplement their diets with meat and/or
vegetation after longer periods. The sweet taste
of this nectar makes it very valuable, and it is this
that has caused the kank to be domesticated. It
should be noted that wild kanks produce far
fewer globules than their carefully breed cousins.
When the tribe stops in an area that looks as
though there is a considerable amount of
vegetation, the brood queens lay a clutch of
twenty to fifty eggs. The soldier kanks, along
with the rest of the hive, ferociously defend this
area from all predators, and will not leave until
Kank. Kanks are large docile insects. Their bodies the eggs hatch. Herders must delay their
have a black chitinous exoskeleton, and are migrations or abandon their hives when this
divided into three sections: head, thorax and conflicts with their plans.
abdomen. Kanks often weigh as much as 400
pounds and stand up to four feet tall at the back,
with bodies as long as eight feet from head to
abdomen. Around their mouths, they have a pair
of multi-jointed pincers which they use to carry
objects, to feed themselves, and occasionally to
fight with. On their thoraxes, they have six lanky
legs ending in a single flexible claw with which
the kank can grip the surfaces it walks upon.
Their bulbous abdomens have no appendages,
and are simply carried above the ground.
Kanks are often used as caravan mounts, as
they can travel for a full day at their top speed, Mekillot. Mekillots are mighty lizards weighing
carrying a two-hundred pound passenger and up to six-tons, with huge, mound-shaped bodies
two-hundred pounds of cargo. They also make as long as 30 feet. Their backs and heads are
decent herd animals and are especially valued by covered with a thick shell that serves as both a
elves. Because they can digest nearly any sort of sunshade and protection from attacks by other
organic matter, these hardy beasts will thrive in large creatures. Their undersides are covered
almost any environment. In addition, they with much softer scales.
require little attention, for a kank hive Despite their vicious dispositions, mekillots are
instinctively organizes itself into food producers, often used as caravan beasts. A hitched pair can
soldiers, and brood queens. pull a wagon weighing up to 20 tons at a slow,
The food producers secrete melon-sized plodding pace. Mekillots are never truly tame,
globules of green honey that they store on the however; even when they are hitched to a
their abdomens to feed the young and, when wagon, the stubborn creatures have been known
food is scarce, the rest of the hive. Humans and to turn off the road and go wandering off for
demi-humans can live on this nectar alone for days. without any apparent reason. They are also
periods of up to three weeks, but must noted for making snacks of their handlers.
Because of the difficulties of controlling these

364
beasts, most caravans rely on psionicists with the back, ending lust before its stump of a tail. Four
appropriate powers to drive them. muscular legs enable the jhakar to move faster
In a fight, mekillots attack with their long than an unencumbered man, despite its short
tongues. Mekillots protect their vulnerable size. The Jhakar’s eyes and ears, well-protected
undersides by instinctively dropping to their by bony ridges and double-lids, respectively, are
bellies when anything crawls beneath them. dwarfed by the mouth The bulk of the body is a
rich, sandy-brown color, darkening at the snout
and claws.
Kip. The kip is a shy, six-legged, armored In the wild, the jhakar hunts in packs organized
creature that digs and eats the roots of plants to quickly overcome and ravage prey Better
and trees. Their supple, armor-like covering known is the domesticated jhakar, designed to
makes excellent durable leather goods. The guard valuable assets and track down escaped
leathered kip grows from 2.-4. in length. Kips are slaves.
covered with a horny armor that is segmented
into nine separate plates. They have elongated,
pointed snouts and very small, beady eyes
located on each side of their snouts. The eyes are
protected by a glass-like covering that protects
them while digging. The sharp, strong foreclaws
enable the creature to dig. Their short, stubby,
hind legs only allow them to amble around
slowly. Kips communicate via a series of low
grunts. Although not a true language, dwarven
kip-herders have learned to mimic the sounds in Sygra. Sygra are cloven-hooved quadrupeds with
order to better control the herd. short, hairy coats and sensitive noses. They can
be any mixture of black, brown, and white. Their
heads sport two horns and resemble that of a
horse with horns. Males have larger horns than
females. They have beady black eyes set behind
and above the nose, which give them good
peripheral vision.

Jhakar. The jhakar is a powerful reptilian


predator that resembles a bulldog both in
appearance and manner. Its fierce nature makes
it a bane to humanoids and animals alike.
A jhakar’s scaly hide is thick and wrinkled with
a webbed, bony spine that protrudes from its

365
Mulworm. The Athasian mulworm is an off-white
colored caterpillar with no eyes. It has two
feelers in the front of its head that are used as
sensors. Its mouth makes up the rest of its
bullet-shaped head. The body is segmented,
tapering to a point at the rear. Adult mulworms
are about 8 inches long and as much as 1 inch
thick.
Hurrum. These brightly-colored beetles are
highly prized for the pleasant humming sounds
they produce. Better trading houses have at least
one.
The hurrum have a brightly-colored,
opalescent, chitinous shell that varies from
cobalt-blue to copper-green. Convex and oval in
shape, the shell protects four pair of small,
vestigial wings. With a smallish head, stubby
antennae, and four very short legs, the beetle
appears comical.
Hurrum beat their wings rapidly back and
forth, gently striking the underside of their
carapace which creates the vibration and noise
for which these creatures are best known. The
Jankx. These furred mammals live in burrow sound is also used as a simple form of
communities in the desert. Although they communication between hurrum beetles.
represent a possible prime source of food or
clothing, most people think they are too
dangerous to bother. Standing about 1. tall on
their hind legs, jankx have a small, pointy head
and internal cheek pouches that allow them to
carry food or water when they run. Jankx have
long, sleek bodies and four short, muscular legs.
Golden in color, their pelts are highly prized for
trade. Jankx communicate in a series of
ultrasonic squeaks and barks that are inaudible
to humanoid ears.

366
Z’tal. Z'tal are small, upright lizards that hop in
shepherded leaps across Athas. They are very
stupid and are known to stampede when
panicked.
Z’tal jump wherever they go on powerful hind
legs that end in sharp talons. Their small head is
rounded in the back with a sharp, hard point on
the end. Their long, thick tail is used for balance
when they hop. The vestigial forearms and claws
are seldom used. Varying in shades of tans and
browns, z’tal are covered by sharp, feather-like
Ock’n. Ock’n appear as small, spiral-shelled
scales. Z’tal constantly make a series of chirps,
snails. When they move, they leave a slime trail
squeaks, and squawks. These noises are intended
composed of an amber-like liquid that has many
predominantly to keep the herd within a single
household uses.
area. When threatened, z’tal scream and run.
Nautiloid in shape, this small snail seldom
reaches 1' In length. Ock’n shells are almost
always light in hue, but vary in color and striping.
All ock’n sensory organs are located on the
forward protruding head. The head holds a very
small pair of light sensors affixed to independent
eye stalks. A slit mouth is also located on the
head.
Ock’n communicate to other gastropods via a
complex system of eye stalk movements. The
eye stalks are always in a slow, constant motion
as the creature conveys only the most simple of
concepts.

Renk. This small gastropod has developed a


symbiotic relationship with humanoid creatures
in the desert. A harmless, tasteless slug, it stores
water and is sometimes consumed raw on long
desert trips.
Varied in color, renk have a 2-3. elongated,
tapered body. A sucker mouth can be found
below a short pair of antennae used to detect
vibration.

367
Vehicles

If you have proficiency with a certain kind of


vehicle, you can add your proficiency bonus to
any check you make to control that kind of
vehicle in difficult circumstances.

(SEE this link for more details on vehicles' stats:


https://tinyurl.com/yd3qgqfg)

Tack, Harness, and Vehicles


Item Cost Weight Speed
Bit and bridle 15 t 3 lb. --
Cart harness 2t 10 lb. --
Chariot --
1 kank or crodlu, 1 warrior 100 cp 100 lb. --
2 kanks or crodlu, 2 warriors 250 cp 150 lb. -- Chariot. A chariot is a lightly armored vehicle
4 kanks or crodlu, 3 warriors 500 cp 200 lb. -- constructed of wood, chitin and hardened
Halter 1t 1 lb. -- leather, designed for riding and combat. Two
Howdah
Inix, normal 10 cp 50 lb. --
people can ride a chariot, one being the rider,
Inix, war 100 cp 150 lb. -- the other attacking. A creature riding a chariot
Mekillot, normal 20 cp 250 lb. -- has half cover against attacks from the front or
Mekillot, war 500 cp 1,000 lb. --
Kank feed (daily) 5t 4 lb. --
the sides. Crodlu and kanks can be used to pull a
Saddle chariot.
Pack 5 cp 15 lb. --
Riding 4 cp 25 lb. --
Military 20 cp 30 lb. --
Exotic 60 cp 40 lb. --
Saddlebags 4 cp 8 lb. --
Sand skiff 50 cp -- 1 ½ mph
Silt skimmer 100 gp -- 2 mph
Stabbling (per day) 9t -- --
Wagons
Armored caravan 1,000 cp 5,000 lb. --
Enclosed, 1,000 lb capacity 15 cp 500 lb. --
Enclosed, 2,500 lb capacity 25 cp 1,250 lb. --
Enclosed, 5,000 lb capacity 40 cp 2,500 lb. --
Enclosed, 10,000 lb capacity 60 cp 5,000 lb. --
Open, 1,000 lb capacity 10 cp 400 lb. --
Open, 2,500 lb capacity 20 cp 1,150 lb. --
Open, 5,000 lb capacity 30 cp 2,100 lb. --
Open, 10,000 lb capacity 50 cp 4,000 lb. --

368
ensures its riders are unaffected by weather.
Some merchants and nomads convert enclosed
wagons into living quarters.

Howdah. A howdah is a frame with seats


designed to be mounted on the back of an inix or
mekillot. A normal howdah is made of a light
wooden frame while a war howdah is An armored caravan wagon (or Argosy)
constructed of much sturdier materials and requires two mekillots to pull. The exact design
offering half cover against any attacks from of any particular armored caravan wagon can
outside. change from trip to trip but in general, the
An inix howdah can hold up to four people. A enclosures can carry a cargo of 15,000 pounds of
mekillot howdah can be constructed in a more goods, up to 50 fully armed warriors, 25 slaves in
elaborate affair; it often contains two levels and transit, and a handful of merchants, nobles, or
can accommodate up to sixteen people. Anyone other travelers. The defense balconies in an
riding in a howdah is considered to be at rest and armored caravan wagon provide half cover
shaded. against any attacks from outside. Anyone riding
an enclosed or armored caravan wagon is
considered to be at rest and shaded.

Wagon. A wagon is the simplest form of


transportation. Crodlus or kanks can be used as
beasts of burden for the normal versions. An
open wagon is a little more than a wooden box
on four wooden wheels while an enclosed

369
Sand skiff. This light, wedge-shaped vehicle has
three wheels and a single sail. Propelled by the
wind, sand skiffs make excellent speed in salt
flats, stony barrens, sandy wastes, and dry
savannah. They can also manage gentle hills.
Silt skimmer. The typical silt skimmer features a
Sand skiffs do not navigate soft sand, boulder
broad hull and outsized wheels. It rides 10 feet
fields, steep hills, or thick brush well.
above the ground and is powered by two large
sails. The vehicle can also be driven slowly, using
muscle-powered capstans to rotate its wheels. A
silt skimmer is most efficient in flat, open terrain,
but it can also make its way through silt or dust
sinks up to 15 feet deep.

370
Silt Skimmer
On Athas, home of the DARK SUN® campaign, Psionic-powered skimmers
the Sea of Silt is a nearly impassable expanse
that covers the entire Eastern half of the Tyr The disadvantage of conventional skimmers is
Region. Few attempt to cross it; those few who that deep-silt travel is essentially out of the
do are wither native to the Silt Sea or possess question — unless the captain is able to find a
power powerful magic or psionics. A third group shallow path that just happens to lead where he
of daring travelers exists, those who pilot and wants to go. Though a great deal more
man silt skimmers. Silt skimmers are vehicles expensive, psionic-powered skimmers solve this
that ride either on the shallow shoals beneath problem. These craft work by either a wild talent
the silt or on the very surface of the silt itself. or a psionicist channeling psionic energy through
With regards to this second method, however, an enchanted, symmetrical piece of obsidian that
silt does not have the displacement and distributes the energy throughout the ship. The
buoyancy of water — so craft cannot simply silt then supports the ship and moves the
“float” on the surface. In this respect, silt shares skimmer at whatever speed the pilot desires.
more of the properties of quick sand — anything This way, silt at any depth can be crossed. Many
set upon its surface quickly sinks. The only way a of these types of skimmers also have slave
skimmer can stay afloat in deep silt is through wheels or sails for backup.
the channeling of psionic power through the
ship. There are two types of silt skimmers: those
driven by conventional means and those Movement
powered by psionics.
Both conventional and psionic skimmers have a
Conventional silt skimmers Movement Rating (MR). This number is roughly
equivalent to the creature Movement Ratings
These skimmers are essentially huge wagons that described in the Player’s Handbook. Skimmers
roll across the shallow parts of the Silt Sea. In that are moved by creatures walking in the
many places under the silt, there are “paths” of holIowed-out wheels of the ship have a Wheel
rock and hardened silt that can safely support MR of 6. This number means that this type of
those who can find them. Skimmers of this sort skimmer can travel 60 yards through the silt in
are sometimes powered by sail; the huge wheels one round or minute (as in the PHB). In 10 hours,
of the skimmer can also be hollowed and slaves this skimmer can travel 6 miles. If the ship has no
made to “walk” in them to provide movement cargo, add 2 to its Wheel MR.
(see The Valley of Dust and Fire and City by the
Silt Sea accessories). Many of these vehicles have The creatures inside skimmer wheels can be
both of these methods of power at their disposal subjected to a forced march, driving the skimmer
so that if one fails the other can be used as a 2.5 times its Wheel MR (15). At the end of each
backup. day’s forced march (10 hours), however, a
Constitution saving throw DC 10 must be made
by the wheel-driving creatures (10 CON for
typical slaves). Add a bonus of +1 to the

371
Constitution score for each open sail. If the check This roll can also indicate the amount of “wind-
is made, the forced march can be continued for blown” resistance from the silt, so a roil of 20
another day. A cumulative -2 penalty is applied would indicate low silt resistance from all the
to the average Constitution score for each wind “tossing it around and “thinning it out,
additional day spent in forced march. If a check while a roll of 1 would be associated with high
fails, then forced marching stops, and no more silt resistance and thick, “dead” silt that results
force marching attempts can be made until the from having hardly any wind.
staves rest for 12 hours per full day of travel;
they also gain one level of exhaustion. Even if a The captain can attempt to make one of these
check fails, though, normal movement can still checks per sail opened on the ship, although the
be continued (although normal movement does modifier remains for the entire day. If any roll is
not count as rest). successful, then the skimmer gains a Wind MR
equal to one-half the captain’s proficiency score
Skimmers that are strictly wind-powered are not (drop fractions). A captain is able to keep the
popular, as the wind on Athas is very wind (and MR) for a number of turns equal to his
unpredictable. Still, those who have the skill, whole proficiency score.
knowledge, and patience can indeed go where
they desire with the wind. Here, the seamanship According to the City by the Silt Sea accessory,
proficiency comes into play (call it “silt most skimmers have only one main sail. The
seamanship” or “siltmanship” if you like; such a addition of a foresail adds 1 to that skimmer’s
proficiency applies to an area of knowledge Wind MR in addition to providing another
about traveling on the Silt Sea). If the captain chance at catching the wind. Captains who are
wishes to move on windpower only, then he can clerics of the Air add 2 to their Wind MR as well.
attempt to “catch the wind” by making a The maximum number of sails that a skimmer
seamanship skill check. can have is a function of its Size, which is
described later. If a wind-driven skimmer is
without cargo, add 2 to its Wind MR.

372
Psionic-driven skimmers are by far the most have reached its maximum speed yet), then that
costly, yet many who traverse the silt feel that pilot must pay the difference between the
these skimmers pay for themselves with their skimmers current Psionic MR and the pilots
speed and manoeuvrability. Skimmers of this desired MR. So, if a pilot is travelling at a Psionic
type determine their Psionic MR depending on MR of 15 and wants to go 17 (the ship’s
who is powering the ship. If the “pilot” (the maximum Psionic MR), he simply needs to pay a
person using psionics to move the skimmer) is a one-time cost of 1 PSP extra in the next round (in
wild talent, then that ship’s Psionic MR is equal addition to the maintenance cost) in order to
to the pilots Wisdom score. If, however, the pilot attain the new speed (if the ship has attained a
is a psionicist, then that ship’s Psionic MR is MR of 15 by other means — like slave wheels or
equal to the sum of the pilot’s Intelligence, wind — the psionic pilot still needs to pay regular
Wisdom, and Constitution scores. So, for “first-time” costs and regular maintenance costs
example, if a pilot who is also a psionicist has an as if the ship was starting from a full stop — in
Intelligence of 12, Wisdom of 15, and order to “prime” the ship psionically for the
Constitution of 13, then that ship’s Psionic MR is pilots use).
40 (this skimmer can move at a maximum rate of
400 yards per minute). Psionic-driven skimmers are the only other
skimmers besides the slave-driven ones that can
However, the psionic pilot must pay a PSP cost to exceed their maximum MRs. If a pilot wishes to
gain such an MR. Each PSP channeled into the exceed his maximum Psionic MR, additional PSPs
skimmer provides 1 point of Psionic MR. So, if a need to be spent for each point of movement
pilot wants a Psionic MR of 15, then that pilot above and beyond the maximum movement
must pay a cost of 15 PSPs. If a pilot with the rating on a one-for-one basis plus the initial MR
aforementioned ability scores of Intelligence 12, cost. If a skimmer has a maximum Psionic MR of
Wisdom 15, and Constitution 13 wants to travel 17, and the pilot wants to increase speed to a
at his maximum speed of 40, then 20 PSPs must figure above that MR — 20, for example — then
be channeled into the skimmer. Psionic-powered the pilot must expend 10 PSPs in order to reach
skimmers also require a maintenance cost to be this speed — even if the skimmer was already
paid in order to continue with a current speed. moving at a MR 17 (exceeding Psionic MRs is
The maintenance cost is half the current Psionic very difficult and requires a great deal of mental
MR the round after the first (round fractions up) energy). To maintain such a speed for more than
and one-quarter the current Psionic every round one round, the same PSP cost needs to be paid
after that (the longer the pilot stays in contact at the beginning of the next round and each
with the ship, the easier it is to control). So, with round after (in this case, the cost per round
the earlier example, in order to keep up a MR of would be 10).
40 for longer than one round, an additional 10
PSPs must be expended at the beginning of the Because of their superior knowledge of energy
next round, and 5 PSPs would need to be and movement, Psychokineticists add 1 to their
expended at the beginning of every round after Psionic MR. Anyone with some degree of psionic
that. Naturally, then, such speeds are extremely talent can pilot a skimmer, provided that he
tiring and are usually used only in an emergency. possesses the Seamanship skill proficiency.
Psionic-driven skimmers with no cargo add 2 to
If a pilot starts off at one speed, say, 15, and their Psionic MR. As mentioned in the beginning
later decides to go faster (the skimmer cannot of this article, most silt skimmers have at least

373
two means of power, which means that, in game the skimmer to reduce the penalty and give a
terms, silt skimmers have at least 2 MRS. What better chance for a successful proficiency check.
must be remembered is that only one type of Each extra PSP spent on making the turn
movement (and MR) can be used at a time. provides a +4 bonus to that pilot’s Seamanship
proficiency score for the roll.
A skimmer with a sail open and slaves moving
two wheels doesn’t combine its Wheel MR and Turns sharper than 90° are impossible without
its Wind MR. About the only advantage a slave- first stopping the skimmer and then pivoting it in
driven skimmer with an open sail has is a bonus the desired direction. Psionic pilots can stop in a
to the Constitution saving throws of the slaves variety of ways: many pilots simply let go of the
when rolling for exhaustion during a forced obsidian engine that they are required to keep in
march (as mentioned earlier). physical contact with. This way the skimmer
loses half its speed the first round and comes to
a complete halt in the second. After the second
Manoeuvring round, the skimmer also begins to sink unless
Slave-driven and wind-powered skimmers can more psionic energy is spent into it or the
turn in two-mile arcs — as mentioned in the City skimmer itself hits “land” in shallow silt. For an
by the Silt Sea accessory. This accessory also immediate stop, the same procedure is used
states that the addition of an aft sail for steering when making a sharp turn: the pilot must make a
reduces that turning arc to one mile. Such a sail Seamanship proficiency check with a penalty
provides another chance at wind-catching as equal to the skimmer’s current Psionic MR added
well. When playing in yards instead of miles, to his DC (extra PSPs can be used to modify this
however, consider the two- turning arc to be a roll).
170° obtuse angle; and consider a one mile
turning arc to be 160°. Speed is in no way
decreased when turning in this fashion. As far as
stopping goes, both of these types of skimmers
can stop immediately by either ordering the
slaves to stop walking or by folding the sails.
Psionic-driven skimmers can turn as much as
110° without losing speed. Any turns sharper
than 110° require the pilot to make a
Seamanship proficiency skill check with a penalty
equal to the skimmer’s current Psionic MR. So, if
a pilot is travelling at a Psionic MR of 8 and wants
to make a 90° turn, then that pilot must make a
Seamanship proficiency skill check at a with +8 to
the DC. Success means no speed is lost in the
turn; failure means that the skimmer’s current Building skimmers to size
Psionic MR is halved; more PSPs need to be
spent in order to get back up to the original All skimmers are classified in size on a scale of 1-
speed. The advantage that psionic pilots have, 5 (smallest to largest). Table 1 illustrates ship
though, is that this roll can modified. If a pilot Size and how it relates to other aspects of a silt
wants to, additional PSPs can be channeled into skimmer.

374
Table 1: Silt skimmer sizes
Size Ship Cargo Maximum No. Deepest Minimum Wheel
Category Size Limit of Sails Silt Leve Crew Size
1 40’ × 20’ 1,000 lbs 1 11’ 5 + captain 20’ diameter
2 50’ × 25’ 2,000 lbs 2 12’ 6 + captain 25’ diameter
3 60’ × 30’ 3,000 lbs 3 13’ 7 + captain 30’ diameter
4 70’ × 35’ 4,000 lbs 4 14’ 8 + captain 35’ diameter
5 80’ × 40’ 5,000 lbs 5 15’ 9 + captain 40’ diameter

Both wind-powered and slave-driven skimmers Costs


require wheels and can only travel in shallow silt Psionic-powered silt skimmers need what is
at the maximum depths indicated under Deepest called an obsidian engine, which is basically a
Silt Level. Only psionic-powered skimmers that large, enchanted, symmetrical piece (any shape)
are driven purely by psionics can avoid having of obsidian that pilots use to control a skimmer
wheels (although such a skimmer would need a and keep it afloat. Such engines must be
core team of pilots to run a sort of “shift duty” in flawlessly crafted; they are also very expensive.
order to keep the skimmer afloat). Also, psionic An obsidian engine costs 15,000 cp + 1,000 cp for
pilots do not count toward the minimum crew every Size level beyond 1; these engines weigh a
requirements listed above. great deal as well. An engine weighs 600 Ibs. For
every Size level (this weight, however, doesn’t
Psionic pilots do have certain requirements when count toward cargo limits as the skimmer is
it comes to skimmer size. In order to operate a designed to compensate for this weight when it
skimmer of a specific size, a pilot needs to have is built and when a previously non-psionic
reached that same level in his or her chosen skimmer is “converted” into a psionic one). Table
class. So, in order for a pilot to operate a Size 4 2 lists the standard ship costs and the costs for
skimmer, pilot must be at least a 4th-level obsidian engines ( a separate cost) as well as
character. No matter what the size, slave-driven costs for enchantment.
skimmers always have a Wheel MR of -6.

Table 2: Ship and engine cost


Ship Skimmer Obsidian Engine Cost Enchantment Cost
Size Cost Cost Per Sail (for Obsidian Engines Only)
1 15,000 cp 15,000 cp 500 cp 1,000 cp
2 25,000 cp 16,000 cp 600 cp 1,500 cp
3 35,000 cp 17,000 cp 700 cp 2,000 cp
4 45,000 cp 18,000 cp 800 cp 2,500 cp
5 55,000 cp 19,000 cp 900 cp 3,000 cp

375
Skimmer integrity inflicts 2d6 of piercing damage, then that
skimmer loses 2d6 points of Integrity. When hit
Skimmers have their own version of Hit Points by spells or psionics, skimmers have resistance —
which fall under a category called “Integrity.” depending on the majority of materials of which
Integrity is basically the ship’s Hit Dice (d20), and the ship is constructed. A successful save
it’s rolled when the skimmer is first constructed. indicates half or no damage, depending on the
No matter how much money is spent on “making spell or power.
the perfect ship,” Integrity levels cannot exceed
the maximums listed above (the randomness in When a skimmer suffers damage, there is also a
rolling Integrity represents getting good or bad chance that its Movement Rating is affected as
craftsmen to do the job and how much extra it well. Every time a skimmer is hit, roll percentile
costs to “get the job done right”). dice. If the result is equal to or less than the
skimmer’s current Integrity score (after the
Table 3: Skimmer integrity Integrity point loss) then the rate of movement is
Skimmer Cost for Maximum
not affected. If the result on d100 is greater than
Integrity the Integrity score, then any MRs that the ship
Size Higher Integrity Integrity
1 4d20 (42) 100 cp/point 80 has are halved. If the skimmer fails its Integrity
2 5d20 (53) 200 cp/point 100 roll again when damaged, then any ship MRs are
3 6d20 (63) 300 cp/point 120 halved again — and so on until the ship can no
4 7d20 (74) 400 cp/point 140
5 8d20 (84) 500 cp/point 160 longer move.

Combat is resolved using the normal combat


When a skimmer is hit by a ballista, boulder, rules: the person firing one of the ship’s weapons
spell, or any other damaging weapon, points of uses his attack modifier. Also, consider the AC of
Integrity are lost —just as in person-to-person all skimmers to be 18.
combat. If a skimmer is hit by a ballista that

376
Weapons HEAVY BALLISTA
Large object
A skimmer can have a number of weapons equal
to two times its Size rating. However, many Armor Class: 15
skimmers have no weapons at all, as most Hit Points: 100
captains would like to keep the ships they defeat Damage Immunities: poison, psychic
— not destroy them. Furthermore, all weapons Weight: 400 lb.
are considered to be on fixed, immovable Cost: 400 cp
mounts. Triple the cost of any skimmer weapon
if a swivel-mount is desired. The respective A heavy ballista is a massive crossbow that fires
weights of these weapons take up cargo weight. heavy bolts. Before it can be fired, it must be
Finally, consider the number in the Spaces loaded and aimed. It takes one action to load the
column as the minimum ship Size needed to weapon, one action to aim it, and one action to
have such a weapon installed. fire it.
Bolt. Ranged Weapon Attack: +8 to hit, range
When using normal weapons to damage a 175/600 ft., one target. Hit: 27 (5d10) piercing
skimmer, a “minimum damage” number for any damage, pushback 5-foot.
attack on a silt skimmer. What this number
means is that any single attack that hits the ship
must be able to cause at least 10 hp damage LIGHT CATAPULT
(after resistance) for that skimmer to have to Large object
take 1 point of damage to its Integrity.
Armor Class: 15
Hit Points: 100
LIGHT BALLISTA Damage Immunities: poison, psychic
Large object Weight: 200 lb.
Cost: 250 cp
Armor Class: 15
Hit Points: 50 A light catapult hurls heavy projectiles in a high
Damage Immunities: poison, psychic arc. This payload can hit targets behind cover.
Weight: 100 lb. Before the light catapult can be fired, it must be
Cost: 200 cp loaded and aimed. It takes two actions to load
the weapon, two actions to aim it, and one
A light ballista is a massive crossbow that fires action to fire it.
heavy bolts. Before it can be fired, it must be A light catapult typically hurls a heavy stone,
loaded and aimed. It takes one action to load the although it can hurl other kinds of projectiles,
weapon, one action to aim it, and one action to with different effects.
fire it. Catapult Stone. Ranged Weapon Attack: +5 to
Bolt. Ranged Weapon Attack: +6 to hit, range hit, range 200/800 ft. (can't hit targets within 60
120/480 ft., one target. Hit: 16 (3d10) piercing feet of it), one target. Hit: 27 (5d10) bludgeoning
damage, pushback 5-foot.. damage, must succeed on a Strength saving
throw versus DC 14, or be knocked prone.

377
HEAVY CATAPULT The creation of a psionic skimmer requires that
Large object either the obsidian engine be blessed by an Earth
or Fire cleric; or that the ship itself be blessed by
Armor Class: 15 a cleric of Silt. Afterward, the following priest
Hit Points: 150 spell must be cast on the engine:
Damage Immunities: poison, psychic
Weight: 500 lb. Psionic Channeler
Cost: 500 cp 4th-level enchantment

A heavy catapult hurls heavy projectiles in a high Range: Touch


arc. This payload can hit targets behind cover. Components: V, S, M (the piece of obsidian to be
Before the light catapult can be fired, it must be enchanted, 100 gp/per skimmer size)
loaded and aimed. It takes two actions to load Duration: Permanent
the weapon, two actions to aim it, and one Casting Time: 1 day per Size level
action to fire it.
A heavy catapult typically hurls a heavy stone, This spell creates a magical web of thread-sized
although it can hurl other kinds of projectiles, conduits that covers the entire ship and
with different effects. culminates at the obsidian engine. These
Catapult Stone. Ranged Weapon Attack: +5 to conduits are invisible and have no truly physical
hit, range 250/1,000 ft. (can't hit targets within substance, yet they can be seen with either the
60 feet of it), one target. Hit: 44 (8d10) wizard sight or true seeing spells. This spell is
bludgeoning damage, must succeed on a cast on a flawless, symmetrical piece of obsidian
Strength saving throw versus DC 16, or be (of the appropriate size) for one day per Size
knocked prone. level of the skimmer. The wizard must keep in
constant physical contact with the obsidian
during the casting time, as these psionic conduits
Creating an obsidian engine “grow” slowly from the engine itself and
eventually cover the entire ship.
As stated earlier, an obsidian engine must be a You enchant an engine that activates a silt
flawless, symmetrical, enchanted piece of skimmer of size 1.
obsidian. Because the use of magic is required, Before his untimely disappearance, King
most psionic-powered skimmers were in the Andropinis of Balic had ordered research into
Royal Fleets of the sorcerer-kings and illegal this spell so that air could be channeled around a
anywhere else. Trading houses, however, could skimmer (i.e., the skimmer could fly).
secure high-priced “licenses” from templars — Unfortunately, all attempts proved fruitless due
which would at least allow these houses to hire a to the extreme weight of the obsidian engine
magician to create the engine for them. Now, in itself. Furthermore, silt, for some reason, is more
the absence of most of the kings, trading houses of a conductor of psionic energies than air (many
and even individuals such as nobles are causing scholars postulate that the Sea of Silt’s origins
the demand for psionically driven skimmers to have something to do with this fact).
rise very slowly. At Higher Levels. When you cast this spell
using a spell slot of 5th-level or higher, the
engine can activate one size level more of silt
skimmer for each slot level above 4th.

378
Silt skimmers are among the safest methods for pieces, depending on demand, bargaining skills,
crossing silt, but they are limited. A large and and availability of supplies. Improving a typical
lightly built wagon, the typical silt skimmer has skimmer costs more, as outlined below.
four wheels that are 25’ in diameter. These
wheels come to a sharp edge and are hollow in The time necessary to construct a typical
the center. Skimmer slaves climb the never- skimmer is 1d4 + 1 months. The M'ke crafters
ending stairs inside the wheel to provide motive must wait for wood from the Crescent Forest,
power, and the skimmers also use large sails and the timbers must be soaked and bent over
when the wind is favorable. Silt skimmers can several weeks to form the shape. Construction
travel six to eight miles a day and can carry a time can be lessened by one month if the cost of
load of two tons. However, they cannot cross silt the ship is doubled. Thus, a craft that was to take
deeper than 15’. three months and cost 20,000 cp could be
completed in two months by increasing the cost
to 40,000 cp.
Silt Skimmer Construction If a client brings M'ke the carcass of a giant war
beetle or other large, lightweight shell, the slaves
Silt skimmers are built around massive wheels.
can form the skimmer from it instead of wood.
These are very wide at the center and taper to
This reduces the construction time by one
hard, fine points at the edge. The wheels of a
month, but the price remains unchanged.
typical skimmer are 25 feet in diameter. They
must be able to slice through the silt or travel
would be impossible. Table 4: Silt Skimmer
Improvements Cost
A single large sail, attached to an aft mast, Additional
provides a skimmer's main motive power. The Improvement Cost
frame of the skimmer is made of light woods or +5-foot diameter 2,000 cp
thin leather and cloth, giving these vessels a to all wheels
reputation for being quite fragile. Typical
+10-foot length 1,000 cp
skimmers carry no armament except for the
+5-feet width 1,000 cp
personal weapons of the crew.
Ballista 2,000 cp
Typical skimmers are 50 feet long and 25 feet Fore sail 500 cp
wide, with an outer deck and an enclosed bridge. Aft sail 500 cp
Cargo is packed on the outer deck, while the
bridge contains the great helmsman's wheel. It is Wheels: Typical wheels (25-foot diameter) can
enclosed to protect the captain and crew from
travel through up to 12 feet of silt. For every five
the choking silt. feet added to each wheel's diameter, the
skimmer can travel through an additional foot of
A typical skimmer can carry two tons of cargo, silt. Thus, a 40-foot diameter wheel could forge
uses a crew of six and a captain, and travels six through 15-foot deep silt. Maximum wheel size
miles a day when fully loaded (eight miles can be 40 feet in diameter, and this requires a
empty). The tightest turn circle of a typical vessel length of at least 80 feet.
skimmer is two miles. It costs 150 to 250 gold

379
Some wheels contain endless stairs within their Aft Sail: The aft sail is used for steering. When
dark, hollow interiors. Slaves or undead can be added to a typical skimmer, it reduces the
commandeered to forever walk up the stairs, turning arc to one mile.
thus turning the wheels. Without a main sail, the
walkers can move a fully-loaded skimmer one
mile per day (two miles if unladen). Skimmer design
As long as a skimmer fits into the rules about
Length and Width: A typical vessel is 50 feet long ship construction, practically any design is
and 25 feet wide. For balance, a skimmer's width possible. Skimmers have been built from
must always be exactly half its length. The materials ranging from wood from the Crescent
maximum width for safe passage through the silt Forest to the chitinous bodies of dead giant
shoals is 40 feet. but a vessel this size requires an beetles. Be creative.
expert navigator to plot its course. Any skimmer
wider than 30 feet will have a tough time Below are two “sample” skimmers that are
keeping to a safe path through the silt. presented in order to give the potential captain
an example of what a skimmer’s chart looks like.
Multiplying the width by the length of a vessel
gives the approximate square footage of its hold, Balican Silt-Runner
minus 10% for the slope of the prow. Thus, a 25- Size: 1 Wheel
foot-wide by 50-foot long skimmer has 1,250 MR: 6
square feet of space, minus 125 feet for the Wind MR: varies
prow, for a total of 1,125 square feet. All Psionic MR: 18
skimmers, regardless of size, can cover a Integrity: 65
maximum distance of six to eight miles a day (see Captain’s Seamanship proficiency score: 17
above). Pilot’s Seamanship proficiency score: 13

Ballista: These massive bolt throwers do 3d6 The Balican fleet served as that city’s only
points of piercing damage, and cost 2,000 cp per protection against the giants that threatened its
weapon due to the size and quality of walls. The strength of the fleet under King
construction. A single bolt costs 20 cp. One Andropinis’s reign was in its simple organization:
person can fire a ballista, but it requires two each skimmer in the royal armada was fitted
crew members to load one. Rate off fire is one with an obsidian engine; and no skimmer was
bolt every three rounds. A single ballista takes up ever to be allowed to travel alone. Such a move
5% of a skimmer's hold. No more than six cost the city hundreds of thousands of gold
ballistae can be mounted on a single skimmer pieces in phenomenal taxes, yet trade routes
(two to a side, one fore, one aft). remained open because of this move and giants
continued to be outmaneuvered by the faster,
Fore Sail: A typical skimmer has only a main sail psionic-powered skimmers. Indeed, this fear of
for catching the wind and propelling it across the attack by giants was so successfully instilled in
tilt The presence of a fore sail adds another mile the citizens of Balic that these taxes were paid
per day to the craft; speed. two times over.

380
Balican skimmers are divided into three classes: the skimmer to travel at its current Wind MR
- Silt-Runners (Size 1) plus 10 points of Wind MR for each level the
- Wanderers (Sizes 2-4) cleric has above 6th. The skimmer, however,
- Drakes (Size 5) must check its Integrity (d100) with a penalty to
the roll equal to the extra points added to the
King Andropinis’ Balic remains the uncontested skimmer’s MR.
among the other city-states with regards to the
size and strength of its fleet. Success means that the new speed is achieved;
failure means that the sails have either snapped
off at the poles or been ripped in two — this
The Amestine skimmer no longer has any Wind MR until repairs
Size: 3 are made. If the skimmer makes its Integrity
Psionic MR: varies from pilot to pilot check, the captain can attempt to keep the wind
Integrity: 79 by making a Seamanship proficiency skill check
Pilot’s Seamanship proficiency score: varies every round. The new speed lasts until the
from pilot to pilot captain fails a proficiency roll or 1,000 yards are
covered — whichever comes first.
The Amestine is a skimmer that is piloted by
eleven renegade psionicists. This skimmer has no Some mages have been known to use undead or
wheels or a sail and is strictly powered by elementals as motive power. What is important
psionics. These individuals were fleeing the to remember is that, no matter what creature
psionic organization known as the Order when walks inside the wheels, the Wheel MR of any
that organization split due to some inner turmoil skimmer is always 6 — with a force march rate of
caused by one of its members (see the Dragon’s 15 (when checking for exhaustion in a force
Crown module). Now the pilots and crew of the march — undead and elementals do not have to
Amestine have been able to come out of hiding make this roll).
(cautiously doing so, of course) and are currently
aiding Draj’s House of the Mind in leading silt- Air clerics aren’t the only ones that can aid a
based commerce for the city. wind-powered skimmer, however. Any weather
or wind affecting spell or psionic power (such as
Alternative methods of power (tricks of control wind) allows the captain advantage at
making a seamanship proficiency skill check.
the trade)
A group of psionic pilots who each possesses the
Many captains have been known to use beasts of
telepathic devotion, Convergence, can do
burden such as inixes.
amazing things. When two or more psionicists
use Convergence while piloting a skimmer, the
Earlier, this article stated that only slave-driven
highest Psionic MR and Seamanship proficiency
and psionic-powered skimmers could exceed
score of the group is used. If any of the
their maximum MRs; this isn’t necessarily true. A
psionicists is a psychokineticist, then that bonus
captain moving via sail power with an Air cleric
is used as well. Finally, every psionicist’s
on board is a lucky captain indeed. Clerics of Air
individual store of PSPs is combined into a group
can gate in a sheet of gail-force wind. This wind
pool — as stated in the description of the
can be gated right into the ship’s sails — causing
Convergence power.

381
To run a campaign based in the Sea of Silt, it Because of the cost of skimmers, many players
might be good to secure a copy of the Valley of who want to be in a Silt Sea—based campaign
Dust and Fire and City by the Silt Sea accessories, might find themselves disappointingly short of
as both of these resources detail islands and the needed funds. This isn’t as much of a
cities not located on the original map of the Tyr problem as it might first appear. Psionicists and
region. The Dune Trader accessory provides a powerful wild-talents are in constant demand as
look at the major trading houses of the land, and pilots by both trading houses and cities (and
the new Expanded and Revised DARK SUN boxed even powerful individuals such as nobles). Crew
set nearly doubles the size of the Sea of Silt. and captains with the proper experience are also
needed to man these ships. The only important
point to remember in these work-for-hire
situations is who actually owns what — or
whom. . .

382
Expenses Lifestyle and NPCs
Your lifestyle choice can have consequences.
When not exploring ruins of ancient civilizations, Maintaining a wealthy lifestyle might help you
braving the inhospitable wastelands, or fighting make contacts with the nobility and the
off raiders and predators, adventurers on Athas, templars, though you run the risk of attracting
like in every other D&D world, face more thieves. Likewise, living frugally might help you
mundane realities. Basic necessities such as avoid criminals, but you are unlikely to make
shelter, sustenance, and clothing cost money, powerful
although some lifestyles cost more than others. connections.
If you wish to involve yourself with a certain
individual or group, you might need to use a
Lifestyle Expenses specific lifestyle. After spending at least five days
living in the specified quality of life, you can roll a
Lifestyle expenses provide you with a simple way
Charisma check, with a DC set by your DM. On a
to account for the cost of living in the world of
successful check, you gain audience with this
Athas. They cover your accommodations, food
particular person or get affiliated with the
and drink, and all your other necessities,
specific group you strive for.
provided they are available - the harsh
conditions on Athas can lead to some
unpredictable situations. Furthermore, expenses Lifestyle Expenses
cover the cost of maintaining your equipment so
you can be ready when adventure next calls. Lifestyle Price/Day
Between adventures, you can choose a Wretched --
particular quality of life and pay the cost of Squalid 1t
maintaining that lifestyle, as shown on the Poor 2t
Lifestyle Expenses table. Living a particular Modest 1 cp
lifestyle affects the way other individuals and Comfortable 2 cp
groups react to you. When you lead a wealthy or Wealthy 4 cp
aristocratic lifestyle, for instance, it might be
Aristocratic 10 cp minimum
easier for you to influence the nobles and
templars of the city than if you live in poverty.
Your social rank may also interfere with your
choices of lifestyle. A noble wouldn't accept
expenses worse than wealthy, and a hermit
would frown upon spending more than modest.

383
Consumables and Lodging Services
The needs for food and drink, and a good night's The services a character renders - from those of
rest are listed in the Consumables and Lodging unskilled laborers to those of prized engineers -
table. When you pay for lifestyle expenses, you all have an asking price. A character may receive
don't have to keep track of these needs, since payment for his or her services in other services,
they're already included in the quality of life you goods or coins, depending upon the situation.
have picked. Adventurers can pay non-player characters to
assist them or act on their behalf in a variety of
circumstances. Most such hirelings have fairly
ordinary skills, while others are masters of a craft
or art, and a few are experts with specialized
Consumables and Lodging adventuring skills.
Item Cost
Ale (1 galon) 2t
Service and Hirelings
Banquet (per person) 10 cp
Item Cost
Beer (1 galon) 1t Bath (clean water) 40 cp
Bread 1t Bath (used water) 4t
Cheese 4t Laundry (by load) 2t
Hireling
City room (per month)
Clerk (per letter) 2t
common 20 cp Doctor (leech or bleeding) 3 cp
squalid 6t Guide in city (per day) 2t
Messenger in city (per message) 1t
Messenger (telepathic) 3t
Egg or fresh vegetable 5t Minstrel (per performance) 3 cp
Honey 5t Mourner (per funeral) 2t
Inn lodging Teamster (with wagon) 1t
Torchbearer (per night) 1t
common/day 5t
Military
common/week 3 cp Archer/artillerist (per day) 1t
poor/day 1t Cavalry, heavy (per day) 3t
poor/week 2t Cavalry, light (per day) 1t
Cavalry, medium (per day) 2t
Meals per day Engineer (per day) 5 cp
good 5t Footman, heavy (per day) 3t
common 3t Footman, irregular (per day) 1t
Footman, light (per day) 2t
poor 1t
Footman, militia (per day) 1t
Meat for 1 meal 1t Shieldbearer (per day) 1t
Separate latrine/month 2 cp Professional
Soup 1t Unskilled labor (per day) 1t
Skilled labor* (per day) 2t
Wine (pitcher) 2t
Classed labor** (per day) 3t

384
Tools Musical Instrument. Several of the most
common types of musical instruments are shown
on the table as examples. If you have proficiency
A tool helps you to do something you couldn't
with a given musical instrument, you can add
otherwise do, such as craft or repair an item,
your proficiency bonus to any ability checks you
forge a document, or pick a lock. Your race, class,
make to play music with the instrument.
background, or feats give you proficiency with
Poisoner’s Kit. A poisoner’s kit includes the
certain tools. Proficiency with a tool allows you
vials, chemicals, and other equipment necessary
to add your proficiency bonus to any ability
for the creation of poisons. Proficiency with this
check you make using that tool.
kit lets you add your proficiency bonus to any
ability checks you make to craft or use poisons.
Thieves’ Tools. This set of tools includes a
Artisan’s Tools. These special tools include the
small file, a set of lock picks, a small obsidian
items needed to pursue a craft or trade. The
mirror mounted on a handle, a set of narrow-
table shows examples of the most common
bladed scissors, and a pair of pliers. Proficiency
types of tools, each providing items related to a
with these tools lets you add your proficiency
single craft. Proficiency with a set of artisan’s
bonus to any ability checks you make to disarm
tools lets you add your proficiency bonus to any
traps or open locks.
ability checks you make using the tools in your
craft. Each type of artisan’s tools requires a
separate proficiency.
Disguise Kit. This pouch of cosmetics, hair dye,
and small props lets you create disguises that
change your physical appearance. Proficiency
with this kit lets you add your proficiency bonus
to any ability checks you make to create a visual
disguise.
Gaming Set. This item encompasses a wide
range of gaming sets including dice and board
games. A few common examples appear on the
Tools table, but other kinds of gaming sets exist.
If you are proficient with a gaming set, you can
add your proficiency bonus to ability checks you
make to play a game with that set. Each type of
gaming set requires a separate proficiency.
Herbalism Kit. This kit contains a variety of
instruments such as clippers, mortar and pestle,
and pouches and vials used by herbalists to
create remedies and potions. Proficiency with
this kit lets you add your proficiency bonus to
any ability checks you make to identify or apply
herbs. Also, proficiency with this kit is required
to create antitoxin and potions of healing.

385
Tools
Item Cost Weight
Fruits (Potions)
Artisan's tools Potions are fruits growing in magically enchanted
Alchemist's supplies 50 cp 8 lb. trees in Dark Sun.
Boneworker's tools 5 cp 5 lb.
Brewer's supplies 20 cp 9 lb.
Fruits (potions)
Carpenter's tools 8 cp 6 lb.
Cartographer's tools 15 cp 6 lb. Fruit Spell effect
Acorn Ironskin
Cobbler's tools 5 cp 5 lb.
Apple, green Free Action
Cook's utensils 1 cp 8 lb. Apple, yellow Polymorph
Glassblower's tools 30 cp 5 lb. Apple, red Invisibility
Jeweler's tools 25 cp 2 lb. Banana Cure Disease
Leatherworker's tools 5 cp 5 lb. Blueberry Remove Paralysis
Cherry, black Protection From Energy (acid)
Lens crafter tools 25 cp 2 lb.
Cherry, red Protection From Energy (cold)
Life-shaper tools 2 gp 5 lb. Cherry, yellow Protection From Energy (poison)
Mason's tools 10 cp 8 lb. Corn Barkskin
Painter's supplies 10 cp 5 lb. Current, black Protection From Energy (necrotic)
Potter's tools 10 cp 3 lb. Current, red Protection From Energy (fire)
Current, white Protection From Energy (acid)
Scribe's supplies 10 cp 5 lb.
Dragon Fruit Fire breath
Smith's tools 10 gp 8 lb. Gooseberry ESP
Weaver's tools 1 cp 5 lb. Guava Poison
Woodcarver's tools 1 cp 5 lb. Grapefruit, gold Heal
Disguise kit 25 cp 3 lb. Grapefruit, red Greater Restoration
Grapefruit, white Lesser Restauration
Gaming Sets
Grapes, green Bless
Dice set 1t -- Grapes, orange Neutralize Poison
Dragonchess set 1 cp 1/2 lb. Grapes, purple Cure Blindness or Deafness
Mancala set 1 cp 1 lb. Grapes, white Prayer
Game of Urik set 1 cp 1 lb. Kiwi Expeditious Retreat
Kumquat Enlarge
Playing card set 5t --
Lemon Psionic Restore
Senet set 1 cp 1 lb. Lime Dispel Magic
Herbalism kit 5 cp 3 lb. Mango Reduce
Musical Instruments Mangoustan Etherealness
Palm drum 6 cp 3 lb. Maracuya Haste
Melon, bitter Enhance Ability: Intelligence
Flute 2 cp 1 lb.
Melon, cantaloupe Enhance Ability: Strenght
Harp 50 cp 2 lb. Melon, grenshaw Enhance Ability: Charisma
Horn 3 cp 2 lb. Melon, honeydew Enhance Ability: Charisma
Lute 35 cp 2 lb. Melon, horned Enhance Ability: Constitution
Melon, water Enhance Ability: Wisdom
Lyre 30 cp 2 lb. Orange Aid
Iyran 50 cp 1 lb. Papaya Invulnerability
Staff pipe 12 cp 2 lb. Peach Clairvoyance
Pear, blue Cure Disease
Pan flute 12 cp 2 lb.
Pear, orange Healing (2d4 + 2 hp)
Viol 30 cp 1 lb. Pear, red Greater Healing (4d4 + 4 hp)
Shawm 2 cp 1 lb. Pear, Green Superior Healing (8d4 + 8 hp)
Navigator's tools 25 cp 2 lb. Pear, white Supreme Healing (10d4 + 20 hp)
Pineapple Gaseous Form
Poisoner's kit 50 cp 2 lb. Plum Maximum Power (Wildemount, p. 268)
Thieves' tools, bone 25 cp 1 lb. Raspberry Find Traps
Thieves' tools, metal 3,000 cp 1 lb. Star Fruit Remove Fear
Strawberry Fly

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proficiency may only be slotted once per level
Proficiencies advancement.
(SEE Psionicist Guide for 5e)
This section is an optional rule that transposes
non-weapon proficiencies of AD&D 2e for 5e. It
works in addition to Player's Options: New Skills Psionic Detection. The psionic detection
proficiency works much as the psionic sense
& Feats System found here:
devotion, but it is much weaker. With this
https://tinyurl.com/y9h67gyr proficiency, an Athasian character uses his latent
psionic ability to detect the expenditure of
psionic strength points (PSPs) around him.
New Athasian Proficiencies When employing this proficiency, a character
must clear his mind and concentrate, taking at
The following proficiencies are specific to Athas least one full round to prepare. A successful
and override any equivalent proficiency in the Wisdom check (against active psionicists) allows
main book. the character to detect the expenditure of any
Contact. This proficiency gives characters PSPs within 50 yards of his location, regardless of
access to the psionic attack forms necessary to intervening material objects. A character can
open a closed mind. Contact allows characters to maintain use of the proficiency for successive
gain psionic attacks as they become available rounds, but during that time he can’t move or
with level advancement (see Psionics section). perform any other actions. The proficiency
Psionicists automatically receive this check, however, must succeed on the round the
proficiency; it doesn’t take up any of their PSPs are expended or the character detects
available slots. As a psionicist increases in level, nothing.
he automatically receives psionic attack forms. This proficiency can only inform a character
Psionic attack forms don’t fill up a psionicist’s that PSPs were expended within 50 yards, telling
proficiency slots. nothing more. The detector can’t determine the
Wild talents, however, must select contact and number of PSPs, their source, the powers drawn
place it in an available non-weapon proficiency upon, or the purpose of the expenditure
slot to gain its benefits. Once contact is slotted, a (whether to initiate a power or to maintain one).
wild talent selects one psionic attack. He may Psionic detection isn’t cumulative with other
select an additional attack by placing it in an detection techniques.
available non-weapon slot after he has advanced A player whose character has the psionic
the appropriate number of levels, according to detection proficiency should remind the DM
his group’s progression rate. Wild talents may about that fact every so often. The DM might
never have more than three of the five psionic sometimes secretly roll the proficiency and
attack forms. inform the player of results.
Mental Armor. This proficiency allows a Somatic Concealment. Though spellcasters can
character to improve his mental armor class mumble verbal components and hide material
(MAC). The first proficiency gives the ability to components in their hands or robes, somatic
add the character’s proficiency bonus to his components are harder to hide. The somatic
MAC. Also, each proficiency, improuves the component of any spell, magical or clerical, is
creature’s MAC, Non-psionicists improve by +1 apparent to any character watching the
for each slot; psionicists improve by +2. The spellcaster. On Athas, where spellcasting is often
illegal, the ability to hide the necessary gestures

387
becomes important. If movements can be The DM may assign DC modifiers for the ease
concealed, a spell can be unleashed without or difficulty of finding such a weapon: a market
calling attention to the caster. might warrant a -2 bonus, a barren grassland a
A character using the somatic concealment +2 penalty, and a sandy desert might negate the
proficiency must announce to the DM his proficiency.
intention to do so at the beginning of the round. Heat Protection. A character who has the heat
Then, when the character casts his spell, the DM protection proficiency has learned to pace
makes a Deception check for the caster in secret himself and use clothing to optimize endurance
versus passive perceptions from onlookers. A against the rigors of Athas’s heat. With a
successful check indicates that anyone who can successful DC 12 Survival check, the character
see the wizard doesn’t recognize his gestures as need only consume half the normal amount of
being magical in nature. Character actively water per day to avoid dehydration.
looking for magic may roll Perception check In combat, the heat protection proficiency
instead. A failed check means that those having allows a character wearing metal armor to battle
high enough passive perception or are actively better and longer. A successful check for the
trying to perceive magic who can view the fight allows him to avoid any penalties.
casting wizard see his movements for what they Psionic Lore. This proficiency represents the
really are. study of famous masters of the Way and the
Water Find. Even the most barren desert methodology of developing mental powers. The
yields water to those who know how to find it. character is versed in the standard powers and
Small animals burrow in the ground and store effects. With a successful Arcana check against
water there; some rare plants store water in the psionicist’s spell DC, the character can
cistern roots beneath the soil; and seemingly identify the general effects of any psionic
lifeless trees sometimes have moist heartwood. devotion or science. For example, the character
The water find proficiency can only be used encounters a dwarf walking across a silt basin
once per day and takes an hour to perform. without sinking. With a successful check, he can
During this time, the character can only move determine that the dwarf is using the Body
half his normal movement rate. A successful DC Equilibrium devotion.
10 check indicates he’s found sufficient water to The second benefit of this proficiency is the
sustain himself for one day. The DM may adjust ability to recognize attack patterns in mental
the DC according to the type of terrains the PC is combat. If the character makes a proficiency
in. It doesn’t mean that he’s found enough water check with disadvantage, he is able to guess
to rehydrate, but he won’t dehydrate further which attack and defense modes his opponent
that day. The character can only find enough will be using that round and select his own
water for himself. If he shares his find with modes accordingly. The DM should make this
others, none of them gains any benefit. check in secret; if the PC fails the check,
Weapon Improvisation. On Athas, virtually randomly decide which powers he thinks is
anything can be (and has been) used as a opponent is using.
weapon. A character who has this proficiency If two characters with psionic lore engage in
makes a check to spot a usable weapon in the mental combat, the character with the highest
surrounding vicinity. A DC 10 check successful successful proficiency check is able to read his
check means the character has found an opponent’s intentions. If the proficiency checks
improvised weapon that does 1d6 bludgeoning are the same, neither character gains any
damage instead of the normal 1d4. information.

388
Psychic Defense. Some people are able to throws for the next hour. Massage can be
develop a rudimentary psionic defense, although practiced only on others; the proficient gladiator
they are not psionicists. They may be born with cannot massage herself and receive the bonus. It
exceptionally strong Wills, or they may have met take 1 hour to make a massage.
a teacher who instructed them in the basics of Taunting. This proficiency enables the
psionic self-defense. gladiator to taunt, goad, and in all ways be
When a character with this proficiency is annoying and offensive to the enemy. The
attacked by contact or one of the five telepathic gladiator makes a Persuasion check versus the
attack modes, he may attempt to defend himself opponent’s Wisdom saving throw, the foe
mentally. This must be declared after the becomes enraged. An enraged foe receives a -2
attacker has announced his attack, but before he attack penalty, but +2 to damage. In addition,
resolves it. enemies are generally so blinded by rage that
While a character is defending himself they fail to notice the small details essential to
psionically, he may move and defend himself good combat, and therefore suffer a -1 to AC.
normally. However, he may not cast spells or NPCs with Wisdom of 14 or greater are
initiate any wild talents. The psychic defender immune to this effect, as are those 5 or more
can make melee or missile attacks, but he does levels higher than the gladiator. They recognize
so with disadvantage to any attack rolls he the taunt for what it is, and may choose to
makes since his attention is divided between his disregard its effects if they wish. PCs are also
physical surroundings and the mental assault. immune, though they should play out their
Arena Acting. The Arena Acting proficiency natural reactions to such acts. The DM should
allows the gladiator to feign a weakness in always take the personality of the taunted
combat to trick his opponent. You must roll a character, whether PC or NPC, into account.
Deception check versus you opponent’s Insight. Bribery Etiquette. Bribery is a way of life on
If the check is successful, he has shown a Athas and knowing when to offer a bribe is an
weakness he does not really possess. For important skill. Equally important, however, is
example, he could convince an enemy that his the timing of the offer, the amount that will
left side is overexposed, or that his weapons are most likely garner the reaction that is wanted,
unfamiliar in his hands. More often than not, and the best way to disguise the bribe so that it
these tricks succeed. If the enemy attack against doesn’t draw attention from unwanted
the gladiator’s assumed weakness, the PC can witnesses. Bribery etiquette covers these
use his reaction to counter-attack. These reflect essential, though usually overlooked parts to
the surprise the target feels upon realizing he bribery. Use of the skill alone gives a character a
has been duped. Arena Acting can work only 75% chance of estimating how big a bribe is
once against any given opponent. Thereafter, the necessary to get what he wants, whether the
enemy is far more cautious in his attacks. one receiving the bribe will keep his side of the
Massage. The Massage proficiency can allow a bargain, and how to offer the bribe without
gladiator to help partners maintain their form insulting the target. If used in conjunction with a
longer during matches. By applying this therapy thief’s natural ability to bribe officials, the
between matches, the gladiator ensures that the chance rises to 90%.
muscles of the subject remain loose and relaxed, For example, the character wishes to pass
essential for good combat. Any gladiator who through the gates of a city without being
receives a massage in between bouts gains searched. He is leaving rather than entering. The
advantage to Strength and Constitution saving guard who would normally search the character

389
looks tired and hungry. He’d rather just finish his with an individual or a group the most likely
gate duties and go eat. Usually, the guards can course of action that will prevent trouble from
be bribed for about 4 cp. Because the guard is erupting. The latter may call for the character to
irritable, the character decides to raise that to 5. offer a bribe, to humble himself so as to be left
As he’s leaving the city, the guard should care alone, or conversely to stand up for himself and
less about letting him through. It isn’t nearly as try to intimidate a bully. Other uses of the skill
important to the guards what people take out of involve planning the defenses for a city or
the city as what they bring in. The guard is caravan under attack and analyzing other’s
pleased by the 5 cp and waves the character on defenses for possible weak points. Pacifists are
through. Bribes are quite circumstantial. Had particularly adept at this proficiency and receive
there been an alert out to capture a notorious a +1 bonus to their roll to use it.
preserver, the guard might not have been so Gardening. Unlike agriculture, which is
easy to get past. concerned with planting crops and running a
In addition to getting around inconvenient farm, gardening is a specialized proficiency.
rules and regulations and dodging unwanted Gardening is used to plant and care for a single
attention, bribes are often good for loosening small grove or garden in a particular area. Rather
tongues and gaining information. The Bribery than food or cash crops, gardening concerns
Etiquette proficiency allows the character to itself with tending rare flowers, herbs, and
judge (75% chance) how much of a bribe will be endangered trees.
needed to get the information he wants and to Knowledge of gardening may be used to
ascertain when the talker actually has no more identify problems that affect plants: plant
useful information to impart. The bribery skill diseases, harmful insect infestation, lack of
may only be used on those who are willing to be essential nutrients and scarcity of water, for
bribed. With bribery etiquette, it is easier to example. Gardeners know how to rectify
figure out whom to target with bribery attempts. problems they can identify. Any garden under
Defensive Tactics. Those with the Defensive the care of a gardener produces to its maximum
Tactics proficiency are able to assess situations capacity so long as the means to alleviate any
and determine the best course of action to problems are available. Defilers use the
maintain a defensive posture. Although this gardening skill to assure themselves of ready
allows those who are about to enter combat or power. Sorcerer-kings employ cadres of
who are already engaged to figure out the best gardener-slaves to keep their gardens and groves
defensive strategy or the most useful strategy for in good shape. Preservers usually have gardens
withdrawing from the fight with the least that serve as repositories for plants that have
damage, the proficiency is useful in other areas otherwise disappeared from Athas, holding them
as well. To reflect this, on a successful DC 10 in trust for future generations.
check you can give yourself a bonus to your Lens crafting. Lens Crafting is a precise and
initiative rolls equal to your Intelligence modifier. demanding craft used to cut and shape glass into
More than just a combat skill, Defensive Tactics a lens capable of focusing spell energy or psionic
allows the character to assess any situation in power. Using this proficiency, someone may cut,
terms of its defensive needs. This could be used shape and polish different kinds of glass into
to determine the most readily defensible useful lenses. Some lenses may be used to focus
campsite, to choose lodgings where spellcasters the sun’s rays to start fires. Others may make
(or other wanted party members) are unlikely to small marks larger to those viewing them
be noticed, or to determine from interacting through the lens. Both these uses require the

390
glass to be transparent and relatively free of from one side or another who are empowered to
inclusions or bubbles. Lens crafting tools are make deals and set limits on agreements.
required to use this proficiency. Whether used to set terms for surrender, to
Lenses that are to be used by Cerulean settle land disputes or negotiate trade
sorcerers must be made of blue glass and shaped agreements, or to promote peace between
into ovals. They may not have any bubbles or factions, tribes or city-states, mediation allows
foreign matter trapped within them as they will those involved to strive for the best possible
become the foci of potentially destructive outcome for all sides. Mediation cannot be used
magical power. All Cerulean sorcerers make their in lieu of the bargain proficiency.
own lenses. Blue lenses take approximately one Path Lore. Path Lore is the accumulated
full day to construct providing the crafter has the knowledge concerning the Paths of wizardry.
proper tools and access to the glass. Defiler Lore tells the pertinent facts about
It is also possible to use this proficiency to defiling magic (how it works, some of the
carve obsidian so that it becomes useful as a potential power to be had through its use, etc.),
focus for spell energy or for psionic powers. The stories of a few famous defilers from the past,
obsidian tables used by psionics to move craft the role of obsidian and a little about dragons —
through the Sea of Silt are created using this skill. especially lore about becoming a dragon.
Obsidian spheres may also be crafted using this Preserver Lore tells just the opposite —
proficiency. They must be perfectly spherical and information on preserving magic, great
free of inclusions to qualify as useful spell preservers of the past, the dream of restoring
components or magical focusing devices. Athas, and some lore about avangions.
Wizards with the lens crafting skill could carve In practical terms, this proficiency could allow
the small obsidian spheres used as spell the character to know a little about great figures
components. from the past, possible hiding places of ancient
In order to be useful in dragon magic, preserver magical items, or perhaps a hint on
however, the crafter would have to roll a DC 25 how to defeat a dragon (whether accurate or
on his proficiency check. The Dark Lens was not).
probably carved by a master craftsman using this Wizard characters may not start the game with
proficiency, but the powers that went into its this proficiency; they must find a teacher who is
making are far beyond the wizards who now willing to teach them the lore.
reside on Athas. Even if such an artifact could be Learning defiler lore teaches the wizard
carved, its powers would not be the same. nothing about preservers and vice versa. If a
Mediation. Mediation is the art of negotiation character wishes to learn both defiler and
used to arbitrate between two or more warring preserver lore, he must take this proficiency
factions. Customarily, the mediator is not a twice. Preservers who know defiler lore without
member of either side, but a neutral third party. being familiar with preserver lore seem very
Ostensibly, he acts as a referee of sorts, allowing suspicious to members of the Veiled Alliance.
all sides to express their concerns and opinions, Planes Lore. This proficiency provides its user
then acting as a negotiator between sides or as with information concerning other planes. The
an arbitrator or judge, who is empowered to lore which is known concerns the Gray, the
make a decision that is as fair as possible to all Black, the Hollow, and the four Elemental planes.
interested parties. It is not always possible for a With this proficiency, characters have a 50%
third party to conduct the negotiations, chance to know some germane fact about all
however, and mediators are often diplomats these planes. If the character is intimately

391
concerned with that plane (such as familiarity with various ecosystems might
Necromancers with the Gray and the Black or suggest what sort of predator could be
clerics with their corresponding elemental encountered in various terrain types.
plane), that chance rises to 65%. Until the In any situation involving knowledge that the
character has actually interacted with the plane proficiency might grant, the DM should roll a DC.
in some form, the chances to know information On a roll of 1, the character remembers some
concerning them remain the same. wildly inaccurate information (something that
Interaction raises the chance of specific could cause a serious inconvenience if acted
knowledge about the plane with which the upon, but nothing truly deadly), on a failed, no
character interacted by 5%. Necromancers and knowledge is gained. On an success to +5, some
clerics capable of casting third level spells are small bit of information is known or can be
considered to have interacted with the specific remembered, on a +5 and up, the character
plane(s) from which they draw their spells. remembers some very pertinent piece of
Without this proficiency, characters know information which may be quite helpful. The
nothing of these realms. information to be gained is up to the DM.
Planetology. The planetology proficiency gives Prestidigitation. The prestidigitation
the character knowledge of the relationship proficiency is the art of performing magic “tricks”
between living organisms and their that are obviously make-believe (and therefore
environments on a planet-wide scale. Rather non-threatening). This is stage magic used for
than focusing on small-scale interrelationships, entertainment purposes. Also known as sleight
such as how the soil type, amount of available of hand, this skill emphasizes facility with quick
moisture and pollination combine to produce a hand movements and distracting patter. All of a
grove of trees or a field of grass, planetology close-work magician’s tricks — everything from
studies how all things affect one another. pulling ceramic bits from children’s ears to
Planetologists would study how the elements changing cloth to a bird in the twinkling of an eye
that produced the trees or grass also produced — is part of this skill. Illusionists are particularly
other plant life, what they all had in common, adept with prestidigitation and it is quite easy for
and how differences in any of the elements them to slip real magic in amongst the
produced variants in the type of growth the land entertainment. Other wizards can do so too
could support. Further, they would study what when given the opportunity.
insects and animals were likely to live in any Those who are skilled in this art can also make
given terrain and how each part contributed to small objects move around from hand to pocket
the continuing cycle of growth, death, decay and to shoe to someone else’s pocket with ease.
regrowth. Then they would consider the various Thus, small objects can be made to “disappear”
problems faced by the ecosystem — the or can be planted on someone else, if the person
excessive heat, lack of moisture, and effects of is close enough. The prestidigitator has the same
defiling magic in determining how best to chance as an average thief of his level has to pick
preserve the planet and keep it from further pockets to utilize this particular aspect of the
harm. skill.
The planetology proficiency grants a little bit Prestidigitation can be used to earn a few
of knowledge about a great number of things. In coins from those who have the leisure and desire
some cases, knowledge of the usual structure of for entertainment. It can also be used as a cover
land masses might give the character a clue as to to disguise the casting of real magic. Finally, if
which direction water might be found, while confronted by those who suspect he is a wizard,

392
a mage could do worse than to laugh and pull without destroying the whole work. The
out his bag of “tricks” to prove his innocence. Spellweaving proficiency must be used each time
Psionic Mimicry. This proficiency is very useful a new spell is added to the “book.” A failed roll
to spellcasters who wish their spell effects to means the design for that particular spell is
appear as the result of psionic activity rather flawed and must be started again. It does not
than magic. Using it, the spellcaster utilizes indicate that the rest of the work suffers in any
gestures, body language and facial expression to way. A Spellweaving takes about two hours per
indicate that he is engaged in psionic pursuits. level of spell to create.
Just before casting a spell, the user of psionic Teaching. The teaching proficiency allows the
mimicry might, for instance, make a gesture character to impart knowledge about a particular
most people associate with a psionic discipline subject or to give instructions in how to do a
that has an effect similar to the spell he is specific thing. Just about any subject can be
casting. If there is no such gesture, putting both taught, from reading and writing to swordplay to
hands to the head as if focusing one’s mental the philosophy behind preservation to
faculties is also possible. Though anyone could spellcasting. Whether it is a concept or a physical
try to do this, those skilled in the proficiency skill, if it can be learned, it can be taught. The
have actually studied the various gestures and skill of teaching relies heavily on the personality
moves of psionicists and their mimicry is much of the teacher. If the teacher is a compelling and
more skillful and believable. interesting individual, whatever knowledge he is
Psionic mimicry can be used in lieu of somatic sharing will be absorbed more fully and quickly.
concealment or in conjunction with it. If used Instructing another person in how to do
together, the two proficiencies makes it almost something isn’t achieved overnight. Teaching
impossible for anyone to distinguish a spell’s consists of several days, weeks or months worth
effects from some sort of psionics. Further, those of instruction, during which time some lessons
with the psionic mimicry proficiency have a are learned better than others. Those with this
chance equal to their proficiency skill +2 versus proficiency are better than most at spotting such
the spell DC of the psionicist to correctly identify problems and correcting them. Some skills
what sort of psionic power a person is using by depend upon raw talent for the student to excel
observing that psionic’s body language for one in them. These include such talents as singing
round. and playing instruments. Although the student
Spellweaving. Spellweaving is a catch-all term may never become a virtuoso if he doesn’t have
for the art of creating a disguised spellbook. This enough talent, he may learn the theories and
may take several forms: a pattern woven into techniques behind such skills well enough to
material, a network of knots decorating a robe, a perform them at a journeyman level.
series of etched designs in a brick, a painting on a When you are teaching someone, the teacher
reed mat, or decorative swirls on a staff. The must roll on his proficiency. Then his student
limit to the kind of material and sort of artistic must roll on Intelligence. On a success, the
rendering is that it must be extensive enough to downtime required is lowered by 20%, or 30% on
serve as a spell book and common enough to not a critical success and raised by 20% on a critical
be suspected as such. Such works serve as fail.
collections of all the knowledge a wizard has Characters may only learn new proficiencies if
accumulated. they have the slots open to learn them or the
They may be used like normal spell books. downtime. Otherwise, it is assumed that the
They cannot, however, be used like scrolls student is making progress toward learning a

393
new skill and will have mastered it when his next this ancient society without seeming barbaric or
appropriate proficiency slot is available. uncultured.
Tending. With this ability, a character is able to
adequately care for a life-shaped creation. This
Jagged Cliffs Proficiencies includes the knowledge of what the creation
needs for sustenance, preferable temperatures
Cliff Fighting. The ability to fight, maneuver, and humidity, and other specifics necessary for
and evade while standing on or clinging to the the life of the life-shaped creature.
narrow ledges of the sides of the cliffs are Windancing. This skill is not so much taught as
necessary survival skills for halflings. it is inherent. Those with inborn grace and agility
The cliff fighting proficiency not only negates begin to practice at an early age, imitating the
penalties normally accrued in these critical graceful windancers flitting above their roofs.
situations, but gives the proficient a +1 bonus to Sometimes practice in the art begins even before
attack rolls and a +2 bonus to damage rolls when one’s life’s work is chosen, but dancing up the
fighting on cliff faces and ledges. These modifiers vertical is not for everyone.
only apply when the combat has vertical aspects Windriding. This is a very specialized
and there is a chance of falling. For example, a proficiency that allows one to control a flying
halfling could use these modifiers clinging to a mount within the constantly challenging
narrow ledge and attacking a foe on the ledge climactic conditions of the Jagged Cliffs. This
above him, or standing at the edge of a large, includes operating in high winds, dealing with
rocky shelf and throwing spears at enemies the mist, flying near the cliff faces, and
thronging below him. It would not apply faced manoeuvring on a creature while hovering (in
against a thri-kreen foe in a desert oasis or order to harvest plants, fire a missile weapon at
fighting in the back alleys of a sorcerer-king’s prey, and so on).
city-state— unless climbing walls . . . . This skill
takes into account the Rhul-Thaun’s natural,
vertical orientation and can never be mastered Last Sea Proficiencies
by other races.
Life-Shaping. This is a very specialized Wind-Sailing. This proficiency allows one to
proficiency that is difficult to learn and harder to create and control wind-powered sailing devices
master. It includes all of the rituals needed to such as cliff gliders wind carts. It covers rigging,
create common life-shaped creatures. It also construction, and sailing techniques. It does not
entails the ability to repair damaged creations. give the character abilities in navigation or
Only life-shapers possess this knowledge (it is astrogation. Larger vehicles can be built, but the
forbidden to tenders) and it is virtually difficulty should increase as the cart grows
impossible for someone outside of that highly larger.
structured guild to learn this craft. Sailboarding. A character with the
Ritual Knowledge. All rhul-thaun characters sailboarding proficiency can ride one of the
have this proficiency. It includes the basics of all sailboards used by denizens of the Last Sea to
of the rituals upon which the rhul-thaun society commute about the water. A Last Sea sailboard
is based. It would be impossible for a halfling of is a highly polished slab of wood similar to a
the cliffs to function in his own culture without surfboard. The major difference is that a sail is
this skill. Outsiders may be taught ritual mounted to the center of the board.
knowledge so that they too can operate within

394
To use the sailboard, the character grasps the Surfing isn’t really useful as a means of
handle that runs along both sides of the sail and transportation. It is possible to ride or paddle a
turns so that the sail fills with wind. As the surfboard across the Last Sea, but there are
sailboard begins moving, the character leans many other, better ways to get across the water.
back, steering the board in the direction that he Surfing is, on the other hand, a great way to
desires. spend a sunny afternoon, and many citizens of
Sailboarding is generally a solitary means of Saragar can be found out on the water catching
transport. Although some tandem models are in waves when the weather is good enough for it.
use on the Last Sea, they are generally held to be Every time the character attempts to surf, he
novelties more than serious transportation. needs to make a DC 12 check against his surfing
Surfing. A character with this proficiency can proficiency. A failure means that the character
safely ride Marnita’s surf. Most times, people use has “wiped out.” If the character fails by more
a surfboard to properly pull off such a feat, but than 10, he has suffered a terrible accident. The
skilled surfers can actually ride tremendous unfortunate surfer must then pass a Dexterity
waves using only their bellies. This difficult feat saving throw or take 1d6 bludgeoning damage
carries a -5 penalty to the DC, however. (from running into an unseen rock, getting hit by
his own board, or some such thing.).

Persuasion Insight Medecine Sleight of Hand Perception


Taunting Defensive Tactics Massage Prestidigitation Psionic Detection
Bribery Etiquette Weapon Improvisation
Arcana Nature Deception Survival History
Psionic Lore Wind-Sailing Arena Acting Sailboarding Ritual Knowledge
Path Lore Gardening Spellweaving Heat Protection
Planes Lore Planetology Somatic Concealment Water Find Performance
Tending Psionic Mimicry
Wisdom Dexterity Intelligence Tools Windancing
Psychic Defense Surfing Teaching Lens crafting
Contact Contact Life-Shaping Athletic
Mental Armor Charisma Mental Armor Cliff Fighting
Mediation Psychic Defense Windriding

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Additional & 10th Level Earth Domain Fire Domain
Cleanse
Modified Spells for Insect Host Cleric Cleric
All Clerics Planar Vassal
Prolific Forestation Cantrip (0 Level) Cantrip (0 Level)
1st Level Rift Magic stone Produce Flame
Charm Person Mold earth Fire Bolt
Merciful Shadows Magic Stone Control flames
Proof Against Undeath Create bonfire
Air Domain 1st Level
2nd Level Cleric Absorb element: Nature 1st Level
Hold Person Earth tremor Absorb element: Fire
Snake Charm Cantrip (0 Level)
Black Cairn 2nd Level 2nd Level
Gust Dust devil Heat metal
Channel Stench
Clues of Ash Maximilian’s earthen grasp Aganazzar’s scorcher
1st Level
Slave Scent Absorb element: Force 3rd Level 3rd Level
Deep Breath Sand Spray Flame arrow
3rd Level
Lighten Load Erupting earth
2nd Level Wall of Sand 4th Level
Oil Spray Skywrite Conjure minor
Dust devil 4th Level elemental - Fire
4th Level Warding wind
Defiler Scent Stoneskin Elemental bane: Fire
Infestation Conjure minor
3rd Level elemental - Earth 5th Level
Wind wall Elemental bane: Nature Conjure elemental - Fire
5th Level Air Lens
Heartseeker Return to the Earth Flame Harvest
Immolation
4th Level 5th Level
6th Level Conjure minor
Create Shrine Conjure elemental - Earth 6th Level
elemental - Air Transmute rock Investiture of fire
Elemental bane: Force Wall of stone Watchfire
7th Level
Initiation Spirit of Flame
5th Level 6th Level
Wild Lands Control winds
Creeping Doom Move earth 7th Level
Conjure elemental - Air Investiture of stone Chariot of Sustarre
Succor
Transmute Metal to Wood 6th Level 7th Level
Wind walk Changestaff
8th Level Investiture of wind Water Domain
Forever Minions Cleric
Create Tree of life 8th Level
7th Level Earthquake
Sands of Time Whirlwind Cantrip (0 Level)
Hasten Crops
Create Oasis Shape water
9th Level 9th Level Frostbite
Air of Permanence Storm Legion
Disruption 9th Level
Mountainous Barrier 1st Level
Pocket Dimension Absorb element: Cold
Prolific Vegetation Create or destroy water

2nd Level
Coat of Mists

397
3rd Level 5th Level Silt Domain Sun Domain
Water breathing Conjure elemental - Magma
Water walk Immolation Cleric Cleric
Curse of the Choking Sands
6th Level Cantrip (0 Level) Cantrip (0 Level)
4th Level Investiture of fire Minor Illusion Dancing Lights
Conjure minor Gust
elemental - Water 7th Level 1st Level
Elemental bane: Cold Magma Tunnel 1st Level Absorb element: Radiant
Lungs of Water Fog cloud
Water Trap 9th Level Absorb element: Necrotic 3rd Level
Meteor Swarm Heat Exhaustion
5th Level 2nd Level
Conjure elemental - Water Dust devil 4th Level
Conjure minor
Rain Domain 3rd Level elemental - Sun
6th Level
Investiture of ice Cleric Curse of the Choking Sands Elemental bane: Radiant
Waters of Life Sand Spray Sickening Radiance
Dehydrate Cantrip (0 Level) Wall of silt (Wall of sand)
Shape water 5th Level
8th Level Thunderclap 4th Level Conjure elemental - Sun
Create Oasis Conjure minor Dawn
1st Level elemental - Silt
Absorb element: Lightning Elemental bane: Necrotic 6th Level
Sunbeam
Magma Domain 2nd Level 5th Level Sunstroke
Cleric Coat of Mists Conjure elemental - Silt
Whirlpool of Doom 8th Level
Cantrip (0 Level) 3rd Level Sunburst
Fire Bolt Curse of the Choking Sands 6th Level
Create bonfire Thunder step Summon Tyr–Storm
Control flames Silt Tides New Templar Spells
Produce Flame 4th Level
Conjure minor 7th Level 1st Level
1st Level elemental - Rain Glass Storm Hand of the Sorcerer-Kings
Absorb element: Fire Elemental bane Lightning Silt Cyclone
Acid Rain 2nd Level
2nd Level Storm sphere 9th Level Might of the Sorcerer-Kings
Flame blade Storm of vengeance
Heat metal 5th Level Storm Legion 3rd Level
Pyrotechnics Conjure elemental - Rain Image of the Sorcerer-Kings
10th Level 4th Level
3rd Level 6th Level Silt Bridge Wrath of the Sorcerer-King
Flame arrows Dehydrate
Melf's minute meteors 5th Level
9th Level Conjure Elemental (any)
4th Level Storm of vengeance
Conjure minor 6th Level
elemental - Magma Wisdom of the
Elemental bane: Fire Sorcerer-Kings

398
Additional & 6th Level 9th Level
Waters of Life Air of Permanence
Modified Spells for Dehydrate Disruption
Druid Sunstroke Pocket Dimension
3rd Level Prolific Vegetation
1st Level Lighten Load 7th Level
Merciful Shadows Oil Spray Wild Lands 10th Level
Create or destroy water Air Lens Creeping Doom Cleanse
Charm Person Succor Insect Host
Goodberry 4th Level Transmute Metal to Wood Silt Bridge
Defiler Scent Prolific Forestation
2nd Level Infestation 8th Level Rift
Snake Charm Hasten Crops
Black Cairn 5th Level Create Oasis * Red spells are modified
Channel Stench Heartseeker Create Tree of life spells.
Clues of Ash Flame Harvest Sands of Time

399
Merciful Shadows. This spell creates a magical
Cleric & Druid New & shade to protect an individual from the scorching
sun. Once cast, the individual gains the benefits of
Adapted Spells being in the shade (requiring only half the normal
water consumption), even when traveling or
1st-Level Spells fighting in the full light of the sun. The individual so
protected appears normal, except that he doesn’t
Create Water or Destroy Water sweat as much as expected and his coloration is a
In the DARK SUN world, create or destroy water bit gray.
only a half gallon of water per level of the caster. Blistering Rays. The reverse of this spell,
Rain is 15-feet cube. In all other ways, the spell is intensifies the light and heat of the sun on the
exactly as described in the Player’s Handbook. victim. The individual must have twice the water
At Higher Levels. When you cast this spell using a per day for the duration of the spell or suffer the
spell slot of 2nd-level or higher, you can create or effects of dehydration. Also, in each round of
destroy a half gallon of water additional per level combat in the open sun, the individual must make
of the caster for each slot level above 2nd, or the a Constitution check to keep from passing out. The
size of the cube increases by 5 feet, for each slot saving throw, applicable only to the reverse of the
level above 1st. spell, negates its effects.
This spell (and its reverse) has no effect on an
individual who is in the shade.
Charm Person At Higher Levels. When you cast this spell using a
Athasian creatures that can be charmed include all spell slot of 2nd-level or higher, you can target one
of the player character races except thri-kreen, additional creature for each slot level above 1st.
plus anakore, bat, belgoi, braxat, cats, cyclops,
ettin, giant, gith, and rat.
Deep Breath
1st-level alteration
Goodberry
The spell yields up to 5 berries instead, healing Range: Touch
each for 2 hit point. They provide nourishment Components: V, S, M (a tiny bladder of air, usually
only for the equivalent of one meal for a medium made from animal skins, which must be burst over
sized creature (2 berries required for a Large the recipient’s mouth and nose)
creature equivalent). Duration: Concentration, up 1 round/level
Casting Time: 1 action

Merciful Shadows With this spell the caster allows one creature to
1st-level abjuration take a single breath that will last for the duration
of the spell. The spell bestows no ability to
Components: V, S, M (a piece of a palm leaf (or maneuver or function underwater or while buried
black fabric for the reverse) in sand, but it does temporarily remove the need
Casting Time: 1 action to breathe.
Range: Touch (1 creature)
Duration: 1 day/per 5 levels

400
Once the spell’s duration runs out, a character who Snake Charm
cannot breathe normally begins to suffocate 2nd-level enchantment
normally.
If the deep breath spell is cast after a character has Components: V, S
already held his breath for a few rounds, it works Casting Time: 1 action
as though he got a clean gulp of air - when the Range: 30-ft. cube
spell wears off he begins the suffocation Duration: Special
procedure fresh. The spell also lets the character
avoid the ill effects most gaseous attacks, magical When this spell is cast, a hypnotic pattern is set up
and otherwise. that causes one or more snakes to cease all activity
except a semi-erect, swaying movement. If the
snakes are charmed while in a torpor, the duration
Proof Against Undeath of the spell is 1d4+2 turns; if the snakes are not
1st-level alteration torpid, but are not aroused and angry, the charm
lasts 1d3 turns; if the snakes are angry or
Range: Touch attacking, the spell lasts 1d4+4 rounds. The priest
Components: V, S, M (2 metal coins must be casting the spell can charm snakes whose total hit
placed on the recipient’s eyes) points are less than or equal to those of the priest.
Duration: Permanent The hit points can be those of a single snake or
Casting Time: 1 action those of several of the reptiles, but the total hit
points cannot exceed those of the priest casting
This spell is cast on a dead creature to prevent it the spell.
from being raised as a skeleton or zombie with an This spell is also effective against any ophidian or
animate dead spell. The creature cannot have ophidianoid monster, such as naga, couatl, etc.,
been dead for a number of days greater than the subject to magic resistance, hit points, and so
caster’s level; otherwise it has no effect. The size, forth. Yuan-ti and silk worms can be affected by
level, or Hit Dice of the dead creature makes no this spell. Variations of this spell may exist,
difference. Detect magic will reveal the magical allowing other creatures significant to a particular
enchantment on the body, and it can be removed mythos to be affected. Your DM will inform you if
with a dispel magic spell. This spell has no effect such spells exist.
on living creatures or those already animated as
skeletons or zombies. The corpse can never be
raised as any form of undead. Black Cairn
2nd-level divination (ritual)

Components: V, S, M (5 smooth black stones & an


2nd-Level Spells item which belonged to or has been in contact
with the corpse)
Hold Person Casting Time: 1 minute
In DARK SUN campaigns, this spell affects all player Range: Circle, centered on you, with a radius of
character races except thri-kreen, plus anakore, 400 feet + 40 feet/level.
belgoi, and gith. Target: One corpse within range
Duration: Instantaneous

401
A cold breeze carrying the scent of rotting flesh You receive a smoky vision of the scene before the
raises the hairs on your neck. Its direction reveals moment the item was destroyed by touching its
the direction of the corpse you seek if it is nearby. ashes. Echoes of screams resonate within your ears
This spell allows helps you determine the direction as its fate is revealed.
of one specific corpse (animal or otherwise) within The vision begins from the time the object was
the spell’s radius. If the corpse is within range, you destroyed or killed, going backward in time up to 1
sense the direction to the corpse. min./level. For example, a 4th–level cleric would
After this spell is cast, the caster knows the see the last 4 minutes of the item’s existence. You
location of any corpse (animal or otherwise). The can also tell whether the object was destroyed by
priest must first find the stones, each one bigger defiler destruction or not. If vegetation destroyed
than a fist. He stacks them in a small pile, or cairn, by defiling is tested, you can make an Arcana check
and sits and stares at the blackness of the stones (DC 15 + spell level) to determine the school of
until he receives a vision of the corpse’s location. magic cast.

Channel Stench Coat of Mists


2nd-level conjuration 2nd-level conjuration

Components: V, S Components: V, S, M (1 gallon of water)


Casting Time: 1 standard action Casting Time: 1 action
Range: 15 ft. Range: Touch
Duration: Instantaneous Target: Self
Duration: Concentration, up to 1 hour
You draw in a deep breath and expel it towards
your opponents. Noxious odors are channeled Spilling the contents of your waterskin, you watch
through your breath and ejected in a vile cone of as mists rise from the ground where the water
stench. lands. The mist coalesces around your target,
All breathing creatures within the 15-feet cone enveloping it in a bluish shroud.
must make a Constitution saving throw. Those who
fail become Incapacitated for 1d6 rounds. Those You gather a magical mist around yourself. The
who succeed instead become Poisoned for 1d6 mist absorbs the first 5 points of damage from any
rounds. Creatures with 5 or more Hit Dice are fire–based effects each round. The mist also raise
immune to this effect. your armor class by 2.
Further castings of coat of mists do not have any
effect, and coat of mist’s damage absorption does
Clues of Ash not stack with any other kind of energy resistance.
2nd-level divination
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Ashes touched
Duration: Instantaneous

402
Slave Scent Curse of the Choking Sands
2nd-level divination 3rd-level transmutation

Components: V, S Components: V, S,
Casting Time: 1 action Casting Time: 1 standard action
Range: 120 feet Range: Close (25 ft. + 5 ft./2 levels)
Duration: Instantaneous Target: One creature
Duration: 1 day/level
You smell the air, searching for the unnaturally
musky scent of sweat slaves are tainted with by Uttering the dreaded curse makes your throat feel
their very existence. dry like sandpaper, but it is nothing compared to
When this spell is cast, the priest can use scent, to the fate of your victim when he seeks to quench his
discover whether a person is a freeman, slave, thirst.
escaped slave, or noble. Templars use this spell to The target must make a Wisdom saving throw. If
detect escaped slaves. If an air cleric finds a slave he fails, the unfortunate victim of this curse is
by using this spell, elemental air spirits will unable to drink water for the duration of the spell.
demand that he free the person. When he puts a container to his lips, the water
At Higher Levels. When you cast this spell using a inside turns to sand, usually pouring down the
spell slot of 3rd-level or higher, you can target one unfortunate victim’s throat. If the victim hasn’t
additional creature for each slot level above 2nd. died from dehydration when the spell ends, he
may begin to drink normally. Of course, everything
that had turned to sand remains sand. The spell
terminates if the cursed person is completely
3rd-Level Spells immersed under water, and can also be broken by
spells that end other divine curses.
If he succeeds save, the spell has no effects.
Plant Growth
This spell has no effect on a tree of life. Since a
defiled area has no vegetation left, this spell
Air Lens
has no effect if cast there.
3rd-level transmutation

Components: V, S, M (a small, round piece of


Create Food & Water
glass)
In DARK SUN campaigns, this spell can create a
Casting Time: 1 action
maximum of one-half gallon of water per level of
Range: 120 feet
the caster. The remainder of the material created
Duration: Concentration, up to 1 minute
is 25 lbs. bland food. In all other ways, the spell is
exactly as described in the Player’s Handbook.
A lens flare appears in the sky as you raise your
divine focus to harness the power of the sun,
accompanied by the smell of burnt hide.
You shape the air into a magical lens that you can
use to direct intensified sunrays. If sunlight
becomes unavailable, the spell prematurely ends.
You can make one ranged attacks per turn with the

403
air lens. The lens inflicts 2d6 points of fire damage. Fountains of flammable oil spout up from the
Creatures that are especially vulnerable to sunlight ground, showering everything in vicinity with
(such as some undead) take double damage. You sticky, black liquid.
can use an air lens attack to ignite unattended
combustible materials such as dry sticks, straw, When you cast this spell over rough earth or sand,
parchment and cloth. fountains of flammable oil spout up from the
The flames so created are not magical in nature ground, covering everything within a 15–foot
and can be extinguished normally. Magical radius. Creatures in the area must make a
darkness can negate the effects of this spell. Dexterity saving throw or be covered in oil. The
Magical shade reduces damage by half. spell effectively causes the area to suffer the
At Higher Levels. When you cast this spell using a effects of a grease spell. The oil itself isn’t
spell slot of 4th-level or higher, the damage particularly dangerous unless ignited. Burning oil
increase by 1d6 for each slot level above 3rd. inflicts 2d6 points of fire damage its first round,
and 1d6 points of fire damage per round. The oil
burns off by the third round, but creatures that
Lighten Load were covered in oil still burn, as they have caught
3rd-level transmutation fire, suffering 1d6 points of fire damage per round
until the fire is put out. If the oil isn’t ignited, it will
Components: V, S remain until removed by no less than 30 minutes
Casting Time: 1 action of scrubbing or washing. Thus, any creature that is
Range: Touch covered with the oil is at risk of being ignited by as
Duration: Concentration, up to 8 hours little as a spark. A creature that enters the oil–
covered area after the initial gush is not at risk of
The pungent smell of a kank herd floats past you as being ignited because it was not doused by the oil,
you imbue creatures with increased strength for but it still takes damage if it enters the area when
carrying. it is aflame.
You increase the carrying capacity of one creature.
The target’s carrying capacity is quadrupled.
At Higher Levels. When you cast this spell using a Sand Spray
spell slot of 3rd-level or higher, you can target one 3rd-level evocation
additional creature for each slot level above 2nd.
Components: V, S, M (A shard of glass, mica,
quartz, or other transparent substance)
Oil Spray Casting Time: 1 action
3rd-level conjuration Range: 60 ft.
Duration: Instantaneous
Components: V, S
Casting Time: 1 action Small, glassy particles of sand or silt spray towards
Range: 120 feet your opponents’ eyes.
Area: 15-feet radius The caster creates a 20-foot cone spray of sand.
Duration: Instantaneous Creatures within the area are blinded for 1d6
rounds and take 2d6 piercing damage. A successful
Dexterity saving throw halves the damage and the
creature is not blinded. Note that this spell does

404
not create the tiny shards; sand or silt must be are defilers in the spell’s area of effect, you smell
within range for this spell to take effect. the very strong odor of smoldering meat.

Heat Exhaustion Lungs of Water


3rd-level evocation 4th-level conjuration
Components: V, S, M (your saliva, spat at the
Range: 60 feet intended victim)
Components: V, S Casting Time: 1 action
Duration: Special Range: 30 feet
Casting Time: 1 action Target: One breathing creature
Duration: Concentration, up to 1 hour
A beam of light streaks from the caster’s finger and
slams into the target’s forehead, instantly causing You spit towards your foe. As the phlegm trickles,
the brain to overheat as if struck by sunstroke or a your enemy’s eyes widen as it coughs up water and
fever. This causes momentary confusion and begins to suffocate.
delirium, and until the target is healed, it suffers This spell magically creates water inside a victim’s
from one level of exhaustion. Cooling the victim lungs, drowning it if it cannot cough the stuff up.
dispels heat exhaustion, pouring a canteen of Creatures that do not need to breathe are
water or cool liquid over the target’s head is also unaffected by this spell.
effective. Dispel magic, lesser restoration, and If the target succeeds on a Constitution saving
other restoratives spells also arrest this condition. throw when you cast lungs of water, it is
unaffected. If it fails its save, it can still continue to
take choking breaths each round with an action.
An affected creature can attempt to take actions
4th-Level Spells normally (instead of consciously controlling its
breathing), but each round it does so, beginning in
the round when it failed its Constitution save, the
Defiler Scent
subject risks blacking out from lack of oxygen. It
4th-level divination
must succeed on a Constitution save at the end of
any of its turns in which it did not consciously take
Components: V, S
a breath. The DC of this save increases by 1 in
Casting Time: 1action
every consecutive round after the first one that
Range: 120 ft.
goes by without a breath; the DC drops back to its
Duration: Instantaneous
original value if the subject spends an action to
take a breath.
Your nostrils flare open, searching for the bitter
If a subject fails a Constitution save, it begins to
scent of smoldering flesh which accompanies
drown. Curing spells or powers can revive a dying
defilers.
subject normally.
You can smell the presence of defilers within the
spell’s area of effect. This spell does not reveal the
number of defilers, their locations, or their
strength; just their presence or absence. If there

405
Acid Rain for those belonging to spellcasting classes, for
4th-level conjuration unintelligent monsters. In addition, the person
thus imbued must have a Wisdom score of 9 or
Components: V, S higher. Only priest spells of an informational or
Casting Time: 1 round defensive nature or a cure wounds spell can be
Range: 150 feet transferred. Transferring any other spell type
Area: 20 ft. cube negates the entire attempt, including any
Duration: Concentration, up to 1 minute allowable spells that were chosen.
You transfer one spell slot of level one to the
A mustard–colored cloud whirls into being. It target.
unleashes a foul–smelling rain accompanied by The transferred spell's variable characteristics
sizzling noises as it eats through metal, cloth and (range, duration, area of effect, etc.) function
flesh. according to the level of the priest originally
A toxic shower covers the area of effect. Anything imbuing the spell. A priest who casts imbue with
caught beneath the rain takes 4d4 points of acid spell ability upon another character loses the
damage. It is easy to move out of the cube, but if a number of spell slot he has imbued until the
creature cannot, it continues to take damage for recipient uses the transferred spells or is slain.
each round spent in the rain. If a creature fails its When cast, the spell slot only comes back to the
Constitution saving throw, an item it holds could priest after a long rest. The priest remains
take damage. Unattended objects also take responsible to his ethos for the use to which the
damage from the falling acid. When the spell spell is put.
expires the acid that had rained down instantly At Higher Levels. When you cast this spell using a
evaporates. spell slot of 5rd-level or higher, you can transfer
one additional 1st-level spell slot to the same
target for each slot level above 4th. You can also
Imbue With Spell Ability choose to transfer 2nd-level spell slots (but not
4th-level enchantment higher) to replace two 1st-level spell slot.

Range: Touch Infestation


Duration: Until used 4th-level conjuration
Casting Time: 1 minute
Area of Effect: Person touched Components: V, S
Components: V, S, M (the priest's holy symbol, Casting Time: 1 standard action
plus some minor item from the recipient that is Range: 120 feet
symbolic of his profession (a lockpick for a thief, Area: Creatures in a 10‐foot radius
etc.); and any material component for the imbued Duration: Instantaneous
spell)
You hold your palm in front of your face and gently
By the use of this spell, the priest can transfer a blow the magical parasites into the air. They dart
limited number and selection of his spell slots, and towards your enemies, taking root in clothes, hair
the ability to cast a specific spell of his currently and flesh.
memorized, to another person. Only non- Tiny parasites take root in the clothes, hair, and
spellcasters can receive this bestowal; the imbue skin of living creatures within the area. The victims
with spell ability enchantment does not function rarely realize a spell has been cast on them—they

406
must make a Wisdom check (DC 20) to sense the becomes obvious that he is suffering from some
parasites—so the symptoms are usually the first mind–altering ailment. Whenever in combat (or
sign of the spell’s effects. It takes 1 day before other stressful situations) the character becomes
infestation sets in. A remove disease or heal spell confused (as the spell). Each day, he must make a
removes the parasites, as do spells that repel or Will save or become permanently confused.
destroy insects.
Even if the infestation is removed, a creature must
heal its effects separately. Those who have lost Return to the Earth
their sight to eye mites, for example, need a spell 4th-level necromancy
that could restore vision. A heal spell, however,
cures all injuries. Components: V, S
Casting Time: 1 action
It takes about 1 day before infestation sets in. Range: 30 feet
Creatures failing a Constitution save suffer the Target: Corpses or corpse–like creatures
following. Duration: Instantaneous
You choose the type of parasite from the following
list: Throwing dust at the body and uttering a prayer of
Ear Mites: These microscopic creatures cause destruction, you make the creature wither and
permanent deafness in 1d6+6 days. decompose at an unnatural rate. It dries to become
Eye Mites: Eye mites cause permanent blindness in a lifeless husk before it decomposes into dust.
1d6+6 days.
Desert Lice: Desert lice cause their host to feel You can decompose a body just by casting dust or
generally unhealthy, uncoordinated, and dizzy. The earth at it. You need to spend 4 rounds to
victims suffer of 1 level of exhaustion. decompose a Medium corpse. (Double the time
Sand Fleas: While these tiny creatures aren’t required for each size category larger than
deadly, they are a source of constant itching and Medium; halve the time for each size category less
discomfort. Anyone infected by sand fleas cannot than Medium, to a minimum of 1 round). Corpses
heal wounds naturally, due to misery and decomposed by this spell can still be restored to
discomfort. The victim becomes cranky and life, but cannot be turned into undead.
irritable, resulting in disadvantage on all You may throw earth or dust as a ranged spell
interaction checks (such as Deception, Intimidate, attack the earth deals 1d12 points of force damage
Persuasion, and Insight) and initiative rolls. Sand to corporeal undead and constructs that are
fleas notoriously leap from host to host, almost composed of dead flesh or bones.
like a contagious disease. Anyone coming into This spell turns a dead body into dust. Corpses
contact with an afflicted creature must make a inhabited by Spirits are allowed a Wisdom saving
Constitution saving throw or become infested as throw. Once cast, bits of the undead begin to
well. crumble and fall to the ground, completely
Mind Worms: These tiny vermin infest a victim’s destroying it in 3 rounds. To represent their
hair and secrete a drug that excites certain deterioration, undead suffer disadvantage to
portions of the brain, causing hallucinations, attack.
delirium, and hysteria. The worms’ effects grow in The undead must actually have a physical form,
time, so the first few hallucinations are mild and ghosts and ghasts would not be subject to this
probably undetectable by the victim’s companions. spell.
Eventually, his condition deteriorates, and it

407
Water Trap Whirlpool of Doom
4th-level transmutation 4th-level transmutation

Components: V, S, M (a small stone figure of a Components: V, S


man trapped in a hardened bit of amber) Casting Time: 1 minute
Casting Time: 1 minute Range: 120 feet
Range: Touch Area: Cylinder (20‐ft. radius, 50 ft. deep)
Target: Body of water up to 20 ft. in diameter Duration: Concentration, up to 1 minute
Duration: 24 hours
The ground collapses, drawing desperate creatures
Tiny air bubbles rise from the water, as if a into a whirlpool of rock and sand. Those
creature lurks near the surface. As the bubbles disappearing in the vortex will slowly suffocate to
disappear, there is no evidence of the trap set in death.
place.
This spell turns earth or sand into a swirling sea of
When a creature of Medium size or smaller rock and earth. Anyone standing in the area must
touches the pool, oasis, or watering hole altered make a Dexterity saving throw. Failure indicates
by this spell, it must make an immediate Strength that they have been sucked into the center of the
saving throw. Failure indicates that the victim is whirlpool and must attempt to swim to safety and
instantly pulled under the surface and trapped. must make an Athletic check against your spell DC
Creatures pulled under by this spell will find that each round. Creatures that make three successful
the surface of the water now has a tough, rubbery checks in a row are able to make their way to the
consistency that makes escape very difficult. edge of the pool and pull themselves free. Failing a
A creature attempting to break through the single skill check means that the creature is pulled
water’s surface must make a Strength check (DC 5 5 feet below the surface (and must hold its breath)
+ caster level); a creature without a swim speed until it succeeds at a Swim check. Failing two Swim
takes a –5 penalty on this check. checks in a row means that the character begins to
This spell is most often used to trap desert oases drown.
and private wells. Its material component is a small
wooden or stone figure of a man trapped in a
hardened bit of amber or other translucent stone.
Friendly creatures outside the pool that are
helping give advantage to the victim’s save every
round, and are in no danger of being sucked under
themselves once the trap has been sprung. Beings
of size Large and more may free one trapped
creature per round.

408
5th-Level Spells You transform the pointed weapon into a true
harbinger of death, a weapon which sprouts roots
Flame Harvest
when it hits its target. The roots and branches seek
Evocation
out vital organs, instantly killing or lethally
wounding the victim.
Components: V, S
Casting Time: 1 hour
This terrible spell is cast on a piercing weapon
Range: Touch
made partially of wood, usually a spear or an
Area: Up to ten 5-feet cubes
arrow. When the weapon damages a creature, the
wooden shaft of the weapon begins to sprout as if
You slowly walk the area to be trapped for an hour,
growing. The roots and branches seek out vital
envisioning the rising flames and setting on the
organs as a source of nutrients. If the creature fails
conditions that will trigger its activation.
a Constitution saving throw, the vines burst
You create a trap in a large field, copse of wood, or
through the victim’s vital organs, making 10d8 of
other flammable area, to be triggered by
necrotic damage. If the save is successful, the
predefined conditions. You may leave the area,
creature manages to pull the weapon out but
and the trap remains set for 1 month.
takes half damage. If damage would drop the
The trigger conditions may be as simple or as
creature under zero, it is killed instantly, the vines
complex as you like, but they cannot be changed
crushing the internal organs. The weapon looses
once the spell is placed. You should be careful
the enchantment after being used. This does not
about the wording, lest the trap trigger
work on undeads or creatures without internal
unintentionally. Some possible conditions are:
organs.
whenever anyone sets foot in this grove, or
The caster can enchant only one weapon at a
whenever a templar draw his or her weapon.
time.
When the trap triggers, the area is engulfed in
flames, dealing 6d8 points of fire damage to
creatures and objects in the area. The site
Sunstroke
continues to burn normally, and creatures in the
6th-level evocation
area takes 1d6 points of fire damage until the fire
burns itself out.
Components: V, M (a small mirror worth 1 sp)
Casting Time: 1 action
Range: 60 feet
Duration: 1 round/level
6th-Level Spells
Rays of brilliant sunlight fly from your fingertips.
Heartseeker Those struck gasp for air and break in sweat, as if
6th-level transmutation having spent the afternoon in the smoldering heat
of the Smoking Crown.
Components: V, S
Casting Time: 1 minute The caster points his finger at a target and a
Range: Touch brilliant beam of sunlight shoots outward to cause
Target: One piercing weapon a severe case of heat exhaustion. The caster makes
Duration: 6 hours a ranged spell attack. If it hits, the victim must

409
make a Constitution saving throw or instantly Spirit of Flame
collapse into a convulsive mass until treated or 6th-level divination
dead.
The target’s skin becomes cold and clammy, he Components: V, M (the cleric pays in blood 1d6
does not sweat regardless of the heat, and his radiant damage, no resistance possible)
muscles convulse dangerously. This causes him to Casting Time: 1 minute
lose 4d4 hit points per round. The condition can be Range: 2 miles/level
stopped by a heal or greater restoration spell, or Duration: 1 hour/level
by pouring at least one gallon of cool water over
the victim’s head. In the dancing flames you see a remote vision of an
Once a character has suffered a severe heat area surrounding another fire. Your face appears in
stroke, he is forever susceptible. Those affected the fire as a dark silhouette. If you will it, you
require twice their normal amounts of water if appear at the site you see.
exposed to the sun for more than four hours, and This spell functions like the watch fire spell, except
may go into convulsions if not adequately as noted above and as follows. In addition to being
hydrated. able to observe and communicate from any fire
Those who make the save are affected as if the within range, you can cast spells as if you were
target of the 3rd-level heat exhaustion spell. actually within the flames. Spells cast through the
Creatures immune to heat effects or nonlethal fire cannot require somatic components. The risk
damage (such as constructs) are unaffected, of this spell is that creatures can target you
except for undead, who suffer lethal damage from through the fire with light– and sonic–based
the sun rays. attacks, and with mind–affecting effects.
In addition, you can walk into a fire and greater
teleport to any other fire up to the limit of your
Watchfire range. If you choose to go blindly, you will appear
6th-level divination (ritual) by the nearest fire within range. If the original fire
that you used to scry is put out, you can still use
Range: 2 miles/level other fires within range.
Components: V, M (a small campfire)
Duration: Concentration, up to 1 hour
Casting Time: 1 minute

This powerful spell allows a caster to know how


many fires burn within the area of effect and the
approximate location of each. He may choose any
one of these fires and peer out of it as if he were
actually within the flames. Anyone watching the
fire sees a dark face peering out at them, but can
only dispel the visage by extinguishing the flame or
casting other protections from scrying. The caster
may communicate through the flames, but he may
not cast spells or use special abilities.

410
Waters of Life Create Shrine
6th-level transmutation 6th-level invocation

Components: V, S, M (herbs with a value no less Components: V, S, M (an item of great value to the
than 100 cp) cleric)
Casting Time: 8 hours Casting Time: 3 months
Range: Touch Range: Special
Target: One gallon of liquid Target: One gallon of liquid
Duration: See Text Duration: Permanent

You create an elixir of potent herbs that heals When a cleric finds a power conjunction he wants
wounds and other ailments. The serum smells to protect from others, he will often begin the
sweetly, like kank honey, only purer, and glows in magical process of turning it into an elemental
the darkness. shrine. The entire process takes about 3 months
and requires a substantial investment of time and
You transform one gallon of any liquid into sweet– energy. The first requirement of the spell is to find
smelling serum that cures hit point damage, a natural area where the cleric’s patron element is
blindness, disease, poisoning, and fungal growth strong.
(such as the transformation of flesh into green Shrines of rain must be in special places where
slime), regenerates lost organs and limbs, and ends natural rainfall is common. Sun clerics may build
magical enchantments. their shrines on high mountains. Shrines to the
You give half of the potion to the subject and drink lords of fire require more effort. First, the priest
the rest yourself. Drinking the half gallon requires must create an eternal flame. Atop this fire, the
one minute. If the subject is unconscious, then you priest must place an item of great value to himself.
can wet the subject’s lips with the elixir and anoint When the blaze finally dies to the size of a
its face and body with the rest of its share. Once campfire, the cleric begins the create shrine spell,
you drink your half, the subject is healed as though and the flame burns forever. The item is sacrificed
it received the spells heal, greater restoration, and to the lords of fire and destroyed in the
regenerate. conflagration.
The subject’s ailments transfer to you. You suffer Once the area has been prepared and any threats
all hit point damage, ability damage, poisons, removed from it, the cleric sits and meditates on
curses, and diseases—everything that previously the nature of his element. He must continue to do
afflicted the subject. You fall into a near–comatose this for at least eight hours every day for the next
state for 1 hour while your body fights off three months. Any time missed cancels the spell,
infections and repairs the damage. At the end of and the cleric must begin again from scratch.
the hour, you awaken and must make a When three months have passed, the shrine grants
Constitution saving throw (DC 20). If you succeed, the caster a number of temporary hit points equal
you are healed as the subject was, and all is well. If to 2 times the caster’s level. These are good only
you fail, you retain every injury and ailment the while the cleric is actually at the shrine, and can
subject had suffered, and you have one level of only be used to absorb damage from defiling magic
exhaustion. with no check.
The cleric who created the spell has one other
special advantage. While on the grounds of the
shrine, he may exercise his ability to ignore the

411
elements an unlimited number of times per day. You summon a Tyr–storm. Ominous cerulean
The power continues even if the priest leaves the clouds fill the sky. Hail, lightning, hurricane winds,
shrine, but then it expires normally. This counts as slashing rain, acidic vapors, and furious thunder
a use for that day, so he cannot exploit this ability rock the area.
again, unless he moves back to the shrine.
There is no limit to the number of clerics that can The spell draws a Tyr–storm into an area
benefit from being at a shrine, and none may be designated by you. The storm is typical of those
affected by spells of that element while there. The spun off from the Cerulean Storm, lasting for 2d10
cleric is under no obligation to remain at the shrine minutes and inflicting 2d8 points of acid damage
after it is created, but many do, insuring its per round.
protection. A Tyr–storm is a violent tempest and can’t be used
to bring water. This spell does not imbue you with
the ability to control the Tyr–storm.
Dehydrate
6th-level evocation
Silt Tides
Range: 90 feet 6th-level alteration
Components: V, S
Duration: Concentration, up to 1 minute Range: 0
Casting Time: 1 action Components: V, S, M (a small, oval lump of lead
that has been cast by moonlight)
This awful spell causes water to evaporate rapidly Duration: Concentration, up 24 hours
from the target’s body. The victim loses 10 hit Casting Time: 1 action
point per round, and make a Constitution saving
throw or gain one level of exhaustion, as his body With this spell a priest can create an area of
fluids seep to the surface of the skin and are abnormally low tides in the Sea of Silt. The area of
absorbed by the spell. This continues until either silt affected is a circle with a radius of 30 feet per
the subject is dead or the spell caster is disrupted. level of the caster. Within the circle, the silt drops
Drinking a canteen of water will stop all damage 10 feet below its normal level, which is usually
for 4 rounds and heal 2d4 points of damage. The enough to expose the maze of rock walkways
spell not only steals its victim’s water, it transfers it common to the coastal areas of the Sea. The spell’s
to the caster as well. The priest will not have to area of effect moves with the caster, so he can
drink again for a number of days equal to 10% of travel the rock walkways while exposed to the air.
the stolen hit points. If 20 hit points were stolen, Strong winds and the like affect the silt normally.
the priest does not have to drink for 2 days. If the The reverse of this spell, high silt tides, causes the
victim survives, healing spells work normally. silt to rise 10 feet higher within the circular area of
effect. The silt can overwhelm vessels or wading
Summon Tyr–Storm creatures who are not tall enough to wade through
6th-level conjuration ten additional feet of depth. If cast outside the Sea
of Silt, this spell has no effect.
Components: V, S, M (a blue lens worth 100 cp)
Casting Time: 1 minute
Range: 400 feet
Duration: Instantaneous

412
7th-Level Spells This is the spell used to protect a student from the
element allied with the caster, and to open a link
Glass Storm
between him and the beings he will serve. Each
7th-level evocation
elemental initiation has its own requirements, and
details are discussed in Chapters Two and Three of
Components: V, S
Earth, Air, Fire and Water. Rumors abound that if
Casting Time: 1 action
an applicant is being protected by this spell and his
Range: 0 ft.
mentor dies, a terrible new undead creature is
Duration: 1 round/level
created. No one has ever proven it, but if this is
true, the thing would be a horror, a ghastly fusion
A cyclone rises from the ground, whirling up sand
of the ruined remnants of the student and the
and silt. Tiny crystal shards are separated from the
element he sought to serve.
particles, and they are propelled by the howling
wind.
Magma Tunnel
This powerful version of the sand spray spell not
7th-level transmutation
only lifts and separates tiny crystal shards from
sand or silt; it creates a s30 feet radius storm from
Components: S, M (a torch)
the eye to propel them. The particles whip about
Casting Time: 1 minute
the storm’s area, leaving a 10‐ft. diameter eye
Range: 0 ft.
where you and your companions may stand
Area: 10‐ft. diameter tunnel
unharmed. In addition to the effects of hurricane
Duration: Concentration, up to 10 minutes
force winds, creatures and unattended objects
take 2d8 points of force damage per round until
By heating the very fabrics of earth, you create a
they leave the area. All unprotected flames in the
flow of magma, which burrows a tunnel. The
spell’s area are extinguished. Note that this spell
magma is accompanied by a sulfurous smell and
does not create the tiny shards; sand or silt must
misty vapors. When the magma hardens, you can
be within range for this spell to take effect.
pass through unharmed.
Missile combat is impossible in the spell’s area of
effect. Everyone inside the area is blinded and
You can tunnel through solid earth, rock, sand, or
deafened, and the DM should randomly determine
silt, by liquefying it into flowing magma. The torch
which direction a character is facing when he tries
is applied to the spot of earth the priest wishes to
to escape.
melt. The liquid rock moves out of the way to
allow you to pass, and hardens in that position,
creating a permanent, non-magical tunnel. The
tunnel forms at a rate of 30 ft./round through
Initiation
sand, silt, or wood, 20 ft./round through solid
7th-level invocation
earth and 10 ft./round through rock or metal. Any
creatures or objects caught in the magma current
Range: Special
while the tunnel is being created suffer 10d6
Components: V
points of fire damage (Dexterity save for half).
Duration: Permanent
It takes one day for the heat to dissipate enough
Casting Time: 12 hours
for the unprotected to enter, although you are

413
magically protected for the duration of the spell. Wild lands can be dispelled by destroying the
Creatures entering the tunnel unprotected during object that serves as the focal point of the spell.
this time suffer 1d6 points of fire damage per
round from the extreme heat.
The tunnel is formed at a rate of 30 ft/round Changestaff
through sand, silt or wood, 20 ft/round through 7th-level enchantment
solid earth and 10 ft/round through rock or metal.
Any creatures or objects caught in the magma Range: Touch
current while the tunnel is being created suffer Components: V, S, M (a specially prepared staff,
10d6 points of fire damage per round. and leaves of the same sort as the staff)
Duration: Concentration, up to 10 minutes
Casting Time: 1 action
Wild Lands
7th-level alteration By means of this spell, the caster is able to change
a specially prepared staff into a treant. When the
Components: V, S priest plants the end of the staff in the ground and
Casting Time: 4 hours speaks a special command and invocation, the
Range: 0 staff turns into a treant. The staff-treant defends
Area: Emanation with radius 1 mile/level, centered the caster and obeys any spoken commands.
on a natural object However, it is by no means a true treant; it doesn’t
Duration: Permanent have the Animate Trees ability.

The smell of raw meat and sickly sweet flowers The transformation lasts either for as many turns
permeates the air and is caught by the wind, as the caster has experience levels, until the caster
attracting wild creatures to your location. commands the staff to return to its true form, or
until the staff is destroyed, whichever occurs first.
An object you designate attracts wild animals and If the staff-treant is reduced to 0 hit points or less,
magical beasts. It must be a natural object, such as it crumbles to a sawdust-like powder and the staff
a tree or boulder, of at least Medium size. Wild is destroyed. Otherwise, the staff can be used
animals and magical beasts gravitate slowly over again after 24 hours and the staff-treant is at full
several weeks to occupy the area of effect; an strength.
emanation with radius 1/2 mile/level, centered on
a natural object Druids use this spell to protect The staff for the changestaff spell must be
their guarded lands. Roll on the random encounter specially prepared. The staff must be a sound limb
table for the appropriate terrain type. Neutral cut from an ash, oak, or yew tree struck by
creatures are possible, but they should be wild and lightning no more than 24 hours before the limb is
dangerous. Intelligent creatures such as humans, cut. The limb must then be cured by sun drying
gith, or thri-kreen will be savage and war-like. They and special smoke for 28 days. Then it must be
are not necessarily evil, just fiercely protective, shaped, carved, and polished for another 28 days.
proud, and belligerent. Each week, creatures with The caster cannot adventure or engage in other
total HD equal to the caster’s level are attracted to strenuous activity during either of these periods.
the site and remain if the environment can support The finished staff, engraved with woodland scenes,
them. If there is not sufficient plant and animal life is then rubbed with the juice of holly berries, and
to support the creatures, they will leave. the end of it is thrust into the earth of the caster's

414
grove while he casts a speak with plant spell, Creeping Doom
calling upon the staff to assist in time of need. The 7th-level conjuration
item is then charged with a magic that will allow it
to change from staff to treant and back again. Range: 0
Components: V, S
Duration: Concentration, up to 1 minute
Chariot of Sustarre Casting Time: 1 action
7th-level evocation
When the caster utters the spell of creeping doom,
Range: 30 feet he calls forth a mass of venomous, biting and
Components: V, S, M (a small piece of wood, two stinging arachnids, insects, and centipedes.
holly berries, and a fire source at least equal to a He summons 12 Swarm of Insects which moves
torch) and attack as one. This carpet-like mass swarms
Duration: 12 hours can change shape but must stay connected. Upon
Casting Time: 1 turn command from the caster, the swarm creeps
towards creatures and attack everyone in its path
When this spell is cast, it brings forth a large, with all of its individual part passing on the space
flaming chariot pulled by two fiery crodlus from of creatures.
the elemental plane of Fire. These appear in a clap
of thunder amid a cloud of smoke. The vehicle
moves at 60 feet on the ground, 120 feet flying, Silt Cyclone
and can carry the caster and up to seven other 7th-level conjuration
creatures of man-size or less. The passengers must
be touched by the caster to protect them from the Range: 120 yards
flames of the chariot. Creatures other than the Components: V, S, M (silt from the Sea of Silt, and
caster and his designated passengers sustain 2d4 a child’s toy top)
points of fire damage each round if they come Duration: Concentration, up to 10 minutes
within 5 feet of the crodlus or chariot. Such Casting Time: 1 action
creatures suffer no damage if they evade the area
by rolling successful Dexterity saving throw. By casting this spell on the Sea of Silt, the priest
The caster controls the chariot by verbal creates a powerful whirlwind of silt. The cyclone,
command, causing the flaming steeds to stop or 10 feet wide at its base and 20 feet wide at its top,
go, walk, trot, run or fly, and turn left or right as he rises from the silt’s surface to a height of 100 feet,
desires. Note that the chariot of Sustarre is a spinning violently and picking up tons of dust. The
physical manifestation and can sustain damage. caster can move the cyclone up to 30 feet per
The vehicle and steeds are struck only by magical round, but it cannot go beyond 300 feet from him.
weapons or by water. They are Armor Class 16, The cyclone spins so quickly that its center
and each requires 40 points of damage to dispel. becomes extremely hot, shooting off balls of
Naturally, fire damage has no effect upon either searing dust as the whirlwind spins faster and
the vehicle or its steeds, but fire damage other faster. Any creature within 90 feet of the
than from the chariot can affect the riders. whirlwind must do a Constitution save every round
The chariot can be summoned only once per week. or be hit with 2d12 of fire damage from a ball of
super-heated dust. Any creature that actually
touches the cyclone suffers an attack (+12) that

415
inflicts 10d6 points of fire damage saves for half. A The reversed application of the spell causes the
creature that takes damage from this attack is also priest to be transported to the immediate vicinity
thrown prone 30 feet away if it fails its save, of the possessor of the item when it is broken and
suffering another 1d6 points of bludgeoning the command word said. The priest has a general
damage. idea of the location and situation of the item's
The cyclone can be dissipated by an air elemental possessor, and can choose not to be affected by
or other powerful being from the elemental plane this summons. This decision is made at the instant
of air on command, or by forcing its base away when the transportation is to take place. However,
from the Sea of Silt. The cyclone can be moved by if he chooses not to go, the opportunity is gone
a powerful magical wind (gust of wind is forever and the spell is wasted.
insufficient); control weather, weather
summoning, or wild weather spells can move it 30
feet per minute for every 10 miles per hour of Transmute Metal to Wood
wind sustained against it. 7th-level alteration
This spell cannot be cast away from the Sea of Silt.
Range: 240 feet
Components: V, S, M (a wood stick)
Succor Duration: Permanent
7th-level alteration Casting Time: 1 action

Range: Touch The transmute metal to wood spell enables the


Components: V, S, M (a vessel of 2500 cp) caster to change an object from metal to wood.
Duration: Special The volume of metal cannot exceed a maximum
Casting Time: 1 day weight of 150 pounds. Magical objects made of
metal resistant to the spell. Artifacts and relics
By casting this spell, the priest creates a powerful cannot be transmuted. Note that only a wish spell
magic aura in some specially prepared object--a or similar magic can restore a transmuted object to
string of prayer beads, a small clay tablet, an ivory its metallic state. Otherwise, for example, a metal
baton, etc. This object radiates magic, for it door changed to wood would be forevermore a
contains the power to instantaneously transport wooden door.
its possessor to the sanctuary of the priest who
created its magic. Once the item is enchanted, the
priest must give it willingly to an individual, at the
same time informing him of a command word to
be spoken when the item is to be used. To make
use of the item, the recipient must speak the
command word at the same time that he rends or
breaks the item. When this is done, the individual
and all that he is wearing and carrying (up to the
maximum encumbrance limit for the character)
are instantly transported to the location that the
item was enchanted. No other creatures can be
affected.

416
8th-Level Spells Hasten Crops
8th-level alteration
Forever Minions
Range: 0
8th-level necromancy
Components: V, S, M (grain seeds taken from
some other bumper crop carried in baskets made
Range: 30 yards
by the local children. The baskets and grain are
Components: V, S, M (a wax imprint of every
burnt in the festival’s central bonfire. For the
follower’s right hand )
reverse, the material components are a pinch of
Preparation Time: 21 days
salt and a bit of molded bread.)
Duration: Permanent
Preparation Time: 15 days minimum
Casting Time: 1 turn
Duration: Special
Casting Time: 6 hours
With this spell a priest can guarantee that a
number of his followers will automatically animate
By using a hasten crops spell, a priest can lessen
as zombies when they are killed. The enchantment
the time necessary to grow grain crops from seed
stays with the followers until they are slain. During
to harvest within a given area. The area of effect is
preparation, both the priest and the followers to
one square mile per level of the caster beyond
be enchanted must spend at least eight hours per
21st, but only applies to one grain crop planted in
day in seclusion, in the dark, readying the spell. If a
that area; the type of grain must be stated before
follower misses a day of preparation, the spell
the spell is cast. During the preparation time for
cannot work for him. If such a follower is present
the spell, the priest must spend three hours per
during the casting of the spell, he is instead
day praying over the seeds to be used for the crop,
immediately slain and does not rise as an undead.
and at least three hours a day traveling and
The number of followers that can be so enchanted
blessing the fields to be planted. This process must
is measured in Hit Dice; 3 HD per level of the caster
continue for at least 15 days. The seeds still have
is the maximum per casting of the spell. One round
to be planted by the local farmers before the spell
after those followers have fallen they reanimate as
can be cast.
zombies, just as in the spell animate dead.
On Athas, typical grain crops require a full 120 days
Whether or not they are in the priest’s presence,
to reach harvest, though some crops may take as
the zombies immediately seek him out and obey
few as 90 or as many as 150 days. Upon casting,
his instructions. Followers who are not slain in the
hasten crops reduces the normal time it takes to
service of the priest do not immediately
grow the grain crop from seed to harvest by the
reanimate. For instance, a follower who secretly
days spent in preparation. Minimum growing time
works against the priest or who dies on personal
is seven days. The spell grants no magical
business does not reanimate. Forever minions
properties or protections to the crop as it is
cannot be cast more than once on a single
growing. natural or man-made disasters can still
creature.
wipe it out.
Athas has no major changes in seasonal
temperature and rainfall that govern growing
seasons. However, when a particular crop must be
grown at a specific time of the year, this spell must
be cast toward the beginning of that time. During
the six-hour casting time, the priest must have the

417
cooperation of at least 100 local farmers and other special powers. Those who are in contact with a
folk to engage in a planting festival. Portions of the tree of life receive four spells, each of which can be
seed crop are burned, a bountiful feast is prepared cast once per day. The spells gained are heal,
and eaten, and the locals dance in honor of all the augury, divination, and magic font.
elemental planes that make their agriculture A tree of life has two distinct parts: its physical
possible. form and its life force. The stump, branches, roots,
The reverse of this spell, blight, causes existing and leaves make up its physical form and aren’t
grain crops to wither and die. The area of effect is inherently magical. The same things that would
the same, and the priest must still indicate which destroy a normal tree will destroy the physical
particular grain crop he wishes to affect. Other form of a tree of life (for example, chopping it
crops and plants are unaffected. This spell and its down, burning it) with one exception. Neither
reverse cancel each other within the same area of climate nor terrain affect a tree of life. One will
effect. flourish in the middle of the Athasian desert or on
a rocky mountain” face, regardless of drought,
severe weather, natural lightning, earthquakes,
Create Tree of life and so forth. If the tree’s physical form is damaged
8th-level alteration or destroyed, it will grow back to full size. The tree
will regrow at a rate of one quarter of its full size
Components: V, S, M (the sapling (which grows per week. A sprout will appear in one day and
into the tree of life) and a piece of copper wire grow to a sapling in a week. It will grow to a young
formed in the shape of a tree) tree in two weeks, then to a full-sized adult tree in
Duration: Permanent three.
Casting Time: 10 minutes After four weeks, the tree of life will revert to its
true form: an ancient and mighty tree. No matter
By means of this spell, a wizard can enchant a how many times the physical form of the tree is
living sapling to become a tree of life, a magical destroyed, it will always grow back in four weeks.
item of tremendous power. Any tree less than one The tree’s life force—and destroying that magic-is
year old will suffice; this spell cannot be cast on an more complex. A tree of life, at any stage of
older tree. The sapling must have already sprouted growth (even sprout) has 100 hit points (10 levels
from the ground, though the wizard can transplant of 10 hit points each) that can only be affected by
such a sapling before casting the spell. It grows to life-draining magic. The wizard spells vampiric
its full size in only one week, but has its full powers touch, enervation, trap the soul, and energy drain
and capabilities immediately after the spell is cast. can each drain hit points; finger of death can snuff
The properties out 3 levels of the target tree; and a wish slays the
of a tree of life are described in the following tree. The priest spells that affect a tree’s life force
section. are raise dead, greater restoration, and
Trees of Life. In Athas, there is an unusual magical resurrection. Undead creatures that have an
item available that deserves its own classification, energy drain attack can affect the life force of a
and that is the tree of life. A tree of life is a mighty tree of life. Likewise, defiler magic also affects
and magical tree, enchanted by a powerful priest a tree’s life force. Every level of defiler magic cast
or wizard. It is, in essence, a living magical item. it within 100 yards of a tree of life drains one level of
stores and channels energies from all four life force from the tree. The only positive aspect of
elemental planes. Thus, though wizards can create this damage is that it negates the effect the spell
a tree of life, only clerics and druids can tap its would otherwise have on surrounding vegetation.

418
The life force of a tree of life is completely snuffed your ritual is completed, bringing into existence
if it falls below zero levels or hit points. The life what will be a lush oasis – a source of life in the
force will not regenerate if either of these wastes.
numbers falls below zero, in which case both the
You create a lush oasis within the confines of a ring
life force and the physical form of the tree die. The
of standing stones of your creation. The maximum
life force of a tree of life regenerates one level (10
radius of the oasis is 25 feet per caster level
hit points) per hour. It regenerates even if the life
beyond 15th; you may create a smaller oasis if
force reaches zero points, but not if it goes below
zero. desired. Before the spell can be cast, you must
Though originally created by wizards to combat erect a circle of stones. Each stone must be at least
the destruction of nature, trees of life are now 12 feet tall and no more than 4 feet wide or thick,
heavily exploited by defilers, who use the trees’rough–hewn and oblong, and set into the ground
to stand on end. Four stones must be placed
powerful life forces to charge their defiling spells.
Sorcerer-kings often have large gardens within around the area the oasis will fill: one to the north,
their cities, even within their palaces, where east, south and west points of the oasis. Cutting
and placing a single stone requires 48 worker–
groves of trees of life are tended and maintained.
Thus, defilers can exercise evil magic from theirhours, provided stones are readily available in the
citadels without decimating the cities below—a area and the workers have appropriate tools
measure to keep their tiny verdant belts as (chisels, spikes, hammers, rollers). If tools or ready
plentiful as possible. stones aren’t available, this time may increase or,
at the DM’s discretion, the preparation may be
The magical life forces of trees of life make them
virtually eternal. The greatest trees of life areimpossible. Also, particularly skilled or capable
ancient; many solitary trees predate the villagesworkers may cut the time by as much as half. You
around them and others stand in entire groves, a can erect the stones yourself through physical or
quiet testament to the great wizards of a bygone magical labor, or you may enlist the help of any
number of other creatures. After the last stone is
age. However, present-day priests and wizards still
placed, you must cast create oasis from the exact
create new trees to enrich the world. In the case of
center of the ring. Interruptions during the
defilers, the goal is to pervert the trees’ powerful
placement of stones do not negate the spell,
life forces to further the defilers’ destructive, evil
ambitions. provided all the stones are in place at the time of
casting.
Once cast, the circle inside the stones is instantly
Create Oasis transformed into a plant–filled, water–rich oasis.
8th-level conjuration The trees and bushes are laden with nourishing,
delicious fruits, and small game birds and animals
Components: V, S, M (Four standing stones & 100 appear, supported by springs and pools of fresh,
xp per 20‐feet radius of oasis created) cool water. The oasis can also sustain one Medium
Casting Time: 10 minutes creature for every 5 square feet of the oasis. Each
Range: See text night, lost animals, fruits, and water are
Effect: A magic oasis automatically replenished. Defiling magic still
Duration: 24 hours causes permanent damage; subtract the damaged
area when considering the oasis’ ability to support
Between the four stone markers etched with living creatures.
druidic symbols water sprouts from the ground as

419
The oasis remains intact until you physically move completely worn away. Paint indicates that
beyond the ring of standing stones or until you artificial coloration is gone or unrecognizable;
voluntarily end the spell. Once ended, the oasis etching means carved letters or pictures are worn
and the standing stones vanish, leaving the exact away; relief indicates that deeply carved letters or
terrain that existed before. The spell also ends if images are severely eroded; form indicates that
you are slain. time has eroded away all but the basic form of the
original stone or metal. The fractions 1/2 and 3/4
tell when the item has lost that amount of its
Sands of Time original mass (and also means the item’s present
8th-level transmutation hardness and hp total). Dust means the original
item is completely gone, eroded away to nothing.
Components: V, S, M (a tiny hourglass (during the A 15th–level cleric could, for example, turn even a
spell, the sands run upward) or, for the reverse, a pile of dust back into the new, clean piece of
miniature sundial that has timed the passage of at papyrus it once was, or turn the crumbled remains
least one year. Neither is consumed in the casting) of a staff back to its original form, or even restore
Casting Time: 1 minute a painted map on the wall of a temple constructed
Range: Touch of soft stone. This spell cannot restore damage
Target: Item touched up to 10 cubic ft./level done to an object by anything other than natural
Duration: Instantaneous aging or erosion. Use the above table as a guide for
other objects that don’t exactly fit into these
You can reconstruct materials of the past or categories.
deteriorate them further through presenting either Focus: A tiny hourglass (during the spell, the sands
an hourglass or sundial during your casting of this run upward), if restoring, or a miniature sundial
spell. that has timed the passage of at least one year, if
eroding
This spell has two modes.
Restoration: You can reverse the effects of aging
and erosion on any nonliving, material object. The
amount of aging that can be reversed depends on
your caster level, according to the following table.
9th-Level Spells
Erosion: You to speed up erosion dramatically on
Air of Permanence
any nonliving object. The table also indicates the
9th-level alteration
average effects of time and the elements on
various materials (items protected from the
Range: 0
elements may take longer to erode, but use these
Components: V, S, M (a bottle of air taken from
times for all restoration). Papyrus and wooden
the remains of the lungs of a creature that has
objects fade over time, making it difficult, but not
been dead at least 100 years)
impossible, to read or identify surface features.
Preparation Time: 30 days
Fragile objects only possess half of their original
Duration: Permanent
hardness and hit points. Crumbled items are
Casting Time: 10 minutes
unusable but still identifiable as papyrus or wood;
Area of Effect: 30 cubic feet of air
dust is completely unidentifiable and unusable.
Stone and metal items wear away over time, and
their shapes smooth out until the item is

420
Through this spell a priest can slow the effects of The priest must choose one sorcerer-king and
aging on any nonliving item. The item must be study his activities during the preparation time.
sealed in an airtight container. It is the air that is only templars who worship that sorcerer-king are
enchanted, not the item within. affected. The priest must learn of the sorcerer-
A skilled artisan must construct a container with a king’s activities, his organization of templars, and
volume up to 15 cubic feet; it costs at least 1,000 something about his long-term goals. Therefore,
cp. During the preparation time, the priest must the priest must spend the preparation time near
spend six hours per day enchanting the container the sorcerer-king, either in his city-state or in
and drawing sigils and runes on its inner surfaces. nearby fields.
The enchantment makes the container airtight The spell creates a series of connected circles, each
against natural decay, though tampering ends the 5 miles in diameter, one per level of the caster
spell. above 20th (each corresponds roughly to a single
Once items are placed inside the container and the hex on the Tyr Region map in the DARK SUN.
spell is cast, time effectively stops inside. The Boxed Set). The arrangement of the circles is
items do not age or decay in any way. If the completely up to the caster, but the first must be
container is broken, the items are unharmed and centered over his location at the time of casting.
resume aging at the normal rate, as if nothing had He could center the first over himself and then
ever happened. stretch the rest in a straight line away in any
When casting, the priest may also place a direction, or he might blanket an area with several
blindness/deafness, cause disease, or bestow curse connected circles.
spell on the container. Tampering with the Any templar under a circle cannot receive
container unleashes the spell on the tampering additional spells. Spells he had when he entered
creature(s). Once the container is broken and the can still be cast. Since the spell has no tangible
air of permanence lost, this additional spell is lost, effect, an affected templar may not be aware of it
as well. until he receives no spells, and even then may not
be certain why that is. The spell blocks the ability
to receive spells, but doesn’t block a sorcerer-king
Disruption from sending;
9th-level alteration if a sorcerer-king is within the area of effect, his
templars outside of it still receive their spells.
Range: 0 Interference with a sorcerer-king and his templars
Components: V, S, M (one of the sorcerer-king’s certainly draws their wrath. If the spell is cast
obsidian balls) within a city, chaos reigns for the duration of the
Preparation Time: 30 days spell as many vital services grind to a halt. Such
Duration: 7 days powerful magic can be traced (psionically and
Casting Time: 1 hour magically), so the caster should have an escape
plan.
This spell lets the priest disrupt the magical link
between templars and their sorcerer-kings, cutting
off their source of spells. That link is a complicated
affair, based on magic, psionics, and physical law;
it is possible to block it by setting up interference
or ‘static’ in the air, effectively creating an
umbrella under which the link cannot exist.

421
Mountainous Barrier After the spell’s duration is up, the mountains
9th-level conjuration return to the earth as suddenly as they came. The
ground appears undisturbed, although man-made
Range: 0 structures remain in ruins.
Components: V, S, M (rock from a recent landslide)
Preparation Time: 24 hours
Duration: 24 hours Pocket Dimension
Casting Time: 1 minute 9th-level alteration

With this spell, the priest can call up a ring of Range: 0


enormous mountains. The priest must spend the Components: V, S, M (the hide of any planar
entire day of preparation time in careful creature)
meditation in the vicinity of existing mountains, Preparation Time: 30 days
within the distance shown. Duration: Special
Casting Time: 1 hour
Priest
Level Distance Radius The caster can fill a pocket dimension with
23 5 miles 100 yards materials or creatures and carry it around. Once
24 7 miles 300 yards opened, the portal disgorges its contents into the
25 10 miles 500 yards Prime Material plane.
26 15 miles 800 yards
27 20 miles 1 mile Upon casting, a “portal” opens to the pocket
28 25 miles 1.5 miles dimension from the Prime Material plane. The
29 30 miles 2 miles portal is an invisible square, 40 feet on a side,
30 35 miles 2.5 miles standing just at ground level. Anything that passes
through the square enters the pocket dimension -
Upon casting, a ring of mountains one mile wide it cannot return until the portal is reversed (see
and one mile high appears around the caster, below). Anything living can walk through the
thrusting up from the ground. The radius shown is portal. Inanimate objects must be carried or
the maximum; the priest can call for a smaller pushed through. The portal has only one direction
radius if desired. The inner radius is listed, that - a character who gets one arm halfway through
from the caster to the point where the mountains cannot pull it out!
begin. Any creatures on the ground where the The portal remains open for up to an entire day,
mountains erupt must make a Dexterity saving accommodating everything that enters during that
throw. Items are destroyed structures takes 10d6 day. Then it closes to become a clear glass disk,
siege damage, and creatures take 10d6 roughly the size of a coin. The glass disk weighs
bludgeoning damage. Creatures that fly gain a virtually nothing. While the priest has it,
advantage on their saves. Mountains will not rise everything that passed into the pocket dimension
to destroy a community of more than 20 stays there. Time does not pass in the pocket
individuals - the ring of mountains forms a gap dimension. The disk is specially protected, and
instead. While the spell is in effect, the priest can does not radiate magic under the scrutiny of
lower any or all the mountains and raise them detect magic. Nothing can interfere with the
again; in all ways, he controls them perfectly. contents of the pocket dimension; planar creatures

422
cannot enter, and astral and ethereal beings The staff magically keeps the priest on a perfectly
cannot gain access. circular path, eventually returning to where he
When the glass disk is snapped in two, the portal started. The priest must walk (not run, fly, or
reopens, and everything that went into it re- levitate), though he may use magical means to
emerges in the same order and at the same speed speed the walk. If the time to complete the circle
as it entered. The first thing that entered the requires the priest to stop to eat, sleep, and so on,
pocket dimension is the first to exit. The glass disk there is no penalty, provided the priest
has no particular resistance to damage, and may immediately resumes walking; but other
break accidentally. interruptions lasting more than a single round
negate the walking and it must be started again. If
the dagger at the center of the circle has been
Prolific Vegetation disturbed, the spell fails, so a priest often places a
9th-level conjuration guard over it. When the circle is completed, the
spell is cast. The tables show the distance to be
Range: 0 walked based on the area of effect.
Components: V, S, M (the staff and the dagger -
both vanish after the caster has walked the
circumference) Caster Max. Rough Time to
Preparation Time: 30 days Level Radius Circumf. Walk*
Duration: Permanent 24 90 yards 566 yards 5 rounds
Casting Time: Special 25 180 yards 1131 yards 1 turn
26 540 yards 2 miles 3 turns
When this spell is cast, the priest causes shrubs 27 1.25 miles 8 miles 2 hours
and grasses to grow over a wide area of previously 28 6 miles 38 miles 9 hours
barren terrain. During the preparation time, the 29 12 miles 75 miles 18 hours**
priest must spend eight hours per day for 30 days 30 25 miles 157 miles 38 hours**
fashioning a staff from a tree of life, a material
component that may be difficult to obtain. The * for a human in clear terrain and weather
priest must carve the staff perfectly smooth with ** requires multiple marching days
an obsidian dagger, and cannot undertake any
other task during the eight-hour period. The staff Upon casting, the area inside the circle instantly
require a DC 20 Dexterity check; the character can grows thick with grass and small shrubs, much like
add proficiency bonus if competent in carpenter’s scrub plains. The vegetation does not emerge from
tools or assisted by one that is. solid stone, but it arises from any soil, no matter
how rocky, sandy, or dry. Though the duration of
The spell’s area of effect is a circle with a the spell is listed as permanent, the vegetation
maximum radius that varies with the caster’s level. created is normal and retains no magical
The priest may affect a smaller radius if desired. enchantment. It covers the land forever or until it
The terrain must be virtually barren of plant life; if dies from lack of moisture, brushfire, erosion, etc.
not, the spell will fail. To cast the spell, the priest If cast in conjunction with an control weather spell,
thrusts the obsidian dagger into the ground at the the vegetation can grow and last longer.
center of the circle, then moves with the staff to
the circle’s edge. The priest then walks around the
area of effect, dragging the staff along the ground.

423
Storm Legion 10th-Level Spells
9th-level transmutation
Components: V, S, M (the standard or insignia of
Insect Host
an army that was defeated during a storm, a storm
10th-level conjuration
in the sky overhead)
Casting Time: 10 minutes
Range: 300 yards
Range: 900 feet
Components: V, S, M (a blown glass model of a
Preparation Time: 30 days
locust or other insect, filled with gem dust of 100
Target: Self and others creatures with total Hit
gp value)
Dice 20/caster level
Preparation Time: 7 days
Duration: 1 hour/level
Duration: Concentration, up to 1 hour
Casting Time: 1 minute
The powerful winds of the storm tear at your
party’s bodies, painfully dissolving layer by layer of
When this spell is cast, cloud upon cloud of flying,
skin, then bone and organs, until you are
biting insects swarm to the priest to serve him.
completely dissolved. The storm carries your
Unlike insect plague, these insects are magically
essence for a distance you have specified, upon
created, so the spell can be cast where there are
which your bodies are reassembled from raining
no natural insects. Each insect is extremely small,
bone, tissue and blood.
barely the size of a pea, but, by the thousands or
even millions, they cause horrendous destruction.
You transport willing corporeal creatures via a
During preparation, the priest clearly pictures the
storm system. The storm may not be created
insects to be conjured and the kind of destruction
magically; it must be a natural storm, such as a
they will inflict. This requires secluded
dust storm, sandstorm, windstorm, lightning
concentration for the entire period.
storm, or Tyr–storms.
When cast, the priest calls one cloud per level
The storm dissolves the subjects of the spell and all
above 15th. Each cloud is roughly a sphere with a
of the possessions that they were carrying. Only
radius of 15 feet and contains many thousands of
you retain consciousness, and you control the
individual insects. Each cloud has a movement of
storm’s direction. The storm moves at 8d6 miles
60 feet flying and is completely under the priest’s
per hour and cannot be affected by any further
control. Each can perform a different task,
weather–affecting magic, including another storm
provided it remains within range of the caster.
legion spell.
Creatures caught within a cloud can see no more
Once you travel the desired distance, or if the
than five feet away. Spellcasting is impossible.
storm legion is dispelled or the duration expires,
Each creature sustains 5 hp of piercing damage per
you and the other traveling creatures begin to rain
round in the cloud, regardless of Armor Class, and
down from the sky as fragments of bone, tissue,
invisibility is no protection. All creatures with 4 HD
and blood. This lasts for 1 minute, as the
or less automatically run away in Fear from the
fragments reassemble into the transported
cloud. All those less than 8 HD must succeed on a
creatures. A creature is helpless as its body is
Wisdom check to avoid doing the same. The priest
reassembled.
cannot affect only selected individuals within a
cloud.
A cloud descending on crops devours its volume
per turn, wiping out whole fields in a few hours.

424
Forests are likewise ruined. In a city or village, the the planar creature immediately becomes a
townspeople panic while the insects destroy all discontented vassal of the priest. He grumbles and
unprotected foodstuffs and all wooden and tarp complains about duties, but performs them, albeit
construction. Several clouds can easily surround a slowly at times. The vassal obeys the letter of all
group, or they can block a road. commands but tries to violate their spirit when
The insect host can be dissipated by dispel magic feasible. The planar vassal has no obligation to
spell. It can also be blown back with a powerful, protect the priest unless so ordered. Planar
magical wind, dispersed for a time by an air creatures with the power to call others of their
elemental, or temporarily held off with smoke, kind can be ordered to do so, but those new
though the latter will only work for a few rounds. creatures are in no way controlled by the priest.
Area effect magic such as fireball can destroy large Once the seven days have passed, the planar
numbers of the magical insects, but individual creature most likely (75% chance) attacks the
attacks have very little effect. priest; otherwise it simply returns to its home
plane.
Other planar creatures may notice their associates
Planar Vassal absence and come to investigate. Also, once the
10th-level summoning creature is free again, it plots its revenge - wise
priests see to it that their planar vassals are
Range: 0 themselves slain carrying out their duties. But
Components: V, S those that survive are usually very long-lived and
Preparation Time: Special never forget an enemy.
Duration: 7 days
Casting Time: 1 minute
Prolific Forestation
This spell lets the priest capture an outer planar 10th-level alteration
creature of opposite alignment and force it into
temporary servitude. The priest selects the type of Range: 0
creature desired before the preparation time Components: V, S, M (the staff and the diamond
begins. Its alignment must be directly opposite the dagger - Both disappear when the spell is cast.)
caster’s, as follows: lawful is the opposite of Preparation Time: 30 days
chaotic, good the opposite of evil, and neutral has Duration: Special
no opposite. For example, a lawful good priest Casting Time: Special
must select a chaotic evil being. True neutral
priests cannot cast this spell. During preparation, With this spell the priest causes a grove of trees to
the priest must cast a gate spell to call the magically appear. During preparation the priest
creature to the Prime Material plane. Because the devotes eight hours per day for 30 days to the
creature called for may or may not step through fashioning of a staff from a tree of life, a material
the gate. and even if it does, it may immediately component that may be difficult to obtain. The
attack the priest - the preparation is hazardous. priest carves the staff perfectly smooth with a
When the creature of opposite alignment arrives, diamond dagger, and cannot undertake any other
the priest must personally subdue it, without help task during the eight-hour period. The staff require
from others. Once the priest inflicts damage equal a DC 25 Dexterity check; the character can add
to half the creature’s hit point total by any means, proficiency bonus if competent in carpenter’s tools
he can cast the planar vassal spell. Upon casting, or assisted by one that is.

425
The spell’s area of effect is a circle with a magic still destroys them normally, as can any
maximum radius that varies by the caster’s level. directed attack that would affect normal trees.
The priest may affect a smaller radius if desired.
The terrain must have no other trees; if it does, the
spell fails. To cast the spell, the priest thrusts the Rift
diamond dagger into the ground at the center of 10th-level summoning
the circle, then moves with the staff to the circle's
edge. The priest then walks around the area of Range: 0
effect, dragging the staff along the ground. The Components: V, S, M (an obsidian goblet
staff magically ensures that the priest walks a containing the ground bones of a dead
perfectly circular path, eventually returning to necromancer)
where he started. The priest must walk (not run, Preparation Time: 60 days
fly, or levitate), though he may use magical means Duration: 3 days
to speed that walk. Interruptions lasting more than Casting Time: 10 turns
a single round negate the walking, and it must be Area of Effect: Sphere 360 yards around caster
started again. If the dagger at the center of the
circle has been disturbed, the spell fails, so a priest With this spell, the priest magically brings the
often places a guard over it. When the circle is Negative Material plane closer to the Prime
completed, the spell is cast. The table shows the Material plane, creating a rift between the two,
distance to be walked based on the area of the centered upon himself. The priest first spends the
spell. lengthy preparation time studying undisturbed for
at least four hours per day, reading scrolls and
Caster Max. Rough Time to Trees books about the planes. Upon casting, all undead
Level Radius Circumf. Walk* in Grove* in the area of effect gain nine times their original
27 30 yards 188 yards 2 rounds 140
hit points as temporary hit points for the duration
28 60 yards 377 yards 4 rounds 560
29 120 yards 754 yards 7 rounds 2,250
of the spell.
30 240 yards 1507 yards 13 rounds 9,000 The area of the rift moves with the caster, possibly
placing some undead out of the sphere or
* approximately; can vary as much as 20% encompassing others as he moves. Phantom points
are gained immediately upon entering the sphere,
The forest consists of mature trees 1-4 feet in and then only once per creature per casting. The
diameter, spaced 3-6 yards apart. The forest caster has no control over which undead receive
canopy, thick with foliage, towers 30 to 120 feet. the benefit of the phantom hit points; all undead
This spell creates no brush or undergrowth for the in the sphere are so affected
forest; its floor is the same terrain type as before
the spell. The spacing of the trees hinders the
movement of huge or gargantuan creatures;
smaller creatures move unimpeded.
Unlike the prolific vegetation spell, the trees
created have magical protection against natural
destruction for one year per caster level. Natural
fires or lightning do not affect them; lack of water
or other harsh weather cannot kill them. Defiler

426
Silt Bridge
10th-level summoning

Range: Touch
Components: V, S, M (a large amount of bone
dust. The caster must assemble at least 50 pounds
of bone dust per day of preparation, or 2,250
pounds altogether. Generally, a humanoid
creature has 25 pounds of bones. Larger creatures
have 25 pounds per Hit Die. The caster need not
gather or grind these bones himself, nor does
preparation time include this.)
Preparation Time: 45 days
Duration: 7 days/level
Casting Time: 1 hour

With this powerful spell, the priest can temporarily


turn a vast area of the Sea of Silt into solid ground.
This spell cannot be cast elsewhere. During the
preparation time, the priest must spend at least six
hours per day flying over the silt to be altered,
sprinkling it with bone dust. Unlike most psionic
enchantments, interruptions during a day’s
activities can be tolerated, provided the priest
does spend six hours during each day in
preparation. Once cast, the mixture of bone and
silt hardens to form a solid surface. The area
solidified is a rectangle 100 yards across, and its
length is one mile per caster level above 20th.
Multiple castings can create longer bridges.
The hardened area can support any amount of
weight, since it is solid from the surface down to
the bottom of the Sea of Silt. If it is gouged or
attacked, it acts exactly like bone. When the spell
duration ends, the bone softens over a period of
just three rounds back into its original silt, those
standing on it likely disappear beneath the surface.

427
Templar New Spells 3rd-Level Spells
Image of the Sorcerer-Kings
1st-Level Spells 3rd-level necromancy
Hand of the Sorcerer-Kings Components: V, M (Templar’s sigil)
1st-level abjuration Casting Time: 1 action
Range: Touch
Components: V Target: Creature or creatures touched (up to
Casting Time: 1 action one/level)
Range: Self Duration: 10 minutes; see text
Duration: 1 min./level
Upon touching your enemy with your sigil, it
When a templar casts this spell, he is immediately receives a frightening vision of your sorcerer‐king.
protected from magical spells cast against him. The This spell protects the sorcerer‐king’s agents from
shimmering field that surrounds him acts to diffuse aggressors. You may make a melee touch attack
magical energy, you receive a +2 bonus to all with your sigil up to one time per caster level. A
saving throws against spells and spell–like abilities, touched creature must succeed on a Wisdom
be they defilers or preservers. saving throw or become frightened. On a
successful save the target is shaken for one round.
Creatures with more than 10 Hit Dice are
2nd-Level Spells unaffected by the spell.

Might of the Sorcerer-Kings


2nd-level evocation 4th-Level Spells
Components: V, S Wrath of the Sorcerer-King
Casting Time: 1 bonus action 4th-level Divination
Range: Touch (1 creature)
Duration: Concentration, up to 1 minutes Components: V, S, M (Templar’s sigil)
Casting Time: 1 action
Another spell developed by the sorcerer-kings Range: Close (25 ft. + 5 ft./2 levels)
empowers minions with unnatural aggressiveness Area: 20‐ft.–radius burst
in times of need. Until the spell ends, the target’s Duration: Instantaneous
weapon attacks deal an extra 1d4 necrotic
damage. Clenching your sigil, you call upon the omniscience
At Higher Levels. When you cast this spell using a of your king to reveal transgressions of the law,
spell slot of 3rd-level or higher, you can target one and to allow you to swiftly exact justice.
additional creature for each slot level above 2nd.
With this spell, you know whether creatures in the
spell’s area have broken the laws of your
city‐state, and you can exact punishment on them
if they have. You instantly know what crimes the

428
creatures committed, when, and under what
circumstances. There is no save to avoid the
divination.
If you have one of the following spells available,
you may immediately cast it at a creature within
the area. Casting the spell is a free action, like
casting a quickened spell, and it counts toward the
normal limit of one quickened spell per round. You
may choose from cause fear, command, dispel
magic, and hold person. The target can make a
Wisdom saving throw to avoid the effect (except
for dispel magic), and the spell functions normally
in all other ways.

6th-Level Spells
Wisdom of the Sorcerer-Kings
6th-level transmutation

Components: V, S
Casting Time: 1 bonus action
Range: Self
Duration: 1 round

The omnipotence of your liege is manifested as


your sigil attains an ominous yellow sheen,
allowing you to unleash a spell with maximum
potential.

This spell grants spellcasting power directly from


your sorcerer‐king. You may pick any spell you
needs from the templar spell list. You casts this
spell, and then picks another spell of levels 1-5 to
be cast in the following round. The spell you
chooses must be cast - you may not cancel
activation, although you may shorten the duration
of a spell. Finally, you may not cast more than one
spell.

429
Cooling Canopy
Wizard New & Adapted 1st-level conjuration

Spells Casting Time: 1 action


Target: One creature
1st-Level Spells Duration: 12 hours
Components: V, S, M (a drop of water and a filmy
Charm Person bit of material stretched over the top of a stick or
Athasian creatures that can be charmed include all twig ; Cerulean sorcerers may use their blue glass
PC races except thri-kreen. lens in lieu of other spell components)

A blue cloud gathers in the sky above your target,


Find Familiar providing shade from the sun’s searing rays.
In DARK SUN campaigns, substitute the following
table for that found in the Player’s Handbook. When cooling canopy is cast, a 30‐ft.–radius blue
cloud gathers in the sky far above the target’s
1d20 Roll Familiar Sensory Powers head. This cloud blocks the direct rays of the sun
1-3 Bat Night, sonar-enhanced vision and provides shade for anyone within the spell’s
4-5 Beetle Senses minute vibrations radius. Those so protected need only one–half
6-8 Cat, black Excellent night vision and superior their normal water ration (or one–quarter if
hearing resting instead of traveling) needed to prevent
9 Pseudodragon Normal sensory powers, but very dehydration. A creature must spend the majority
intelligent of the 12 hours underneath the cooling canopy to
10-11 Rat Excellent sense of taste and smell decrease their required water intake. During the
12-15 Scorpion Senses fear spell’s duration, the canopy moves to position
16-20 Snake Sensitivity to subtle temperature itself between those below and the moving sun so
changes as to continually provide shade.
At Higher Levels. When you cast this spell using a
spell slot of 2nd-level or higher, the cloud gains 5-
Find Steed feet of radius for each slot level above 1st.
In DARK SUN campaigns, substitute the following
table for that found in the Player’s Handbook.
Illusory Talent
Caster 1st-level illusion
level Mount Components: V, S
1st–3rd Wild kank Casting Time: 1 action
4th–7th Trained kank Range: Medium (100 ft. + 10 ft./level)
8th–12th lnix Target: You plus up to one willing creature
13th–14th Crodlu Duration: concentration, up to 10 minutes
(and howdah at 18th level)
15th + Heavy Crodlu You disguise any imperfections in your act through
(and saddle at 18th level) magical assistance, making it appear that you are
far more skilled than which is the case.

430
When an illusory talent spell is cast, the wizard can This spell is similar to the psionic devotion psionic
make it seem as though he or any single other sense, except that it uses magical instead of
consenting person or creature is proficient in a psionic means to gain information. The caster
specific area. The spell creates the impression that detects all psionic activity with the area of effect
the recipient has a particular talent (named at the (in other words, whether PSPs were spent in the
time the spell is cast). Thus, those witnessing an round by any characters or items within the area
inept and stumbling swordsman while under the of effect); how much other information he gains
influence of this spell would see him as an depends on his level, as described below. The spell
accomplished fighter wielding a deadly sword. allows the caster to detect psionic activity in a
The creature receives a +10 to all Deception skill sphere around his location. The diameter of the
checks pertaining to the specific skill. sphere is 60 feet. Psionic activity is defined as the
The spell imparts no actual knowledge to the expenditure of psionic strength points (PSPs).
targeted creature. Illusory talent can only simulate If the caster is 5th level or lower, he only
physical skills. It can’t simulate learning or oratory, determines whether someone or something within
but could make it appear as if the person could the area of effect is psionically active. A caster of
cast spells. The creature can’t really perform the 6th to 8th level also learns how powerful the
action any better than he ever did, it just looks like activity is. Power levels of psionic activity are as
it to observers in the area of effect. This is helpful follows: low, 1 to 5 PSPs; moderate, 6 to 12 PSPs;
when someone must pretend to a skill he doesn’t high, 13 or more PSPs. (Note that at these levels,
actually possess or in persuading potential the power detected includes all psionic activity
attackers that they should choose a less within the area of effect and doesn’t differentiate
accomplished foe. The spell may only be cast on between individual psionic use.) A caster of 9th to
those who are willing it may not be used to make 12th level also learns where the activity is taking
enemies look like wizards so mobs will attack place (direction and distance), thus allowing him to
them. identify characters or objects expending PSPs in a
At Higher Levels. When you cast this spell using a given round. Finally, a caster of 13th level or higher
spell slot of 2nd-level or higher, you add +2 to all can differentiate the power-level expenditure of
Deception skill checks pertaining to the specific each individual in the area of effect.
skill for each slot level above 1st. At Higher Levels. When you cast this spell using a
spell slot of 3rd-level or higher, you add 30-feet to
the diameter for each slot level above 2nd.
2nd-Level Spells
Boneharden
Detect Psionics
2nd-level transmutation
2nd-level divination
Components: V, S, M (a bit of bone and a tiny
Range: 0
pinch of mortar)
Components: V, S, M
Casting Time: 1 action
Duration: concentration, up to 10 minutes
Range: Touch
Casting Time: 1 action
Target: One creature or object
Area of Effect: 30-feet/level-diameter sphere
Duration: 1 min

431
The targeted bones emit a cracking sound as they sword, casting a spell, or walking, for example), the
swell. You complete the gestures for your spell, built-up electrical charge is released, inflicting 2d6
spilling mortar from your hand. points of lightning damage to the creature
(Constitution save for half damage).
When this spell is cast, it causes bone to harden Any object or creature the victim touches while in
and become less brittle. Bones under the affect of this state likewise suffers. If the affected creature
this spell are harder to break than normal. touches someone or something (such as a wall or a
If used on an inferior bone weapon, this spell weapon), both the spell recipient and whatever he
removes the normal penalties to attack rolls. touched receive 2d6 lightning damage from the
If cast on a creature, the creature’s bones harden, electrical charge (Constitution save for half
causing them to ache and the joints to swell. This damage).
gives the creature a disadvantage to Dexterity At Higher Levels. When you cast this spell using a
skills checks and saves. Creatures without a spell slot of 3rd-level or higher, you add 1d6 points
skeleton (elementals, oozes, plants and most of lightning damage to each charges for each slot
constructs) are unaffected by this spell. A level above 2nd.
successful Constitution save negates the spell. At
the end of each of its turns, the target can make
another Constitution saving throw. On a success, Eye of the Storm
the spell ends on the target. 2nd-level abjuration

Components: V, S, M (a few grains of sand flung


Cerulean Shock into the wind ; Ceruleans may use their blue glass
2nd-level evocation lens in lieu of other spell component)
Casting Time: 1 action
Components: V, S, M (a small piece of glass and a Range: 30 ft.
clump of fur ; Cerulean wizards need only their Area: 30‐ft.–radius emanation centered on you
blue glass lens to cast this spell) Duration: concentration, up to 1 hour
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels) You create a magical calm in the center of the
Target: One creature storm, an area safe from powerful winds, rain and
Duration: 1 minute or until discharged sand.

The air hums and tiny electrical discharges spring When this spell is cast it creates a pocket of calm in
from the body of your target. Setting the charge, a 30-foot radius centered on the caster for one
you wait for your enemy to make the mistake of hour. The circle moves with the caster. Within the
moving. circle, the air is calm and people may converse at
normal volume. Outside the circle, there may be a
The victim of this spell turns a bright, glowing blue raging sand storm or a terrifying Tyr-storm. Like
and tiny electrical discharges spring from his body. the eye of a hurricane, the area affected by the
The person is literally imbued with static spell remains unharmed. For as long as the spell
electricity. If the victim stands utterly still, touching remains in effect, the storm roars by, but has no
nothing and making no movements, he sustains no effect on those within the sheltered eye.
damage and can move again at the expiration of Because sand storms may blow for days and Tyr-
the spell. Should the recipient move (wielding a storms can last for an hour, this spell is not proof

432
against their fury for long. What it does provide is the footsteps stop and resume on the other side.
an opportunity for people to construct the best Should the quarry not leave the water directly
shelter they can or to get under nearby cover. The opposite where he entered, the tracker may have
spell is also useful in allowing a cerulean wizard to spend some time locating the place where the
the opportunity to prepare a blue lens to attempt quarry left the water. Should the quarry leave the
to capture the energy of a Tyr-storm, and thus ground by levitating or flying, the trail is lost and
dissipate it. Sand storms can’t be affected this way. the spell ends.
At Higher Levels. When you cast this spell using a At Higher Levels. When you cast this spell using a
spell slot of 3rd-level or higher, you add 1 hour to spell slot of 3rd-level or higher, you add 1 hour to
the duration of the spell for each slot level above the duration of the spell for each slot level above
2nd. 2nd.

Footsteps of the Quarry Magic Trick


2nd-level divination 2nd-level illusion

Components: V, S, M (a piece of straw and a bone Components: S, M (a tiny cloth mask with no eye
needle) holes)
Casting Time: 1 action Casting Time: 1 action
Range: Personal Range: Close (25 ft. + 5 ft./2 levels)
Target: You Area: 20‐ft.–radius spread
Duration: concentration, up to 1 hour Duration: 1 min/level (D)

If your quarry has passed through here during the You perform your tricks, concealing the fact that
last 24 hours, its path shall be revealed to you in you use magic to aid you. While everyone focuses
the form of ghostly on your little mask, they fail to notice your lips
moving and your hand gestures.
When cast upon himself or a chosen target, this
spell allows the caster to follow the tracks of a First developed by arena mages who used it to
specific creature or person named at the time of help disguise their spellcasting, this dweomer is
casting. The person so named must have traveled handy for concealing the casting of other magic.
through the area within the last 24 hours. When brought into effect, magic trick makes other
The spell creates a line of footprints that lead in magic seem to be the result of ordinary
the direction taken by the person being tracked. prestidigitator’s tricks. The spellcaster thus
You receive a +20 bonus on Survival checks to concealed could, for example, make a confederate
follow tracks of you quarry. The footprints fade invisible, and the witnesses would see it as a clever
into invisibility once the tracker has passed. The trick in which the assistant to the entertainer
spell lasts for one hour and continues tracking the slipped into a nearby store or rolled under a tarp
quarry for the full length of time regardless of while their attention was distracted elsewhere.
whether or not the quarry is still within an area Some witnesses may be attracted to the display
that could be reached within 24 hours. being provided by the “entertainer,” especially if
Even if the quarry is riding, the footsteps appear the spellcaster makes any attempt to engage their
just as if he had walked across the land himself. If attention and beg for contributions as a market
the quarry crosses through water along the path,

433
entertainer might. Those within the area of effect addition to any damage their actual spellcasting
don’t connect the show with actual magic. might have caused.
The creature receives a +10 to all Deception skill
checks pertaining to hiding his magic use.
Of those within the area of effect, only those of Wakefulness
6th level or higher or who have an Intelligence of 2nd-level enchantment
13 or greater receive a Wisdom saving throw to
disbelieve the dweomer. Components: V, S, M (a tiny glass bell)
At Higher Levels. When you cast this spell using a Casting Time: 1 standard action
spell slot of 3rd-level or higher, you add +2 to all Range: Touch
Deception skill checks pertaining to the specific Target: Creature touched
skill for each slot level above 2nd. Duration: 8 hours

You force a creature to remain awake for an


Plant Renewal extended period of time. Bloodshot eyes that see
2nd-level transmutation tiny sparkling lights will not close before the spell
Components: V, S, M (a drop of water) ends, when the creature collapses from exhaustion.
Casting Time: 1 action
Range: Touch The subject of this spell cannot naturally fall
Target: One plant asleep. When this spell ends, the subject becomes
Duration: Instantaneous exhausted. Another wakefulness cast before the
previous expires allows the subject to stave off
Your caring touch restores the dying plant to life. exhaustion, but the subject must afterwards get
Its color returns, and the air feels fresher for a eight hours of sleep for each casting to remove
moment. exhaustion or fatigue. This spell counters, and is
countered by, spells that induce magical slumber
Using this spell, a wizard may affect a single, (such as sleep).
specific plant that has been mostly wilted or dried
out, but not completely turned to ash. The plant With this spell, the recipient is able to postpone
may have suffered lack of water, partial sleep. For the duration of the spell, the recipient
defilement, or insect predation that has left it on feels wide awake and energetic, but immediately
the verge of destruction. gains 1 level of exhaustion when the spell’s effects
This spell revives it and makes it hardly enough to wear off; he must then sleep for eight hours or
replant elsewhere. If the plant then receives suffer another level of exhaustion. Multiple
proper care and is not preyed upon by a defiler, it wakefulness spells cast on one recipient cause him
will survive and thrive, living out its appointed time to remain awake for 8 hours per spell, but he must
and possibly leaving seeds from which other plants get eight hours of sleep per spell after they have
may grow. If it is again neglected or misused, the worn off to eliminate the exhaustion. Recipients
spell has no power to keep it alive artificially. who don’t sleep doesn’t gain the benefits of a long
This spell is used to preserve herbs and rare rest. They can continue to march or adventure
flowers, but it can also be used to safely transplant normally. A recipient can’t naturally doze off while
a food crop plant to a new field. Defilers may cast under the influence of this spell.
this spell, but in so doing they turn an area of one- This spell exactly counters the effects of a sleep
foot radius around the target plant to ash. This is in spell on one creature. When sleep is cast on a

434
recipient of this spell, he is entitled to a Wisdom At Higher Levels. When you cast this spell using a
saving throw with advantage. spell slot of 3rd-level or higher, you add 2 days to
the duration for each slot level above 2nd.

3rd-Level Spells Dedication


3rd-level enchantment
Phantom Steed
Components: V, S, M (a ceramic bit which is
In DARK SUN campaigns, this spell creates a kank-
wrapped in a small piece of cloth and tied to a stick
like creature with the same abilities listed in the
or twig)
Monster section.
Casting Time: 1 minute
Range: Touch
Target: One creature
Curse of the Black Sands
Duration: 24 hours
3rd-level transmutation
Clenching the cloth into the target’s hand and
Components: V, S
uttering a groan, you complete the spell. The smell
Casting Time: 1 action
of a sweaty mul worker fills your nostrils.
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
This potent spell provides benefits to a single
Duration: 1 day
creature that is engaged in an ongoing activity,
which must be named at the time the spell is cast.
Oily black footprints appear in the earth and silt in
Any activity that requires focus or exertion can be
which the creature you designate steps. An inix
named, such as digging a large trench, repairing a
would have an easier time hiding its tracks.
wall, or reading a lengthy tome. While engaged in
this activity, the target needs no sleep for the
When this curse is cast, the target leaves black, oily
duration of the spell, needs only one–half of the
footprints in the earth or on silt. The prints are
food and water it normally would, and cannot
easily tracked and cannot be erased or destroyed
becomes exhausted or fatigued. The target also
until the spell expires. Any Survival checks to track
receives a +1 bonus on all attack rolls, damage
the target have the DC reduced by 10. These tracks
rolls, saving throws, ability checks, and skill checks,
can be covered, but not by earth. A giant leaf, for
provided that it relates directly to the
example, could hide a few footprints, but this
aforementioned task. At the end of the spell’s
would be a temporary fix at best. The target does
duration, the creature must do a long rest or gain 2
not leave these tracks if he flies, teleports, or
level of exhaustion. This spell can only be cast on a
climbs on a non–earthen surface (such as climbing
creature once every 72 hours. If dedication is cast
through trees).
on a creature more than once in a single 72–hour
A successful Charisma saving throw negates the
period, it suffers 2 level of exhaustion and the spell
effect. At the end of each day, the target can make
has no other effect.
another Charisma saving throw. On a success, the
spell ends on the target.

435
Conservation Nurturing Seeds
3rd-level abjuration 3rd-level abjuration

Components: V, S, M (a drop of water, a drop of Components: V, S, M (the cuttings or seeds, a tiny


the wizard’s blood, and a sifting of ash) bit of dung, and a drop of water)
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: Touch
Area: 40‐ft.–radius spread Target: Up to 10 seeds touched
Duration: 1 day/level or until discharged. Duration: Permanent

Upon completing the ritual of ash, blood and With utmost care you prepare a dung casing to
water, a mysterious pattern appears on the protect the delicate seeds and cuttings, so that
ground. As it is absorbed by the land, it secures its they may be transported elsewhere and sprout
energy from those who would siphon it. new plants.

When cast, this spell makes it more difficult for You render up to 10 cuttings or seeds dormant and
defilers to use the protected land. In effect, while suitable for transport to another area. The seeds
overseeing the land’s continued health, the wizard or cuttings are then taken to an area where
strengthens its resistance to defiling magic. inclement weather, lack of moisture, or other
If a defiler tries to use land that is under a problems have kept plants from growing. The
conservation spell to power his spells, he must dormant items are planted there and, like magic
make a successful Wisdom saving throw or be seeds, they take root and can be used to start new
unable to use the land at all. Should he succeed, patches of vegetation, anchoring the soil and
the land only gives up the equivalent power of creating an environment suitable for more plants
barren terrain. Since the defiler will be unable to to survive.
completely suck the life force out of the plants that Although the spell guarantees that the plants will
are protected, some of them have a better chance survive under even the harshest conditions in their
of surviving and prospering. The area of ash the new home, this sort of land reclamation is a slow
defiler actually creates when tapping land under a and tedious affair. Patches of new plants in a
conservation spell is half that of normal. A second heretofore hostile area can’t be made too large
attempt to pull power from the same area fails too soon or they won’t grow and spread. Such
completely, regardless of any success achieved the patches can be treated no more than once per
first time. month with spelled seeds or cuttings. In a month, a
At Higher Levels. When you cast this spell using a patch of ground up to 10 square feet might be
spell slot of 4th-level or higher, you add 40-feet to successfully maintained. If the plants don’t fall
the radius for each slot level above 3rd. prey to a defiler or hungry animal, a patch as large
as 120 square feet could be created in a year.
Other natural hazards, such as devastating storms
or nearby battles might also destroy the plants.
At Higher Levels. When you cast this spell using a
spell slot of 4th-level or higher, you add 10 cuttings
or seeds or 10 square feet to the spell effect for
each slot level above 3rd.

436
Monster Summoning You open a conduit to the Black, gating forth an
3rd-level conjuration inky–black cube of numbing cold nothingness,
sapping the life–force of anything it touches.
Components: V, S, M (a tiny bag and a small “not
necessarily lit” candle) This spell calls into being a 40–foot cube of inky–
Casting Time: 1 Action black nothingness that chills everything inside it
Range: 60 feet and deals 1d6 points of cold damage per caster
Components: VS level (maximum 15d6). Those who are successful
Duration: Concentration, up to 1 minute take only half damage from the numbing cold.
All within the cube take a –2 penalty on attack
You roll on table 1 to summon a creature of CR 1/4 rolls, saving throws, skill checks, and ability checks
that appears in an unoccupied space that you can for the next 1d4+1 rounds whether they succeed
see within range. The summoned creature is or not.
friendly to you and your companions for the
duration. Roll initiative for the summoned creature When cast, this spell calls into being a 40-foot cube
separately, as it has its own turns. It obeys any of inky-black nothingness that chills everything
verbal commands that you issue to it (no action inside it. Those within must make a successful
required by you). If you don't issue any commands Constitution saving throw or take 8d6 points of
to it, it defends itself from hostile creatures, but cold damage (half damage on a success). The
otherwise take no actions. creature killed by the spell are sucked into the
If your concentration is broken, the creature Black leaving no body behind.
doesn't disappear. Instead, you lose control of it, it All within the cube are chilled to the bone whether
becomes hostile toward you and your companions, they successfully save or not, and are at
and it might attack. An uncontrolled creature can't disadvantage to their attack rolls until the end of
be dismissed by you. their next turn. Those within the cube are unable
In rare cases, adventurers have been known to to see through the blackness; the caster is able to
disappear, summoned by powerful spellcasters make them out as dim shadows within it.
using this spell. They vanish when slain. Those
summoned recall all the details of their trip. The
GM has the creatures' statistics.
At Higher Levels. When you cast this spell using a 4th-Level Spells
spell slot of 4th-level or higher, you may increase
the highest CR allowed by 1 category for each slot
Psionic Channeler
level above 3rd.
4th-level enchantment
Touch the Black
Range: Touch
3rd-level necromancy
Components: V, S, M (the piece of obsidian to be
enchanted, 100 gp/per skimmer size)
Components: V, S, M (a shard of obsidian or glass)
Duration: Permanent
Casting Time: 1 action
Casting Time: 1 day per Size level
Range: 40 ft.
Area: 40‐ft.–radius burst, centered on you
Duration: Instantaneous

437
This spell creates a magical web of thread-sized immediately knows that the spell was cast and
conduits that covers the entire ship and culminates who cast it.
at the obsidian engine. These conduits are invisible If the spell is successful, the target is unable to
and have no truly physical substance, yet they can expend PSPs for its duration. The spell lasts until
be seen with either the wizard sight or true seeing the wizard stops concentrating, either voluntarily
spells. This spell is cast on a flawless, symmetrical or involuntarily. The affected psionicist can
piece of obsidian (of the appropriate size) for one otherwise function normally. If the affected
day per Size level of the skimmer. The wizard must psionicist moves beyond the range, the spell is
keep in constant physical contact with the obsidian broken and he can again use PSPs normally, even if
during the casting time, as these psionic conduits he re-enters the spell’s area of effect.
“grow” slowly from the engine itself and At Higher Levels. When you cast this spell using a
eventually cover the entire ship. spell slot of 4th-level or higher, you add 10 feet to
You enchant an engine that activates a silt the radius of the spell for each slot level above 3rd.
skimmer of size 1.
Before his untimely disappearance, King
Andropinis of Balic had ordered research into this Backlash
spell so that air could be channeled around a 4th-level abjuration
skimmer (i.e., the skimmer could fly).
Unfortunately, all attempts proved fruitless due to Components: V, S, M (a thorn)
the extreme weight of the obsidian engine itself. Casting Time: 1 action
Furthermore, silt, for some reason, is more of a Range: Close (25 ft. + 5 ft./2 levels)
conductor of psionic energies than air (many Area: 40–ft–radius spread (S)
scholars postulate that the Sea of Silt’s origins Duration: 1 day/level or until discharged
have something to do with this fact).
At Higher Levels. When you cast this spell using a The ground glows with a translucent sheen of
spell slot of 5th-level or higher, the engine can green light, as you complete the casting of the
activate one size level more of silt skimmer for preserver’s scourge.
each slot level above 4th.
Also known as the preserver’s scourge, this spell
makes the ground dangerous to defilers. There are
Psionic Dampener two versions of the spell; the one that takes effect
4th-level alteration is dependent upon what a defiler tries to do with
the protected ground. Many preservers cast this
Range: 15 feet diameter spell on particularly fertile areas of growth. The
Components: V, S, M (any small object within a spell remains in effect until the land is tapped by a
blown glass sphere) defiler. Alternatively, when engaged in battle,
Duration: Special preservers may cast this spell on any type of land
Casting Time: 1 action nearby to prevent defilers from pulling energy
Area of Effect: One individual from the plants there. It doesn’t matter when the
spell is cast so long as it is in place before the
Use of this spell allows the caster to disrupt the defiler attempts to use the land.
psionic activities of one individual. The target is Should a defiler try to tap into land that is
allowed a Concentration saving throw to negate protected by a backlash spell when he is
the spell. Regardless of success, the target memorizing his spells, he receives 6d8 points of

438
radiant damage. The land literally lashes back at The recipient has disadvantage to all attack, skill,
him before giving up its life energy. and saving throw rolls. The victim’s Armor Class
If the defiler uses the method whereby he pulls becomes wholly dependent on any armor he is
energy at the time he casts a spell, the land lashes wearing, as all Dexterity bonuses are lost. The
back in a manner commensurate with the spell he target of a death mark spell literally feels as if he
tried to cast, doing 1d8 points of radiant damage has one foot in the grave. The feeling of illness and
for each level of the defiler’s intended spell. The hopelessness leaves after a few rounds, but the
defiler receives a Wisdom saving throw for half skin remains gray and clammy for an additional
damage. hour. The creature might be mistaken for some
The defiler must make a Concentration check (DC kind of undead during this time. At the end of each
10 + spell level + damage dealt) in order to of its turns, the target can make another
continue casting his spell. Constitution saving throw. On a success, the spell
Once it has inflicted damage, the ground returns to ends on the target.
normal. Another spell must be cast upon it for it to
strike back at a defiler again. Only one backlash
spell can be cast on any given plot of ground. Gloomcloud
Casting a second one on already protected land 4th-level enchantment
wastes the spell. The spell has no affect on
preservers who use the land. Components: V, S, M (a drop of dirty water and a
At Higher Levels. When you cast this spell using a small, twisted length of chain ; Cerulean wizards
spell slot of 5th-level or higher, you add 1d8 of may use their blue lens in lieu of other material
radiant damage for each slot level above 4th. components)
Casting Time: 1 action
Range: 60 feet
Death Mark Target: One creature
4th-level necromancy Effect: Cloud that hovers over target’s head
Duration: Concentration, up to 1 minute
Components: V, S, M (a small shard of obsidian)
Casting Time: 1 action A gloomy cloud appears over a creature that
Range: 120 feet becomes despaired and succumbs to apathy,
Target: One creature leaving it little more than helpless.
Duration: Concentration, up to 1 minute
When cast, gloomcloud creates a small, gray cloud
The shard of obsidian turns to black dust. Your over the head of an individual. Only the creature
victim takes a gray pall to the skin, which feels affected by the cloud can see it. The cloud is
clammy and rubbery, as if entering a severe shock. invisible to others. The cloud moves with the
individual, causing him to feel despair unless a
This spell marks a target for death. When cast, it Wisdom saving throw is successful. The despair
creates a gray pall to the skin, which feels clammy caused by the gloomcloud is so profound that the
and rubbery, as if the victim were in shock. Unless victim can do nothing but walk slowly, sit silently,
the target of the spell successfully make a or weep in frustration. He is unable to muster the
Constitution saving throw, he feels hopeless and energy to fight, cast spells, or do anything to help
ill. A successful saves negate the spell. himself. If attacked while in this condition, a roll on
1d20 determines what his response will be.

439
within the last 24 hours. Otherwise, the seeker
d20 roll Response fastens upon the trail of the most potent wizard
1-5 the victim just sits and lets whatever is going to (not the caster) to have been in the area within
happen occur (disadvantage to save rolls) that time.
6-15 he feebly and unenthusiastically defends Wizards who are aware that they are being tracked
himself (disadvantage to attack and save rolls) can try to throw off the pursuit by getting within
16-20 he reacts normally, putting up a good range of the mage seeker and casting dispel magic
defense and able to mount an offense as well on it. This renders that particular object unusable
as a mage seeker for 48 hours.
At the end of the combat, if the spell’s duration
hasn’t expired, the victim returns to his dejected
state. Note that an affected character will not Scapegoat
make attacks of opportunity. 4th-level enchantment

Components: V, S, M ( A strand of hair and a stone


Mage Seeker thrown in the chosen target’s direction)
4th-level divination Casting Time: 1 action
Range: 60 feet
Components: V, S, M (the object which is to be Area: 20‐ft.–radius
used as the seeker and a few grains of sand) Duration: 10 minutes
Casting Time: 10 minutes
Range: Touch. You casually throw a stone in the direction of your
Target: One object used as focus target and then, by the top of your lungs, cry
Area: 20 ft. + 20 ft./level radius circle centered on “Wizard!”
you
Duration: 1 day This spell is usually cast to stop pursuers or to
distract those who might be searching for the
The pointer swirls until it comes to a rest, pointing mage or about to interfere with him. It causes
out the direction of the most potent wizard to be creatures within a 20-foot radius of a chosen
here the last day and night. target creature to believe that the target is to
blame for any and all troubles or difficulties they
This spell requires the use of an arrow, dart, or have. Those within range must have 6 of
piece of bone or wood which is shaped like a Intelligence or higher to be affected by this spell.
pointer. When the spell is cast, the object glows Having established the target’s guilt, it further
slightly and pivots to point in the direction of a prompts those in the area to attack and neutralize
wizard who has been in the area of effect within the target. Only dispel magic or the incapacitation
the last 24 hours. The item becomes a sort of or death of the target will stop the attack.
compass that continually readjusts to point the They must succeed on an Intelligence saving throw
direction of the wizard it first located. to negate the spell. They are also allowed an
Intelligence saving throw once per round to come
If the name or description of the wizard is known, to their senses.
this can be stated at the time the spell is cast and
the mage seeker will home in on that particular
wizard if he has been within the area of effect

440
Cerulean Hail d100 Incarnation
4th-level conjuration 1-8 Aarakocra
9-11 Cyclops
Components: V, S, M ( a drop of water and a pinch 12-19 Dwarf
of dust ; Cerulean wizards may use their blue glass 20-27 Elf
lens in lieu of other components) 28-29 Giant
Casting Time: 1 standard action 30-40 Half-elf
Range: Medium (100 ft. + 10 ft./level) 41-47 Half-giant
Area: 20‐ft.–radius spread 48-58 Halfling
Duration: 1 round 59-70 Human
71-77 Kenku
When you let a drop of water fall into a pinch of 78-81 Mul
dust, a deep blue–black cloud forms over the area 82-89 Pterran
and it rains blue hailstones that fall with a piercing 90-96 Thri-kreen
scream. 97-100 Yuan-ti

When this spell is cast, a deep blue-black cloud


forms over the targeted area and spits out blue Rejuvenate
hailstones that fall with a piercing scream. The 5th-level alteration
hailstones rain 5d8 points of bludgeoning damage
to any creature within the area of effect. Range: Touch
Additionally, the sudden appearance of the Components: V, S, M (a seed - of any type - and a
threatening cloud coupled with the screams of the drop of water)
falling hailstones is very unnerving to Athasians, Duration: Special
who see severe storms only about once a year. Casting Time: 1 minute
Those in the area who are less than 6th level must Area of Effect: 5-foot radius/level
make a successful Wisdom saving throw or flee in
fear for 1d4 rounds. There is a 50% chance that This spell grants the ability to support vegetation
those panicked by the storm will drop held to an area of ground. In the case of ground made
equipment as they flee. The hailstones dissipatebarren by defiler magic, rejuvenate dispels the
after causing their initial damage, as the hot, dry
ground’s sterility, making it immediately capable of
climate melts them on impact. supporting vegetation. The spell may also be cast
At Higher Levels. When you cast this spell using a
on any ground short of solid rock, including sand,
spell slot of 5th-level or higher, you add 1d8 of
rocky sand or soil, and dust.
bludgeoning damage for each slot level above 4th.
The spell affects the ground in a circle extending
away from the caster, so he must stand in the
middle of the area he wishes to revitalize. The
radius of the circle is 5 feet per level of the caster.
5th-Level Spells Once cast, the soil is enriched and moistened, and
a blanket of fine grass emerges instantly.
The duration of the spell varies. Once cast, the
Reincarnation
moist soil and grass are not magical, and are
In DARK SUN campaigns, substitute the following
subject to all natural forces upon them. They will,
table for that found in the Player’s Handbook.
however, survive a week in even the worst of

441
conditions. Rejuvenate otherwise lasts until a have had both arms numbed are unable to use
defiler spell destroys the vegetation there. their hands and can’t fight with melee weapons or
Defilers can’t cast rejuvenate. cast spells.
As a bonus action on your turn, you can move the
weapon up to 20 feet and repeat the attack
Death Whip against a creature within 5 feet of it.
5th-level necromancy
The chances of hitting a specific target are as
Components: V, S, M (a whip - which is not follows:
consumed in the casting - and a wisp of smoke
made by burning a small piece of gray material) 1d20 roll Target
Casting Time: 1 action 1-5 Right leg
Range: Touch 6-10 Left leg
Target: Whip touched 11-88 Torso (no special effect)
Duration: Concentration, up to 1 minute 89-94 Right arm
95-99 Left arm
A dull streak of grey trails the whip and a faint 100 Head (victim takes 1 point of damage and his
moan is heard when you crack it. The whip feels mouth goes numb)
clammy to the touch, and those struck by it have
limp motions. Should the victim survive, lost Strength points
return at the rate of one per 10 minutes. As the
This potent dweomer uses a normal whip as a victim’s Strength returns, the grayness of the skin
conduit for negative energy from the Gray. You disappears and feeling returns, canceling any
create a floating, spectral whip within range that penalties that might have been sustained. Victims
lasts for the duration or until you cast this spell reduced to 0 Strength are slain and become
again. When you cast the spell, you can make a undead zombies under the control of the whip
melee spell attack against a creature within 10 feet wielder.
of the whip.
Each hit from the death whip causes the loss of 1
point of Strength and numbs the area that was hit, Ragestorm
the victim must make a Constitution saving throw 5th-level evocation
or it turns to a dead, gray color. If the area is a leg,
that leg is numb. The victim loses 2 points of Components: V, S, M (a drop of water, a pinch of
Dexterity when his leg is rendered numb. His dirt, and a tiny replica of a lightning bolt carved in
movement rate is cut in half as he must be careful wood or bone. Cerulean wizards may use their
not to trip over uneven ground or misstep and fall. blue glass lens in lieu of other spell components)
If both legs are hit, Dexterity is reduced by 4 points Casting Time: 1 minute
and movement rate becomes only one quarter Range: 150 feet
normal. Any other damage done to the victim’s Area: 30‐ft.–radius emanation centered on a
legs (such as by sword cuts and the like) are not creature or object
felt and the character notes no damage so Effect: One storm
inflicted. The DM must keep track of lost hit points Duration: Concentration, up to 1 minute
for the character. If arms are targeted, anything
the victim is holding is dropped. Individuals who

442
Lightning flares up the sky accompanied by a great 6th-Level Spells
thunderclap. Dark clouds appear above a creature,
and in an instant, the sky opens to unleash rain,
Banish Tyr–Storm
hail, winds and lightning.
6th-level abjuration
Ragestorm creates a miniature Tyr-storm in the
Components: V, S, M (a blue glass lens like that
area designated by the caster. That area becomes
used by cerulean wizards)
the focus of an intense force of rain, hail, high
Casting Time: 1 minute
winds, and lightning strikes for the duration of the
Range: 400 feet
spell. The storm inflicts 5d8 points of lightning
Duration: Concentration, up to 1 hour
damage on anyone caught within its radius
(Dexterity saving throw for half damage) due to
Holding up your blue lens, you feel the power of
high winds, dangerous hail, and electrical
the Tyr Storm surging through you. At your
discharges. Even those protected against one of
trembling command the storm changes the
these effects will take damage from another one. If
direction of its destructive wake.
such a storm is called down upon a cerulean
sorcerer, he may try to absorb the storm into a
This useful dweomer shoves dangerous Tyr-
blue glass lens, just as with regular Tyr-storms. If
storms away from a particular area such as a
successful, the sorcerer absorbs the storm and
town, field, or camp. The wizard is able to force
receives enough energy to power one 5th-level
the storm to leave its normal path and head off in
spell slot.
a direction of his choice. The storm continues to
If the storm is centered on an area, those within it
rage and causes normal damage wherever it goes,
may try to escape its confines. They must state
but the spell allows the wizard to keep it out of an
that they are running away from the storm during
area he wants to protect. Cerulean sorcerers who
the first round it appears or they are hopelessly
banish Tyr-storms may not attempt to draw off
turned around and unable to discern the way out.
their energy; further, if an unsuccessful attempt
If the wizard chooses to cast it on a particular
has been made to draw the storm’s energy into a
individual, that person is granted a Dexterity
lens, this spell automatically fails.
saving throw to avoid becoming the target of the
Summon Tyr-storm, the reverse of the spell, draws
spell. Should the individual be successful, the
a Tyr-storm into an area designated by the wizard.
storm forms around him just as if it had been cast
The storm is typical of those spun off from the
as an area effect, but is not joined to him.
Cerulean Storm and does the same amount of
Individuals who are the target of this spell and who
damage. A Tyr-storm is a violent tempest and can’t
fail to save against it can’t run out of the area of
be used to bring needed water to anyone or
effect, for they carry the storm with them
anything. The rain and hail damages people and
wherever they go.
vegetation; it doesn’t sustain them. Cerulean
The water produced by this spell is partially
sorcerers who summon Tyrstorms may not draw
magical in nature. If some container is left in the
the energy into their blue glass lenses.
area (and it survives the deluge), two gallons (8 L)
of water can be collected.

443
7th-Level Spells 8th-Level Spells
Cleansing Flame Create Tree of life
7th-level evocation 8th-level alteration
Components: V, S
Casting Time: 1 action Components: V, S, M (the sapling (which grows
Range: 60 feet into the tree of life) and a piece of copper wire
Area: One creature formed in the shape of a tree)
Duration: Instantaneous Duration: Permanent
Casting Time: 10 minutes
By performing a throwing gesture as you complete
the spell, you launch an arrow–shaped, pure, white By means of this spell, a wizard can enchant a
flame. A hissing noise is heard as it darts towards living sapling to become a tree of life, a magical
its target. item of tremendous power. Any tree less than one
year old will suffice; this spell cannot be cast on an
A bolt of flame that unerringly strikes a specific older tree. The sapling must have already sprouted
target is created whenever this spell is cast. The from the ground, though the wizard can transplant
bolt always hits unless the target is not corrupt such a sapling before casting the spell. It grows to
(see below). The spell affects things that have been its full size in only one week, but has its full powers
defiled. This may be an item that has been used for and capabilities immediately after the spell is cast.
evil purposes (such as an aligned or magical The properties
sword), land that has been corrupted by defiling, of a tree of life are described in the following
any defiler, or a templar who still receives spells section.
from a sorcerer-king (other or object than Oronis). Trees of Life. In Athas, there is an unusual magical
Even if the templar isn’t evil, he’s guilty by item available that deserves its own classification,
association. and that is the tree of life. A tree of life is a mighty
When the bolt strikes, the object is immediately and magical tree, enchanted by a powerful priest
destroyed and turned to ash by the heat of the or wizard. It is, in essence, a living magical item. it
flame bolt, while people must make a successful stores and channels energies from all four
Dexterity saving throw with disadvantage. If the elemental planes. Thus, though wizards can create
saving throw is unsuccessful, the target suffers a tree of life, only clerics and druids can tap its
12d8 + 50 radiant damage ; if the save is special powers. Those who are in contact with a
successful, the target receives half damage. tree of life receive four spells, each of which can be
If the creature is killed, it can be restored to life cast once per day. The spells gained are heal,
only by means of a wish spell. augury, divination, and magic font.
The spell only functions against those who have A tree of life has two distinct parts: its physical
been corrupted in some fashion. If the caster form and its life force. The stump, branches, roots,
targets someone who isn’t corrupt, the spell fails. and leaves make up its physical form and aren’t
The caster has still used the spell. It’s gone from inherently magical. The same things that would
his memory and its energy has been depleted. destroy a normal tree will destroy the physical
form of a tree of life (for example, chopping it
down, burning it) with one exception. Neither
climate nor terrain affect a tree of life. One will

444
flourish in the middle of the Athasian desert or on powerful life forces to charge their defiling spells.
a rocky mountain” face, regardless of drought, Sorcerer-kings often have large gardens within
severe weather, natural lightning, earthquakes, their cities, even within their palaces, where
and so forth. If the tree’s physical form is damaged groves of trees of life are tended and maintained.
or destroyed, it will grow back to full size. The tree Thus, defilers can exercise evil magic from their
will regrow at a rate of one quarter of its full size citadels without decimating the cities below—a
per week. A sprout will appear in one day and measure to keep their tiny verdant belts as
grow to a sapling in a week. It will grow to a young plentiful as possible.
tree in two weeks, then to a full-sized adult tree in The magical life forces of trees of life make them
three. virtually eternal. The greatest trees of life are
After four weeks, the tree of life will revert to its ancient; many solitary trees predate the villages
true form: an ancient and mighty tree. No matter around them and others stand in entire groves, a
how many times the physical form of the tree is quiet testament to the great wizards of a bygone
destroyed, it will always grow back in four weeks. age. However, present-day priests and wizards still
The tree’s life force—and destroying that magic-is create new trees to enrich the world. In the case of
more complex. A tree of life, at any stage of defilers, the goal is to pervert the trees’ powerful
growth (even sprout) has 100 hit points (10 levels life forces to further the defilers’ destructive, evil
of 10 hit points each) that can only be affected by ambitions.
life-draining magic. The wizard spells vampiric
touch, enervation, trap the soul, and energy drain
can each drain hit points; finger of death can snuff Conversion
out 3 levels of the target tree; and a wish slays the 8th-level abjuration
tree. The priest spells that affect a tree’s life force
are raise dead, greater restoration, and Casting Time: 1 hour
resurrection. Undead creatures that have an Range: Touch
energy drain attack can affect the life force of a Target: Living creature touched
tree of life. Likewise, defiler magic also affects Duration: Instantaneous
a tree’s life force. Every level of defiler magic cast Components: V, S, M (For converting a defiler to a
within 100 yards of a tree of life drains one level of preserver are ashes and ground gemstone worth
life force from the tree. The only positive aspect of at least 300 gp. These are sprinkled over the target
this damage is that it negates the effect the spell as he falls unconscious. To convert a preserver to a
would otherwise have on surrounding vegetation. defiler, the ashes are replaced by a living plant,
The life force of a tree of life is completely snuffed newly ripped from the ground and chopped to
if it falls below zero levels or hit points. The life pieces. The gem is still needed)
force will not regenerate if either of these
numbers falls below zero, in which case both the You share the herb concoction with the repentant
life force and the physical form of the tree die. The wizard, establishing a link between the two of you.
life force of a tree of life regenerates one level (10 You take upon yourself the burden of sacrifice to
hit points) per hour. It regenerates even if the life remove his taint. As if sucking poison from a
force reaches zero points, but not if it goes below wound, you feel a sharp sting as it courses through
zero. your veins, slowly being diluted by your blood until
Though originally created by wizards to combat it is gone.
the destruction of nature, trees of life are now This potent dweomer is used to convert a
heavily exploited by defilers, who use the trees’ repentant defiler into a preserver or vice versa (all

445
subsequent references, though phrased as months with his patron preserver learning a new
converting a defiler, may be reversed and applied way of drawing energy and casting spells and
to a preserver as well). It is only used on defilers making a new spell book.
above 6th level who willingly seek to change their Conversion may be cast for one of several
ways and embrace the opposite path. In essence, purposes, depending on being cast on a preserver
the caster and target cooperate in casting the or a defiler:
spell. The target must freely give up experience Preserver: This removes all taint of defiling from
and be reduced in level. Further, he must break or the spellcaster.
give away all magical items he had collected up to Defiler: A repentant defiler becomes a preserver
this point in his life. This is symbolic of the target’s and can cast spells without damaging plant life.
willingness to become different from what he once
was. Symbolic or not, until all such items are gone,
the spell will not work. Protection from Time
Following the riddance of the target’s magical 8th-level abjuration
items, he must destroy his former spell book.
Whether this means burning scrolls or unraveling Components: V, S, M (a gold hourglass filled to
knotted patterns doesn’t matter. The voluntary capacity with 75 gp value of diamond dust)
giving up of his former knowledge is the key to this Casting Time: 1 minute
undertaking. Range: Touch
Once a target has been cleansed of his former Target: One creature or object touched
associations, he is ready for the second portion of Duration: 1 year
his change. Some sort of ritual cleansing, either a
bath or scrubbing with sand, or rubbing with a The sand in the hour glass freezes to a halt, as does
savory herb is performed. Then the caster begins the aging process of the spell’s recipient.
the actual spell. The target takes an oath affirming
his decision to change, and at that time, is struck You protect the target from the adverse effects of
by the power of the spell and rendered aging. This spell makes a living creature immune to
unconscious. Because of the momentous changes natural, magical, and psionic aging. This spell
this spell brings about, it may only be performed continues on beyond the creature’s death, and
by a preserver at least one level higher than the time limits for spells like speak with dead or raise
defiler who wishes to change. dead do not count the time that protection from
When the target awakens 24 hours later, he has time is in effect. This spell can be cast on a dead
lost experience points and levels enough to make creature.
him a first level preserver. Though he retains his The target moves through time at the same rate as
hit points, he is in all other ways (including saving other beings. A living subject must still eat, drink
throws) a first level character. When he first and rest as usual; it simply does not age. This spell
awakens, the new preserver is very weak. He must does not affect the duration of other spells.
spend one day in bed resting for every level that
he lost. This time may be shortened through the When this spell is cast, it creates a magical barrier
casting of heal spells on him. Each such spell around the recipient at a distance of one inch. The
reduces the time he must rest by one day. The barrier moves with the recipient and protects him
rigors of the spell have also wiped all knowledge of from the adverse effects of time. This spell can be
his former spellcasting techniques from the new cast on any living creature, but multiple spells are
preserver’s mind. He must spend at least six not cumulative. The recipient does not age during

446
the spell’s duration, though this won’t have a overwhelming stench of decay assaults your nose,
noticeable effect on his life span unless many such confirming the connection to the plane of the dead.
spells are cast in series; the recipient should keep
track of how many protection from time spells This spell tears and holds open a rift between
have been cast on him so the DM can add one Athas and the Gray. The rift itself is a two–
week to his total natural life span for each. A dimensional, diamond–shaped plane 30 feet high
significant number of such spells can postpone and 15 feet wide in the middle. Any creature that
aging effects for the recipient. When confronted touches the rift receives 4d10 necrotic damage
with a magical aging effect, the recipient gets a (Constitution saving throw for half damage). A
Wisdom saving throw to avoid the effect (or an character that attempts to dispel the rift and fails
additional save if one is already allowed). Whether is also subjected to the damage. Once per round as
or not the save succeeds, the protection from time a move action, you can move the rift 30 feet in any
spell is dispelled immediately. direction within range. If you cease concentration
The spell is not automatically dispelled upon the or are slain, the rift lingers for 1d6 rounds without
character’s death — it continues to protect the moving and then dissipates. All undead creatures
body. For purposes of magical resurrection, time within range gain a +4 Strength, +3 hp per HD, and
since death for the recipient’s dead body does not regeneration 1 HD per round.
start accumulating until after the protection from
time spell has ended.
This spell does not cause time to stop within the Pact of Darkness
barrier around the recipient; he moves through 9th-level necromancy
time at the same rate as other characters. The
character must still eat, drink, and rest as usual. Components: V, S, M (10 perfect spheres of
This spell does not affect the duration of other obsidian of 100 gp value each and a drop of the
spells. This spell can be cast on a dead creature. caster’s blood)
Casting Time: 1 minute
Range: 30 feet
Effect: One summoned shadow giant
Duration: 1 hour
9th-Level Spells
Surrounded by shadowy illumination, you cut your
Gray Rift
finger, letting a drop of blood fall to the ground –
9th-level conjuration
sealing your pact with the shadow giant, which
accepts your obsidian spheres as payment for its
Components: V, S
services.
Casting Time: 1 minute
Range: 120 feet Pact of darkness creates a pact between a you and
Effect: Diamond–shaped rift 30 ft. high and 15 ft. a shadow giant. By agreeing to give the shadow
wide in the middle giant ten perfect spheres of obsidian as payment,
Duration: Concentration, up to 1 minute you are empowered to call upon the shadow giant
for aid. The shadow giant will use its powers on
Calling upon the negative energy of the Gray to your behalf for up to an hour before returning to
bolster the unliving, you conjure a two– the Black. Each use of the spell calls for another
dimensional diamond–shaped rift. An payment of spheres. If the shadow giant is

447
unwilling to serve you, it is entitled to a Wisdom casting such a powerful spell. Even utilizing the
saving throw. Should it succeed in its saving throw, energy stored within a lens or sphere makes no
the spheres of obsidian shatter and the shadow difference.
giant refuses to appear. The spell does acid damage to objects in the area
Shadow giants cannot be summoned in areas of that aren't being worn or carried.
absolute blackness. Cerulean sorcerers who are foolish enough to
brave the storm’s fury in an attempt to draw the
storm’s energy into a blue glass lens get what they
Tempest deserve. They are take the damage with no saving
9th-level evocation throw allowed.

Components: V, S, M (A waterskin full of water, a


tiny replica of a lightning bolt carved of wood or Vampiric Youthfulness
bone, and a pinch of powdered silver. All are 9th-level necromancy
expended in the casting.)
Casting Time: 1 action Components: V, S
Range: 1 mile Casting Time: 1 hour
Area: 20‐ft.–radius spread Range: Touch
Effect: One storm Target: Living, corporeal creature touched
Duration: Instantaneous Duration: Instantaneous

You create a monstrous storm, with, ominous The powerful being heaves for breath, as you leech
cerulean clouds rolling into the area and off its life force. Your grey hairs are reduced and
unleashing the full fury of the Cerulean Storm. Hail, wrinkles smoothened somewhat, while the other
lightning, hurricane winds, slashing rain, acidic appears much older.
vapors, and furious thunder rock the area.
With this spell, the caster makes himself younger
Any living creatures in the designated area must by leeching the life energy out of another creature.
make a Reflex save or be completely obliterated. The victim must have Hit Dice or levels at least
This spell creates a monstrous storm over the area equal to the caster’s level, and he must be at full
of effect. In one round, ominous Cerulean clouds hit points at the time the spell is cast; undead,
roll into the area and unleash the full fury of the extra-planar beings (such as elementals), and other
Cerulean storm. hail, lightning, hurricane winds, non-corporeal creatures cannot be affected by this
slashing rain, acidic vapors, and furious thunder spell. A charmed creature will not willingly submit
rock the area. Each creature in a 40-foot-radius to the spell, though a creature under the effects of
sphere centered on each point you choose must a domination spell will; even a willing victim makes
make a Constitution saving throw. The storm a Wisdom saving throw to negate this spell. The
spreads around corners. A creature takes 20d6 caster and the victim must be touching for the
acid damage and 20d6 force damage on a failed entire casting time of the spell; any interruption
save, or half as much damage on a successful one. negates it.
A creature in the area of more than one storm is Once cast, the victim ages 10 years immediately. If
affected only once. this would take the victim beyond his normal life
When the wizard calls the storm, he immediately span, he dies; otherwise, the victim remains
takes 3d8 necrotic damage from the exertion of unconscious for 24 hours. The victim may suffer

448
aging effects immediately upon regaining When another person is the object of the spell, the
consciousness. wizard receives warnings about that person. He
The caster becomes one year younger. Present must still communicate this to the other person to
damage is not healed, nor are curses or diseases negate any surprise. Shouting a warning, yanking
removed. The caster retains all memories and the person back, and even telepathically
experience points. Outsiders and plants are communicating through a crystal ball can all be
immune to this spell. accomplished before the trap is sprung, if the
Performing this spell on an unwilling victim is wizard does not hesitate. However, the object of
definitely an evil act and cannot be undertaken by the spell does not gain the defensive bonus to his
a good character, even against an evil victim. Armor Class.
However, there may be circumstances when a
good character could use this spell, such as when
the victim is willing and has plenty of years to Mordenkainen’s Disjunction
spare. 9th-level alteration

Range: 0
Foresight Components: V
9th-level divination Duration: Instantaneous
Area of Effect: 30-ft. radius
Range: 1 creature
Components: V, S, M (a hummingbird's feather) When this spell is cast, all magic and magical items
Duration: 1 hour within the radius of the spell, except those on the
Casting Time: 1 action person of or being touched by the spellcaster, are
disjoined. That is, spells being cast are separated
This spell grants the caster a powerful sixth sense into their individual components (usually spoiling
in relation to himself or another. Although cast the effect as a dispel magic spell does), and
upon himself, the wizard can specify that he or permanent and enchanted magical items must
another is the beneficiary of the spell. Once the successfully save against DC 10 or be turned into
spell is cast, the wizard receives instantaneous normal items. Even artifacts and relics are subject
warnings of impending danger or harm to the to Mordenkainen's disjunction, though there is
object of the spell. Thus, if he were the object of only a 1% chance per caster experience level of
the spell, the wizard would be warned in advance actually affecting such powerful items. Thus, all
if a thief were about to attempt to sneak attack potions, scrolls, rings, rods, miscellaneous magical
him, or if a creature were about to leap out from items, artifacts and relics, arms and armor, swords,
an unexpected direction, or if an attacker were and miscellaneous weapons within 30 feet of the
specifically targeting him with a spell or missile spellcaster can possibly lose all their magical
weapon. When the warnings are about him properties when the Mordenkainen's disjunction
personally, the wizard cannot be surprised and spell is cast. The caster also has a 1% chance per
always knows the direction from which any attack level of destroying an antimagic field. If the field
on him is made. In addition, the spell gives the survives the disjunction, no items within it are
wizard a general idea of what action he might take disjoined.
to best protect himself--duck, jump right, close his Note: Destroying artifacts is a dangerous business,
eyes, etc.--and gives him a defensive bonus of 3 to and 95% likely to attract the attention of some
his Armor Class.

449
powerful being who has an interest or connection the item possessor, but has no choice whether or
with the device. not to go (making this a rare casting indeed!).
Additionally, if an artifact is destroyed, the casting
wizard must roll a successful Intelligence saving
throw versus the spell’s DC or permanently lose all Temporal Stasis
spellcasting abilities until restored by a wish spell. 9th-level alteration

Range: 30 feet
Succor Duration: Permanent
9th-level enchantment Area of Effect: 1 creature
Components: V, S, M (a powder composed of
Range: Touch diamond, emerald, ruby, and sapphire dust, with
Duration: Special each crushed stone worth at least 100 gp)
Casting Time: 24 hours
Area of Effect: 1 individual Upon casting this spell, the wizard places the
Components: V, S, M (gemstones totaling 5,000 gp recipient creature into a state of suspended
value. The components can be enchanted only animation. This cessation of time means that the
once per month (usually on a night of a clear, full creature does not grow older. Its body functions
moon). At that time, the object is set for the type virtually cease. This state persists until the magic is
of succor and its final destination (either the removed by a dispel magic spell or the reverse of
location of the spellcasting or an area well known the spell is uttered.
to the wizard).) Temporal reinstatement. This is the reverse of the
spell which puts an end to the stasis. Note that the
By casting this spell, the wizard creates a powerful reverse requires only a single word and no somatic
magic in some specially prepared object--a or material components.
statuette, a jeweled rod, a gem, etc. This object
radiates magic, for it contains the power to
instantaneously transport its possessor to the
abode of the wizard who created it. Once the item 10th-Level Spells
is enchanted, the wizard must give it willingly to an
individual, at the same time informing him of a
command word to be spoken when the item is to
Many of these spells call for elaborate preparation,
be used. To make use of the item, the recipient
rare material components, and conditions that
must speak the command word at the same time
must be met prior to or during casting. Often,
that he rends or breaks the item. When this is
meeting these requirements calls for small
done, the individual and all that he is wearing and
adventures in and of themselves. The DM’s
carrying are instantly transported to the abode of
involvement is critical to the role-playing of these
the wizard. No other creatures can be affected.
powerful spells. Defilers and 10th-level spells:
The reversed application of the spell transports
These defiling spells leech life not only from plants
the wizard to the immediate vicinity of the
but from living creatures. All living creatures within
possessor of the enchanted item, when it is broken
the radius of effect (which is the same as for 9th-
and the command word spoken. The wizard will
level spells) take 1d6 points of necrotic damage
have a general idea of the location and situation of
per spell level (save for half damage). Some spells

450
call for a number of Hit Dice of living creatures as unable to free itself, and will be considered
part of the material components for the spell. restrained.
These creatures are destroyed with the casting of
the spell, just like other spell components - no
saving throw is allowed. Advanced Domination
10th-level enchantment

Abrasion Range: 10 yards/level


10th-level evocation Components: V, S, M (the emotionally prized item.
The item may or may not have any intrinsic value.)
Range: 90 yards Preparation Time: 7 days
Components: V, S, M (sands caught in a driving Duration: Special
wind, and fragments of bone from creatures Casting Time: 10 minutes
blasted clean in sandstorms. These must be mixed Area of Effect: 1 person
during the preparation time.)
Preparation Time: 10 days This spell lets the wizard control the actions of any
Duration: 120 days person of the player character races (human,
Casting Time: 2 hours dwarf, elf, half-elf, half-giant, halfling, mul, or thri-
Area of Effect: Special kreen). During the preparation time, the wizard
must be in constant contact with an item once
The spell can be cast in the following terrains: owned by the intended victim, an item that is
rocky badlands, stony barrens, sandy wastes, salt somehow emotionally prized by that character.
flats, and boulder fields. Once cast, the wizard
shapes the area of effect, which totals ten 100 For instance, a letter from a loved one, the
yard by 100 yard squares, plus five additional character’s first metal weapon, a family heirloom,
squares per level of the caster above 20th (a 25th etc., would suffice. (Emotional attachment to the
level wizard could, therefore, lay them end to end, item is up to the DM). The time spent procuring
making a barrier 100 yards wide and 3,500 yards, the item does not count toward the preparation
or just over 2 miles long). The area of effect can be time; the wizard can undertake any activity during
shaped, in any way desired, out of these building that time, provided he carries the item on his
blocks. Any vegetation there will remain person.
unaffected. Once cast, the victim gets no saving throw.
Protection from evil in no way hinders this spell.
Any creature that puts his full weight against the
affected area of ground will suffer damage. On the The caster can then control the actions of the
first round of contact, it will inflict 1d4 point of victim within the limits of the subject’s body,
necrotic damage per Hit Die. On the second, it will through telepathic contact. The subject cannot
inflict 1d6 point of necrotic damage per Hit Die. On resist this control.
the third and subsequent rounds, it will inflict 1d8
points of necrotic damage per Hit Die. Especially This spell lasts until one of the following occurs: an
tough hide or footwear may postpone damage for immediate relative (sibling, parent, or child) of the
one or, at most, two rounds. By the nature of the subject retrieves the prized item and destroys it; a
damage, after suffering half of their total hit points period of time passes equal to the length of time
in damage a medium creature or smaller will be the subject cherished the emotionally prized item;

451
the caster chooses to end the spell. Keeping a least eight hours every day for the entire year.
subject under advanced domination counts as one Acquisition of such documents will usually be a
10th-level spell against the caster’s maximum. quest in and of itself; once used, these documents
Once ended, the prized item disappears. cannot be used for this spell again.

The material components must include vast riches


Defiler Metamorphosis (at least 10,000 gp worth of jewels, gems, coins, or
10th-level evocation artistic treasures), a vast structure where the
transformation might take place, and no fewer
Range: Self than 1,000 Hit Dice worth of living creatures for
Components: V, S, M the life-leeching process. The riches vanish and the
Preparation Time: Variable living creatures are slain one heartbeat after the
Duration: Permanent defiler begins casting. The structure, which must
Casting Time: Special cost more than 50,000 gp to build, is not destroyed
and may be used again to cast this spell when
Defilers who have earned sufficient experience attaining all three of the low levels. The spell is
points to advance to the next stage of their dragon cast from the deep interior of the structure, where
metamorphosis must successfully cast this spell. the caster will actually transform - no other beings
Once cast, the defiler mutates his physical form may be present at the instant of casting. The
drastically, each time becoming less human and casting time is a full 24 hours; any interruption
more dragon. results in spell failure.
The defiler may begin his preparation time at any
point as he approaches his next level, building Middle (24th, 25th, and 26th levels): At the middle
structures, gathering components, studying, etc. levels, the process is similar. The preparation time
But the spell cannot be cast before he has earned extends to two years per casting, during which
all necessary experience points. Though the time the caster must befriend and visit a powerful
experience points have been earned, the defiler creature from an elemental plane. The caster must
gains no benefits of his new level until after thevisit the planar creature three days of every fifteen
defiler metamorphosis spell is cast. for the entire preparation period. The DM must
create and role-play the elemental creature - it is
The exact material components, preparation time, likely that it will force the defiler to perform
and casting time differ, depending on what level difficult missions, more often than not for its own
the defiler is about to achieve, grouped by level amusement, all through the preparation period.
into low, middle, high, and final metamorphosis.
The material components include fewer riches (at
Low (21st, 22nd, and 23rd levels): When least 5,000 gp) but more living creatures (no fewer
approaching these levels, the defiler is merely than 2,000 Hit Dice). A new structure must be
beginning his metamorphosis toward dragon form. built, which can be used for all three middle-level
The preparation time at these levels must be at transformations, but this structure must be made
least one year, during which time the caster must of stone, take at least three years to construct, and
have access to ancient documents, tablets, and must be ornately decorated, costing no less than
scrolls that have never been studied by another 125,000 gp. The casting time is three days; any
defiler. Such materials must be discovered by the interruption results in spell failure.
defiler or his minions and must be studied for at

452
High (27th, 28th, and 29th levels): For the high Defiling Stasis
levels of dragon metamorphosis, the process 10th-level alteration
actually must take place on either an elemental or
the Astral plane. No structure or riches are Range: Self
required, but the caster must travel to his plane of Components: V, S, M (a small glass bubble with no
choice with no fewer than 200 Hit Dice of living air inside it)
creatures from the Prime Material plane. The living Preparation Time: 7 days
creatures must be no fewer than 10 Hit Dice each Duration: 1 day/level
and must willingly travel to the plane and Casting Time: 10 minutes
participate in the casting. Area of Effect: Hemisphere, 100-yard radius

The actual casting time is 24 hours, and the caster This spell pushes defiling damage far away from
must have the full cooperation of at least three the caster for a period of time. The damage still
powerful beings from that plane for the entire occurs, but at a point more remote from the
time. Locating beings willing to cooperate should defiler himself. It can be used to protect an area
be easy, but getting their cooperation requires against defiling damage, or by a defiler to push his
exchanges of favors, quests, etc.; preparation time damage out of sight.
is equal to the time it takes to convince the planar
The wizard must contact the spirit or spirits of the
beings to cooperate.
land within the radius he wishes to affect. Since it
is unusual for a user of wizardly magic to contact a
Final (30th level): The final stage of dragon
spirit, the process takes quite a bit of time - every
metamorphosis requires no preparation time and
waking moment for the entire preparation time.
a single material component; the slain body of a
There is no actual speech contact established with
good creature defeated in single combat; the
the spirits, only a level of understanding that the
victim must be intelligent, have at least 20 Hit
wizard wishes to protect the area from defiling
Dice, and be capable of casting 9th-level Wizard
damage.
spells or 9th-level Priest spells. The spell must be
cast over the fallen victim within one hour of his When cast, a hemisphere centered on the caster
defeat; the casting time is merely one turn. becomes temporarily immune to defiling damage.
All such damage called for within the hemisphere
In all cases, the living creatures used as material is redirected to the closest points immediately
components must be within one mile of the caster. outside of it. Trees of life within the hemisphere
Once cast, the defiler must make a successful cannot be drawn upon for defiling magic - that
Constitution Saving Throw DC equal to the dragon energy, too, is redirected outside. The hemisphere
level or die in the mutation process. Any is 100 yards in radius. The caster need not remain
interruption or mistake during the casting of the inside the hemisphere. The spell in no way inhibits
spell will kill the defiler character. This spell can the effectiveness of defiler magic within its
only be cast by defilers. boundaries.
There is no force field or visible barrier at the edge
of the hemisphere. However, once defiling magic is
cast within it, the area immediately outside forms
a large circle of ash that can be identified by
knowledgeable characters.

453
Defiling Regeneration Any character of good alignment under the effect
10th-level necromancy of this spell must attempt to have the magic
dispelled before he takes damage - he must avoid
Range: 300 ft. combat damage at all costs. Failure to do so, or a
Area of Effect: Special willingness to accept the spell as an asset, is cause
Components: V, S, M (inks and dyes made from for an alignment change.
the blood of regenerating creatures)
Preparation Time: 30 days
Duration: Special Dome of Invulnerability
Casting Time: 10 minutes 10th-level abjuration

With this spell, a defiler can empower a force of Range: Self


creatures to magically regenerate lost hit points atComponents: V, S, M (a crystal ball, which takes no
the expense of the vegetation around them. Only less than 500 gp worth of materials to make)
defilers can cast this spell. Preparation Time: 3 days
During the preparation time, the defiler must Duration: 1 day
prepare each of the creatures he plans to Casting Time: 10 minutes
empower with regenerative abilities; up to 6
creatures. He must decorate their faces and hands This spell creates an enormous mobile magical
with non-permanent tattoos and their armors with sphere around the caster. The sphere itself acts
special symbols of evil magic. The caster must have exactly like a globe of invulnerability, but any spell
access to the creatures for the entire preparation can be cast out of the magical sphere, and these
period. pass from the caster to the subject without effect
upon the globe. During the preparation time, the
Upon casting, the defiler can empower creatures caster must fashion a perfect crystal ball, which
with Hit Dice equal to five times his level with a takes every hour of the three days. Upon casting,
form of regeneration. Only living, corporeal the dome appears in a hemisphere over the
creatures can be affected. The creatures caster's head, to a radius of 30 ft. per
regenerate 20 hp per round, including the round in dragon/avangion levels. Everyone within the dome
which they are first wounded, for the duration of receives its benefits, whether friendly or
the spell. Even those slain regain consciousness antagonistic toward the caster. The dome does not
when they regenerate up to 1 hp. The spell lasts extend below the ground - magic cast from below
for a number of days equal to the caster’s level. the dome is not affected. The dome moves with
When the spell expires, the tattoos and symbols the caster, always centered on his position.
vanish. However, if the caster flies off the ground, the
The magical energy driving this regeneration is dome collapses instantly. Also, dispel magic or
taken directly from the land, just like defiling disintegrate eliminates the dome.
magic. During regeneration, the ground where the
creatures were wounded becomes spotted with
ash. A typical combat site leaves a few ashen
footprints behind. The site of a major battle may
be completely destroyed, turned to ash as the
creatures regenerate lost hit points.

454
Enchanted Armaments Enslave Elemental
10th-level enchantment 10th-level conjuration

Range: 90 feet Range: 360 ft.


Components: V, S, M (a powdered braxat’s horn Components: V, B, M (Special)
and the weapons themselves.) Preparation Time: 30 days
Preparation Time: 7 days minimum Duration: Special
Duration: Special Casting Time: 50 minutes
Casting Time: 10 minutes Area of Effect: One elemental

With this spell, a wizard can temporarily enchant a With this spell a wizard can both summon and
large number of weapons against a specific foe. then enslave an elemental. The caster can enslave
During the preparation time, the wizard must an earth, air, fire, or water elemental as desired.
spend at least one hour with each weapon to be The strength of the elemental summoned depends
enchanted, scratching a special symbol onto its upon the caster’s level: at 21st, the elemental has
blade or handle. no more than CR 3, the challenge rating increases
The weapons can be of any variety and made from by 1 for each caster level above 21st.
any materials, but they must all be within range at
the time of casting. The wizard must choose a Before an elemental can be enslaved, the caster
single named foe, being specific as to race and must personally witness destruction wrought by
origins (such as “the elves of the Jura Dai” or “the that creature. The wizard may conjure the
gith mercenaries of Rithgar’s horde”). The Caster elemental, himself, or simply witness it in the
cannot choose “all elves” or “all of Rithgar’s service of another. In either case, the wizard must
horde”. as named foes for this spell. The weapons gather a bit of material evidence from that
all gain a magical +2 enchantment for the duration destructive force for himself; a sliver of charred
of the spell against the named foe only. This bonus wood burnt by a fire elemental, the teeth of a
applies to all attack and damage rolls and allows creature drowned by a water elemental, etc.
the weapons to inflict damage on creatures
normally affected only by magical attacks. Once procured, the wizard must begin the
preparation time for the spell, during which he
In BATTLESYSTEM, game terms, the attacking unit must fashion the material into an amulet, this
should roll the next higher AD (AD4 becomes AD6, takes at least six uninterrupted hours per day for
etc.). The weapons receive no benefit or penalty the entire 30 days. Once completed, the wizard
against other creatures. must don the amulet and cast the spell before the
next double moon (or within 1d100 days).
The weapons remain enchanted until one of the
following occurs: the named foe is completely Upon casting, the elemental arrives, under the
destroyed; half of those wielding the weapons are complete control of the wizard. He need not
killed or otherwise taken out of action; 30 days concentrate to maintain control and the elemental
have passed since casting. Once the spell’s performs every bidding. If the elemental ever
duration has run out, all the enchanted weapons strays beyond the range of the spell, it continues
turn to dust immediately. to perform its last orders forever. If the amulet is
removed from around the wizard’s neck, the
elemental attacks him immediately. If the wizard is

455
ever killed or the amulet destroyed, the elemental animate: Hit Dice equal to the caster’s level per
is freed and returns to its plane. The amulet has no day of preparation. During preparation time, the
magical protection and suffers damage and has AC caster must spend all 24 hours locked away in a
as the material from which it is made. dark place with but a candle, pouring over ancient
necromantic tomes.
In addition to the amulet, the wizard must have
the material component called for in the conjure The material components for this spell are
elemental spell: burning incense for an air gathered weapons, from the fallen warriors, that
elemental, soft clay for earth, sulphur or have their enemies’ blood on them. It is a common
phosphorus for fire, water and sand for a water practice on Athas to loot the bodies of their
elemental. weapons, if possible, so this component may not
be readily available among the slain warriors.

Immediate Animation
10th-level necromancy Just Sovereign
10th-level illusion
Range: 360 ft. Reversible
Components: V, S, M (gathered weapons, from the
fallen warriors, that have their enemies’ blood on Range: 0
them) Components: V, S, M (an item of at least 1,000 cp
Preparation Time: Variable (optional) value that was won for the leader by his subjects’
Duration: Permanent efforts)
Casting Time: 10 minutes Preparation Time: Variable (optional)
Area of Effect: Special Duration: Special (3 times the time spent in
preparation)
With this spell, a wizard can animate a large Casting Time: 1 day
number of dead creatures into zombies, provided Area of Effect: 1 mile radius
those creatures died in combat within one hour
before the casting of the spell. All dead creatures With this spell, a wizard can pacify a subject
must be in range at the time of casting. The population or unit of soldiers, making them believe
number of Hit Dice animated is 400 per level their leader is far kinder than his previous actions
beyond the 20th (400 at 21stlevel, 800 at 22nd, would suggest. This spell only functions against a
etc.) Creatures so animated lose all magical and group of creatures who already feel that the
psionic abilities, but retain all physical subject of the spell is their leader, regardless of
characteristics. Creatures become zombies of what they feel about him. A torturous warrior-king
equal Hit Dice to their living counterparts (i.e., a 6 might have this spell cast upon him, but someone
Hit Die thri-kreen becomes a 6 Hit Die zombie thri- without subjects gains no benefit from its magic.
kreen). Once slain as zombies, the corpses are The number of people so pacified is 200 Hit Dice
considered too damaged to be animated a second per level of the caster above 20th. Once cast, the
time. entire group must be evaluated to obtain an
average Wisdom saving throw. The group then
Preparation time for this spell is optional. saves as a whole, either all passing or all failing. All
However, every day spent in preparation prior to of the subjects must be within the area of effect at
casting increases the number of creatures he can the time of casting.

456
During the preparation time, the caster must With this spell, the caster can extend maximum
spend time in the presence of the subject (or in age. Every character has a maximum age created
isolation if he plans to cast it upon himself). from the Age tables in the DARK SUN core book,
but only the DM knows what that value is; a player
Once successfully cast, the leader’s subjects will may have some idea of when his character is
selectively forget incidents of torture or abuse, approaching its maximum game age, but only the
long forced labours, and other unpleasant events. DM knows exactly what that is
They will see their leader as a good creature,
worthy of respect, hard work, and reverence. In This spell increases a character’s maximum age by
specific game terms, the leader receives advantage one king’s age: 77 years. The character usually
to all NPC reactions and Charisma skills checks does not suffer normal aging effects during this
when those NPCs are part of the affected subjects. time, but this can vary according to circumstances,
They will gladly do the leader’s bidding and can activities, and magical or psionic effects.
usually be counted on to double their efforts, be it
construction, farming, etc. A military unit will The material components for this spell are
never rout or fall back when in the leader’s extensive. The recipient must surround himself
presence. with the trappings of his youth. His personal
trappings might include clothing or equipment
Evil despot: forces the subjects of a leader to used as a youth, letters previously received or
believe he is very cruel and unjust, regardless of sent, soil from his homeland, tears shed by his
his past performance. With this spell, the subject mother, etc. Collection of these components may
of the spell is allowed a Wisdom saving throw, be very difficult, involving a long journey to the
failure means the subjects within the area of effect caster’s homeland, or they may prove impossible if
immediately find him repulsive for the duration of the caster is an orphan or has no traceable roots.
the spell. The leader suffers a disadvantage to NPC
reactions and Charisma skill checks among the
affected population. Workers stop working, they Magical Minions
may tear down the things they have already built, 10th-level conjuration
and military units refuse to fight and rout off the
field when led by their hated leader. Range: touch
Components: V, S, M (possessions, once prized by
the minions that are no longer needed in the
Life Extension wizard’s service)
10th-level necromancy/alteration Preparation Time: 150 days
Duration: Permanent
Range: Touch Casting Time: 10 minutes
Components: V, S, M (the trappings of the target Area of Effect: Undead creature touched
creature youth)
Preparation Time: 77 days This spell lets the wizard create a force of identical
Duration: Permanent creatures who, in essence, become physical
Casting Time: 100 minutes extensions of himself. The wizard can observe
Area of Effect: Special through their senses and use his powers through
them, no matter where they are.

457
During the preparation time, the wizard must concentrating, he knows nothing of his minions,
assemble the potential minions. Any creature can but they can contact him empathically if they wish.
serve as a minion, provided it is of the same
alignment as the caster and has a minimum of 15 The wizard can cast magical spells and use psionic
Intelligence. The wizard can enchant a number of powers through his minions, no matter what the
identical minions up to one third of his wizard physical distance between them. Minions are
level, rounding down. For a good wizard, the especially deadly opponents since it is the wizard
minions must be willing subjects. Evil wizards can who must employ the various components, not the
secure their minions through domination or other minion. Once the wizard casts a spell through a
means. Minions and wizard must be locked away particular minion, the spell immediately works
for the entire length of the preparation time, without action on the minion’s part. Similarly,
bonding personally, magically, and psionically. psionic checks are made and strength points spent
by the wizard, but the effects can be channelled
Unwilling subject must make a Wisdom Saving through the minion with but a thought. When
throw to negate effect. these things are done, range and area of effect are
measured from the minion’s viewpoint, not the
Upon casting, the minions become tools of the caster’s. The minion cannot act in its own right
wizard for the rest of their lives. If destroyed and while the wizard is using it this way. The
raised, the raised form is no longer a minion of the connection does not work between different
wizard. The minions retain their physical form and planes. The strong link between wizard and
attributes, including hit points, bonus to hit, Armorminions can be dangerous as well. When a minion
Class, attacks, etc. They also retain any spell-like is destroyed, the wizard must make a Constitution
abilities they once had. They retain their raw saving throw or be stunned for 1d6 x 10 minutes.
intelligence and their original ability to make The wizard also loses experience points equal to
decisions. The minion’s free will is not lost, so he ten times the minion’s XP value.
can undertake long-term functions without direct
supervision. The wizard cannot gain further experience points
until the minion is either replaced or its death is
However, the minions lose all magical and psionic avenged. The loss of a minion disrupts the casting
powers. The wizard controls all such powers in the time or preparation time of all spells in
new union of beings. All material possessions are development. Also, opponents can use a minion to
distributed by the controlling wizard - unless an locate and psionically attack the wizard. If the
item is given to the minion by the wizard, or unless minion’s mind is controlled through domination or
the wizard gives the minion specific instructions to similar magic, psionic powers can be launched
obtain and use it, the minion ignores it. through it against the wizard, regardless of
distance. A wizard can have only one set of
The wizard has complete overriding control of his minions at a time. If all are slain, he can start a new
magical minions. Through concentration, he can set after a period of three years. No minion can
know everything that the minion knows - its serve more than one wizard.
location, situation, and emotional state. The
wizard can see through the minion’s eyes and use
its other senses. His instructions to the minion will
be carefully fulfilled. When the wizard is not

458
Magical Plague Infected wizards and carriers can pass the plague
10th-level alteration to other wizards they contact. Any other wizard
who comes within 10 yards of an infected or
Range: 0 carrier wizard must make a Charisma saving throw
Components: V, S, M (the accumulated spell or become infected, himself, the save is made with
components of five other spells from the desired disadvantage if the wizards actually touch the
school of magic, combined with rodent hairs) creature. Those who save become carriers. If a
Preparation Time: 60 days (or 30 days) caster successfully saves against this plague once,
Duration: Special he need never save against it again. casters with
Casting Time: 10 minutes the plague take on an ashen, sunken appearance,
Area of Effect: Circle, radius 30 ft. / level and they tend to tire more easily than usual,
suffering disadvantage on their Constitution saving
With this spell, the wizard creates a spreading throws. Carriers exhibit no symptoms. Diagnosis is
magical virus that disrupts one chosen school of only possible through divination magic, though an
magic. The casting wizard is never affected by his infected caster certainly knows something is
own plague. wrong. Carriers are unlikely to realize their
condition.
The preparation time must be spent studying the
school of magic to be plagued. The wizard must Using magical plague in a campaign: The DM
spend at least eight hours per day studying. If the should not track the movements of large numbers
wizard is already a specialist in the school to be of NPC wizards with the plague. Only important
plagued, the preparation time is cut to 30 days. NPCs and PCs should be tracked and appropriate
saving throws made to determine the spread of
Upon casting, all other wizards within the area of the disease.
effect must make a successful saving throw or
become infected with the magical disease. The Like any physical plague, centers of populationare
area is a circle with radius of 10 yards per level of more at risk. The magical plague will likely spread
the caster. Even a wizard who saves successfully through a city or village rapidly, so it runs its
becomes a carrier and may infect other wizards at course in roughly double the caster’s level in days
a later date. Only arcane casters can become from the time it arrives there. In a city, most of the
infected or carriers - other character classes are arcane casters will have the plague at the same
unaffected. Infected casters have great difficulty time, virtually erasing one school of magic from
casting spells within the school chosen. If the the area. With constant trade and travel, a magical
wizard attempts to cast such a spell, there is a base plague eventually reaches every city and village in
percentage chance equal to his level that it the Tyr region, probably within 120 to 240 days. In
succeeds. Otherwise the spell fails, but it still the wilderness, contact is far less frequent. One
counts against the wizard’s total spells for the day. tribe probably won’t spread the plague to another,
A wizard specialist in that school of magic receives though all wizards within an infected tribe will
double the normal chance for success. Whether catch it at the same time.
infected or merely a carrier, a given wizard is
affected by this spell for a number of days equal to As the PCs adventure in the wilderness or in urban
the caster’s level. areas, they will occasionally encounter remnants
of the plague up to a year after it is cast, no matter
where they travel in the Tyr Region.

459
Mass Fanaticism spent in preparation beyond the necessary 15. In
10th-level enchantment BATTLESYSTEM game terms, the caster can affect
Reversible an entire army for combat.

Range: 900 ft. Mass Cowardice: requires the same preparation


Components: V, S , M (the symbolic object and a time and symbolic object. Upon casting, the group
tiny bar of iron, or, for the reverse, the object and falls to a base morale number of 4 for all combat
the feathers of a small, flightless bird - usually situations, and have disadvantage versus fear
found only in the Forest Ridge, and even quite rare based effects.
there)
Preparation Time: Variable
Duration: Variable
Casting Time: 10 minutes Masquerade
Area of Effect: Special 10th-level enchantment
Reversible
With this spell, the caster magically bolsters the
combat morale of a large group of creatures. The Range: Touch
wizard must know, in advance, exactly what Components: V, S, M (a small golden mask
groupof creatures he will affect before fashioned in the likeness of the rightful leader of
preparation. the community (500 cp minimum value) or, for its
reverse, a golden statuette with two faces (1,000
During preparation for the spell, the wizard first cp minimum value))
spends a minimum of 15 days living among the Preparation Time: Variable
creatures, (e.g., travelling with elven raiders, Duration: 1 day per caster level
working with slave tribe farmers, hunting with thri- Casting Time: 10 minutes
kreen, etc.). Next, he procures (earns, is given, Area of Effect: Special
steals) a single item symbolic of the entire group
(e.g., the fineries from a recent plunder, the first With this spell, the caster can make the most
grains from the harvest, the chieftain’s chatkcha, powerful individuals in a community believe that
etc.). The preparation is complete after he gains the spell recipient is their leader. Preparation
this symbolic object. involves studying the community to be affected by
living among them. The number of individuals
Upon casting, all individuals in the chosen group convinced is a function of their Hit Dice or levels,
become fearless in battle. In game terms, their the caster’s level, and the preparation time: For
NPC base moral number is raised to 18 and they every three days of preparation time, the caster
are immune to fear effects. Note that this spell in can convince five Hit Dice or levels per caster level.
no way charms them into performing acts of
combat that they would not normally.There is no The individuals affected are chosen out of the
limit to the number of individual creatures that can community in descending order of Hit Dice or
come under the influence of this spell,provided levels (highest are convinced first, then second
they are of one cohesive group (one tribe, one highest, etc., until the total Hit Dice or levels have
army, one village) and the symbolic object applies been accounted for). Whether or not the rest of
to each individual. The effect lasts for one fullday, the community believes the spell recipient is their
plus one more day for every two days the caster leader depends on the situation. If all the most

460
powerful people in a small village say he’s the preparation. After a year, the gem disappears and
leader, the entire village might go along with it. preparation must begin again.
However, if a very few powerful people in a large
city proclaim the recipient as their new leader, the Upon casting, a roughly circular area, 90 yards in
rest of the population might ignore them or incite diameter around the caster, rises slowly to an
civil violence. Often, the rightful leader is affected elevation of 30 yards +10 yards per level above
by the spell, helping to legitimize the deception. 20th. The resulting cylinder has sheer, hard stone
The spell is inherently fraught with dangers. cliffs. The fortress appears on top of the new
mountain, complete with stone walls and
Impostor: has the opposite effect, convincing the barricades and multiple buildings surrounding a
most powerful people in a community that their central, four-story tower. If the caster is 23rd-level
leader is a fraud. Again, the situation dictates or higher, the ground 30 yards surrounding the
events, but those affected are absolutely cylinder is also magically dug with trenches and
convinced they are right. pits and strewn with caltrops. If the caster is 26th-
level or higher, the entire fortress complex is
covered with heavy netting and pikes toward off
attacks from the air.
Mountain Fortress
10th-level conjuration The fortress remains until one of the following
conditions is met: the caster leaves the fortress; a
Range: 0 force of no less than 50 Hit Dice of creatures
Components: V, S, M (a gem worth at least 1,000 antagonistic to the caster manages to take the
cp, mined within ten miles of the casting site) central tower by force; 100 days have passed since
Preparation Time: 10 days casting.
Duration: Special
Casting Time: 10 minutes Conditions in the fortress are spartan. When the
Area of Effect: Variable fortress is created there is enough water and food
to last 100 medium sized creatures for 100 days.
With this spell, the wizard conjures a heavily Additional food can be brought to the fortress, of
protected mountain fortress where there was course.
nothing but empty land before. This spell can only
be cast on an area of desolate plains - sand wastes, The exact layout of the fortress and its
salt flats, even boulder fields; the spell cannot be fortifications is up to the caster, instantaneously
used to destroy buildings or creatures. During the translated from his imagination to physical form
preparation time, the caster must bury the gem on casting. The means of entry is up to the caster.
material component at least 90 feet below the Regardless of design, the fortress can protect up to
surface exactly where the spell is to be cast. The 1,000 medium sized creatures. A newly-conjured
burial means can be magical, psionic, or physical. fortress has no inhabitants.
For the entire ten-day period, the wizard must
remain at that location without interruption. The
spell can be cast as long as one year after the
preparation time is over, but until cast, the spell
counts against the caster’s total 10th-level spells in

461
Pact alignment; for example, a chaotic evil creature will
10th-level conjuration only obey chaotic evil orders while on the prime.
Second, the creature will not take actions that
Range: 300 yards endanger it (in its opinion). Third, the creature’s
Components: V, S, M (a relic (at least 100 years attitudes toward order and chaos may affect how
old) that was used by an important historical figure it honors the pact.
of the caster’s alignment)
Preparation Time: Variable Creature’s Chance to
Duration: Variable Alignment Break Pact
Casting Time: 10 minutes Lawful 0%
Area of Effect: Special Neutral 5%
Chaotic 25%
This spell lets the caster call on an outer planar
creature of the same alignment. The act of casting
the spell gives the outer planar creature magical Check every day to see if the creature breaks the
energy to use on its home plane, which fulfills the pact. If it does, it may attack the wizard, remain on
wizard’s portion of the pact. The planar creature is the Prime Material plane to pursue its own
then obligated to serve the wizard on the Prime missions, or simply return home. If the creature
Material plane to fulfill its portion of the pact. never breaks the pact, it remains in the wizard’s
Before preparation begins, the wizard must select service for 101 days.
the type of creature desired, and its alignment
must be identical to the caster’s. If for any reason the caster is forced to change
alignment while the pact is still in force, the
During preparation, the caster contacts the desired creature immediately takes steps to slay the
creature using contact other plane. The contact wizard.
must be made once per day for every 1,000
experience points of the outer planar creature. The
wizard makes an insanity check with each casting,
though there is a - 1% per day cumulative modifier Preserver Metamorphosis
as better contact is established (minimum 1% 10th-level alteration/evocation
chance of insanity per casting). A wizard who goes
insane during preparation must start over when Range: Self
and if he regains sanity. The wizard ignores the Components: V, S, M
knowledge and veracity rolls when using contact Preparation Time: Variable
other plane in this way; no information is gained. Duration: Permanent
Since the wizard shouldn’t know how many Casting Time: Special
experience points various creatures are worth, he
casts the spell every day until the DM tells him he’s A preserver who earns sufficient experience points
done. to advance to the next stage of avangion
metamorphosis must first successfully cast this
When cast, the outer planar creature appears at spell to complete the change. The preserver
the wizard’s location, ready to follow commands changes physical form drastically upon the spell’s
within limits. First, the creature only aids the completion, each time bridging approximately one-
wizard when furthering the cause of their tenth the gap between human and avangion form.

462
The preserver may begin preparation at any point experience points have been earned. During this
on the way to the next level, building structures, preparation time, the preserver must attain
gathering components, studying, etc. However, the absolute isolation; any contact with intelligent
spell cannot be cast before all necessary beings who aren’t foes to be defeated negates the
experience points are earned. Though the spell preparation, and the wizard reverts to the
experience points have been earned, the preserver 75% base line of the isolation period. The material
gains no benefits of the new level until after the components at the middle levels are gifts gathered
preserver metamorphosis spell is cast. from no fewer than three powerful good creatures
during isolation. The powerful creatures realize the
The exact material components, preparation time, consequences of contact for the preserver, so they
and casting time are different, depending on what leave the gifts to be found after the preserver
level the preserver is about to achieve, grouped by achieves extremely dangerous or important goals.
level into low, middle, high, and final
metamorphosis. The material component for the spell (not
consumed in casting) is a single tree or bush
Low (21st, 22nd, and 23rd level): A preserver feels personally saved by the preserver from defiler
a calling within when he has earned 75% of the magic destruction. The casting time is 12 hours. At
experience needed for the next level. The the time of casting, there must be living vegetation
preserver leaves the company of his fellows and for at least one mile in all directions, untainted by
seeks isolation. The preparation time for the spell defiler ash or evil creatures.
constitutes the entire period necessary for the
preserver to earn the final 25% of those High (27th, 28th, and 29th level): Unlike previous
experience points, adventuring completely alone. level advancements, the preserver feels no calling
If the preserver earns any experience points with toward isolation at high levels. On the contrary, at
the aid of another character, all experience points 75% experience point level, the wizard instead
are lost down to the minimum required for the collects a core group of companions no fewer than
current level. Failure to gain experience in a eight in number and of at least 10 levels or Hit Dice
solitary fashion, in the DM’s judgment, means the each. All the companions must be of good
spell may fail when cast. For low-level alignment. The preserver must spend the
metamorphosis, the preserver must spend the preparation time with these characters, earning
isolation period gathering physical remains of the the remaining 25% of experience in the company
enemies of life, usually those of high level defilers - of at least one of these companions - failure to do
their bodily remains, destructive belongings or so forces the preserver to revert to the current
artifacts, ash from their spellcasting, etc. These level’s 75% base line of experience. The material
items are evidence of devotion to life and the land. components are a single gift from each of the
The spell must then be cast at night, beneath the companions in the core group. During the casting
light of both Athasian moons. The casting time is of the spell, the preserver must have the aid of a
six hours. Any interruption results in spell failure. single companion for the entire length of the
The preserver may have other characters present ceremony. If the companion is not absolutely
during casting. good, the spell fails and the companion is slain in
the release of failed magical energy. Companions
Middle (24th, 25th, and 26th level): At cannot repeat the process with a single preserver -
intermediate levels, the preserver again hears a new companions must be found for the 27th, 28th,
call for isolation when 75% of each level’s and 29th levels.

463
Final (30th level): To cast this spell, the preserver With this spell the priest causes a grove of trees to
must make an area of lush vegetation (crops, magically appear. During preparation the priest
scrubgrass, forests, or any combination) at least devotes eight hours per day for 30 days to the
five miles in diameter. The preparation time for fashioning of a staff from a tree of life, a material
the spell equals the time it takes the preserver to component that may be difficult to obtain. The
create these lush lands. At the time of casting, the priest carves the staff perfectly smooth with a
lush lands must be free of evil creatures. diamond dagger, and cannot undertake any other
task during the eight-hour period. The staff
The material components for the spell are a requires a DC 25 Dexterity check; the character can
diamond of no less than 10,000 gp value with add proficiency bonus if competent in carpenter’s
which to capture the life- giving qualities of tools or assisted by one that is.
sunlight, a stone tomb large enough to hold the
preserver’s body, and a perfectly sealed glass case The spell’s area of effect is a circle with a
built around the tomb. The casting time is one maximum radius that varies by the caster’s level.
round. Upon casting, the preserver/avangion, The priest may affect a smaller radius if desired.
diamond, and stone tomb disappear, bound for The terrain must have no other trees; if it does, the
planes unknown. The DM then secretly rolls 2d12 - spell fails. To cast the spell, the priest thrusts the
this is the number of months before the return of diamond dagger into the ground at the center of
the preserver, in final avangion form, to the glass the circle, then moves with the staff to the circle's
case. If the glass case is damaged in the meantime, edge. The priest then walks around the area of
the avangion is lost to oblivion. Only the DM effect, dragging the staff along the ground. The
knows how long the final stage takes. The player staff magically ensures that the priest walks a
uses another character from the character tree in perfectly circular path, eventually returning to
the interim. where he started. The priest must walk (not run,
fly, or levitate), though he may use magical means
Upon casting, the preserver must make a to speed that walk. Interruptions lasting more than
Constitution saving throw DC 25 or die from a single round negate the walking, and it must be
physical stress. Any interruption or mistake during started again. If the dagger at the center of the
the casting of the spell causes the preserver to lose circle has been disturbed, the spell fails, so a priest
experience points down to the minimum of the often places a guard over it. When the circle is
last level – they must be earned again before completed, the spell is cast. The table shows the
trying preserver metamorphosis a new. This spell distance to be walked based on the area of the
can only be cast by preservers. spell.

Caster Max. Rough Time to Trees


Prolific Forestation Level Radius Circumf. Walk* in Grove*
27 30 yards 188 yards 2 rounds 140
10th-level alteration
28 60 yards 377 yards 4 rounds 560
29 120 yards 754 yards 7 rounds 2,250
Range: 0 30 240 yards 1507 yards 13 rounds 9,000
Components: V, S, M (the staff and the diamond
dagger - Both disappear when the spell is cast.) * approximately; can vary as much as 20%
Preparation Time: 30 days
Duration: Special The forest consists of mature trees 1-4 feet in
Casting Time: Special diameter, spaced 3-6 yards apart. The forest

464
canopy, thick with foliage, towers 30 to 120 feet. dagger into the ground at the center of the circle,
This spell creates no brush or undergrowth for the and then moves with the staff to the circle’s edge.
forest; its floor is the same terrain type as before
the spell. The spacing of the trees hinders the The wizard then walks around the area of effect,
movement of huge or gargantuan creatures; dragging the staff along the ground. The staff
smaller creatures move unimpeded. magically ensures that the wizard walks a perfectly
circular path, eventually returning to where he
Unlike the prolific vegetation spell, the trees started. The wizard must walk (not run, fly, or
created have magical protection against natural levitate) but may use magical means to speed the
destruction for one year per caster level. Natural walk.
fires or lightning do not affect them; lack of water
or other harsh weather cannot kill them. Defiler If the time to complete the circle requires the
magic still destroys them normally, as can any wizard to stop to sleep, there is no penalty,
directed attack that would affect normal trees. provided the wizard then awakens to continue the
walking journey but other interruptions lasting
more than a single round negate the walking and it
Prolific Vegetation must be started again. If the dagger at the center
10th-level alteration/conjuration of the circle has been disturbed, the spell fails, so a
Reversible wizard often places a guard over it. When the
circle is completed, the spell is cast.
Range: 0
Components: V, S, M (a staff from a tree of life The table shows the distance that must be walked,
carved perfectly smooth with an obsidian dagger) based on the area of the spell.
Preparation Time: 30 days
Duration: Permanent Caster Max Rough Time
Casting Time: Special Level Radius Circumference to Walk*
Area of Effect: Special 21 90 yards 566 yards 5 rounds
22 180 yards 1131 yards 1 minute
This spell causes shrubs and grasses to grow over a 23 300 yards 1 mile 2 minutes
wide area of previously barren terrain. During 24 540 yards 2 mile 3 minutes
preparation, the wizard must devote eight hours 25 800 yards 3 mile 5 minutes
26 1,250 yards 4,5 miles 7 minutes
per day for 30 days to the fashioning of a staff 27 1.25 miles 8 miles 2 hours
from a tree of life, a material component that may 28 6 miles 38 miles 9 hours
be difficult to obtain. The wizard carves the staff 29 12 miles 75 miles 18 hours**
perfectly smooth with an obsidian dagger, and he 30 25 miles 157 miles 38 hours**
cannot undertake any other task during the eight- * time is for a human in clear terrain and weather conditions
hour period. ** requires multiple marching days

The spell’s area of effect is a circle with a Upon casting, the area inside the circle instantly
maximum radius that varies according to the grows thick with grass and small shrubs much like
caster’s level. The wizard may choose to affect a the scrub plains. The vegetation will not emerge
smaller radius if he desires. The terrain must be from solid stone, but it arises from any soil, no
virtually barren of plant life; if not, the spell fails. matter how rocky, sandy, or dry. Though the spell
To cast the spell, the wizard thrusts the obsidian duration is listed as permanent, the vegetation

465
created is normal and retains no magical human or a dwarf. During the preparation time,
enchantment. It remains until and unless it dies the caster and subject must be in constant
from lack of moisture, brushfire, erosion, etc. If proximity and can have no more than one visitor at
this spell is cast in conjunction with an alter a time and no more than one per 30-day period. If
climate spell (q.v.), the vegetation can grow and the subject is unwilling, the caster must somehow
last longer. Only preservers can cast this spell. restrain him during the preparation, and even then
he is allowed a Wisdom saving throw to negate the
Sparse Vegetation (reverse): can only be cast by effects.
defilers. During preparation, the defiler must
spend at least four hours per day wandering the Once cast, the subject is most likely switched to a
scrubland he wishes to destroy. He must sprinkle a pure breed of his choice. There is a 10% chance (-
fine trail of ash, from his own spells, around the 1% per caster level beyond 20th) that the
circumference of scrub grass to be affected. Once character will be transformed into the other pure
cast, all the scrub, bushes, and weeds within the breed. Either way, the character must make a
circle immediately die. Plants will not grow within successful Constitution saving throw DC 10 to
the circle for a number of years equal to the survive the process. Survivors subtract the Racial
caster’s level, though growth of trees is not Ability Adjustments for their previous half breed
affected. The material component for this spell is race and add those for their new pure breed race.
the staff and the dagger. Both vanish after the The character automatically learns a new tongue
caster has walked the circumference. appropriate to his new race, if necessary. All other
abilities for the new race are enforced; those for
The material component for the reverse is a small the old are lost. New height and weight
bag made from woven straw, filled with salt from measurements should be rolled. Finally, the
the sweat of slave farmers. character’s age should be checked against the new
race’s aging table. If the character is beyond the
maximum age range in his new race, he is
extremely frail and likely to perish within the year.
Pure Breed The character’s psionics are unchanged.
10th-level (Divination, Alteration)
There can be no giant player characters. If a half
Range: Touch giant becomes a giant, that character becomes an
Components: V, S, M (personal items or dust from NPC immediately.
the grave of the character’s parent of the desired
race - These items may prove difficult to obtain.) This spell gives the character no social background
Preparation Time: 120 days in his race. An elf, for instance, has no tribe; a
Duration: Permanent human has no city or village allegiance. These may
Casting Time: 100 minutes prove to be hindrances. To all means of detection,
Area of Effect: Creature touched the character will appear to have always been of
the pure breed race.
With this spell, a wizard can change any half breed
character (half-elf, half-giant, or mul) into a pure
breed of either part. The caster can change a half-
elf into either a human or an elf, a half-giant into
either a human or a giant, or a mul into either a

466
Raise Nation lives or civilization - they are merely animated to
10th-level necromancy serve the wizard. The skeletons remain so until
they are all destroyed. The skeletons never
Range: 270 ft. venture further than 75 miles from their ruins.
Components: V, S, M (any number of items
originally from the ruins site that have been well Once cast on a set of ruins, this spell can never be
preserved by time - these items must total at least successfully cast there again by any wizard. There
1,000 cp in present day value) is a 10% chance that this is the case for any given
Preparation Time: 60 days ruins site, and there is no way for the caster to
Duration: Permanent know if such a spell has been cast without some
Casting Time: 100 minutes sort of divination magic.
Area of Effect: Special

With this spell, a wizard can animate the skeletons Recruitment


of any long-dead civilization. Before the 10th-level conjuration
preparation time can begin, the wizard must locate
an appropriate site of ruins. There need not be Range: 0
complete skeletons around the ruins (the Components: V, S, M (at least 100 pounds of
skeletons will assemble from powdered fragments ground bones of fallen warriors, which must be
if that’s all that remains of them), but there can be apportioned during preparation)
no creatures living at the site and it must have Preparation Time: 10 days
been abandoned for at least 100 years. During the Duration: 20 days
preparation time, the wizard must spend all his Casting Time: 10 minutes
waking hours searching the ruins, learning Area of Effect: Variable
everything he can about them, readying the site
for his necromancy. With this spell, the wizard summons all living
creatures around him who have ever drawn blood
Once cast, a number of skeletons will animate in anger. During preparation, the caster must take
according to the general size of the ruins site. The the ground bones of fallen warriors and sprinkle
DM will know the extent of the ruins, and he them where the spell is to be cast, out to the
should use these guidelines modified for any radius given below.
special circumstances he envisions.
Level Radius
Number of 21 60 yards
Size Skeletons 22 90 yards
23 120 yards
Outpost 10 - 40
24 180 yards
Village 40 - 400
25 240 yards
City 200 - 2,000
26 360 yards
Great City 1,000 - 4,000
27 480 yards
28 740 yards
The skeletons are completely under the command 29 1 mile
of the caster, but are no smarter than any other 30 2 miles
skeletons. They have no knowledge of their past

467
Upon casting, all creatures within the circle that themselves, the wizard researches their leader’s
have ever drawn blood in anger as hunters or background.
warriors, must make a Wisdom saving throw or
immediately come under the effects of the spell. Upon casting, the spell effect expands in a circle
They immediately gather their weapons and come from the point of casting until creatures equal to
to the caster, awaiting his every military the area of effect are enchanted or until there are
instruction for the duration of the spell. no possible subject creatures left. The maximum
distance is 300 yards.
The affected creatures usually cannot form military
formations unless an entire formation is caught Unlike the charm person spell, the spell recipients
within the area of effect. The creatures cannot regard the caster as the object of their loyalties.
perform any actions other than combat. They They accept logical military orders from the caster.
cannot be forced to build things or carry things For instance, they will break formations and turn
other than their own personal equipment. They do on their former leader. They do nothing obviously
not fight among themselves, regardless of previous fatal to themselves. Their loyalties have been
dispositions, and they serve the caster without fail. magically switched, but are not magically
maintained. If the caster takes actions that make
The material component for this spell is at least him less worthy of these new found loyalties, the
100 pounds of ground bones of fallen warriors, subjects of the spell may desert. Even if the caster
which must be apportioned during preparation. A performs well as their new leader, the spell
humanoid creature has about 25 pounds of bone; recipients can make a Wisdom saving throw, just
larger creatures have 25 pounds per Hit Die. as for a charm person spell (note that creatures
with Intelligence of 12 or less get no chance to
save before the spell naturally ends). When
Reverse Loyalties individuals within the subject group make their
10th-level enchantment saves, they desert but cannot convince others still
under the spell to desert. Each subject has full
Range: 180 ft. memory of actions taken under this spell.
Components: V, S, M (fully dried anakore’s heart.)
Preparation Time: 7 days
Duration: 21 days Rift
Casting Time: 10 minutes 10th-level conjuration
Area of Effect: 25 HD/level
Range: 0
This spell acts like a mass charm person spell, Components: V, S, M (an obsidian goblet
though its effects on each individual are more containing the ground bones of a dead
restricted. The subject group must consist of necromancer)
bipedal human, demihuman, or humanoid of man- Preparation Time: 60 days
size or smaller, such as humans, dwarves, elves, Duration: 3 days
half-elves, halflings, and muls; all of whom hold Casting Time: 100 minutes
loyalties to one leader. During preparation, the Area of Effect: Sphere 360 yards around caster
wizard locks himself away and studies the history
and background of the target group’s original With this spell, the priest magically brings the
leader. Though the spell is cast on the followers Negative Material plane closer to the Prime

468
Material plane, creating a rift between the two, him for 30 yards for each level above 20th. The
centered upon himself. The priest first spends the road crosses any land, including sand, forest, and
lengthy preparation time studying undisturbed for mountain. In the case of the former two, the road
at least four hours per day, reading scrolls and appears in front of the caster, pushing obstacles
books about the planes. Upon casting, all undead like trees and rocks aside. For mountains,
in the area of effect gain nine times their original obstacles are likewise removed, but the road is just
hit points as temporary hit points for the duration as steep as the original terrain, and could still be
of the spell. impassable. The magical road does not create its
own firm ground, and cannot be used to cross
The area of the rift moves with the caster, possibly areas of silt. The road leaves no trace once the
placing some undead out of the sphere or caster has passed by. The road does offer some
encompassing others as he moves. Phantom points protection to those on it - natural weather effects
are gained immediately upon entering the sphere, do not hinder travel on the road, and those on it
and then only once per creature per casting. The do not require food or water while on the road.
caster has no control over which undead receive
the benefit of the phantom hit points; all undead The spell’s duration is measured in distance, five
in the sphere are so affected miles per level of the caster above 20th. The spell
does not grant the caster knowledge of direction.

Rolling Road
10th-level alteration Undead’s Lineage
10th-level divination
Range: 0
Components: V, S, M (at least one pound of dust Range: Touch
from three roads the wizard has previously Components: V, S, M (an eye, ear, nose, tongue,
travelled) and finger, each taken from a separate undead
Preparation Time: 7 days creature of the same type as the target)
Duration: Special Preparation Time: 120 days
Casting Time: 10 minutes Duration: Permanent
Area of Effect: Variable Casting Time: 10 minutes
Area of Effect: Undead creature touched
With this spell the caster creates a short stretch of
smooth road that extends in front of him wherever With this spell a wizard can divine the history of a
he travels. single undead creature, thereby gaining
tremendous power over that creature. During
During preparation, the caster must take the preparation, the caster must spend at least eight
material components, dust from previous roads he hours per day studying necromancy and tomes
has travelled, and mix them for at least four hours about undeath. (The caster must procure such
every day. After casting the spell, the wizard must materials before beginning preparation.)
continue to sprinkle this mixed dust in front of him Adventures that focus on the undead may work as
as he travels. part of the preparation time, if the DM desires.

The road itself is always 30 yards wide and extends The wizard must touch the undead to cast the
10 yards in front of the caster. It extends behind spell. Once cast, the undead must make a

469
successful Charisma saving throw with Wall of Ash
disadvantage, or the caster immediately knows all 10th-level evocation
personal history of the creature. This includes, but
is not limited to: family history and occupation Range: 0
during life; method of death; method of undeath; Components: V, S, M (a sack of ash collected from
and history since attaining undeath. the remains of a defiler of the same defiler level of
the caster)
In game terms, the caster’s intimate knowledge of Preparation Time: 5 days
these things gives him complete control over the Duration: Special
undead creature. The undead performs any task Casting Time: 20 minutes
ordered. In role-playing terms, the wizard learns Area of Effect: Special
intimate personal details that may lead to some
knowledge of old or even ancient events (DM’s This spell creates a barrier of ash that is deadly
option). Extremely powerful undead, such as liches toliving creatures. Touching it can cause great
and some vampires, may get another chance to damage, and crossing it causes instant death.
save each week or even after each task, if the DM
wishes. During the preparation time, the wizard must dig
or have dug a small trench, one foot wide and one
The spell lasts until one of the following things foot deep, in the shape he wants the wall when it
happens: the undead is permanently destroyed; iscast. If not personally involved, the wizard must
the caster is made to forget the things he has personal oversee the digging of the trench for at
learned (even temporarily); a wizard of higher level least four hours per day during preparation.
casts this spell on the same undead creature (in
which case he steals control from the original The wall can be of any shape, and as long as 90 ft.
wizard); or the wizard voluntarily ends the spell. per caster level above 20th. The ash appears in the
trench and is piled one foot above the ground.
The drawback to this spell is that while the caster Contact with the ash causes 10d10 points of
learns of the undead’s intimate past, the undead necrotic damage per round. Crossing completely
learns much about the caster. If the caster dies over the ash causes any living creature to die, its
with an undead still under this spell, the caster life completely absorbed by the deadly ash. The
immediately becomes a weaker undead under its creature must make a successful Constitution
control. (Mindless undead such as skeletons and saving throw with disadvantage to survive.
zombies exert no control; the wizard becomes a Jumping or flying makes no difference. Even living
mindless undead of their type.) The wizard can creatures attempting to cross through the astral or
never be raised by priestly magic. His only rest ethereal planes must save or die. Dimension door
comes with final destruction, which his new can be used to cross safely, but teleport cannot.
undead master will likely guard against for Magic, psionics, missile weapons, and other non-
eternity. living things can cross the ash wall without penalty.

Undead creatures can cross without penalty. Ash


golems suffer no saving throw penalty when
crossing. The caster and allies are just as subject to
damage and death as enemies are.

470
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 TSR. Player's Handbook, AD&D 2nd edition.
 TSR. Campaign Setting (Original). AD&D 2nd edition.
 TSR. Campaign Setting (Revised). AD&D 2nd edition.
 TSR. City by the Silt Sea. AD&D 2nd edition.
 TSR. Black Spine. AD&D 2nd edition.
 TSR. Dragon Kings. AD&D 2nd edition.
 TSR. Earth, Air, Fire and Water. AD&D 2nd edition.
 TSR. Elves of Athas. AD&D 2nd edition.
 TSR. Dune Trader. AD&D 2nd edition.
 TSR. The Complete Gladiator's Handbook. AD&D 2nd edition.

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 TSR. The Will and the Way. AD&D 2nd edition.
 TSR. Thri-Kreen of Athas. AD&D 2nd edition.
 TSR. Valley of Dust and Fire. AD&D 2nd edition.
 TSR. Veiled Alliance. AD&D 2nd edition.
 TSR. Wind Riders of the Jagged Cliffs. AD&D 2nd edition.
 TSR. The Complete Psionicist Handbook. AD&D 2nd edition.
 Wizards RPG Team.. The Complete Psionicist Handbook. AD&D 3rd edition.
 New Big Dragon. PX1 Basic Psionics Handbook. BX/LL-Compatible Rulesets, by Richard J. LeBlanc, Jr.
 Wizards RPG Team.. Psionic Power. AD&D 4th edition.
 Wizards RPG Team.. Dark Sun Campaign Setting. AD&D 4th edition.
 TSR. Mind Lords of the Last Sea. AD&D 2nd edition.
 TSR. New weapons forged in the DARK SUN. setting. AD&D 2nd edition, by Timothy B. Brown
 TSR. Wind Riders of the Jagged Cliffs. AD&D 2nd edition.
 TSR. DRAGON Magazine #237. AD&D 2nd edition.
 TSR. DRAGON Magazine #173. AD&D 2nd edition.
 Athas.org. Armor of Athas. The Net Project.
 Athas.org. Dark Sun 3. The Net Project.
 Athas.org. Athasian Emporium. The Net Project.
 The Arms of Athas. by Richard Black
 Dark Sun Gazetteer. www.armageddon.org.
 DARK SUN Player's Guide 5e. UNKNOWN.
 DARK SUN Setting, D&D Fifth Edition Rules v1.0. by Kiel Chenier.
 DARK SUN Setting, 5th edition campaign setting v2.2. by Marcus Stout.
 Dark Sun Player’s Handbook For the 5th Edition of Dungeons & Dragons v2.2. by Gabriel Zenam
Wach, Rafael Lopes Vivian & Tomislav Rac
 Extensive personals notes from Tomislav Rac

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