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Dark Sun Campaign Guide 3.1.2
Dark Sun Campaign Guide 3.1.2
V 3.1.2
Contents
Introduction ...............................3 Wizard ....................................................85 Psionic Assault ...................................149
New Feature: Arcane
Psionic Weapon ................................. 152
Chapter 1: Character
Defilement ......................................... 87 Psychic Hammer ............................... 153
Creation ...........................................5 Psychic Static .....................................154
Character Creation Rules .................5 Sixth Sense .........................................158
Chapter 4:
Speed of Thought ..............................162
Chapter 2: Races of
Backgrounds ..............................89 True Shot .............................................164
Athas ....................................................6 Starting Wealth .................................89 Verve .....................................................165
Aarakocra ............................................. 7 Anchorite ............................................89
Dray ....................................................... 9 Artisan ................................................ 89 Chapter 8: Magic .................169
Dwarf .................................................. 11 Gladiator .............................................89 Spell Lists ........................................169
Elf .........................................................13 Highborn ............................................ 90 Cleric Magic .................................169
Half-Elf ................................................15 Initiate .................................................90 Druid Magic .................................169
Half-Giant ...........................................17 Merchant ............................................ 90 Ranger Magic .............................. 170
Halfling ............................................... 19 Outlaw .................................................91 Wizard and Sorcerer Magic .....170
Human ................................................ 21 Performer ...........................................91 New Spells .......................................170
Mul .......................................................23 Scribe ..................................................91 Special Rules .................................. 176
Thri-Kreen ......................................... 25 Slave Hero ..........................................91 Magic Items .....................................177
Warrior ................................................91 Trees of Life .....................................178
Chapter 3: Classes ................27 Wastelander .......................................91
Character Classes ............................ 27 Chapter 9: Friends and
New Feature: Guarded Land ...... 39 Tools ..................................................102 log and Credits ....................272
Wild Shape Lists ...........................40 Mounts and Vehicles ..................... 102
F
or thousands of years, the Tablelands have Illiteracy and slavery are commonplace, while magic is
remained untouched: its politics frozen in a feared and hated. The term “hero” has a very different
delicate stalemate,
its life in a balance even more meaning on Athas.
delicate. It is true that the Sorcerer-Kings
amused themselves with their petty
wars, 3. A Burnt World.
rattling sabers to punctuate the passing of ages. Thousands of years of reckless spellcasting and epic wars
It is true that, occasionally, another city would be have turned Athas into a barren world, on the verge of an
swallowed by the wastes.
But there were no surprises. The ecological collapse. From the first moments of dawn until the
Sorcerer-Kings steered everything from their omnipotent last twinkling of dusk, the crimson sun shimmers in the
perches, content in their superiority, but ever thirsting for olive–tinged sky like a fiery puddle of blood, creating
challenge. All that has changed. The Tablelands have been temperatures up to 150° F (65° C) by late afternoon. Water is
thrown into
turmoil, the likes of which have not been seen scarce, so most Athasians need to come up with alternative
since times forgotten. The Sorcerer-Kings have been thrown solutions for dealing with the heat or perish.
into confusion, grasping for the tedium they so recently
lamented. And yet I fear the worst is yet to come. 4. A World Without Metal.
Change is in the air, and change has never come gently to Metals are very rare on Athas. Its scarcity has forced
Athas. Athasians to rely on barter and different materials, such as
ceramic, to use as currency. It also hampers industrial and
―Oronis, Sorcerer‐King of Kurn economic development as well; mills and workshops rarely
I
ntelligent creatures inhabit every harsh, desolate Standard Languages
corner of the world of Athas. Giants roam the Silt Language Typical Speakers
Sea, gith wander the mountains and canyons, and Common Human, Traders
braxats and belgoi stalk the deserts, but few of these
cultures have made a lasting impact on the Tyr Dwarvish Dwarves
Region and its nearby environments as the ten races Elvish Elves
described in this chapter have. Common or
uncommon, they are all prominent racial types, and thus are Giant Giants, B'rohg
available as player characters. Gith Gith
If you are familiar with fantasy roleplaying games or Halfling Halflings
literature, you will no doubt find many of Dark Sun's concepts
familiar. But Athas is a world where the essential, Sign Language Any
fundamental nature of things has been twisted through years
of unchecked, environmentally-abusive magic - many of the Exotic Languages
things you find familiar may be so in name only. Thus, your Language Typical Speakers
character will often meet single-minded dwarves, nomadic Aarakocra Aarakocra
elves, brutish half-giants and sturdy muls among the bustling
human settlements. Anakore Anakore
Mingling among these common races are the members of Belgoi Belgoi
somewhat uncommon species: a half-elven hermit visits the
city of Nibenay, after a long trip in the scorching deserts of Braxat Braxat
Athas, carrying a bunch of ancient artifacts. A group of savage Draconic Dray
halflings roam the streets, befuddled by the human culture Druidic Druids
they have just met for the first time. And an alien thri-kreen
stands guard outside a watering hole, silent and imposing, its Kreen Thri-kreen
insectoid eyes never blinking. Primordial (Auran) Air creatures
Primordial (Aquan) Water creatures
Languages Primordial (Ignan) Fire creatures
Athas is a world where the intelligent races come from a wide Primordial (Terran) Earth creatures
variety of species - humans and humanoids are very different
than the insectoids and reptilians. Each intelligent race - with Pterran Pterrans
the exception of half-elves, half-giants, and muls - has its own Tarek Tarek
language, sometimes even its own approach to language and
communication. The three exceptions don't have their own Your race indicates the languages your character can speak
societies or cultures to draw upon, so they speak the by default, and your background or social rank might give you
language of the society they live in. For example, a mul raised access to one or more additional languages of your choice, or
in the gladiator pits of Urik would converse in the language grant you proficiency in literacy. In that case, you are able to
variety of that city. Thri-kreen, on the other hand, use a read and write the languages you know; you should pay great
combination of clicks and whines that come naturally to their care though, if you don't belong to the noble class, for a mere
pincer mouths, a speech humans find impossible to imitate. sign of literacy among the lower classes is punishable with
Language barriers therefore present a major obstacle for death.
adventures set in Athas. Characters must rely heavily on Choose the languages from the Standard Languages table.
magic, psionics, or interpreters for communication. With your DM's permission, you can instead choose a
Because knowledge is power, and the most efficient way of language from the Exotic Languages table or a secret
passing on knowledge is through literature, the Sorcerer- language, such as the tongue of druids.
Kings have decreed that literacy is outlawed and punishable
by death. No one but templars and nobles are permitted to The Common Tongue
read and write. Other people who gain access to that
knowledge are considered threats to the stability of the There is a standard language, known simply as common,
system, and are hunted down. Most Sorcerer-Kings have common tongue, or trade tongue, that all dwarves, elves, half-
authorized their templars to execute on the spot anyone elves, half-giants, humans, and muls speak. It is important to
demonstrating any reading or writing skills. Merchants are note that halflings and thri-kreen do not necessarily start
educated enough to keep accounts, and thus they seldom face speaking Common, it is strongly recommended though that
any repercussions, although some are fully literate. halfling and thri-kreen characters select Common as one of
Slaves of nobles with artistic abilities may also have access the language they know.
to reading and writing, but when they are no longer needed,
they are often disposed of prematurely.
Half-Elf Names
Half-elves usually pick human or elven naming conventions.
As a result of social rejection from both races, they often
come up with twisted forms of human and elven names, or
invent their own.
Male Names: Boaz, Brazin, Ero, Fyrian, Gathalimay, Laban,
Lafus, Luris, Melestan, Mirch, Navarch, Poortool, Regg,
Ruach, Solzak, Vok, Wek, Wheetan, Xutan.
Female Names: Alie, Arya, Aso, Drewet, Feera, Feykaar,
Krysta, Lorelei, Mila, Ranis, Sareka, Thania, Vaerhirmana.
Half-Elf Traits
Your half-elf character has developed some qualities that set
it apart from both humans and elves.
Ability Score Improvement. Your Dexterity increases by
2, and two other ability scores of your choice increase by 1.
Halfling
forest.
of the old times, and all other folk are descended from them.
Their skin ranges between pale to tan and their hair is On a personal level, halflings relate very well to one
usually a brown or black mane. They have brown or hazel another, well enough to have built a considerable culture rich
eyes, though blue are rarely found; such halflings are said to in art, song, and other expressive communication. Ritual and
bear the life of the oceans inside them. custom control every aspect of halfling life. Such is the
The appearances of the halflings are considered primitive diversity of their culture, that the rest of the races find it
by most of the other Athasian races; while their garments are difficult to comprehend. More than a few times, a halfling will
usually a plain loincloth and occasionally a vest or shirt, be frustrated by outsiders who can't seem to grasp their
halflings fancy painting their skins in various colors. They abstract thinking and complicated concepts. Fortunately,
rarely tend to their hair, instead letting them grow in great halflings who have travelled widely outside their traditional
lengths, and keeping them unkempt and dirty. Halflings sport home have a much greater tolerance toward those "lacking"
no body hair. of culture.
Solidary and Ritualistic Self-Improvement
Halflings possess a great deal of racial unity. Though divided Halfling culture cares for each individual's inner well-being
politically into separate villages and communities, halflings and spiritual unity with race and environment. They have
have great respect for their race as a whole. Disputes little concept of conquest or monetary wealth, and vices that
between members of communities are most often settled other societies take for granted — such as greed and avarice
peaceably, through ritual and custom. These customs are — are particularly discouraged.
Treasure that appeals to
often directed by each tribe's shaman, the spiritual leaders other characters holds little interest to a halfling. It is more
who hold positions of honor and respect above all other concerned with promoting halfling culture, its own
halflings. knowledge, or its inner well-being. A halfling will never lie to
or betray another halfling.
Humans are the predominant race on Athas. They are a Natural-Born Diplomats
versatile breed, brilliant and exceptional as often as they are Many humans learn at an early age to get along with
unremarkable and mundane. A resourceful and hardy race, everyone, defusing hostility and finding common ground.
they can be found in every social stratum and situation: city Since humans are generally more tolerant of other races,
dweller or desert villager, herder or trader, noble or slave. they can easily adapt to situations involving elves or dwarves,
Humans' drive, ambition, and ingenuity help the race survive and even more exotic races such as halflings and thri-kreen.
on the dying world and thrive under the rule of the Sorcerer- Where other, less tolerant races come into contact with one
Kings. another, humans often serve as diplomatic buffers.
Diverse in Appearance
There is no typical human in the Tyr Region. An individual
can stand a little over 6 feet tall and weigh between 150 and
200 pounds. While they come in all shapes and sizes, they
tend to reflect certain traits common to particular city-states.
Humans in Draj, for example, have broad chins, bronze skin,
and black hair that hardly ever grows on their faces. Humans
from Gulg have dark brown skin and rounder features with
thick, curly hair. And humans hailing from Balic bear tanned
complexions, dark eyes, and grow finely-trimmed beards.
More diverse are the humans that have been subject to the
abusive magic that devastated the land and twisted its
appearance. These people show unusual physical traits —
odd skin or eye color, lack of body hair, webbed fingers, or
exaggerated features. While unusual, these traits are not
uncommon and rarely elicit more than a glance.
A Multitude of Personalities
Humans are the most adaptable, ambitious, and
individualistic people among the common races; even the
tyranny of the Sorcerer-Kings hasn't stamped out their
diversity. Other races often don't know what to expect when
meeting a human for the first time, because predicting their
behavior based on cultural norms is difficult. Their widely
varying tastes, morals and customs is linked to their various
different cultures, which are based around the seven city-
states. Individually and as a group, humans can be adaptable
opportunists, and they stay alert to changing political and
social dynamics.
erupting earth - Deals fire damage instead of bludgeoning.
maximillian's earthen grasp - deals 1d6 bludgeoning and
1d6 fire.
* Spell Source: Xanthar's Guide to Everything
Magma Pact
At 1st level, magma clerics gain resistance to fire, but in the
process gain vulnerability to cold damage. Magma clerics
also have advantage against spells or effects that involve heat,
or flame.
Channel Element: Enduring Spirit
Starting at 2nd level, you can use your Channel Element to
access a more resilient state of being. You can use an action
to give yourself advantage on all Constitution saving throws
for a number of hours equal to half your cleric level. This
effect ends when you take a short or long rest.
Volcanic
Includes obsidian fields, volcanic vents, and volcanoes.
Druid Level Spells
3rd heat metal, pyrotechnics *
5th fireball, protection from energy
7th fire shield, wall of fire
9th cloudkill, immolation *
Wild Shape
Druids can wild shape into the following creatures, assuming
they have seen them before.
Beasts Shapes
2nd Level CR 1/4th
Beetle (Screamer), Carru (Cow), Conashellae, Constrictor
Snake, Crodlu, Dunecrab, Erdlu, Giant Centipede, Giant
Lizard, Giant Wolf Spider, Hyena, Spotted, Jankz, Jhakar,
Kank (Worker), Mole Boar, Panther, Rasclinn, Rubbish Slug,
Warthog, Weezer (Soldier),
2nd Level Circle of Ral and Guthay CR 1
Death Dog, Giant Spider, Hyenadon, Lirr, Rocktopus,
Scorpion (Gold), and Warthog (Giant)
4th Level CR 1/2
Ape, Bear (Cave), Giant Beetle (Bombardier), Giant
Poisonous Snake, Gorak, Hatori (Lesser), Kank (Soldier),
Kluzd, Silt Serpent, Sygra (Giant), Weezer (Brood Queen)
6th Level Circle of Ral and Guthay CR 2
Antloid (Soldier), Aprig (Boar), Carru (Bull), Crudlu (Heavy),
Erdland, Giant Beetle (Boring), Giant Constrictor Snake,
Rhynox, Sand Howler, Sand Shark, Tagster, Tigone
8th Level or Higher CR 1
Death Dog, Giant Eagle, Giant Owl, Giant Spider, Giant
Vulture, Giant Wasp, Hyenadon, Lirr, Rocktopus, Scorpion
(Gold), Silt Eel, Warthog (Giant), Wrab, and Xerichou
9th Level Circle of Ral and Guthay CR 3
Antloid (Dynamis), Baazrag (Boneclaw), Giant Beetle
(Rhinoceros), Giant Scorpion, Inix, Phase Spider, Raakle,
Strine, Takis, and Tigone
12th Level Circle of Ral and Guthay CR 4
Antloid (Queen), and Lizard (Jastrak)
discipline. You must know a discipline in order to manifest a your Wisdom modifier
devotion. You know six 1st-level powers from any discipline Power attack modifier = your proficiency bonus + your
you know, these include the devotion you gain as a wild Wisdom modifier
talent.
The Devotion Known column of the Empath table shows Empath Disciplines
when you learn more devotions of your choice. Below is a list of psionic disciplines available to empaths. The
When the table indicates that you learn a new devotion, descriptions of these powers can be found in Chapter 7.
you may only choose a power from one of the disciplines aura beacon
from the empath disciplines you know. Each of these autonomous vitality
devotions must have a minimum power level no greater than inertial manipulation
half your levels in this class when you learn them (round up). mindlink
For instance, when you reach 3rd level in this class, you mystic displacement
learn one new psionic power from an empath discipline you primal metabolism
Additionally, when you gain a level in this class, you can psychic static
power from any empath discipline you know. The new power
can have a minimum power level no greater than half your Empathic Mantle
levels in this class when you learn them (round up). Choose one of the following mantles: Mystic, Occultist, or
Wilder. Your choice grants you mantle powers and other
Psi Points features when you choose it at 1st level. It also grants you
You have an internal reservoir of psionic energy represented additional features at 3rd, 6th, and 14th level.
by psi points. You must spend psi points from this reserve to
manifest a power within a discipline. Mantle Powers
The number of psi points you have is based on your Each mantle has a psionic discipline and list of devotions–
empath level, as shown in the Psi Points column of the mantle powers–that you learn at the empath levels noted in
Empath table. The number shown for your level is your psi the mantle description. Mantle powers do not count against
point maximum. When expending psi points to manifest a the number of empath disciplines or devotions you know.
devotion, you cannot reduce your current psi points to below
0. Your psi point total returns to your maximum when you Focused Defense
finish a long rest. While you are focusing on a psychic focus and are not
wearing any armor, your Armor Class equals 10 + your
Psi Limit Dexterity modifier + your Wisdom modifier. You can use a
Though you have access to a potent amount of psionic shield and still gain this benefit.
energy, it takes training and practice to channel that energy.
There is a limit on the number of psi points you can spend to Enlightenment
manifest a devotion. The limit is based on your empath level, Beginning at 2nd level, you can guide another creature
as shown in the Psi Limit column of the Empath table. For through meditation and unlock their full potential. To do so,
example, as a 3rd-level empath, you can spend no more than you and one other creature within 5 feet of you must remain
3 psi points when manifesting a devotion, no matter how still, without moving or taking any action and concentrate (as
many psi points you have. though concentrating on a spell) for 1 minute. If both you and
the target remain still and concentrate for the full duration,
Psychic Focus the target may then add double their proficiency bonus to all
You can focus psychic energy on one of your psionic ability checks with one skill or one tool they are already
disciplines to draw ongoing benefits from it. As a bonus proficient in, instead of their normal proficiency bonus.
action, you can choose one of your psionic disciplines and This effect lasts until the creature finishes a short or long
gain its psychic focus benefit, which is detailed in that rest. You may use this feature once, and must finish a short or
discipline’s
description. The benefit lasts until you are long rest before you can do so again.
incapacitated or until you use another bonus action to choose Beginning at 10th level, you may use this feature twice
another psychic focus benefit. You can have only one psychic between rests, and, beginning at 18th level, you can use it
focus benefit at a time. three times between rests. When you finish a short or long
rest, you regain all expended uses.
Psychic Counsel
When you choose this mantle at 1st level, you gain the
guidance cantrip if you don’t already know it. When you cast
guidance, you may cast it as a psionic spell, requiring no
components. If you cast guidance this way, it is a
clairsentience cantrip.
Additionally, when you reach 3rd level, you may expend 3
psi points while you are concentrating on guidance to cast
augury as an action, requiring no components. When you
cast augury this way, it is a clairsentience spell. Wisdom is
your spellcasting ability for these spells.
DARK SUN | CLASSES
44
Occultist
An occultist seeks to part the veils that separate one from
hidden knowledge, whether those veils are temporal, physical,
or spiritual. An occultist heightens their sensitivity to
emotional and psychic impressions left by others, to glean
truths and understanding from the world.
Occultist Mantle Powers
Empath Level Powers
1st discern position, sixth sense
3rd psychometric touch
5th third eye
7th thought projection
9th psychometric sense
Occult Knowledge
You have accumulated a mental trove of secrets and hidden
knowledge. Starting at 1st level, whenever you roll an
Intelligence check to recall any sort of lore (such as that
covered by the Arcana, Nature, and Religion skills), treat a
roll of 7 or lower on the d20 as an 8.
Psychic Seance
When you reach 3rd level, you learn the thaumaturgy cantrip
if you don’t already know it. When you cast thaumaturgy, you
may cast it as a psionic cantrip, requiring no components. If
you cast thaumaturgy this way, it is a metacreativity psychic
focus and its duration changes to Focus. While you focus on
thaumaturgy you may create one of the spell’s effects as an
action. You can have three of the spell’s 1-minute effects
activate at a time.
Additionally, when you reach 3rd level, you may expend 3
psi points while you are focusing on thaumaturgy to cast
speak with dead, requiring no components. When you cast
speak with dead this way, it is a clairsentience spell. Wisdom
is your spellcasting ability for these spells.
Occult Vision
Beginning at 6th level, your clairvoyant senses enhance your
vision and understanding. You gain darkvision out to 60 feet,
or the range of your existing darkvision extends by 60 feet.
Additionally, you gain the ability to read all writing.
Pronounce Omen
Starting at 14th level, you may pronounce a good or ill omen
on a creature within 30 feet that you can see and that can
hear you. This omen last as long as you concentrate (as
though concentrating on a spell) for up to 1 minute.
If you pronounce a good omen, the creature gains
immunity to one damage type of your choice while you
concentrate.
If you pronounce an ill omen, the creature becomes
susceptible to one damage type of your choice. While you
concentrate, whenever the creature takes damage of the
chosen type, it takes extra damage equal to your Wisdom
modifier.
You may use this feature once, and must finish a long rest
before you may do so again.
Bonus Proficiencies
When you choose this mantle at 1st level, you gain proficiency
in light and medium armor, and one martial melee weapon of
your choice.
Wild Surge
Starting at 3rd level, you may unshackle your emotions when
you manifest a psionic power. Whenever you manifest a
telepathy devotion, you may either give yourself advantage on
a psionic attack roll against one of the power’s targets, or one
of the power’s targets suffers disadvantage on its saving
throws to resist the power. Additionally, if the power deals
psychic damage, you deal 1d12 extra psychic damage to one
target of the power.
Using your Wild Surge potentially drains your vitality. Each
time you use this feature, roll 1d20. If the result of this roll is
equal to or lower than the number of psi points you spent to
manifest the power you used in conjunction with this feature,
you suffer 1 level of exhaustion.
Psychic Fury
Beginning at 6th level, you gain the ability to infuse your
weapon attacks with psychic energy. Once on each of your
turns when you hit a creature with a weapon, you can deal an
extra 1d8 psychic damage to that target. When you reach
14th level, this extra damage increases to 2d8.
for which appear in Chapter 7. Psionic powers are magical your Charisma modifier
effects. Power attack modifier = your proficiency bonus + your
Talents. You learn three talents of your choice. These may Charisma modifier
replace the talents you gain as a wild talent if you so wish.
You learn an additional talent at 10th level.
Psionic Discipline. A psionic discipline specializes in a
specific approach to psionics. You learn two psionic
disciplines: battle trance and one of your choice from the
adamant discipline list. You learn an additional adamant
discipline once you reach 10th level.
Devotions. A devotion is a psionic power within a psionic
discipline. You know two 1st-level powers within the adamant
disciplines you know, and you may replace the devotion you
receive through wild talent. The Devotions Known column of
the Adamant Psionics table shows when you learn more
devotions of your choice. When the table indicates that you
learn a new devotion, you may only choose a power within an
adamant discipline you know. Each of these powers must
have a psi cost no greater than your psi limit (see below).
For instance, when you reach 7th level in the fighter class,
you learn one new psionic power within an adamant
discipline you know, and the power you choose can have a
minimum psi cost of up to 3.
Additionally, when you gain a level in this class, you can
choose to replace one of your existing powers within an
adamant discipline you know and replace it with another
power that is within an adamant discipline you know. The
new power must have a minimum psi cost of no higher than
your psi limit at the time you learn it.
Psi Points. You have an internal reservoir of psionic
energy represented by psi points. You must spend psi points
from this reserve to manifest a power.
The number of psi points you have is based on your fighter
level, as shown in the Psi Points column of the Adamant
Psionics table. The number shown for your level is your psi
point maximum. When expending psi points to manifest a
devotion, you cannot reduce your current psi points to below
0. Your psi point total returns to your maximum when you
finish a long rest.
speed of thought
Immortal Will
true shot
Starting at 18th level, you can draw on your psionic potential
verve
to survive life-threatening injury. At the end of your turn while
at 0 hit points, you may spend 6 psi points to regain a use of
Strength of Self your Second Wind feature (as if you had taken a short rest)
Starting at 3rd level, you gain proficiency with Charisma and immediately use that feature, requiring no action. If you
saving throws. Adamants possess a deep understanding of do, you regain an additional 20 hit points.
the mind, and learn to meditate on their ego to reinforce their
sense of self.
Adamant Psionics
Talents Disciplines Devotions Psi Psi
Level Known Known Known Points Limit
3rd 3 2 2 6 2
4th 3 2 3 8 2
5th 3 2 4 8 2
6th 3 2 4 8 2
7th 3 2 5 18 3
8th 3 2 6 18 3
9th 3 2 7 18 3
10th 4 3 7 19 3
11th 4 3 8 19 3
12th 4 3 9 19 3
13th 4 3 9 29 5
14th 4 3 10 29 5
15th 4 3 10 29 5
16th 4 3 11 34 5
17th 4 3 11 34 5
18th 4 3 12 34 5
19th 4 3 12 40 6
20th 4 3 13 40 6
Battlemind
Beginning at 7th level, whenever you use your action to cast a
psionic talent, you may make one weapon attack as a bonus
action.
Psychic Warrior
At 10th level, you learn how to make your weapon strikes
undercut a creature's resistance to your psionic abilities.
When you hit a creature with a weapon attack, that creature
has disadvantage on the next saving throw it makes against a
psionic power you use on it before the end of your next turn.
DARK SUN | CLASSES
50
Monk
Alignment:
" Life in the tablelands is too harsh for Monks come from a very structured lifestyle. The discipline
one with such enlightenment" required to harness the will makes them almost always
lawful in alignment. Good monks are seen travelling the
wastes helping slave tribes and villages against monsters and
― Master Plu Kin raiders. Evil monks will demand food and other goods before
Monks in Dark Sun are practitioners of psionics, those who providing protection against marauders.
use the Will and the Way to perfect their bodies and train in
martial arts to a degree that would be impossible for others. Playing a Monk:
True psions tend to use their abilities to manipulate the world Playing an Athasian monk is not much different than playing
around them and alter reality with their minds, while monks one in other settings, the only difference is that they use the
strive for the perfection of their own bodies through pure will and the way, Psionics.
psionic willpower. While monastic traditions are rare, they do As a monk, you undertake adventures according to the
exist in some city-states and are similar to the psionic schools dictates of your cause, your faith, or your own selfish needs.
found throughout the Seven Cities. Where the academies of You might find yourself on the hot, sandy field of battle,
the Way tend to cater to nobility and merchant children, charging shoulder to shoulder with peasants and soldiers,
monasteries attract ex-slaves, ascetics, and wanderers who raising pitchforks and shields against the defilers of the
wish to unlock their psionic potential. Certain city-states only enemy army.
permit training in the Way of those they deem fit, and so
monastic traditions may not be welcome in certain places. Religion:
Those who did not train among the city-states tend to have There are no gods on Athas, but many monks pay homage to
trained among monastic communities in isolated the elemental forces of the Tablelands, asking their favored
monasteries. These monasteries are hidden in the forgotten element for luck before entering the battlefield.
places and ruins of the Tablelands Region, usually founded by
wilders or other nomadic psions who seek to evade the Other Classes:
oppression of the Sorcerer-Kings. Monks get along with most other classes. The psions of the
Though rare, monks are well-suited to the world of Athas, Tablelands often receive the highest of the respect for their
requiring little in the way of armaments or provisions to ability to harness the will and the way. Barbarians are best
survive. Quality weapons are hard to come by in the wastes, avoided as they revel in chaos and the loss of control.
and true armor is even less obtainable. Training to fight Elemental clerics are welcome for their healing abilities as
without such trappings offers monks the ability to survive well as the help they can provide in battle.
while unarmed and unarmored. Monks are uneasy around wizards; like the rest of the
population they distrust magic. Templars are also distrusted,
Making a Monk: for the same reasons everyone else distrusts templars.
Monk's learn their abilities through years of training, learning
to focus their will to exceed their bodies' physical capabilities. Combat:
Most monks join a monastery or psionics academy to learn to You are generally at the forefront of any battle. With your
hone their mind and body. For a monk, becoming an unarmed defense and flurry of blows you are found at the
adventurer means leaving a structured, communal lifestyle to front lines taking on your opponents in melee. Furthermore,
become a wanderer. This can be a harsh transition, and you are able to control the flow of battle with your abilities
monks don't undertake it lightly. and speed.
Races: Monks on Athas:
All of Athas’s races can become monks. While monastic traditions are rare in the academies of the
Humans are usually the most numerous, since they are the Way, they are often found in monasteries hidden away in
most numerous of the races of the Tablelands. isolated locations. The notable exception is Nibenay. The
Dwarves make good monks, even though they are smaller pursuit of a monastic traditions is highly valued in Nibenay
than most races; their inborn toughness and great strength and nobles often send their children to study at either the
more than makes up for their smaller stature. monastery of the Exalted Path or the Serene Bliss.
The half‐giants are not often seen as monks, since their
mental abilities hamper them in the ability needed to focus Daily Life:
the will. A monk adventures to further hone his use of the will and the
Muls, with the inherited traits of both humans and way. During his years in a monastery he has learned his
dwarves, are also great monks. abilities, now it is time to put them to practical use. One day
Elves, with their desire of freedom and open space do not he will come back to his place of study to pass on what he
mix well with the structured lifestyle needed to become a has learned to new students.
monk.
Athas’s intelligent insects, the thri‐kreen, rarely become
monks, with their four claws and racial memory leading them
down different paths.
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51
Notables: Renamed to Way of the Shadow. This subclass taps into the
Monks are generally very humble and shy away from Black. All mention of astral should be changed to shadow.
notoriety. They would prefer to wander the wastes and be a
helping hand as needed. Way of the Soulknife
Appears in the Psion's Primer
Organizations: This subclass has been reprinted for visibility on the next
Monks often work for the monastery or academy they have page.
lived in their entire life. Often going out on assigned tasks
and missions that have been given to them by the elder
monks.
NPC Reactions:
The common people react to a monk the same way they
would to any psion. Since trained monks are so rare they are
highly valued by Athasian society. Citizens of Nibenay treat
monks with great respect.
A monk who has lived long enough to retire from
adventuring typically acquires some position of authority
within a monastery or academy.
Class Change:
Monastic Traditions in Dark Sun
Way of the Four Elements
Appears in the Player's Handbook.
This subclass requires little or no changes for Dark Sun.
Way of the Open Hand
Appears in the Player's Handbook.
This subclass requires little or no changes for Dark Sun.
Way of Shadow
Appears in the Player's Handbook.
This subclass requires little or no changes for Dark Sun.
Way of the Long Death
Appears in the Sword Coast Adventurer's
Guide.
This subclass requires little or no changes for Dark Sun.
Way of the Sun Soul
Appears in Xanathar's Guide to Everything.
For the most part, this subclass fits into Dark Sun, except for
a bit of flavor - it would draw directly on the power of the sun,
rather than the light found within souls of living creatures.
Way of the Drunken Master
Appears in Xanathar's Guide to Everything.
This subclass doesn't exactly fit with the themes of Dark Sun,
but it doesn't explicitly break any lore either. Though a
Drunken Master character would be somewhat out of place.
Way of Mercy
Appears in Tasha's Cauldron of Everything
This subclass requires little or no changes for Dark Sun
Way of the Astral Self
Appears in Tasha's Cauldron of Everything
A devotion is a psionic power within a psionic discipline. You your Intelligence modifier
know six 1st-level powers within the psion disciplines you Power attack modifier = your proficiency bonus + your
know, these include the devotion you gain as a wild talent. Intelligence modifier
The Devotions Known column of the Psion table shows
when you learn more devotions of your choice. When the Psion Disciplines
table indicates that you learn a new devotion, you may only Below is a list of psionic disciplines available to psions. The
choose a power within the psion disciplines you know. descriptions of these powers can be found in Chapter 6.
Each of these powers must have a minimum power level no deceive senses
greater than half your levels in this class when you learn ectoplasm
For instance, when you reach 3rd level in this class, you inertial manipulation
learn one new psionic power within a psion discipline you kinesis
Additionally, when you gain a level in this class, you can psionic assault
empath discipline you know and replace it with another sixth sense
power from any empath discipline you know. The new power speed of thought
Psychic Mastery
Psionic Orders
A psion’s studies lend themselves to focus on particular
expressions of psionic ability. These disciplines grant the
psion greater ability in their chosen field.
Dominator
Telepathy is the school of psionic magic that links one mind
to another. While this can be a useful tool for fostering
communication and fellowship, a psion that focuses on this
order believes telepathy is the most effective weapon in the
arsenal of the mind. Weaker wills are like clay for a
dominator to mold.
Bonus Discipline
When you choose this order at 1st level, you learn the
mindlink discipline. This discipline does not count against
the number of psion disciplines you know.
Psychic Demand
Starting at 2nd level, while you are focusing on the mindlink
discipline, you may expend 2 psi points to cast the command
spell without using any components. When you do, command
is a telepathy spell and you must target a creature you are
telepathically communicating with. Additionally, you deliver
the one-word command telepathically.
Mesmerize
Starting at 6th level, whenever a telepathy effect you use
causes a creature to make a saving throw to resist its effects,
you can spend 3 psi points to give one target of the power
disadvantage on its first saving throw made against the effect.
Psi points you spend to use this feature do not count toward
your psi limit when manifesting a power.
Subtle Control
Beginning at 10th level, whenever a telepathy power you used
ends on a creature, or a creature succeeds on a saving throw
to resist a telepathy power you used, the target creature does
not realize you attempted to affect them or remember that
you did affect them unless you wish for them to do so.
Potent Talent
Ardent Energy
manifest.
Relentless Energy
When you reach 14th level, you can increase the power of
The first time you do so, you suffer no adverse effect. If you
use this feature again before you finish a long rest, you take
after you manifest it. Each time you use this feature again
immunity.
Credit: Nadyasonika
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Manifest Form However, you can't cast further devotions in imbue
Also at 2nd level, you select one plane to exclusively draw psicrystal while the original eidolon exists.
matter from when you manifest project eidolon. Choose The The eidolon can spend its hit dice to regain hit points
Astral, The Black, or The Gray. Your choice cannot be during a short rest, and it can take a long rest by spending 8
changed, and it grants your eidolon one of the additional hours in light or no activity. It also regains a single expended
traits below: use of the action granted to it by your Manifest Function
Alien Form (The Astral). The exact physical dimensions feature after finishing a long rest
of the eidolon are hard to fully comprehend. Creatures have
disadvantage on attack rolls against the eidolon until they hit Emancipated Eidolon
it. Starting at 10th level, when you manifest project eidolon, you
Night Aura (The Black). The eidolon is cloaked in can choose to invest the eidolon you project with a silver of
unnatural shadow, reducing lighting conditions around itself your sentience. When you choose to do so the eidolon gains a
by one step (direct sunlight to bright light to dim light to bonus Greater Eidolon Ability detailed in Chapter 9: Friends
darkness) in a 20-foot radius centered on itself. This aura and Enemies. It also regains a single expended use of the
does not hinder the eidolon’s own vision. Magical light action granted to it by your Manifest Function feature after
produced by an effect of 3rd level or higher is unaffected by finishing a short or long rest.
this reduction. Investing the eidolon with a piece of your sentience is not
Temporal Warrior (The Gray). The eidolon is made from without risks, however. Should you choose to manifest the
the timeless essence of the Gray. It becomes immune to any project eidolon power this way, and the eidolon is reduced to
effect that would reduce its speed, and it has advantage on 0 hit points, it ceases to exist and you suffer psychic backlash
saving throws to resist any effect that would slow it or move it as part of your psyche whips back into your mind, dealing
through time, such as the slow spell or the temporal shunt psychic damage to you equal to half the eidolon’s maximum
power. hit point total. This damage cannot be mitigated in any way.
Additionally, on each of its turns the eidolon may shunt
itself briefly through time as a bonus action, teleporting up to Improved Manifest Form
30 feet to an unoccupied space it can see. Starting at 14th level, whenever you manifest project eidolon,
the eidolon gains improved versions of the trait you grant it
Manifest Function with the Manifest Form feature, depending on the plane you
Starting at 6th level, whenever you manifest project eidolon, chose for that feature:
the eidolon you create gains an additional way to use its Midnight Aura (The Black). The eidolon is cloaked in
action, depending on the plane you chose for the Manifest magical darkness in a 30-foot radius centered on itself. Only
Form feature: magical light produced by an effect of 8th level or higher can
Maddening Revelation (The Astral). The eidolon may use overcome this darkness.
its action to create a pulse of madness. Each creature within Additionally, magical darkness doesn’t impede the eidolon’s
15 feet of the eidolon must succeed on a Wisdom saving darkvision.
throw (against your power save DC) or be affected as though Temporal Dreadnought (The Gray). The eidolon controls
by the confusion spell until the end of their next turn. The the passage of time about itself. It becomes immune to any
eidolon can use this action once. effect that would reduce its speed, and any effect that would
Night Terrors (The Black). The eidolon can provoke a slow it or move it through time, such as the slow spell or the
waking nightmare in one creature it can see within 60 feet. temporal shunt power.
The target must succeed on a Wisdom saving throw (against Additionally, on each of its turns the eidolon may warp time
the power save DC of the eidolon’s creator) or suffer the around itself as a bonus action, teleporting up to 60 feet to an
effects of the dissonant whispers spell as though it were cast unoccupied space it can see, taking any object it is touching
from a 4th-level spell slot. The eidolon can use this action up to its maximum carrying capacity. The eidolon may also
once. take one willing creature it is touching with it when it
Temporal Stasis (The Gray). The eidolon may use its teleports. A creature traveling with the eidolon in this way
action to magically enfold a creature it can see within 60 feet arrives in an unoccupied space adjacent to the eidolon. If
of it in a field of null-time. The target must succeed on a there is no such unoccupied space, neither it nor the eidolon
Charisma saving throw (against your power save DC) or be teleport. The eidolon can take a creature with it when it
locked in stasis. A creature locked in stasis is paralyzed, teleports once, and must finish a short or long rest before it
immune to damage and all other effects, and does not age. can do so again.
Stasis lasts indefinitely, but the target may choose to repeat Unspeakable Form (The Astral). The eidolon’s physical
the saving throw at the end of any of its turns, ending the form is unspeakably alien and nearly impossible to fully
effect on a success. The eidolon can use this action once. comprehend. All creatures have disadvantage on attack rolls
against the eidolon and the eidolon has advantage on all
Sustained Eidolon saving throws against any creature’s magical effects. If a
Also beginning at 6th level, whenever you manifest project creature deals damage to the eidolon, that creature’s attacks
eidolon, the eidolon you project is automatically imbued with and magical effects are unimpeded by this feature until the
a modicum of your will, allowing it to sustain itself without start of the eidolon’s next turn.
your focus or effort. The duration of the power changes to
instantaneous when you manifest it, remaining in existence
until it drops to 0 hit points or you dismiss it as an action.
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60
Half‐Elven rangers sometimes seek to impress their Elven
Ranger cousins with their desert skills, and when they are rejected,
the wilderness often becomes the half‐elf’s only solace. A few
“What you call monsters and beasts are half‐elves turn to bitter hatred of the parent races that
simply other beings trying to survive in rejected them, and become merciless slave–hunters.
the wastelands. Some of them are just as Although ranger skills do not come naturally to humans,
desperate, lost, and confused as you their famous adaptability wins out in the end, and many
are.” ―Sudatu, Elven Scout humans make fine rangers. A few muls take up the ranger
class while surviving in the wilderness after escaping slavery.
The wastes of Athas are home to fierce and cunning Dwarves who become rangers find that their focus ability
creatures, from the bloodthirsty tembo to the malicious gaj. combines powerfully with the abilities of favored enemy and
favored lands, but such characters rarely become adventurers
Because of that, Athasians have long learned how to adapt since they tend to master wilderness skills in order to guard
and survive even in the most inhospitable and savage dwarven communities.
environments.
One of the most cunning and powerful creatures of the Alignment:
wastes is the ranger, a skilled hunter and stalker. He knows Rangers can be of any alignment, although they tend not to
his lands as if they were his home (as indeed they are); he be lawful, preferring nature to civilization, silence to casual
knows his prey in deadly detail. conversation, and ambush to meeting a foe boldly on the
battlefield. Good rangers often serve as protectors of a village
Making a Ranger: or of a wild area. In this capacity, rangers try to exterminate
Rangers are capable in combat, although less so in open or drive off evil creatures that threaten the rangers’ lands.
melee than the fighter, monk, or barbarian. His skills allow Good rangers sometimes protect those who travel through
him to survive in the wilderness, to find his prey and to avoid the wilderness, serving sometimes as paid guides, but
detection. The ranger has the ability to gain special sometimes as unseen guardians. Neutral rangers tend to be
knowledge of certain types of creatures. Knowledge of his wanderers and mercenaries, rarely tying themselves down to
enemies makes him more capable of finding and defeating favored lands. The tracking and animal skills of rangers are
those foes. Rangers are natural explorers which makes it well known in the world; virtually every trade caravan has at
easier for him to live off the land, and makes it easier for him least one ranger scout or mekillot handler. Sometimes they
to take advantage of less knowledgeable foes. Rangers stalk the land for vengeance, either for themselves or for an
eventually learn to use the lesser spirits that inhabit Athas in employer. Generally only evil rangers ply their skills in the
order to produce spell‐like effects. These lesser spirits slave trade. Other evil rangers seek to emulate nature’s most
inhabit small features of the land – rocks, trees, cacti and the fearsome predators, and take pride and pleasure in the terror
like. These spirits are relatively powerless, and cannot that strangers take in their names.
manifest themselves. Their awareness is low, and their
instincts are of the most primitive sort. The relationship Playing a Ranger:
between these lesser spirits and the creatures known as As a ranger, you nurture a close, almost mystical connection
Spirits of the Land is unknown. to the deadly terrain of Athas. To you, the burnt landscape is
not a friend, but a well‐respected adversary. Danger is always
Races: present, yet you understand it and even find a certain succor
As the race that carries the most fear and hatred of other in living alongside it.
races, and as the people with the richest land to protect,
Halflings become rangers more commonly than any other Religion:
race except for half‐elves. Halflings are at home in their Many rangers pay homage to the elements, but a greater
terrain (typically Forest Ridge or the Jagged Cliffs) and the number honor the moons and the stars that guide them in the
ranger class teaches them the grace to move without night – even though these celestial bodies do not have priests.
detection, often to deadly effect. Their practice of In several city‐states, particularly Gulg, Kurn, and Eldaarich,
cannibalism to emphasize their superiority over other many rangers owe fealty to the Sorcerer‐Kings – virtually the
sentient beings puts the ranger’s tracking abilities to deadly entire noble caste of Gulg is comprised of rangers called
use. In the Forest Ridge, halfling rangers tend to pick judaga. Some rangers pay patronage to the Spirits of the
pterrans and other neighboring races as favored enemies; Land, although these spirits do not bestow spells on rangers
rangers of the Jagged Cliffs tend to focus on bvanen, and except those that multi–class as druid.
kreen.
Elves frequently become rangers, serving as scouts and
hunters for their tribes, but elves are not as naturally drawn
to the wilderness as they are to magic. Half‐elves are the race
most compellingly drawn to the ranger class, since their
isolation and natural gift with animals gives them a head start
above rangers of other races.
Hunter's Prey
At 3rd level, you gain one of the following features of your
choice: Colossus Slayer, Giant Killer, or Horde Breaker.
Colossus Slayer. Your tenacity can wear down the most
potent foes. When you hit a creature with a weapon attack,
the creature takes an extra 1d8 damage if it's below its hit
point maximum. You can deal this extra damage only once
per turn.
Giant Killer. When a Large or larger creature within 5 feet
of you hits or misses you with an attack, you can use your
reaction to attack that creature immediately after its attack,
provided that you can see the creature.
Horde Breaker. Once on each of your turns when you
make a weapon attack, you can make another attack with the
same weapon against a different creature that is within 5 feet
of the original target and within range of your weapon.
Defensive Tactics
At 7th level, you gain one of the following features of your
choice: Escape the Horde, Multiattack Defense, or Steel Will.
Escape the Horde. Opportunity attacks against 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 can’t be frightened.
Multiattack
At 11th level, you gain one of the following features of your
choice: Focused Assault, Volley, or Whirlwind Attack.
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 move 5 feet
and make a melee attack against any number of creatures
within 5 feet of you before and after this movement, with a
separate attack roll for each target.
sixth sense
speed of thought
true shot
Lurk Psionics
Talents Disciplines Devotions Psi Psi
Level Known Known Known Points Limit
3rd 3 2 2 6 2
4th 3 2 3 8 2
5th 3 2 4 8 2
6th 3 2 4 8 2
7th 3 2 5 16 3
8th 3 2 6 16 3
9th 3 2 7 16 3
10th 4 3 7 19 3
11th 4 3 8 19 3
12th 4 3 9 19 3
13th 4 3 9 29 5
14th 4 3 10 29 5
15th 4 3 10 29 5
16th 4 3 11 34 5
17th 4 3 11 34 5
18th 4 3 12 34 5
19th 4 3 12 40 6
20th 4 3 13 40 6
encounter with the undead, these sorcerers have become tied When you cast a spell that deals necrotic damage, add your
to the Gray. They are delvers into the great unknown, seekers Charisma modifier to that damage.
of the answers known only to the dead, and hopeful searchers Furthermore whenever you roll dice to determine the
in the frantic scramble for immortality. Rather than drawing damage a necromantic spell causes, you can spend 1 spell
spell energy from plant life, gray sorcerers draw it from the point to reroll any number of those dice once. You can use
Gray, the realm of the Athasian dead. this feature only once per turn.
Spells from the Gray Wings of the Gray
1st-level Gray Sorcerer Feature
14th-level Gray Sorcerer Feature
You learn additional spells when you reach certain levels in You gain the ability to sprout a pair of skeletal wings from
this class, as shown on the Gray Spells table. Each of these your back, gaining a flying speed equal to your current speed.
spells counts as a sorcerer spell for you, but it doesn't count You can create these wings as a bonus action on your turn.
against the number of sorcerer spells you know. They last until you dismiss them as a bonus action on your
Whenever you gain a sorcerer level, you can replace one turn, or if you're incapacitated, or die.
spell you gained from this feature with another spell of the
same level. The new spell must be a necromancy spell from Gray Lord
the cleric, sorcerer, wizard spell list. 18th-level Gray Sorcerer Feature
Gray Spells
Tools: None
Templars and their Saving Throws: Wisdom, Charisma
Sorcerer-Kings: Skills: Choose two skills from Arcana, Deception, History,
Intimidation, Investigation, Persuasion, and Religion.
A Sorcerer-King can choose to remove a templar's
spellcasting abilities, though this is done only in cases of Equipment
severe betrayals or transgressions. Fallen templars who have You start with the following equipment, in addition to the
been stripped of their powers are often sold into slavery or equipment granted by your background:
made to fight in the arena for the Sorcerer-King's (a) a light crossbow and 20 bolts or (b) any simple weapon
amusement. A templar’s powers are also stripped away if (a) leather armor or (b) scale armor
their Sorcerer-King is slain. (a) a scholar's pack or (b) a dungeoneer's pack
Any simple weapon, Sigil, and two daggers
Class Features Literacy
As a templar, you gain the following class features. At 1st level, the templar is able to read and write all
languages they can speak.
Hit Points
Hit Dice: 1d8 per templar level Pact Magic
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Your arcane research and the magic bestowed on you by your
modifier per templar level after 1st Sorcerer-Monarch have given you facility with spells.
Proficiencies
Armor: Light armor, medium armor
Weapons: All simple weapons
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76
Cantrips Additionally, when you gain a level in this class, you can
You know two cantrips of your choice from the templar spell choose one of the gifts you know and replace it with another
list. You learn additional templar cantrips of your choice at gift that you could learn at that level.
higher levels, as shown in the Cantrips Known column of the A level prerequisite in a gift refers to templar level, not
templar table. character level.
Spell Slots Pact Boon
The templar table shows how many spell slots you have. The At 3rd level, your Sorcerer-King bestows a gift upon you for
table also shows what the level of those slots is; all of your your loyal service. You gain one of the following features of
spell slots are the same level. To cast one of your templar your choice.
spells of 1st level or higher, you must expend a spell slot. You
regain all expended spell slots when you finish a short or long Pact of the Blade
rest. For example, when you are 5th level, you have two 3rd- You can use your action to create a pact weapon in your
level spell slots. To cast the 1st-level spell thunderwave, you empty hand. You can choose the form that this melee weapon
must spend one of those slots, and you cast it as a 3rd-level takes each time you create it (see chapter 5 for weapon
spell. options). You are proficient with it while you wield it. This
weapon counts as magical for the purpose of overcoming
Spells Known of 1st Level and Higher resistance and immunity to nonmagical attacks and damage.
At 1st level, you know two 1st-level spells of your choice from Your pact weapon disappears if it is more than 5 feet away
the templar spell list. The Spells Known column of the from you for 1 minute or more. It also disappears if you use
templar table shows when you learn more templar spells of this feature again, if you dismiss the weapon (no action
your choice of 1st level and higher. A spell you choose must required), or if you die.
be of a level no higher than what's shown in the table's Slot You can transform one magic weapon into your pact
Level column for your level. When you reach 6th level, for weapon by performing a special ritual while you hold the
example, you learn a new templar spell, which can be 1st, weapon. You perform the ritual over the course of 1 hour,
2nd, or 3rd level. Additionally, when you gain a level in this which can be done during a short rest. You can then dismiss
class, you can choose one of the templar spells you know and the weapon, shunting it into an extradimensional space, and
replace it with another spell from the templar spell list, which it appears whenever you create your pact weapon thereafter.
also must be of a level for which you have spell slots. You can't affect an artifact or a sentient weapon in this way.
The weapon ceases being your pact weapon if you die, if you
Spellcasting Ability perform the 1-hour ritual on a different weapon, or if you use
Charisma is your spellcasting ability for your templar spells, a 1-hour ritual to break your bond to it. The weapon appears
so you use your Charisma whenever a spell refers to your at your feet if it is in the extradimensional space when the
spellcasting ability. In addition, you use your Charisma bond breaks
modifier when setting the saving throw DC for a templar
spell you cast and when making an attack roll with one. Pact of the Chain
Spell save DC = 8 + your proficiency bonus +
You learn the find familiar spell and can cast it as a ritual. The
your Charisma modifier spell doesn't count against your number of spells known.
Spell attack modifier = your proficiency bonus +
Your familiar gains the additional benefit of being able to
your Charisma modifier shapechange, a dark gift bestowed by your Sorcerer-King.
Shapechanger. The familiar can use its action to
Spellcasting Focus polymorph into a beast form that resembles a bat (speed 10
You can use an arcane focus as a spellcasting focus for your ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a silt worm
templar spells. (40 ft., swim 40 ft. in silt, 10ft tremorsense in silt), or back
into its true form. Its statistics are the same in each form,
Templar Echelon except for the speed changes noted. Any equipment it is
wearing or carrying isn't transformed. It reverts to its true
At 1st level, choose a Templar Echelon, which determines form if it dies.
your role as a templar in the service of your Sorcerer-King: Additionally, when you take the Attack action, you can forgo
Devastator Echelon, Enforcer Echelon, or Inquisitor Echelon, one of your own attacks to allow your familiar to use its
all of which are detailed at the end of the class description. reaction to make one attack of its own.
Your choice grants you features when you choose it at 6th
level and again at 10th and 14th level). These are detailed at Pact of the Tome
the end of the class listing. Your patron gives you a grimoire called a Book of Shadows.
When you gain this feature, choose three cantrips from any
Sovereign Gifts class's spell list. The cantrips do not need to be from the
You can call upon your Sorcerer-King to grant you boons same spell list. While the book is on your person, you can
when you need them most. At 2nd level, you gain two cast those cantrips at will. They don't count against your
sovereign gifts of your choice. Your gift options are detailed at number of cantrips known.
the end of the class description. When you gain certain
templar levels, you gain additional gifts of your choice.
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77
Any cantrip you cast with this feature is considered a templar Spell Level Spells
cantrip for you. If you lose your Book of Shadows, you can 1st burning hands, inflict wounds
perform a 1-hour ceremony to receive a replacement from
your patron. This ceremony can be performed during a short 2nd dragon’s (drake's) breath, scorching ray
or long rest, and it destroys the previous book. The book 3rd fireball, lightning bolt
turns to ash when you die. 4th conjure minor elementals, ice storm
Ability Score Improvement 5th destructive wave, bigby’s hand
When you reach 4th level, and again at 8th, 12th, 16th, and Leeching Arcana
19th level, you can increase one ability score of your choice Starting at 1st level, when you reduce a hostile creature to 0
by 2, or you can increase two ability scores of your choice by hit points, you gain temporary hit points equal to your
1. As normal, you can't increase an ability score above 20 Charisma modifier + your templar level (minimum of 1).
using this feature unless allowed to by your race.
If your DM allows the use of feats, you may instead take a Sculpt Spells
feat. Starting at 6th level, you can create pockets of relative safety
within the effects of your evocation spells. When you cast an
Sorcerous Arcanum evocation spell that affects other creatures that you can see,
At 11th level, your patron bestows upon you a magical secret you can choose a number of them equal to half your Templar
called an arcanum. Choose one 6th-level spell from the levels + the spell's level. The chosen creatures automatically
templar spell list as this arcanum. succeed on their saving throws against the spell, and they
You can cast your arcanum spell once without expending a take no damage if they would normally take half damage on a
spell slot. You must finish a long rest before you can do so successful save.
again.
At higher levels, you gain more templar spells of your Power Surge
choice that can be cast in this way: one 7th-level spell at 13th Starting at 10th level, you can store magical energy within
level, one 8th-level spell at 15th level, and one 9th-level spell yourself to later empower your damaging spells. In its stored
at 17th level. You regain all uses of your Sorcerous Arcanum form, this energy is called a power surge.
when you finish a long rest. You can store a maximum number of power surges equal
to your proficiency bonus. Whenever you finish a long rest,
High Templar your number of power surges resets to one. Whenever you
successfully end a spell with dispel magic or counterspell, you
At 20th level, you can draw on your inner reserve of mystical gain one power surge, as you steal magic from the spell you
power while entreating your patron to regain expended spell foiled. If you end a short rest with no power surges, you gain
slots. You can spend 1 minute entreating your patron for aid one power surge.
to regain all your expended spell slots from your Pact Magic Once per turn when you deal damage to a creature or
feature. Once you regain spell slots with this feature, you object with a templar spell, you can spend one power surge to
must finish a long rest before you can do so again. deal extra force damage to that target. The extra damage
equals half your templar level.
Templar Echelons Tyrannical Ascendance
Templar orders are large military and political organizations At 14th level, you can bend others to the will of your king.
that are composed of a caste system, separating templar into While you are ascended, you may use your Action to target
distinct roles. Each echelon of templar is given varying one creature that you can see within 60 feet. This creature
responsibilities by their Sorcerer-King, from acquiring must make a Wisdom saving throw equal to your templar
obscure arcane knowledge, to enforcing the rule of law in a spell save DC. If it fails, it takes 5d8 psychic damage and is
city-state. Each echelon of templar is trained in differing compelled to kneel before you until the start of your next
combat techniques best suited to their role. turn.
A kneeling creature suffers the penalties of the paralyzed
Devastator Echelon condition. Once you use this feature, you can't use it again
Devastator templars are insidious spellcasters that use until you finish a long rest.
destructive magic to drain the life of their enemies. Spells
cast by a devastator rip apart the mind and body of the target, Enforcer Echelon
wracking them with pain and decay. Many devastator templar Enforcer templar are the law enforcement arm of the templar
are also defilers and revel in destruction, sanctioned to use order. They are the patrolmen, imperial guardsman, infantry
these abilities in service of their tyrannical leader. commanders, prison wardens, and sentinels of a templar
order. Enforcers focus on a defensive fighting style to protect
Expanded Spell Slots themselves, their allies, and their city-state. Enforcer
Your Sorcerer-King grants you power to choose from an templars tend to use offensive magic that disables their foes,
expanded list of spells when you learn a templar spell. The so that they can apprehend and imprison enemies of their
following spells are added to the templar spell list for you. Sorcerer-King.
Once you use this feature, you can't use it again until you You can cast compulsion once using a warlock spell slot. You
finish a long rest. can't do so again until you finish a long rest.
If you are able to successfully replicate and cast a
particular spell three times, it is permanently added to your Book of Ancient Secrets
list of spells known and does not count toward the maximum Prerequisite: Pact of the Tome feature
number of spells that you know. You may learn a number of
spells in this way equal to your Charisma modifier. You can now inscribe magical rituals in your Book of
Shadows. Choose two 1st-level spells that have the ritual tag
Thought Shield from any class's spell list. The spells needn't be from the
Starting at 10th level, your thoughts can't be read by telepathy same spell list.
or other means unless you allow it. You also have resistance The spells appear in the book and don't count against the
to psychic damage, and whenever a creature deals psychic number of spells you know. With your Book of Shadows in
damage to you, that creature takes the same amount of hand, you can cast the chosen spells as rituals. You can't cast
psychic damage that you do ignoring resistance or immunity. the spells except as rituals, unless you've learned them by
some other means. You can also cast a templar spell you
Null Magic know as a ritual if it has the ritual tag. On your adventures,
Beginning at 14th level, when you cast the counterspell and you can add other ritual spells to your Book of Shadows.
dispel magic spells, they are always considered to have been When you find such a spell, you can add it to the book if the
cast as if with one slot higher than normal. For example, if spell's level is equal to or less than half your warlock level
you had used a 3rd level spell slot to cast counterspell, the (rounded up) and if you can spare the time to transcribe the
effect would be as if you had cast it at 4th level. spell. For each level of the spell, the transcription process
Additionally, you have resistance to damage from spells takes 2 hours and costs 50 cp for the rare inks needed to
and powers. inscribe it.
Chains of the Dragon
Sovereign Gifts Prerequisite: 15th level, Pact of the Chain feature
Agonizing Blast
Prerequisite: eldritch blast cantrip You can cast hold monster at will—targeting a celestial, fiend,
or elemental—without expending a spell slot or material
When you cast eldritch blast, add your Charisma modifier to components. You must finish a long rest before you can use
the damage it deals on a hit. this gift on the same creature again.
You can cast jump on yourself at will, without expending a
spell slot or material components.
or smaller. As an action, you gain the ability to see through solid objects
to a range of 30 feet. Within that range, you have darkvision if
Dreadful Word you don't already have it. This special sight lasts for 1 minute
Prerequisite: 7th level or until your concentration ends (as if you were concentrating
on a spell). During that time, you perceive objects as ghostly,
You can cast confusion once using a warlock spell slot. You transparent images.
can't do so again until you finish a long rest. Once you use this gift, you can't use it again until you finish
a short or long rest.
Eldritch Armor
Prerequisite: Pact of the Blade feature Gift of the Depths
Prerequisite: 5th level
As an action, you can touch a suit of armor that isn’t being
worn or carried by anyone and instantly don it, provided you You can breathe under silt or water, and you gain a swimming
aren’t wearing armor already. You are proficient with this suit speed equal to your walking speed while in silt or water.
of armor until it’s removed. You can also cast water breathing once without expending
a spell slot. You regain the ability to do so when you finish a
Eldritch Mind long rest.
You have advantage on Constitution saving throws that you
make to maintain your concentration on a spell. Gift of Sight
You can cast detect magic at will, without expending a spell
Eldritch Spear slot.
Prerequisite: eldritch blast cantrip
Gift of the Ever-Living Ones
When you cast eldritch blast, its range is 300 feet. Prerequisite: Pact of the Chain feature
Eyes of the Rune Keeper Whenever you regain hit points while your familiar is within
You can read all writing. 100 feet of you, treat any dice rolled to determine the hit
points you regain as having rolled their maximum value for
Far Scribe you.
Prerequisite: 5th level, Pact of the Tome feature
Gift of the Protectors
A new page appears in your Book of Shadows. With your Prerequisite: 9th level, Pact of the Tome feature
that page, which can contain a number of names equal to A new page appears in your Book of Shadows. With your
your proficiency bonus. permission, a creature can use its action to write its name on
You can cast the sending spell, targeting a creature whose that page, which can contain a number of names equal to
name is on the page, without using a spell slot and without your proficiency bonus.
using material components. To do so, you must write the When any creature whose name is on the page is reduced
message on the page. The target hears the message in their to 0 hit points but not killed outright, the creature magically
mind, and if the target replies, their message appears on the drops to 1 hit point instead. Once this magic is triggered, no
page, rather than in your mind. The writing disappears after 1 creature can benefit from it until you finish a long rest.
minute. As an action, you can magically erase a name on the page
As an action, you can magically erase a name on the page by touching it.
by touching it.
Grasp of the Dragon
Gaze of Two Minds Prerequisite: eldritch blast cantrip
You can use your action to touch a willing humanoid and
perceive through its senses until the end of your next turn. Once on each of your turns when you hit a creature with your
eldritch blast, you can move that creature in a straight line 10
feet closer to you.
You can use any weapon you summon with your Pact of the You can cast slow once using a templar spell slot. You can't
Blade feature as a spellcasting focus for your templar spells. do so again until you finish a long rest.
In addition, the weapon gains a +1 bonus to its attack and
damage rolls, unless it is a magic weapon that already has a Misty Visions
bonus to those rolls. You can cast silent image at will, without expending a spell
Finally, the weapon you conjure can be a shortbow, slot or material components.
longbow, light crossbow, or heavy crossbow.
One with Shadows
Investment of the Chain Master Prerequisite: 5th level
Prerequisite: Pact of the Chain feature
When you are in an area of dim light or darkness, you can use
When you cast find familiar, you infuse the summoned your action to become invisible until you move or take an
familiar with a measure of your eldritch power, granting the action or a reaction.
creature the following benefits:
Repelling Blast
The familiar gains either a flying speed or a swimming Prerequisite: eldritch blast cantrip
speed (your choice) of 40 feet.
As a bonus action, you can command the familiar to take When you hit a creature with eldritch blast, you can push the
the Attack action. creature up to 10 feet away from you in a straight line.
The familiar’s weapon attacks are considered magical for
the purpose of overcoming immunity and resistance to Sculptor of Flesh
nonmagical attacks. Prerequisite: 7th level
If the familiar forces a creature to make a saving throw, it
uses your spell save DC. You can cast polymorph once using a templar spell slot. You
When the familiar takes damage, you can use your can't do so again until you finish a long rest.
reaction to grant it resistance against that damage.
Shroud of Shadow
Lance of Lethargy Prerequisite: 15th level
Prerequisite: eldritch blast cantrip
You can cast invisibility at will, without expending a spell slot.
Once on each of your turns when you hit a creature with your
eldritch blast, you can reduce that creature's speed by 10 feet Signs of Ill Omen
until the end of your next turn. Prerequisite: 5th level
Lifedrinker You can cast bestow curse once using a templar spell slot.
Prerequisite: 12th level, Pact of the Blade feature You can't do so again until you finish a long rest.
When you hit a creature with your pact weapon, the creature Sorcerous Sight
takes extra necrotic damage equal to your Charisma modifier Prerequisite: 15th level
(minimum of 1).
You can cast alter self at will, without expending a spell slot. Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature
Minions of Chaos
Prerequisite: 9th level You can attack with your pact weapon twice, instead of once,
whenever you take the attack action on your turn.
You can cast conjure elemental once using a templar spell
slot. You can't do so again until you finish a long rest. Tomb of the Everlasting
Prerequisite: 5th level
As a reaction when you take damage, you can entomb
yourself in ice, which melts away at the end of your next turn.
You can cast animate dead without using a spell slot. Once
you do so, you can't cast it in this way again until you finish a
long rest.
Visions of Distant Realms
Prerequisite: 15th level
You can cast arcane eye at will, without expending a spell slot.
Voice of the Chain Master
Prerequisite: Pact of the Chain feature
9 Random acts of cruelty Desolate: Includes boulder field, dust basin, salt
flat, sandy wastes, and silt sea terrains.
10 Ashen footprints
Arcane casters who defile can do so at most once per level. Verdant: Includes mud flat, salt marsh, savannah,
Any further defilement risks the caster falling to corruption. scrub plain, and verdant belt terrains.
On any further defiling the caster must roll a Wisdom saving Forest: Includes the forest ridge and other areas
throw DC 10 + spell level + amount of times previously with abundant vegetation.
defiled. Failing this save, they become a defiler. On any
subsequent casting a Defiler must roll a Wisdom saving
throw DC 10 + spell level or they will automatically defile
regardless of intent. Defilers may seek redemption through a
druid who can cast conversion if willing.
Area of Defilement
Terrain 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Desolate 20 ft. 30 ft. 40 ft 50 ft. 60 ft 70 ft 80 ft 90 ft 100 ft
Barren 10 ft. 15 ft. 20 ft 25 ft. 30 ft 35 ft 40 ft 45 ft 50 ft
Verdant 5 ft. 10 ft. 10 ft 15 ft 15 ft 20 ft 20 ft 25 ft 25 ft
Forest 5 ft. 5 ft. 5 ft 10 ft 10 ft 10 ft 10 ft 15 ft 15 ft
DARK SUN | CLASSES
87
Wizard Traditions in Dark Sun School of Transmutation
Appears in the Player's Handbook
School of Abjuration This tradition requires little or no changes for Dark Sun.
Appears in the Player's Handbook
This tradition requires little or no changes for Dark Sun. War Magic
Appears in the Xanathar's Guide to
School of Conjuration Everything
Appears in the Player's Handbook The only War Mages that appear on Athas are those that are
This tradition requires little or no changes for Dark Sun. trained by a Sorcerer-King. These pet defilers are taught the
secrets of this ancient tradition and kept on a short leash by
School of Divination their master. They are trained to fight alongside templar
Appears in the Player's Handbook troops and the grand armies of the Sorcerer-Kings.
This tradition requires little or no changes for Dark Sun.
Bladesinging
School of Enchantment Appears in the Tasha's Cauldron of
Appears in the Player's Handbook Everything
This tradition requires little or no changes for Dark Sun. Very few bladesingers remain on Athas. This ancient elven
tradition is taught from master to student. Rarely will a half-
School of Evocation elf be considered to be taught and never are other races
Appears in the Player's Handbook taught this path.
This tradition requires little or no changes for Dark Sun.
Order of Scribes
School of Necromancy Appears in the Tasha's Cauldron of
Appears in the Player's Handbook Everything
Although this tradition is open to Preservers or Defilers most This tradition does not exist on Dark Sun.
if not all that purse this tradition will become defilers.
B
ackground and social standing are an important Anchorite
part of every character's backstory, especially on
a world like Athas, where a strictly enforced You have lived hidden away in seclusion and contemplation -
caste system enabled the continued tyranny of perhaps by your own choice or perhaps because you were
the Sorcerer-Kings. Choosing a background for outcast from wider society. In your time apart from the
your Dark Sun character not only determines clamor of civilization, you found quiet and solitude. Whether
their skills and proficiencies - it also determines that isolation has resulted in enlightenment or madness is is
where exactly they fit in to the social hierarchy that defines open for debate. As a hermit you exist outside of the caste
life in the Athasian city-states. Characters from the same race system, how the templars and other civil authorities treat you
and class can have vastly different roles in society dependent is dependent in part on your behavior and in part on your
on their background. For example, a human fighter with the own
power.
highborn background may be a professionally trained Skill Proficiencies: Medicine, Religion
swordsman who leads his family's hired soldiers and slave Tool Proficiencies: Herbalism Kit
warriors into battle at the behest of the city's ruling Sorcerer- Languages: One of your choice
King. On the other hand, a human fighter with the slave hero Feature: The quiet seclusion of your extended hermitage
background may be an escaped gladiator who leads a band of gave you access to a unique and powerful discovery. The
other ex-slaves in armed revolt against his noble-born exact nature of this revelation depends on the nature of your
counterpart. seclusion. It might be a great truth about the Sorcerer-Kings,
the Elemental lords, or the forces of nature. It could be a site
that no one else has ever seen. You might have uncovered a
Character Backgrounds fact that has long been forgotten, or unearthed some relic of
Characters in a Dark Sun campaign can select their the past that could rewrite history. It might be information
background only from amongst the options listed here. that would be damaging to the people who or consigned you
to exile, and hence the reason for your return to society.
Background and Starting Wealth Work with your DM to determine the details of your
Characters on Athas do not receive starting gear for their discovery and its impact on the campaign.
background and class. Instead they receive a number of
ceramic pieces determined by their background with which Artisan
they can spend on starting equipment. You are a skilled craftsman or artist who learned their trade
Starting Wealth by Background
at the feet of a master artisan. Artisans come from a wide
range of backgrounds - slaves, freemen, villagers, nomads,
Background Starting Funds and hunter-gatherers all count artisans amongst their ranks.
Anchorite 2d4 x 10 cp Skill Proficiencies: Insight, Persuasion
Artisan 4d4 x 10 cp Tool Proficiencies: One type of artisan's tools
Languages: One of your choice
Gladiator 5d4 x 10 cp Feature: Since you are skilled in a trade, in slower times,
Highborn 5d4 x 30 cp you have the ability to make a living in a "normal job". This
Initiate 3d4 x 10 cp
means that during downtime in play, you can maintain your
normal standard of living without the need to spend any
Merchant 5d4 x 10 cp money on food, lodgings or other upkeep. You can combine
Outlaw 4d4 x 10 cp this with other downtime activities.
Should the need arise, you can also ply you trade to raise a
Performer 4d4 x 10 cp bit on the side. Should you chose to do this, you gain an
Scribe 3d4 x 10 cp amount of extra money per day equal to your daily lifestyle
Slave Hero 5d4 cp expenses. During downtime you can do this in addition to the
first part of this feature. You might also be able to do this
Warrior 5d4 x 10 cp while adventuring, given that you are in a suitable location (a
Wastelander 2d4 x 10 cp town or city, or for some trades an inn) and have enough
spare time.
Background Features & Characteristics
Unlike the backgrounds listed in the Player's Handbook, Gladiator
Dark Sun backgrounds do not provide any recommended You might have been born into slavery, captured and sold to
characteristics. Players are encouraged to come up with their the highest bid, or enjoyed the relative freedom in a family of
own ideals, flaws, and bonds for their character and DMs freemen. Whatever the case, you showed remarkable skills
should work to identify situations in which a player's for arena combat and the people who owned or raised you
background might serve as a benefit or hindrance. saw your potential.
I
N A WORLD WHERE SURVIVAL ALWAYS HANGS The molded shape of ceramic pieces allows them to be
in the balance, gear can be crucial. As you make your broken
into 10 separate pie-shaped bits. Ceramic pieces and
way across the Athasian wilds, your items help to bits
make up for most of trades; silver (sp) and gold pieces
keep thirst, starvation, sand, salt, and the blazing sun (gp)
are reserved for exceptional items, such as weapons and
at bay. You need a good weapon and effective armor armor, and the transactions that nobles and wealthy
to fight off predators. A hardy mount can shorten merchants deal with.
your trip or, if you're desperate, serve as extra With one ceramic piece, a character can buy a set of
provisions. Your traveling gear will make sure you won't
get common clothes complete with shoes, five waterskins, or two
lost, get eaten, or fall prey to the multitude of raiders that days of accommodation in a modest inn. A skilled (but not
roam the deserts. exceptional) artisan can earn two ceramic pieces a day. A bit
To understand commerce and the availability of equipment can buy a night's rest in a poor inn, a loaf of bread, or the
on Athas, one must understand that Athas is a metal-poor entrance to one of the city-states. An unskilled laborer can
world. Nearly bereft of metals, all items - including armor and earn two bits a day.
weapons - are made from substitute materials, such as bone,
obsidian, or wood. The scarcity of metal has forced the Standard Exchange Rate
people to rely on barter and different materials, such as Coin bit cp sp gp
ceramic, to use as currency. It has also hampered industrial Bit (bit) 1 1/10 1/100 1/1000
and economic development as well; farms, mills, and Ceramic (cp) 10 1 1/10 1/100
workshops rarely have quality tools to produce everyday
products. This chapter details the mundane and exotic Silver (sp) 100 10 1 1/10
merchandise that adventurers commonly find useful in the Gold (gp) 1000 100 10 1
face of the threats that the world of Athas presents.
Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Padded 5 cp 11 + Dex modifier _ Disadvantage 8 lb.
Leather 10 cp 11 + Dex modifier _ _ 10lb.
Studded leather 45 cp 12 + Dex modifier _ _ 13 lb.
Medium Armor
Hide 10 cp 12 + Dex modifier (max 2) _ _ 12 lb.
Scale shirt 40 cp 13 + Dex modifier (max 2) _ _ 20 lb.
Scale 50 cp 14 + Dex modifier (max 2) _ Disadvantage 30 lb.
Chitin breastplate 400 cp 14 + Dex modifier (max 2) _ _ 20 lb.
Chitin plate 750 cp 15 + Dex modifier (max 2) _ Disadvantage 40 lb.
Heavy Armor
Lamellar 30 cp 14 _ Disadvantage 40 lb.
Wood 75 cp 16 Str 13 Disadvantage 45 lb.
Bone 200 cp 17 Str 15 Disadvantage 50 lb.
Carapace 1,500 cp 18 Str 15 Disadvantage 55 lb.
Shield
Shield 10 cp +2 _ _ 5 lb.
* indicates that this weapon cannot be made from metal or gains no benefit from being made of metal
Simple Weapons Singing Stick. Singing sticks are used in pairs, one in
These weapons require little training and are often found in each hand. The ends are slightly wider than the center. They
the hands of commoners and others with little-to-no combat are very light, relying more on agility and ability than on brute
training. force. When twirled, the sticks produce whistling and
Atlatl. Also known as a dart thrower, the atlatl is made moaning sounds, thus giving them their name.
from a bone or wood shaft with a cup or spur at the end Talid. The talid, also known as a gladiator's gauntlet, is
which that support and propels darts. The atlatl increases the made of stiff leather with chitin or bone plating on the hand
force at which a dart is hurled, increasing range and damage. and spikes protruding from the knuckles. Wearing a talid
Puchik. This punching and parrying weapon is designed converts an attackers unarmed strike damage to piercing
for close-quarter fighting. It’s a long dagger with hand guards instead of bludgeoning.
and a grip positioned perpendicularly to the length of the Widow's Knife. A farmer's tool used in the verdant
belts,
blade. this weapon has a flat, semi-circular blade on one end
of a
Quabone. This weapon is constructed from four identical wooden handle. The grip can be modified to hold poison,
shanks of bone which are lashed together to form a radially making it a favorite weapon of bards and assassins.
symmetrical, sword-length rod. With its lightness and crudely
sharpened end, the quabone is a fairly ineffective weapon.
* indicates that this weapon can't be made from metal or gains no benefit from being made of metal
* indicates that this weapon cannot be made from metal or gains no benefit from being made of metal
Lotulis. Crescent blades with barbed spikes near the Alhulak. This weapon consists of a 5-foot length of rope
points and mounted at either end of a long shaft make this a with a four-bladed grappling hook on one end. The other end
particularly nasty melee weapon. is secured to a short handle. The bladed head is commonly
Net. A Large or smaller creature hit by a net is restrained carved from mekillot or inix bone, while the handle is wood
until it is freed. A net has no effect on creatures that are or bone.
formless, or creatures that are Huge or larger. A creature can Bolas. This is a length of cord with weighted ends, used to
use its action to make a DC 10 Strength check, freeing itself trip foes from a distance. A Large or smaller bipedal or
or another creature within its reach on a success. Dealing 5 quadruped creature hit with bolas must make a DC 10
slashing damage to the net (AC 10) also frees the creature Strength (Athletics) check or be knocked prone.
without harming it, ending the effect and destroying the net. Cahulaks. Paired alhulak heads connected by a long rope,
When you use an action, bonus action, or reaction to attack cahulaks are swung about the body in dizzying patterns that
with a net, you can make only one attack regardless of the are difficult to defend against.
number of attacks you can normally make. Carrikal. This is a variation on the battleaxe with two axe
Trikal. This small polearm is a 6-foot-long, mostly wood heads affixed side by side to a heavy handle.
These weapons
shaft. The uppermost 12 inches consist of three blades are most commonly constructed from two
jawbones lashed to
projecting from a central shaft. Beneath the blades is a series a handle so that the teeth run halfway
down the length of the
of serrations, generally extremely sharp. The other end of the handle.
shaft is weighted to increase the momentum of the weapon. Chatkcha. This thri-kreen throwing weapon is used
Wrist Razor. Wrist razors consist of a pair or trio of blades primarily for hunting small game. It is a lightweight, three
that protrude from a heavy arm band. The razors project out bladed weapon that, due to its spin, will return to a proficient
over the back of the hand, are extremely sharp, and can be up thrower on a missed attack roll.
to 6 inches long. Wrist razors can be worn on one or both Dejada. This obscure weapon is difficult to master and is
forearms. mostly used in arena games. The dejada consists of a long,
scooped basket worn on the arm like a gauntlet. The curved
Exotic Weapons basket allows the wielder to hurl spherical projectiles called
Exotic weapons are highly specialized armaments that are as pelota at very high speeds.
difficult to master as they are deadly. Arena champions and A proficient dejada user can use the weapon to catch
master warriors are often equipped with these types of pelota, sling stones, and similar small, round projectiles. As a
weapons. The exotic weapons listed here are unique to Athas reaction the dejada wielder makes an attack roll and
and not found in other settings. compares it to the attacker's roll. If the defender's roll is
higher they manage to catch the pelota.
Service
The services a character renders - from those of unskilled
laborers to those of prized engineers - all have an asking
price. A character may receive payment for his or her services
in other services, goods or coins, depending upon the
situation.
Adventurers can pay nonplayer 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
adventuring skills.
Common Wages
Service Pay
Hireling, skilled 2 cp per day
Hireling, untrained 2 bits per day
Mercenary, militia 2 bits per day
Mercenary, professional 2 cp per day
Messenger in the city 1 bit per message
Messenger (telepathic) 20 cp
Overland travel 3 bits per mile
Road or gate toll 1 bit
This section introduces new and approved racial feats for Your metamorphosis has granted you draconic resilience.
Dark Sun. You gain the following benefits:
Aerial Skirmisher Increase your Strength, Constitution, Charisma, or
Intelligence score by 1, to a maximum of 22.
Prerequisite: Aarakocra
You develop natural armor. When you aren't wearing
Your natural flight makes you exceptionally speedy and armor, your AC is 14 + your Dexterity. A shield's benefits
agile. You gain the following benefits: apply as normal while you use your natural armor.
Increase your Dexterity or Wisdom score by 1, to a
maximum of 22. Dragon Wings
If you are flying while you make a melee attack against a Prerequisite: Dray
creature, you don't provoke opportunity attacks from the You sprout draconic wings. You gain the following benefits:
creature for the rest of the turn, whether you hit or miss. Increase your Strength, Constitution, Charisma, or
Wearing medium armor no longer prevents you from
flying. Intelligence score by 1, to a maximum of 22.
With your wings, you have a flying speed of 30 feet if you
Battle Pride aren't exceeding your carrying capacity or wearing heavy
Prerequisite: Half-giant
armor.
Your greatest competitor is yourself, constantly looking to
grow. You gain the following benefits: Dwarven Fortitude
Increase your Strength or Constitution score by 1, to a Prerequisite: Dwarf or mul (Xanathar's Guide to Everything)
maximum of 22. This feat requires little or no changes for Dark Sun. Stat
You gain an additional use of your Colossal Resilience increases can go to a maximum of 22.
feature.
Whenever you make an attack roll, you can expend a use Dwarven (improved focus)
Your focus now can apply to melee combat. You gain the
Desert Born following benefits:
Prerequisite: Elf
Increase your Strength, Constitution, or Wisdom by 1, to a
You have grown a greater connection to the desert. You maximum of 22.
gain the following benefits: During the first round of any combat that applies to your
Increase your Dexterity, Intelligence, or Charisma score focus you may double your proficiency bonus to attack
by 1, to a maximum of 22. rolls and you may add your proficiency bonus to damage
You gain resistance to fire and cold. rolls.
Your base movement speed is increased by 5ft. While in combat that applies to your focus and a foe
makes an opportunity attack against you, it makes the
Draconic Apotheosis attack roll with disadvantage.
Prerequisite: Dray
Dwarven (improved resistance)
You develop a draconic affinity for destructive energies. You Prerequisite: Dwarf
gain the following benefits: Your resistance to spells now applies to all spells and other
Increase your Strength, Constitution, Charisma, or magical effects. You gain the following benefits:
Intelligence score by 1, to a maximum of 22. Increase your Strength, Constitution, or Wisdom by 1, to a
You can use your action to exhale destructive energy. maximum of 22.
When you use your breath weapon, each creature in a You have advantage on saving throws against all spells
15ft. cone must make a Dexterity saving throw. The DC and magical effects.
for this saving throw equals 8 + your Intelligence modifier
+ your proficiency bonus. A creature takes 2d6 fire Elven Accuracy
damage on a failed save, and half as much damage on a
successful one. The damage increases to 3d6 at 6th level, Prerequisite: Elf or half-elf (Xanathar's Guide to Everything)
4d6 at 11th level, and 5d6 at 16th level. After you use your The only change to this feat is you can increase a stat to a
breath weapon, you can't use it again until you complete a maximum of 22.
short or long rest.
check for your Elf Run. You learn the magic of the forests, which are revered and
protected by your people. You learn one Druid cantrip of your
Fury of the Small
choice.
Prerequisite: Halfling
You also learn the Longstrider and Pass Without Trace
spells, each of which you can cast once without expending a
When you hit someone, they had better stay down. You spell slot. You regain the ability to cast these two spells in this
gain the following benefits: way when you finish a long rest. Wisdom is your spellcasting
Increase your Dexterity, Constitution, or Wisdom by 1, to a ability for all three spells.
maximum of 22.
When you roll a critical hit on a melee weapon attack, you Obstinate Endurance
can roll one additional damage dice. Prerequisite: Mul
When you damage a creature with an attack or a spell and Your endurance is legendary. You gain the following
the creature's size is larger than yours, you can cause the benefits:
attack or spell to deal extra damage to the creature. The
extra damage equals your level. Once you use this trait, Increase your Strength or Constitution by 1, to a
you can't use it again until you finish a short or long rest maximum of 22.
You gain an extra use of Relentless Endurance each day.
Giant Strength Instead of dropping to 1 hit point you can expend a hit die
Prerequisite: Half-giant
and gain hit points equal to the hit die value plus your
You have learned to harness the full strength of Giants. You constitution modifier.
gain the following benefits: Immediately after you use your Relentless Endurance
trait, you can use your reaction to make one weapon
Increase your Strength or Constitution score by 1, to a attack.
maximum of 22.
While wielding versatile weapons you are considered two Prodigy
handed while wielding the weapons in one hand. Prerequisite: Half-elf, human, or mul (Xanathar's Guide to
You may wield oversized weapons (weapon cost and Everything)
weight is doubled, weapon damage is increased by one die This feat requires little or no changes for Dark Sun.
type IE. 1d6 to 1d8)
Human Determination Sky Warden
Prerequisite: Human and half-Elf Prerequisite: Aarakocra
You are filled with a determination that can draw the You are trained for both scouting the skies and aerial
unreachable within your reach. You gain the following combat. You gain the following benefits:
benefits: Increase your Dexterity or Wisdom score by 1, to a
Increase one ability score of your choice by 1, to a maximum of 22.
maximum of 22. You gain proficiency in the Perception skill if you don’t
When you make an attack roll, an ability check, or a saving already have it. You add double your proficiency bonus to
throw, you can do so with advantage. Once you use this Perception checks that rely on sight.
ability, you can’t use it again until you finish a short or long Once per turn, if you are flying and dive at least 30 feet
rest. straight toward a target and then hit it with a melee
weapon attack, the attack deals an extra 1d6 damage to
Mountain’s Resilience the target
Prerequisite: Half-Giant
Everything)
This feat is renamed to Templar Adept. And you can learn
This feat requires little or no changes for Dark Sun. one Sovereign Gift from the Templar class.
If the Sovereign Gift requires a prerequisite of any kind,
Thri-kreen Psionics you can choose that sovereign gift only if you're a Templar
who meets the prerequisite.
Prerequisite: Thri-Kreen
effect increases it. The thri-kreen know and can innately Your concentration is nigh unbreakable, even in the midst
cast the following psionics:
of combat. You gain the following benefits:
Psychic Discipline - Deceive Senses Your concentration cannot be broken by environmental
Psionic Talent - Blind Spot and Mind Meld phenomena.
Psionic Devotions - Enmity Feedback, Harassing You have advantage on Constitution saving throws that
figment, and Obscure you make to maintain concentration on a power when you
Windcaller take damage.
If your concentration breaks on a power because you were
Prerequisite: Aarakocra
dealt damage by an enemy, you may use your reaction to
The winds move with the beat of your feathery wings. You regain half the psi points you spent to manifest that power.
gain the following benefits:
Mage Slayer
Your Wisdom score increases by 1, to a maximum of 22.
You learn the Gust cantrip. Player's Handbook
You also learn the Dust Devil, Gust of Wind, and Warding This feat has been removed and replaced with Mystic
Wind. You can cast these spells once each. You regain the Slayer listed below.
ability to cast these spells when you finish a long rest.
Master Defiler
Wisdom is your spellcasting ability for these spells, and you
cast them at their lowest possible levels. You have mastered defiling and learned to use defiling to fuel
spells for greater effects.
New Feats While defiling you are succesful on a roll of 6 or higher on
a d20 roll instead of an 11 or higher.
This section introduces new and approved feats for Dark Once you gain this feat you may select two of the following
Sun. Metamagic Options which are listed in the Player's
Handbook or * "Tasha's Cauldron of Everything*:
Chef Careful Spell, Distant Spell, Empowered Spell,
Tasha's Cauldron of Everything
Extended Spell, Heightened Spell, Quickened Spell,
This feat requires little or no changes for Dark Sun. Seeking Spell *, Subtle Spell, Transmuted Spell *,
or Twinned spell.
Crusher While casting a spell you can add a bonus action to gather
additional power or make a bonus action spell a full
Tasha's Cauldron of Everything
action. This increases the defiling radius by an additional
This feat requires little or no changes for Dark Sun. 5ft. On a successful defiling action, 6 or higher on a d20
roll, you may add one of your metamagic options to the
Double Weapon Master spell for free.
You master fighting with double weapons gaining the Metamagic Adept
following benefits:
Tasha's Cauldron of Everything
Increase your Strength or Dexterity score by 1, to a This feat is available to all spellcasting or templar classes
maximum of 20 or 22 depending on racial modifiers. except wizards who must take Master Defiler to gain a
Increase the offhand damage of double weapons to the similar option.
listed damage of the weapon. Sorcery points you gain are converted directly to spell
You gain a +1 bonus to attack rolls with double weapons. points if you are a sorcerer.
against psions and spell casters, gaining the following This feat requires little or no changes for Dark Sun.
benefits:
Slasher
When a creature within 5 feet of you uses a power or spell,
you can use your reaction to make a melee weapon attack Tasha's Cauldron of Everything
against that creature. This feat requires little or no changes for Dark Sun.
When you damage a creature that is concentrating on a Telekinetic
power or spell, that creature has disadvantage on the
saving throw it makes to maintain its concentration. Tasha's Cauldron of Everything
This feat requires little or no changes for Dark Sun.
You have advantage on saving throws against powers and
spells used by creatures within 5 feet of you. Telepathic
Tasha's Cauldron of Everything
This feat requires little or no changes for Dark Sun. War Psion
Prerequisite: The ability to use at least one psionic talent
unless you take a class with psionics. These extra points are You have practiced extensively with a variety of weapons,
already added to each class. All expended psi points are gaining the following benefits:
restored when you finish a long rest. Your psi limit is 2,
unless another effect increases it. Increase your Strength or Dexterity score by 1, to a
maximum of 20 or 22 depending on racial modifiers.
Psychomental Adept You gain proficiency in all simple weapons, or all martial
weapons, or two exotic weapons of your choice.
Prerequisite: The ability to manifest at least one power
Choose one weapon: While wielding this weapon you gain
When you take this feat, choose one of the following a +1 bonus to hit and a +1 bonus to damage.
damage types: acid, cold, fire, lightning, poison, psychic, or
thunder. Unlocked potential
Powers and psychic features you manifest ignore
resistance to damage of the chosen type. In addition, when Prerequisite: Must know at least one psionic talent
you roll damage for a power you manifest that deals damage You learn an additional psionic talent of your choice. Next,
of that type, you can treat any 1 on a damage die as a 2. you choose one discipline and learn it's psychic focus. Finally,
You can select this feat multiple times. Each time you do you learn one additional 1st level power and 2nd level power
so, you must choose a different damage type. that is in a discipline that you know. Your psionic ability
continues to be the ability picked with your wild talent or
Shadow Touched listed in your class.
In addition, you gain further psi points. Your psi point
Tasha's Cauldron of Everything
maximum increases to 7, or your existing psi points from
This feat works as listed but exposure comes from the another source (such as levels in a class with the Psionics
Black or the Gray. feature) increases by 5. All expended psi points are restored
when you finish a long rest. Your Psi Limit is 3, unless
P
sionic powers come in three forms, devotions, Telepathy. Telepathic effects touch upon the minds of
psychic focuses and talents. Talents are others, whether to communicate with them, influence their
cantrips which cost no psionic points to cast, thoughts or perceptions, or barrage them with pure
devotions are psionic affects you have mastered, damaging psychic power.
and psychic focuses are benifits of learning a
discipline and are maintained as long as the Psionic Components
psionicist focuses on the effect. Most psionic powers do not have normal components (verbal,
somatic, or material), as they are products entirely of the
Saving Throws mind. However, the act of casting a psionic power is
Many psionic powers specify that a target can make a saving oftentimes obvious to observers, and such psionic effects
throw to avoid some or all of a power’s effects. The power have the following components:
specifies the ability that the target uses for the save and what Auditory (A). Some manner of noise audible to all within
happens on a success or failure. 60 feet accompanies the use of psionic powers with this
The DC to resist one of your powers equals 8 + your component. Creatures within 30 feet can determine the
psionic ability modifier + your proficiency bonus + any special origin of the sound as easily as if it were regular, clear
modifiers. speech.
Observable (O). Some psionic powers come with a visible
Attack Rolls display when they manifest or are cast. The origin of such an
Some powers require you to make an attack roll to determine effect can be visually traced back to its creator by creatures
whether the psionic effect hits the intended target. Your within line of sight.
attack bonus with a power attack equals your psionic ability
modifier + your proficiency bonus. Psychic Focus
Most powers that require attack rolls involve ranged All disciplines have a psychic focus. These effects have a
attacks. Remember that you have disadvantage on a ranged duration of focus. You can only focus on one effect at a time,
attack roll if you are within 5 feet of a hostile creature that and you may focus on an effect indefinitely while you remain
can see you and that isn't incapacitated. conscious. Your focus ends if you are knocked unconscious, if
you begin focusing on another psychic focus, or if the psionic
Using a Psionic Talent focus you are focusing on is dispelled. You may also choose to
Talents are psionic powers that are also cantrip spells, and stop focusing at any time, requiring no action.
follow most of the normal rules for casting spells, such as Manifesting Devotions
casting time, range, and area of effect. There are three
exceptions to this; as psionic powers, talents have different Devotions are psionic effects in a discipline that you have
rules for schools of magic, spell components, and duration. mastered. Devotions follow many of the same rules as spells:
range, targets, areas of effect, saving throws, attack rolls, and
Psionic Schools of Magic combining magical effects (described in Chapter 10:
Scholars of psychic manifestations categorize psionic effects Spellcasting of the Player’s Handbook). However, psionic
differently than mages do their spells. The following psionic devotions are not spells and have a few rules unique to them,
schools help describe psionic effects. These schools have no described below
rules of their own, but other rules might refer to these new
schools or to “psionic spells,” which are any spells that have a Power Level
psionic school. A detect magic spell can determine a psionic Each psionic devotion has a listed power level, ranging from 1
school of magic as easily as a normal school. to 9. When you spend extra psi points to intensify, it increases
Clairsentience. This school encompasses psionic effects the power level of the devotion. This increase in the
that impart knowledge, enhance senses, or alter probability. devotion’s spell level begins when you initiate the manifesting
Spells and abilities that defend against divination, such as time of the power, and lasts until the devotion’s duration ends
mind blank, also provide protection from clairsentience (devotions with an instantaneous duration end immediately
powers. upon use).
Metacreativity. Powers of this school typically draw As cantrips, talents have a spell level of 0.
thoughts into reality, shaping imagined things into matter. Devotions aren’t spells, but the effects of devotions with
Psychokinesis. This school consists of effects that non-instantaneous durations can be ended early with dispel
manifest energy or telekinetic force. magic or dissipate by dispelling the psionic power. A devotion
Psychometabolism. Some psionic effects impose will over that is manifested via certain psionic items, has a spell level
flesh, pushing living biology beyond its normal limits. Spells equal to its power level for the purpose of adjudicating dispel
and abilities that defend against transmutation also provide magic or dissipate.
protection from psychometabolism powers.
Psychoportation. Psionic effects that move objects or
creatures through time, space, and planes of existence belong
to this school.
DARK SUN | PSIONICS
112
School Reactions. Several psionic devotions have manifesting
Devotions have the same psionic schools of magic that times of 1 reaction, but no accompanying trigger. You may
talents do. Most devotions in a discipline are associated with use your reaction to manifest these devotions at any time you
the same school, but some devotions within a discipline may wish. If timing isn’t specified, you can't react to another
be different. creature’s action before that action takes place, only
afterward. As normal, you regain your reaction at the start of
Psi Cost your next turn.
Manifesting psionic powers does not expend spell slots.
Instead, in order to manifest a devotion, you must possess a Components
reserve of potential psionic energy and expend a portion of it. Manifesting a devotion does not usually require material (M),
This energy is represented by psi points. Casting a psionic somatic (S), or verbal (V) spell components, though they
talent cantrip does not expend psi points, but manifesting a might display the auditory (A) or observable (O) components
devotion does. Each psionic devotion specifies the minimum that some psionic powers have, making it apparent you are
number of psi points you must expend in order to manifest it. amplifying your active psionic powers.
The number of psi points available to you usually depends
on your character level and your class or subclass. Your Duration
number of psi points can’t go below 0, or over your maximum. Psionic powers have the same kinds of durations as spells do.
Your psi point total returns to its maximum when you finish a Note that a devotion with a duration of concentration does
long rest. not end if your focus on a psychic focus ends.
You may spend psi points you have on any devotions you
know, regardless of the source of those devotions and
whether or not they are normally manifested through the
expenditure of psi points.
Psi Limit. The number of psi points you can spend on a
single manifestation of a psionic power is limited. This limit
usually depends on your character level and your class or
subclass, and is specified therein. Your race, or other
character options such as feats, might specify a psi limit as
well. Your psi limit for all psionic affects you know is always
the highest psi limit you have, regardless of source, unless
that source is specifically limited to certain effects. If the psi
cost of a psionic power is greater than your limit, you cannot
manifest that power.
Intensify. The listed psi cost for all devotions is a
minimum. You may always choose to spend more psi points
than a devotion’s minimum cost up to your limit, increasing
the devotion’s power level to either 2nd(3), 3rd(5), 4th(6),
5th(7), 6th(9), 7th(10), 8th(11), or 9th(13) beyond the
minimum you spend.
When a power’s description includes a specific intensify
option, it states the effects spending additional psi points
beyond the minimum has on the power in addition to
increasing its power level. Your psi limit applies to the total
cost of manifesting a devotion, which includes any psi points
spent to intensify it.
Manifesting Time
Manifesting a devotion requires the same kind of actions that
casting a spell might (actions, bonus actions, reactions, etc.),
but it is not casting a spell. Rules that refer to casting or
casting times do not apply to the manifesting of psionic
devotions.
Powers and Spells. Manifesting a psionic devotion and
casting a spell are two different ways of creating magical
effects that are typically mutually exclusive of one another.
You cannot cast a non-psionic spell and manifest a devotion
in the same turn.
In addition, if you manifest a devotion as a bonus action,
the only psionic power you can produce with your action is
casting a psionic talent with a casting time of 1 action.
Share Pain
Mesmerizing Voice
2nd Level
Pry Memory 5th Level
Mystic Caravan
Ego Whip Psychic Hammer
Psychic Daze
4th Level 1st Level
Correspond 6th Level 3rd Level Telekinetic Lance
Inception Decerebrate Telekinetic Push
Id Insinuation
Post-Hypnotic Suggestion Mind Storm
7th Level 2nd Level
5th Level Mystic Diversion 4th Level Telekinetic Clutch
Assume Control Apathy Impulse Psychic Grasp
8th Level Mind Blast
6th Level Temporal Reset Mind Seize
3rd Level
Death Urge Dissipate
9th Level 5th Level Negate
7th Level Temporal Regression Shatter Invisibility
Telepathic Weight
Mind Probe
Primal Metabolism 6th Level 4th Level
8th Level 1st Level Shatter Mental Defenses
Telekinetic Wave
Mind Seed Bestial Claws
Bestial Transformation 7th Level 5th Level
9th Level Caustic Blood Crush Psyche
Telekinetic Puppet
Mental Shutdown
2nd Level
Corrosive Sting
9th Level
Titanic Form
Microcosm
61-64 Mindblade
Casting Time: 1 action
Range: 90 feet
target and they take 1d8 damage. The damage type is either Casting Time: 1 action
The talent’s damage increases by 1d8 when you reach 5th Duration: Instantaneous
level (2d8), 11th level (3d8), and 17th level (4d8). The weight
limit increases by 5 pounds when you reach 5th level (10 Claws quickly grow from your arms or hands. Make a melee
pounds), 11th level (15 pounds), and 17th level (20 pounds). power attack against a creature within 5 feet. On a hit the
target takes 1d8 slashing damage. The claws remain until the
Beacon start of your next turn and you may use them to make
Metacreativity cantrip
opportunity attacks.
Casting Time: 1 bonus action
This talent allows you to make more attacks as an action
Range: Self (40-foot radius)
when you reach higher levels: You may make an additional
Components: O
attack with the claws when you reach 5th level (2 attacks),
Duration: 1 hour
11th (3 attacks), and 17th (4 attacks). You can direct the
attacks at the same target or at different target within range.
Until this talent ends, a bright light radiates from your body. Make a seperate attack roll for each claw attack.
When you cast this spell, and as a bonus action during the
talents duration, you may modulate the radius of the aura’s Control Light & Sound
light, from as short as 1 inch, to as far as 20 feet. Regardless Psychokinesis cantrip
of the length of this radius of bright light, a radius of dim light Casting Time: 1 action
of equal length extends out from the bright light. Your aura’s Range: 100 feet
Duration: 1 minute
Blade Meld
Psychometabolism cantrip
You manifest a minor wonder, a sign of supernatural power,
Casting Time: 1 bonus action
within range. You create one of the following magical effects
Range: Self (60-foot radius)
within range:
Components: A
Duration: 8 hours
Your voice booms up to three times as loud as normal for
1 minute.
As a bonus action, you cause one melee weapon you are You cause flames to flicker, brighten, dim, or change color
holding to dissolve into your body. This process is harmless for 1 minute.
to you and the weapon. Until the weapon reappears, it is You create an instantaneous sound that originates from a
inaccessible, as are any of its properties. You can have only point of your choice within range, such as a rumble of
one weapon at a time affected in this way. You can summon thunder, the cry of an eagle, or ominous whispers.
the weapon to your hand as a bonus action. For the next Brighten a light source increasing its radius by 5ft for up
minute, you can’t let go of the weapon nor can it be forced to 1 minute.
from your grasp. It reappears in your space if you are Darken a light source, decreasing its radius by 5ft for up
unconscious or dead. to 1 minute.
You shape and alter existing sounds, making them sound
Blind Spot like something else for up to 1 minute.
Telepathy cantrip
If you cast this talent multiple times, you can have up to
Casting Time: 1 action
three of its 1-minute effects active at a time, and you can
Range: 120 feet
dismiss such an effect as an action.
Components: None
Duration: Instantaneous
Delusion
Telepathy cantrip
You can use your action to try to erase notice of yourself from Casting Time: 1 action
are invisible to it until the end of your next turn or until you Duration: Instantaneous
before your action. As an action, you plant a false belief in the mind of one
creature that you can see within 30 feet of you. You can
create a sound or an image. Only the target of this talent
perceives the sound or image you create. This creature has
disadvantage on the next Wisdom (Perception) or Wisdom
(Insight) check it makes before the start of your next turn.
Range: 60 feet
Range: 90 feet
Components: A
Components: A, O
When you cast this spell, you generate a field of subtle mental You hold your hand aloft and generate a font of pure energy
noise. You can make this noise perceivable by any number of within it. When you cast this spell, choose one of the
creatures you can see in range at any time, requiring no following damage types: cold, fire, lightning, or thunder.
action. Creatures who can sense this effect know it originates As an action you target one creature within range and
from your direction. shoot a ray of energy at it. Make a ranged power attack
Whenever a creature you can see that perceives this noise against the target. On a hit, the target takes 1d8 points of
makes an ability check, you may use your reaction to force damage of the type you chose when you cast this spell.
the creature to roll a d4 and subtract the result from the This power allows you to shoot more than one ray as an
check. Deafened creatures are not immune to this effect. action when you reach higher levels: two rays at 5th level,
three rays at 11th level, and four rays at 17th level. You can
Ectoplasmic Object direct the rays at the same target or at different ones. Make a
Metacreativity cantrip
separate attack roll for each ray.
Casting Time: 1 action
Range: 15 feet
Inertial Transference
Components: A, O
Psychoportation cantrip
You pull matter from the astral plane to create objects you Components: A
You may use your action to create a fragile, Tiny object that
lasts for 1 minute, or until you dismiss it as an action, create You store your potential momentum and impart it onto your
a new object with this power, or until the object is destroyed. allies. When you end your turn without having used any of
When the object is destroyed, you dismiss it, or its time your movement during it, you can use a bonus action to move
expires, it dissolves into ectoplasmic slime that evaporates one willing creature you can see within range up to half their
into nothing. speed, following a path of your choice. To move this way, the
The object you create is translucent and with a crystalline, ally mustn’t be incapacitated.
glassy, or slimy appearance as you desire. It has an AC of 5, 1
hit point, and must be able to fit in a 1-foot cube. The object Light Step
can take whatever form you desire, but is simple with no Psychoportation cantrip
internal mechanisms. It can have the outward appearance of Casting Time: 1 bonus action
Duration: Instantaneous
Elemental Burst
Psychokinesis cantrip
As a bonus action, you alter your density and weight to
Casting time: 1 Action
improve your mobility. For the rest of your turn, your walking
Range: Self (5-foot radius)
speed increases by 10 feet, and the next time you stand up,
Components: O, M (a weapon)
you need to spend no more than 10 feet of movement to do
Duration: Instantaneous
so.
You brandish the weapon used in the power’s casting and Mind Meld
make a melee attack with it against one creature within 5 feet Telepathy cantrip
of you. On a hit, the target suffers the weapon attack’s normal Casting Time: 1 bonus action
effects, and you can cause elemental damage of your choice Range: 120 feet
that you can see within 5 feet of it. The second creature takes Duration: Instantaneous
equal to your spellcasting ability modifier. You contact the mind of another creature you can see within
This talents’s damage increases when you reach higher range, granting you the ability to communicate with it
levels. At 5th level, the melee attack deals an extra 1d6 telepathically. The target must have an Intelligence of at least
elemental damage to the target on a hit, and the elemental 4, otherwise this talent fails and the action is wasted. You
damage to the second creature increases to 1d6 + your don’t need to share a language with a creature for it to
spellcasting ability modifier. Both damage rolls increase at understand your telepathic utterances, and the creature
11th level (2d6 and 2d6) and at 17th level (3d6 and 3d6). understands you even if it lacks a language.
Telepathy cantrip
Components: None
Components: O
You alter your body chemistry to produce volatile enzymes.
Duration: Instantaneous
You can use an action to expel a visible cloud of poisonous
or acidic vapor at one creature within range, or two creatures
You can use your action to target one creature you can see within range that are within 5 feet of each other. A target
within range, making your eyes flare noticeably for an instant. must succeed on a Constitution saving throw, or take 1d6
The target must succeed on a Charisma saving throw or take acid or poison damage (your choice).
1d10 points of psychic damage. This cantrip’s damage increases by 1d6 when you reach
This cantrip’s damage increases by 1d10 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
5th level (2d10), 11th level (3d10), and 17th level (4d10).
Psicrystal
Mindblade Metacreativity cantrip
Metacreativity cantrip
Casting Time: 1 bonus action
Range: Self
Components: O, M (a small crystal worth 10 cp)
Components: O
Duration: Concentration, or 10 minutes
Duration: Instantaneous
You hold a crystal aloft and imbue it with a shard of sentience
You create a weapon of solidified thoughts, called a and energy drawn from the astral plane, transforming it into
mindblade. It is a magical melee weapon you are proficient a psicrystal. The psicrystal floats off your hand and into your
with that deals 1d8 piercing or slashing damage, as decided space.
by you when you create it. This magic weapon is a melee The psicrystal is a Tiny construct with an AC equal to your
weapon with the finesse and thrown properties. It has a power save DC, hit points equal to your psionic ability
normal range of 60 feet and no long range. Once thrown, modifier, and a fly speed of 30 feet that allows it to hover. All
your mindblade vanishes immediately after it hits or misses of its ability scores are 10, and it has no proficiencies. It
its target, and it leaves no mark on its target if it deals cannot be poisoned, and is immune to poison damage and
damage. They also dissappear if you dismiss them (no action), disease. The psicrystal can see and hear as well as an
if you die, or are knocked unconscious. average humanoid, except that it is blind to everything more
You may choose to use your psionic ability modifier instead than 30 feet from it.
of Strength or Dexterity for the attack and damage rolls of When the psicrystal drops to 0 hit points, or when the
melee attacks using your mindblade. power ends, it becomes a nonmagical crystal. You may reuse
You can't hold anything in your hand while using the same crystal to cast this spell again. When you do, the
mindblade, nor can it be forced from your grip, unless an psicrystal you create retains the memories it had from any
effect specifically says otherwise. time it spent as a psicrystal from previous castings.
The psicrystal is friendly to you and your companions. You
Mystic Hand can communicate with it telepathically out to a range of 100
Psychokinesis cantrip
feet. It acts on the same initiative count as you, immediately
Casting Time: 1 action
after your turn. It can move and use its reaction on its own,
Range: 30 feet
but the only action it takes on its turn is the Dodge action,
Components: O
unless you take a bonus action on your turn to mentally or
Duration: 1 minute
verbally command it to take the Dash, Disengage, or Help
actions. The psicrystal cannot make any attacks.
As an action, you draw ectoplasm from the Astral Plane, Finally, when you cast a power or spell with a range of
creating an invisible spectral hand at a point you choose touch, your psicrystal can deliver the spell as if it had cast the
within 30 feet. The hand lasts for 1 minute or until you spell. Your psicrystal must be within 100 feet of you, and it
dismiss it as an action. The hand vanishes if it is ever more must use its Reaction to deliver the power when you cast it. If
than 30 feet away from you or if you use this talent again. the spell requires an attack roll, you use your power attack
You can use your action to control the hand. You can use modifier for the roll.
the hand to manipulate an object, open an unlocked door or
container, stow or retrieve an item from an open container, or
pour the contents out of a vial. You can move the hand up to
30 feet each time you use it.
Components: O, M (a weapon)
Components: A
Duration: Instantaneous
Duration: Concentration, up to 1 minute
You brandish the weapon used in the power’s casting and You amplify the sound of your heartbeat, radiating your own
make a melee attack with it against one creature within 5 feet vitality outward and syncing your allies to your lifeforce. Until
of you. On a hit, the target suffers the weapon attack’s normal your concentration ends or 1 minute, when a creature within
effects and psionic energy surrounds it until the start of your range rolls a death saving throw, you can use your reaction to
next turn. If the target makes an attack roll before then, it provide that creature with advantage on that saving throw.
does so at disadvantage on its next attack.
This cantrips’s damage increases. At 5th level, the melee Teleport Object
attack deals an extra 1d8 psychic damage to the target. This Psychoportation cantrip
extra psychic damage increases at 11th level (2d8) and at Casting Time: 1 bonus action
Components: A
Psychokinesis cantrip
range. The object can’t weigh more than 10 pounds, and you
You brandish the weapon used in the power’s casting and can’t affect an object being worn or carried by another
make a melee attack with it against one creature within 5 feet creature. When the item reappears, it can be in any
of you. On a hit, the target suffers the weapon attack’s normal orientation you desire relative to its original one. The object
effects, except all bludgeoning, piercing and slashing damage falls if you cause it to reappear in midair.
from the attack is converted to force damage.
This cantrip’s damage increases when you reach higher Thought Spear
levels. At 5th level, the attack deals an extra 1d8 force Psychokinesis cantrip
damage to the target. The damage roll increases by 1d8 at Casting Time: 1 action
Components: O
Psychoportation cantrip
discipline. These include both psychic focus and devotions. Psi Cost: 2 psi points
You channel your Psionic power through your aura to Duration: Concentration, up to 1 minute
manipulate others.
Psychic Focus. While you focus on this discipline, you You shape your aura into one that encourages righteous
gain a bonus to Charisma ability checks. The bonus equals anger in your allies, urging them to fight that much harder.
your proficiency modifier. Choose up to 3 allies you can see within range. Until your
concentration ends, each target can roll a d4 whenever
Aura of Charm rolling damage for a melee weapon attack, adding the
1st-level metacreativity
number rolled to the damage roll.
Components: O
Psi Cost: 2 psi point
Range: Self (30-foot radius)
You shape your aura into one of empathic power. Roll 4d8; Components: O
the total is how many hit points worth of creatures this Duration: Concentration, up to 10 minutes
manifest this devotion are affected in ascending order of their You shape your aura into one of exaltation that fortifies you
hit point maximums, ignoring incapacitated creatures, and your allies when your enemies are defeated; whenever an
creatures immune to being charmed, and creatures engaged enemy you can see is reduced to 0 hit points, you and each of
in combat. Starting with the creature that has the lowest hit your allies within range gain 4 temporary hit points.
point maximum, each creature affected by this option is Intensify. When you spend extra psi points to manifest this
charmed by you for the duration, regarding you as a friendly devotion, every time this devotion would allow you and your
acquaintance. Subtract each creature’s hit point maximum allies to gain temporary hit points the amount is increased by
from the total before moving onto the next creature. A 2 for each additional psi point spent beyond the minimum
creature’s hit point maximum must be equal to or less than cost.
the remaining total for that creature to be affected.
Intensify. When you spend extra psi points to manifest this Aura Sight
devotion, roll an additional 2d8 for each additional psi point 2nd-level clairsentience
devotion’s total roll for hit points worth of creatures it can Psi Cost: 3 psi points
Range: Self
1st-level metacreativity
Duration: Concentration, up to 1 hour
Psi Cost: 3 psi points
Manifesting Time: 1 bonus action
Range: Self (60-foot radius)
Components: O
Duration: Concentration, up to 1 minute
minimum cost
Psi Cost: 5 psi points
Components: O
Duration: Instantaneous
Psi Cost: 9 psi points
You lens the light of your aura into a coherent beam and Range: Touch
project it at one creature you can see within range. The target Components: None
must make a Dexterity saving throw. On a failed save, it takes Duration: Instantaneous
8d6 radiant damage and is blinded until the end of your next
turn. On a successful save, it takes half as much damage and You guide a creature you touch through mediation to
is not blinded. psychically reorganize its memories and past experiences,
Intensify. When you spend extra psi points to manifest this following different pathways of causality.
devotion, the damage increases by 1d6 for each additional psi The target creature must concentrate (as if concentrating
point spent beyond the minimum cost. on a power), and you must remain in contact with it for the
entire manifesting time, or you fail to manifest this devotion.
Aura of Malice When you manifest this devotion, the target creature can
4th-level metacreativity
choose to do any of the following:
7th-level metacreativity
Components: O
Range: Self (30-foot radius)
You shape your aura into one that engenders reverence and
obedience. Choose up to 5 creatures you can see within You briefly increase the luminosity of your aura to stunningly
range. Each target must succeed on a Wisdom saving throw bright, searing energy. All creatures in range must make a
or be charmed by you until your concentration ends. While Dexterity saving throw.
charmed, the target obeys all your verbal commands to the
best of its ability, but it cannot be ordered to take obviously
self-destructive actions.
precious minerals, gems, or special materials, and the only Range: Self
native life your demiplane can be created with are beasts of Components: O
any shape you desire, but it cannot exceed 2 miles in any one
dimension. Your demiplane does not contain structures, but The power to reshape reality as one desires is the mightiest
buildings can be built there afterward. power a mortal being can possess.
Once the creation of your demiplane is complete, it comes When you manifest this power, a visible ripple in space and
into existence on the Astral Plane. Thereafter, whenever you time propagates out from you, and, in its wake, the world is
manifest genesis again, you create a pair of shimmering revised to your liking.
linked portals of light, one appearing in an unoccupied space The basic use of this power is to duplicate any other power
within 30 feet of you that you can see, and the other or spell of 8th level or lower. You need not provide any costly
appearing anywhere on your demiplane that you choose. material components to duplicate a spell either; the spell
Both portals are 5 feet wide and 10 feet high, are vertically simply takes effect.
oriented, and must rest on the ground. Each portal has a front Alternatively, you can create one of the following effects of
and back, and travel through is possible only by moving your choice:
through a portal’s front. Anything that does so is instantly You create one object of up to 25,000 cp in value that isn’t
transported, exiting the linked portal on the other side. The
portals last for 1 hour, then vanish. a magic item. The object can be no more than 300 feet in
If you are familiar with another creature’s demiplane any dimension, and it appears in an unoccupied space you
created by genesis or the demiplane spell, you can have the can see on the ground.
portal you create with either of those effects connect to the You allow up to twenty creatures that you can see to
other creature’s demiplane instead of yours. Likewise, regain all hit points, and you end all effects on them
another creature that is familiar with your demiplane can described in the revitalization power (including its
connect to it if they manifest genesis or cast demiplane. intensified effects).
If you manifest genesis while already located within your
demiplane, you produce one of the following effects:
single power, spell, or other magical effect for 8 hours. For Psi Cost: 2 psi point
instance, you could make yourself and all your Manifesting Time: 1 reaction
You undo a single recent event by forcing a reroll of any Duration: Instantaneous
roll made within the last round (including your last turn).
Reality reshapes itself to accommodate the new result. When a creature within range you can see would fail a death
For example, a reality revision power could undo an saving throw, you project a beam of bright light from the
opponent’s successful save, a foe’s critical hit, or a friend’s center of your chest out to the target creature, healing it
failed save. You can force the reroll to be made with before it suffers the results of the failed death save. It regains
advantage or disadvantage, and you can choose whether a number of hit points equal to 5 + your psionic ability
to use the reroll or the original roll. modifier.
You might be able to achieve something beyond the scope Intensify. When you spend extra psi points to manifest this
of the above examples. State your desired revision of reality devotion, the amount of hit points the target creature regains
to the DM as precisely as possible. The DM has great latitude increases by 5 hit points for each additional psi point spent
in ruling what occurs in such an instance; the greater the beyond the minimum cost
revision, the greater the likelihood that something goes Autonomic Restoration
wrong. The revision might simply fail to take hold, the effect 2nd-level psychometabolism
suffer some undesirable outcome as the result of a runaway Psi Cost: 3 psi points
butterfly effect. For example, altering reality with the desire Manifesting Time: 1 reaction
that all Defilers be wiped from the world might propel you Range: Self
centuries forward in time to a period after the age of Heroes Components: O
has turned and destroyed all the defilers, effectively removing Duration: 1 minute
Similarly, revising reality such that you are in the You greatly accelerate your body's autonomic healing. For the
possession of a legendary magic item might pull you to the duration of this power, as long as you have at least 1 hit point,
location of the item’s current owner, rather than transporting you regain 2 hit points at the start of each of your turns. If you
the item to you. are reduced to 0 hit points, this power ends.
The stress of manifesting this power to produce any effect Intensify. When you spend extra psi points to manifest this
other than duplicating another power or spell taxes you devotion, for every additional psi point spent, the number of
mentally and physically. After enduring that stress, each time hit points you regain at the start of each of your turns
you manifest a power or cast a spell until you finish a long increases by 2.
rest, you take 1d10 psychic damage per level of that magical
effect. This damage can’t be reduced or prevented in any way. Psychic Prowess
In addition, your Strength drops to 3, if it isn’t 3 or lower 2nd-level psychometabolism
already, for 2d4 days. For each of those days that you spend
resting and doing nothing more than light activity, your Psi Cost: 3 psi points
Finally, there is a 33 percent chance that the psi points you Range: Self
wish spell or another reality revision, and it applies to any You channel your psychic potential to improve yourself.
increased maximum psi reserve you attain for gaining a level. Choose an ability score. Until the end of your next turn, you
gain advantage to all ability checks using the chosen ability
Autonomous Vitality score.
You weild psionic energy to restore health in yourself and Soothing Impulse
others. 2nd-level psychometabolism
Psychic Focus. While focused on this discipline, you can
use a bonus action to touch a creature that has 0 hit points Psi Cost: 3 psi points
Range: 60 feet
Components: O
Duration: Instantaneous
Intensify. When you spend extra psi points to manifest this Psi Cost: 5 psi points
devotion, the number of temporary hit points targets gain Manifesting Time: 1 action
from this devotion increases by 3 for each additional psi point Range: 60 feet
Vitality Transfer
2nd-level psychometabolism
You forcefully attune the vital rhythm of a creature you can
see within range to match your own. The target must succeed
Psi Cost: 3 psi points
on a Constitution saving throw, or you become linked for as
Manifesting Time: 1 action
long as you concentrate. A creature may choose to fail this
Range: Touch
saving throw if it wishes. At the end of each of its turns, the
Components: O
target may choose to make another Constitution saving
Duration: Instantaneous
throw, ending the link on a success.
While linked, you and the target have resistance to all
You touch one creature and transfer your vitality to it, while damage, and each time you or the creature takes damage, the
accepting its pain in return. You take 3d6 necrotic damage other linked creature takes the same amount of damage.
that cannot be mitigated in any way, and the target creature The link ends if you drop to 0 hit points or if you and the
regains a number of hit points equal to 15 + your psionic target become separated by more than 60 feet. It also ends if
ability modifier. this power or the warding bond spell is placed on either of
Intensify. When you spend extra psi points to manifest this the linked creatures. You may also end the link as an action.
devotion, for each additional psi point spent, the number of If you target a creature currently affected by warding bond
hit points the target creature regains increases by 5 and the with this power and they fail their saving throw, the warding
damage you take increases by 1d6. bond spell ends on that creature.
Beacon of Recovery Psychic Defibrillation
3rd-level psychometabolism
4th-level psychometabolism
Components: O
Components: A
Duration: Instantaneous
Duration: Instantaneous
You send out a wave of restorative psychic energy. You and up You touch a creature that has recently died and jumpstart its
to five allies you can see within range can immediately make body’s vital processes. The target creature must have died
saving throws against all effects that allow saving throws at within the last minute, or this devotion fails.
the start or end of an affected creature’s turn. The creature returns to life at 0 hit points but is stable. You
cannot return to life a creature that has died of old age, nor
Revitalization can you restore a creature missing any essential body parts.
3rd-level psychometabolism
Vitality Transfer Field
Psi Cost: 5 psi points
5th-level psychometabolism
Range: Touch
Psi Cost: 7 psi points
Components: O
Manifesting Time: 1 action
Duration: Instantaneous
Range: Self (60-foot radius)
Components: O
You touch one creature and restore vigor to it. Remove one of Duration: Instantaneous
deafened, paralyzed, or poisoned. Alternatively, you remove You generate a field of sympathetic transference of life
one disease from the creature. energy. Choose up to six creatures within range. Each target
Intensify. If you spend 4 additional psi points beyond this regains hit points equal to 15 + your psionic ability modifier,
devotion’s minimum cost, you manifest it as a 6th-level power, and you take 1d6 necrotic damage for each creature healed
and the list of conditions you can remove from the touched this way. The damage you take cannot be mitigated in any
creature expands to include the following: all reductions to way.
one of its ability scores, an effect that reduces its hit point
maximum, one level of exhaustion, or any other effect
specifically noted as removable with the greater restoration
spell.
DARK SUN | PSIONICS
126
Intensify. When you spend extra psi points to manifest this You extend your battle awareness outward to the minds of
devotion, for each additional psi point spent beyond the foes near you, and steer their enmity towards yourself. While
minimum cost the amount of hit points every target creature you concentrate, any enemy within range that makes a melee
regains increases by 5 and the total damage you take attack roll against a creature other than you does so with
increases by 1d6. disadvantage. Creatures that can’t be charmed are immune to
this effect.
Intensify. When you spend extra psi points to manifest this
Battle Trance devotion, this devotion’s radius extends by 5 feet for every
You focus your psionic power through your body with additional psi point spent beyond the minimum cost.
devasting affect. If you spend at least 3 additional psi points to extend this
Psychic Focus. You optimize your body for combat. Until devotion’s range, its effects also apply to ranged attacks that
your focus ends, any attack roll you make for a melee weapon affected creatures make against creatures other than you.
attack ignores disadvantage. If disadvantage would normally
apply to the roll, that roll also can’t benefit from advantage. Launching Strike
1st-level psychometabolism
Brute Strike
1st-level psychometabolism
Psi Cost: 2 psi point
Range: Self
Duration: Instantaneous
Components: O
the force of the blow, launching the target away from you. The
You channel your potential for violence into one strike. The target must succeed on a Strength saving throw or be
first time you hit with a melee weapon attack during this knocked 10 feet away from you in a straight line. If the target
power's duration, the attack deals an additional 1d10 damage hits an object, this movement immediately ends and the
of the same type of damage that your attack deals. If your target takes 2d6 bludgeoning damage.
attack deals more than one type of damage, you choose Intensify. When you spend extra psi points to manifest this
which type. devotion, for each additional psi point spent beyond the
Intensify. When you spend extra psi points to manifest this minimum cost the distance you knock the target back on a
devotion, the damage increases by 1d10 for each additional failed save increases by 10 feet and the potential damage if it
psi point spent beyond the minimum cost. hits an object increases by 1d6.
Enmity Feedback Psychokinetic Weapon
1st-level psychokinesis
2nd-level psychokinesis
Range: Self
Range: Touch
Components: O
Components: O
Duration: Instantaneous
Duration: Concentration, up to 10 minutes
When a creature within 60 feet of you that you can see You channel your battle trance as pure kinetic energy into
attacks you, you may manifest this devotion to impose one simple or martial melee weapon you touch. Until your
disadvantage on the triggering attack. If the attack hits you, concentration ends, that weapon becomes a magic weapon
the attacker takes 2d6 psychic damage. with a +1 bonus to its attack and damage rolls.
Intensify. When you spend extra psi points to manifest this Intensify. When you spend extra psi points to manifest this
devotion, the attack deals an extra 1d6 psychic damage for devotion, the weapon’s bonus to attack and damage rolls
every additional psi point spent beyond the minimum cost. increases by +1 for every 2 additional psi points spent beyond
the minimum cost, to a maximum total bonus of +3.
Harness Hostility
1st-level telepathy
Melee Combat Prescience
3rd-level clairsentience
Components: O
Range: Self
Duration: Instantaneous
action or make one melee weapon attack. Psi Cost: 2 psi point
Using psychic energy, you create illusions of objects, Duration: Concentration, up to 1 minute
Psychic Focus. While you focus on this discipline, ranged You cause one creature you can see within range to believe its
attacks against you have disadvantage. sight has become impaired. The target must make an
Intelligence saving throw. On a failed save, it takes 2d8
Déjà Vu psychic damage and is blinded to everything more than 10
1st-level telepathy
feet from it until your concentration on this devotion ends. On
a successful save, it takes half as much damage and its vision
Psi Cost: 2 psi points
is not affected.
Manifesting Time: 1 action
Intensify. When you spend extra psi points to manifest this
Range: 90 feet
devotion, the damage increases by 1d8 for each additional psi
Components: A
point spent beyond the minimum cost.
Duration: 1 round
Tunnel Vision
You briefly befuddle the senses and perception of one 1st-level telepathy
The target must make an Intelligence saving throw. On a Psi Cost: 2 psi points
failure, it repeats the action or actions it took on its previous Manifesting Time: 1 action
creature from taking the same actions again (if the creature it Components: O
took the Attack action against last round is dead or out of Duration: Concentration, up to 1 minute
the devotion at the same intensity it previously did, etc.), the You fixate the attention of a creature you can see within range
target is instead incapacitated and doesn’t move until the solely on yourself. The target must make an Intelligence
beginning of your next turn. saving throw. On a failed save, the creature is so thoroughly
distracted by your presence that all other creatures are
Harassing Figment invisible to it until your concentration ends. This effect ends if
1st-level telepathy
the creature can no longer see or hear you, or if it takes
damage.
Psi Cost: 2 psi point
Components: None
Duration: Instantaneous
Psi Cost: 3 psi points
Manifesting Time: 1 bonus action
You cause one creature you can see within range to believe a Range: Self
threatening enemy stalks it, just out of sight. The target must Components: A
make an Intelligence saving throw. On a failed save, it takes Duration: Concentration, up to 1 minute
melee attack rolls against it have advantage and it can’t use You cloak yourself from sight. You are invisible to all
reactions. On a successful save, it takes half as much creatures you can see until your concentration ends, or until
damage, and suffers no other effects. A creature is immune to immediately after you damage or otherwise affect any
this effect if it is immune to being frightened. creature with an attack, magical effect, or other ability.
Intensify. When you spend extra psi points to manifest this Intensify. When you manifest this devotion, you can target
devotion, the damage increases by 1d8 for each additional psi one creature you can see in addition to yourself within 60 feet
point spent beyond the minimum cost. of you for each additional psi point spent beyond the
minimum cost. Each target is invisible to all creatures seen
by at least one target. Your concentration ends if any creature
affected by this devotion damages or otherwise affects any
creature with an attack, magical effect, or other ability
Components: None
Components: O
You cause one creature you can see within range to perceive You reach into the mind of a creature you can see within
a horrifying figment of its imagination. The target must make range, and make it believe the object of its deepest desires
an Intelligence saving throw. On a failed save, the target appears before it. The target must make an Intelligence
believes a horrifying creature is adjacent to it until your saving throw. On a failed save, you gain partial control over
concentration ends. During this time, the target can’t take the target’s behavior for the duration of this power. On its
reactions, and takes 1d8 psychic damage at the start of each turn, you determine the target’s movement, as the target
of its turns. The target can repeat the saving throw at the end pursues the phantom object it covets. If the target has taken
of each of its turns, ending the effect on itself on a success. A damage since the end of its last turn, it can act normally,
creature is immune to this effect if it is immune to being otherwise it can only use its action to admire this phantom
frightened. object. The target can repeat the saving throw at the end of
Intensify. When you spend extra psi points to manifest this each of its turns, ending the effect on itself on a success.
devotion, the damage every round increases by 1d8 for each A creature is immune to this effect if it is immune to being
additional psi point spent beyond the minimum cost. charmed.
Crisis of Breath Vanishing
3rd-level telepathy
5th-level telepathy
Range: 60 feet
Range: Self (500 feet)
Components: A
Components: None
You reach into the mind of a creature you can see within You disappear from the perceptions of all creatures within
range, and make it believe it cannot breathe normally. The range. You turn invisible and remain so until your
target must make an Intelligence saving throw. On a failed concentration ends. While you are concentrating, you cannot
save, the target exhales all breath it has in its lungs and be detected by sound or scent, and creatures with
begins suffocating. extraordinary senses like blindsight or tremorsense can only
A suffocating creature can survive for a number of rounds detect you if their passive Perception is equal to or greater
equal to its Constitution modifier (minimum 1 round), and at than your power save DC.
the start of its next turn it drops to 0 hit points and is dying.
On each of its turns for the duration, the target can use its Chastise Remote Viewing
action to manually gasp for breath, extending the number of 6th-level telepathy
forgoes gasping for breath to take other actions, it may act Psi Cost: 9 psi points
normally except that it cannot speak or cast spells with verbal Manifesting Time: 1 action
can be healed above 0 hit points, but in order to remain Duration: 24 hours
action each turn for the duration. A creature is immune to You enfold yourself in an invisible, protective barrier against
this effect if it is immune to being charmed or does not need magic eyes, projections, or sensors that attempt to view you
to breathe. or your surrounding area (for example, the effects created by
Intensify. If you spend 5 extra psi points to manifest this arcane eye, clairvoyance, scrying, or thought projection). For
devotion, you manifest it as a 7th-level power, and you may the duration, whenever any such effect would be able to
affect up to four creatures you can see within range instead of sense you, the creator of the effect must make an Intelligence
one. saving throw. On a failure, the target takes 10d10 psychic
damage and cannot perceive you with the triggering effect.
Ectoplasm
Psi Cost: 10 psi points
Using this discipline, you create psionically infused
Manifesting Time: 1 action
ectoplasm from the astral plane.
Range: Self
Psychic Focus. While you focus on this discipline,
Components: None
ectoplasmic objects created by ectoplasmic object have their
Duration: 24 hours
duration changed to focus. You may also create Medium size
objects suck as any weapon and armor. Objects AC improves
You completely obscure your mind from outside influences. to 18 with 20 hit points.
For the duration, you are immune to psychic damage, effects
that would sense your emotions or read your thoughts, Ectobolt
divination spells and clairsentience powers, and the charmed 1st-level metacreativity
revision power, and spells or effects of similar magnitude Psi Cost: 2 psi point
used to affect your mind or to gain information about you. Manifesting Time: 1 action
Range: 90 feet
Crisis of Life Components: A, O
8th-level telepathy
Duration: Instantaneous
The target dies if it accrues three failed death saving Manifesting Time: 1 action
the duration. If the target takes damage, it does not suffer Duration: Instantaneous
points have already been reduced to 0. You pull forth matter from the astral plane and transmogrify
For the duration, magical or mundane healing and it to match a damaged object or creature you touch. If you
assistance cannot allow the target to return consciousness or manifest this power on an object, you can repair up to 1 cubic
stabilize it. foot of material.
A creature is immune to this effect if it is immune to being You can repair a break or tear, fuse broken halves together,
charmed. or fill in missing gaps.
If you manifest this power on a construct or undead
Mesmerizing Voice creature instead of an object, the creature regains 2d8 hit
9th-level telepathy
points. This power has no effect on any other kind of
creature.
Psi Cost: 13 psi points
Intensify. When you spend extra psi points to manifest this
Manifesting Time: 1 action
devotion on a construct or undead creature, the amount of hit
Range: Touch
points the creature regains increases by 1d8 for every
Components: None
additional psi point spent beyond the minimum cost.
Duration: 1 hour
When the devotion ends, the ectoplasmic staircase Psi Cost: 5 psi points
Intensify. When you spend extra psi points to manifest this Range: Self
each additional psi point spent beyond the minimum cost. Duration: 1 minute
Spectral Wall You transmogrify yourself, including all equipment you are
1st-level metacreativity
wearing, into a generally humanoid mass of translucent,
Use an Object actions. You can fly with a speed of 20 feet and
You pull matter from the astral plane and create a wall of can hover, and you can move through any gap that air can
cloudy ectoplasm that lasts until your concentration ends. pass through without squeezing. You cannot enter water or
The wall is 60 feet long, 15 feet high, and 1 foot thick. other liquids, and you automatically fail saving throws to
At least one 10-foot section of the wall must be within resist effects that create strong winds.
range when you create it. Creatures can pass through the For the duration, you may only cast spells or manifest
wall without hindrance, but the wall blocks vision. When the psionic powers that have no somatic, verbal, or material
power ends, the ectoplasmic wall evaporates. components. To successfully cast such a spell or manifest
Intensify. If you spend 2 additional psi points beyond the such a power, you must succeed on a DC 20 Constitution
minimum cost to manifest this devotion, you fortify the wall saving throw. On a failure, the casting or manifesting time is
with more ectoplasm on creation, making it solid. Creatures wasted, but spell slots or psi points are not.
cannot pass through the solid version of the wall. Each 5-foot
wide section of this wall has AC 12 and 10 hit points. Spectral Shell
Breaking one section creates a 5-foot by 5-foot hole in it, but 4th-level metacreativity
2nd-level metacreativity
Components: A, O
A target that is trapped in a shell while flying falls Psi Cost: 2 psi points
immediately, but the shell protects it from falling damage. Manifesting Time: 1 action
The ectoplasmic shell is buoyant, and floats to the surface if it Range: Touch
When the power ends, the ectoplasmic shell evaporates. Duration: 8 hours
minimum cost to manifest this devotion, you manifest it as an You touch your psicrystal and reinforce its crystalline lattice,
8th level power, and it potentially traps all creatures strengthening its ability to weather harm. Your psicrystal’ s
regardless of size in a 20-foot-radius sphere centered on a maximum and current hit points increase by 10 for the
point you choose within range (provided they fail their saving duration. This power ends early if your focus on imbue
throws). Each creature is trapped in an individual shell, and psicrystal ends.
the shells created have AC 20 and 50 hit points Intensify. When you spend extra psi points to manifest this
devotion, you increase your psicrystal’ s current and
Spectral Mist maximum hit points by an extra 5 for each additional psi
5th-level metacreativity
point spent beyond the minimum cost.
Range: 90 feet
Components: A, O
Psi Cost: 2 psi point
Range: Touch
plane and create a roiling, tangible mist of turbulent psychic Duration: Instantaneous
10-foot cubes, which you can arrange as you wish. Each cube When you cast imbue psicrystal, you may manifest this
must have at least one face adjacent to the face of another devotion as a reaction to impart the psicrystal with a facet of
cube. your personality as you create it. If you do, for as long as you
On your turn, you can direct any or all cubes of the mist’s focus on imbue psicrystal, the psicrystal is associated with a
area to move up to 20 feet in any direction, but they must still particular skill and gains the ability to use its reaction to roll
be adjacent to one another during and after this movement. a d6 and add the result to one ability check you make with
The mist lasts for the duration, or until strong wind disperses that skill, so long as you are within 15 feet of the psicrystal.
it, ending the power. The psicrystal may take this reaction after you roll the
The mist can occupy the same space as other creatures ability check, but it must do so before the DM determines if
and objects, and its area is heavily obscured. When a creature the result was a success or failure.
enters the mist’s area for the first time on a turn or starts its
turn there, it takes 9 psychic damage from the mist’s psychic
turbulence. A creature in the area must succeed on a DC 15
Constitution saving throw to cast spells or manifest powers.
On a failure, the casting or manifesting time is wasted, but
spell slots or psi points are not.
Intensify. When you spend extra psi points to manifest this
devotion, the damage increases by 1 for each additional psi
point spent beyond the minimum cost and the mist’s area
increases by one 10-foot cube.
Range: 30 feet
Components: O
Psi Cost: 6 psi points
Duration: Instantaneous
Manifesting Time: 1 action
enemy it can see. Your psicrystal makes a ranged power Duration: Instantaneous
hit, the target takes 4d10 piercing damage. Hit or miss, the You direct your psicrystal to spray thousands of tiny needle-
launched sliver teleports back to your psicrystal and merges like shards of itself in a 15-foot cube adjacent to it. All
into it. creatures in the area automatically take 8d4 piercing
Intensify. When you spend extra psi points to manifest this damage, then all the sprayed pieces of your psicrystal teleport
devotion, the damage increases by 1d10 for every additional back into the greater whole, reforming it.
psi point spent beyond the minimum cost. Intensify. When you spend extra psi points to manifest this
devotion, the damage increases by 2d4 for every additional
Project Eidolon psi point spent beyond the minimum cost.
3rd-level metacreativity
Solicit Psicrystal
Psi Cost: 5 psi points
5th-level telepathy
Range: 30 feet
Psi Cost: 7 psi points
Components: A, O
Manifesting Time: 1 reaction
Duration: Up to 1 hour
Range: Touch
Components: None
You move your psicrystal to an unoccupied space within Duration: Until dispelled
coalesce it around your psicrystal into the shape of an When you manifest this power, your psicrystal takes over
eidolon, a construct made of solid thought. focus for the imbue psicrystal power, allowing you to begin
Your psicrystal becomes the core of this eidolon. Its focusing on another psychic focus without ending the
statistics are completely replaced by the eidolon’s and you duration of imbue psicrystal. Additionally, if you begin
cannot manifest a power within the imbue psicrystal concentrating on any other power, spell, or feature within 1
discipline again while the eidolon exists. The eidolon minute after manifesting this devotion, you may use your
disappears when it drops to 0 hit points, when this power’s reaction to transfer your concentration on that effect to your
duration expires, or when you dismiss it as an action. psicrystal.
devotion, the damage increases by 1d6 for every additional Psi Cost: 11 psi points
psi point spent beyond the minimum cost. Manifesting Time: 1 hour
Range: Touch
7th-level metacreativity
Duration: Instantaneous
Range: 60 feet
Range: 30 feet
Components: O
Components: A
Duration: Instantaneous
Duration: Concentration, up to 1 minute
You direct your psicrystal to move into the space of a creature You leach the inertia from one creature you can see within
you can see within range and touch it. If the target has 100 range, making it appear to move in a slower frame of
hit points or less, it becomes crystallized. Otherwise, the reference. The target must succeed on a Charisma saving
power has no effect. throw or be affected by this devotion for the duration.
A crystallized creature is petrified, except that it does not An affected target’s speed is halved, it has disadvantage on
gain resistance to thunder damage. Additionally, if an affected Dexterity saving throws, and it can’t use reactions. On its
target takes 10 or more thunder damage from any single turn, it can use either an action or a bonus action, not both.
attack or effect, its crystallized form shatters, killing it Regardless of the creature’s abilities or magic items, it can’t
instantly. make more than one melee or ranged attack during its turn.
If the creature falls while affected by this devotion, it falls
only 60 feet a round until the effect ends, and it if it lands
Inertial Manipulation before the effect ends it takes no falling damage.
You learn to manipulate kinetic energy around you, A creature affected by this power makes another Charisma
accelerating and decelerating it as you see fit. saving throw at the end of each of its turns. On a successful
Psychic Focus. While focused on this discipline, you take save, the effect ends for it.
no falling damage and ignore difficult terrain. Intensify. When you spend extra psi points to manifest this
devotion, you may target one additional creature within range
Urgent Charge for every additional psi point spent beyond the minimum cost.
1st-level psychoportation
Inertial Armor
Psi Cost: 2 psi points
2nd-level psychoportation
Components: A
Manifesting Time: 1 action
Duration: Instantaneous
Range: Self
Components: None
use their reaction to move up to their speed in a straight line You wreath yourself with a persistent, intangible field of
toward their nearest enemy. warped space that absorbs and redirects the kinetic energy of
attacks made against you. For the duration, your Armor Class
Urgent Movement becomes 14 + your Dexterity modifier.
1st-level psychoportation
Intensify. When you spend extra psi points to manifest this
You impart an impulse of potential energy in up to 5 allies Psi Cost: 3 psi points
you can see within range. Each of those allies can use their Manifesting Time: 1 action
Duration: Concentration, up to 10 minutes
must make a Strength saving throw. On a successful save, a Psi Cost: 5 psi points
creature can pass through it. A creature must make this Manifesting Time: 1 reaction
saving throw whenever it attempts to pass through the wall, Range: Self
Urgent Violence
2nd-level psychoportation
You suspend gravity around you and seize control of the
angular velocity of your inertia. For the duration, you gain a
Psi Cost: 3 psi points
flying speed of 60 feet.
Manifesting Time: 1 action
Intensify. When you spend extra psi points to manifest this
Range: 30 feet devotion, you may affect one additional creature within 30
Components: A
feet of you for every additional psi point spent beyond the
Duration: Instantaneous
minimum cost. Affected creatures gain a flying speed of 60
feet for as long as you concentrate.
You impart an impulse of potential violence in one ally you
can see within range. That ally can use their reaction to Tactical Aura
immediately take the Attack action, attacking as though it 3rd-level psychoportation
were their turn. You choose the targets of the ally’s attacks.
Intensify. When you spend extra psi points to manifest this Psi Cost: 5 psi points
devotion, you may choose one additional ally for every Manifesting Time: 1 action
additional psi point spent beyond the minimum cost. Range: Self (60-foot radius)
Components: A
3rd-level psychoportation
You create an aura of coordination and tactical potential.
Psi Cost: 5 psi points
Until your concentration ends, any ally within range can use a
Manifesting Time: 1 action
bonus action on their turn to take the Dash or Disengage
Range: 30 feet
action, or they may roll a d4 and add the result to each attack
Components: A
roll they make that turn.
Duration: Concentration, up to 1 minute
Inertial Nullification
You transfer a creature’s future inertial potential into its 4th-level psychoportation
within range. For as long as you concentrate, the target’s Psi Cost: 6 psi points
speed is doubled, it gains a +2 bonus to AC, it has advantage Manifesting Time: 1 action
on each of its turns. That action can be used only to take the Components: A
Attack (one weapon attack only), Dash, Disengage, Hide, or Duration: Concentration, up to 10 minutes
When the devotion’s duration ends, the target is You strip all inertia and momentum from a creature you can
incapacitated and has a speed of 0 until the end of its next see within range. The target must make a Charisma saving
turn, as it experiences the future from which all its inertial throw. On a failed save, the creature is cut off from nearly all
potential was borrowed. physical and magical interactions. A target can choose to fail
Intensify. If you spend 5 extra psi points to manifest this this saving throw if they wish.
devotion, you manifest it as a 7th-level power, and you may An affected creature can’t be damaged by attacks or effects,
affect up to five willing creatures you can see within range nor can it damage or affect anything else. The creature’s
instead of one. speed is reduced to 0, and it hovers in place, unable to fall.
This power can be dispelled by targeting the affected
creature with the accelerate power or the haste spell, but
these then have no further effect on the target.
Components: A
Components: O
You intensely magnify the acceleration of gravity in a 50-foot You fix your gaze on one creature or object you can see
radius, 100-foot high cylinder centered on a point within within range and cause it to burst into flames. The target
range. Creatures who take falling damage in the area suffer must make a Constitution saving throw.
an extra 1d12 bludgeoning damage for every 10 feet they fall. On a failed save, the target takes 2d10 fire damage, and it
A creature’s walking speed is reduced to 5 feet in the area, catches on fire, taking 1d6 fire damage at the end of each of
and when it enters the area for the first time on a turn or its turns until your concentration ends or until it or a creature
starts its turn there, it must make a Strength saving throw. adjacent to it extinguishes the flames with an action. On a
On a failure, the creature takes 4d8 bludgeoning damage and successful save, the target takes half as much damage and
is knocked prone. On a success, the creature takes half of this doesn’t catch fire.
damage. Intensify. When you spend extra psi points to manifest this
In addition to the above effects, flying creatures who are in devotion, the initial damage increases by 1d10 for each
the area when you manifest this power, or who fly into the additional psi point spent beyond the minimum cost.
area, must make a Dexterity saving throw. On a failure, the
creature crashes, falling to the ground. On a success, the Synaptic Arc
creature may use its remaining flying speed to exit the area, 1st-level psychokinesis
and its altitude is halved. If it cannot exit the area with this
movement, it falls as if it failed the saving throw. Psi Cost: 2 psi point
Kinesis Components: A, O
Through the use of psionic energy, you create and control Duration: Concentration, up to 1 minute
Psychic Focus. While focused on this discipline you can Visible arcs of synaptic lightning extend from your brow to
change any power or spell that deals acid, cold, fire, lightning strike creatures before you. Each creature in a 15-foot cone
or thunder damage to another elemental damage type of your must make a Dexterity saving throw, and if the target is
choice. wearing heavy armor it makes the save with disadvantage.
On a failed save, a creature takes 1d10 lightning damage,
Cold Snap and it has disadvantage on ability checks and ranged attacks
1st-level psychokinesis
until your concentration ends.
save, the target takes half as much damage and it suffers no Psi Cost: 3 psi points
A target that has its speed reduced by this devotion can Range: Self (30-foot cube)
repeat the saving throw at the end of each of its turns, ending Components: A
devotion, the damage increases by 1d8 for each additional psi The air before you crackles as you strip heat from a 30-foot-
point spent beyond the minimum cost. by-30-foot cube originating from you. Any creature in the area
when you manifest this devotion and any creature that ends
Components: O
Range: 120 feet
Duration: Instantaneous
Components: A, O
Duration: Concentration, up to 1 minute
within range, until it explodes like a miniature sun. Each Choose a point you can see within range. The air in a 20-foot
creature in a 10 foot-radius sphere centered on that point radius sphere centered on that point becomes deathly cold
must make a Constitution saving throw, taking 4d6 fire and instantly freezes creatures in place. Each creature in the
damage and being knocked prone on a failed save, or half as area must make a Constitution saving throw. On a failed save,
much damage on a successful save with no other effects. a target takes 4d8 cold damage, and its speed is reduced to 0
until your concentration ends. On a successful save, a target
Ultrasonic Tone takes half as much damage and suffers no further effect.
2nd-level psychokinesis
As an action, a target that has its speed reduced can end
that effect early if it succeeds on a Strength (Athletics) check
Psi Cost: 3 psi points
with a DC equal to your power save DC.
Manifesting Time: 1 action
Intensify. When you spend extra psi points to manifest this
Range: Self (60-foot line)
devotion, the damage increases by 1d8 for every additional
Components: A, O
psi point spent beyond the minimum cost.
Duration: Concentration, up to 1 minute
Synaptic Leap
A line of intense, high-pitched sound 60 feet long and 5 feet 3rd-level psychokinesis
wide blasts from you in a direction you choose for the power’s
When a creature enters the line for the first time on its turn Manifesting Time: 1 action
or starts its turn there, it must make a Constitution saving Range: Self (60-foot line)
every 1 foot it moves when moving closer to you. You cause yourself to sublimate into pure synaptic lightning
As a bonus action on each of your turns while you and shoot forth in a line that is 60 feet long and 5 feet wide.
concentrate, you can change the direction in which the line Each creature in the line besides yourself must make a
blasts from you. Dexterity saving throw, taking 6d6 lightning damage on a
Intensify. When you spend extra psi points to manifest this failed save, or half as much damage on a successful one. You
devotion, the damage increases by 1d10 for every additional then teleport to an unoccupied space touched by the end of
psi point spent beyond the minimum cost. the line opposite from the space you occupied when you
manifested this power.
Energy Wave Intensify. When you spend extra psi points to manifest this
3rd-level psychokinesis
devotion, the damage increases by 1d6 for each additional psi
point spent beyond the minimum cost.
Psi Cost: 5 psi points
Components: O
Duration: Instantaneous
Psi Cost: 6 psi points
Manifesting Time: 1 action
Range: Self
Range: 60 feet
Components: O
Components: A
You ignite your body in psionic fire. While you concentrate, You create a shockwave of incredibly loud sound that extends
you are immune to fire damage, and any creature that ends out in a 20-foot-radius sphere centered on a point you can see
its turn within 5 feet of you takes 3d6 fire damage. within range. Each creature in the area must make a
Additionally, you shed bright light in a 30-foot radius and dim Constitution saving throw. On a failed save, a target takes 8d6
light for an additional 30 feet for the duration. thunder damage, and it is stunned until the end of your next
turn. On a successful save, a target takes half as much
Noise Barrier damage and is not stunned.
4th-level psychokinesis
Intensify. When you spend extra psi points to manifest this
Range: 60 feet
Components: A, O
Mindlink
Duration: Concentration, up to 10 minutes
You have mastered the art of telepathic communication, using
damage, is pushed in a straight line up to 30 feet away from Psi Cost: 2 psi points
The wall blocks any sound from passing through it, and the Range: 30 feet
another effect that deals thunder damage overlaps with the Duration: Instantaneous
dispelling or destroying it. You ask a question of one creature that can see and hear you
within range, your voice reverberating with unnatural
Synaptic Web gravitas.
5th-level psychokinesis
The question must be phrased so that it can be answered
with a yes or no, otherwise the power fails. The target must
Psi Cost: 7 psi points
succeed on a Charisma saving throw, or it replies with a
Manifesting Time: 1 action
truthful answer.
Range: 90 feet
A creature is immune to this effect if it does not share a
Components: A, O
language with you or if it is immune to being charmed.
Duration: Instantaneous
1st-level telepathy
Psi Cost: 2 psi point
Range: Self
Components: O
Components: None
Duration: Instantaneous
Your eyes flare in a moment of concentrated, telepathic anger,
While you concentrate on this power, you know when a as you lash out at one creature you are telepathically
creature communicating with you via telepathy is lying. communicating with. The target must make a Charisma
saving throw. On a failed save, it takes 2d10 psychic damage
Metaconcert and suffers disadvantage on its next Intelligence, Wisdom, or
1st-level telepathy
Charisma saving throw before the end of your next turn. On a
successful save, it takes half as much damage, and does not
Psi Cost: 2 psi point
suffer disadvantage from this devotion.
Manifesting Time: 1 reaction
Intensify. When you spend extra psi points to manifest this
Range: Self
devotion, the damage increases by 1d10 for each additional
Components: None
psi point spent beyond the minimum cost.
Duration: 1 hour
Missive
When you manifest this devotion, you begin communicating 2nd-level telepathy
In addition, for the duration of this devotion, you can use a Manifesting Time: 1 action
bonus action on your turn to share one memory of your Range: Self (500-foot radius)
with, or allow one target to share one of its memories with Duration: Instantaneous
recipients of a memory gain perfect recall of one thing the You broadcast a short telepathic message of up to 25-words
sender of the memory saw or did. to every creature within range. Any creature you can see, as
Intensify. When you spend extra psi points to manifest this well as any creatures that you know or know of in the area
devotion, you can add an additional target creature to your can be included or excluded from this communication. This
mindlink communication for each additional psi point spent communication is one way only and instantaneous. If a
beyond the minimum cost. recipient of your communication does not share a language
with you, it perceives only garbled mental gibberish.
Mislead
1st-level telepathy
Range: 60 feet
Components: None
Duration: 5 minutes
creature takes 5d8 psychic damage, and the only action it can
Psi Cost: 3 psi points
take on its next turn is the Attack action. If the target chooses
Manifesting Time: 1 action
to take the Attack action on its turn, it makes all of its attacks
Range: Self (500-foot radius)
on that turn with advantage, but all attacks against the target
Components: None
of this power have advantage until the start of its next turn.
Duration: Concentration, up to 1 minute
On a successful save, the target takes half as much
its reasoning (if any), its emotional state, and something that Psi Cost: 5 psi points
looms large in its mind (such as something it worries over, Manifesting Time: 1 hour
loves, or hates). If it succeeds, this power ends. Either way, Range: 30 feet
the target knows that you are probing into its mind. Components: None
effective as part of an interrogation. You probe the mind of a creature you can see within range.
The target must remain within 30 feet of you for the entire
Absolute Terror manifesting time, otherwise the devotion fails.
3rd-level telepathy
The target must make three Wisdom saving throws, and
Until your concentration ends, it takes 1d6 psychic damage Psi Cost: 6 psi points
for every other creature within 5 feet of it at the end of each Manifesting Time: 1 reaction
of its turns. On a successful save, the target takes only half Range: Unlimited
this devotion beyond the minimum cost, the target takes 1 You form a telepathic connection to a creature familiar to you.
additional psychic damage for every other creature within 5 The target must have an Intelligence of at least 2, otherwise
feet of it at the end of each of its turns while you concentrate. this power fails and the manifesting time and psi cost are
wasted. If the target knows you, it recognizes your mind
Anger Impulse touching its own as you form this connection. While you
3rd-level telepathy
concentrate, you may telepathically communicate twenty-five
war, causing their deaths, and I can barely live with the Psi Cost: 7 psi points
shame” or “Violence is never the answer, I will never touch a Manifesting Time: 1 action
With one failed saving throw, the idea or memory lasts for Components: A, O
the next 4 hours. With two failed saving throws, it lasts for 24 Duration: Concentration, up to 1 minute
Intensify. If you spend 5 extra psi points to manifest this Your force of will overwhelms another creature, allowing you
devotion, you manifest it as an 8th-level power, its to control its higher motor functions. You target one creature
manifesting time is shortened to 1 minute, and the idea or you are telepathically communicating with.
memory lasts one week with one failed saving throw, one The target must make a Charisma saving throw. On a
month with two failed saving throws, or is permanent with failed save, you choose the target’s movement and action on
three failed saving throws. each of its turns while you concentrate.
On a successful save, the target is unaffected. At the end of
Post-Hypnotic Suggestion each of the target’s turns it can repeat the saving throw,
4th-level telepathy
ending the power on a success.
A creature is immune to this effect if it is immune to being
Psi Cost: 6 psi points
charmed
Manifesting Time: 1 action
Range: 60 feet
Death Urge
Components: None
6th-level telepathy
Duration: Up to 7 days
Psi Cost: 9 psi points
You mentally implant a suggested course of activity (limited Manifesting Time: 1 action
you awake two days from now” or “when you come within Components: A
Creatures that can't be charmed are immune to this effect. You slip an artificial, self-destructive instinct into the mind of
When you manifest this power, the target must one creature you are telepathically communicating with. The
immediately make a Wisdom saving throw. On a success, the target must make a Wisdom saving throw. On a failed save,
target perceives a faint whisper intruding into its mind, but is the target is affected. On its next turn, an affected target
not otherwise affected, and you know the suggestion did not attempts to end its life by the most direct means possible. If
take hold. On a failure, the suggestion and trigger are the target is armed, it takes the Attack action to make attacks
telepathically implanted in the target without their notice. against itself, all of which automatically hit and are critical
The suggestion must be worded in such a manner as to make hits. The target may repeat the saving throw after each
the course of action sound reasonable. Suggesting the attack, ending this power’s effects on a success.
creature stab itself, throw itself onto a spear, immolate itself, If the target is unarmed, it moves as far as it can, including
or do some other obviously harmful act ends the effect. taking the Dash action if necessary, to its nearest enemy and
lowers its guard, provoking an opportunity attack.
answers, but after you receive an answer from it, it may make Psi Cost: 13 psi points
a Wisdom saving throw if it has at least 1 hit point, becoming Manifesting Time: 1 action
Components: A,O
8th-level telepathy
as a bonus action.
1st-level psychoportation
Range: Touch
Components: O
Range: 60 feet
You touch a creature or object and teleport tiny pieces of it
Components: A
away, flaying away layers of its surface.
Duration: Instantaneous
Make a melee power attack against the target. If you hit,
you deal 3d12 necrotic damage to the target.
You choose a point you can see within range and rearrange Intensify. When you spend extra psi points to manifest this
the spatial coordinates of every creature within a 10-foot- devotion, the damage increases by 1d12 for each additional
radius sphere centered on that point. psi points spent beyond the minimum cost.
Each creature in the sphere must succeed on a Charisma
saving throw or take 2d6 force damage and be teleported to Temporal Shunt
an unoccupied space of your choice in the sphere. Any loose 3rd-level psychoportation
choice within it if the object weighs no more than 100 Psi Cost: 5 psi points
Intensify. When you spend extra psi points to manifest this Range: Touch
psi point spent beyond the minimum cost. Duration: Concentration, up to 1 minute
devotion’s damage, you may increase the radius of the sphere You attempt to propel one creature you touch up to a minute
to 20 feet. in the future. The target must succeed on a Charisma saving
throw, or be shunted forward in time one minute,
Mystic Traveler disappearing for the duration of this power.
1st-level psychoportation
When this power ends, the target reappears in the space it
was occupying when shunted or in the nearest unoccupied
Psi Cost: 2 psi point
space if that space is occupied. A shunted target perceives no
Manifesting Time: 1 action
personal time passing between the moment it was shunted
Range: Touch
and when it reappears.
Components: None
Intensify. For every additional psi point spent when you
Duration: Until dispelled
manifest this devotion, the power’s range increases by 10 feet
and you may target one additional creature in range.
You or one willing creature you touch become a mystic
traveler, able to join a group journey enabled by the mystic Immovability
caravan power. This power’s duration ends early if the mystic 4th-level psychoportation
within 1 hour of manifesting this power. This power also Psi Cost: 6 psi points
ends early if the mystic caravan journey ends. Manifesting Time: 1 action
Range: Self
Components: O
not.
Psi Cost: 6 psi points
If your journey ends with only 1 failure, all mystic travelers
Manifesting Time: 1 action
are transported to your intended plane of existence, arriving
Range: 150 feet
at a random location, but suffer two levels of exhaustion due
Components: O
to the difficulties of the astral journey.
Duration: 1 minute
If your journey ends with 2 failures, you are forced to turn
Mystic Caravan
5th-level psychoportation
Psi Cost: 9 psi points
Range: Touch
Duration: Instantaneous
Components: O
Duration: Up to 5 days
You focus ominously on a creature you can see within range
Bestial Claws
Your condition returns to what it was at the end of your 1st-level psychometabolism
You must maintain an accurate record of your hit points, psi Psi Cost: 2 psi points
points, uses remaining of features, and other pertinent Manifesting Time: 1 action
information regarding your overall condition for the point at Range: Self
such information, the power fails. This power only returns Duration: Instantaneous
on your equipment, including magic items. You tap into latent, predator instincts and briefly reshape
your hands into long claws.
Temporal Regression Make a melee power attack against a creature within 5 feet
9th-level psychoportation
of you. On a hit, this attack deals slashing damage equal to
2d4 + your psionic ability modifier.
Psi Cost: 13 psi points
Intensify. When you spend extra psi points to manifest this
Manifesting Time: 1 action
devotion, the damage increases by 2d4 for each additional psi
Range: Self
point spent beyond the minimum cost.
Components: O
Duration: Instantaneous
You fix a bestial version of yourself in your mind and manifest Venomous Spit
your vision physically. When you use this ability, you choose 1st-level psychometabolism
one or more of the following effects. Each effect has its own
Add them together to determine the total cost and power Manifesting Time: 1 action
level of this devotion. Your transformation lasts until you die, Range: Self (30 feet)
until you end it as a bonus action, or until the duration ends. Components: O
The duration is a number of hours equal to the final power Duration: Instantaneous
Aquatic (2 psi, level 1). You gain fins and webbing You alter your glands to turn your saliva into a potent venom,
between your fingers and toes; you gain a swimming speed and spit it at one creature you can see within 30 feet of you.
equal to your walking speed. The target must make a Constitution saving throw. On a
Climbing (2 psi, level 1). You grow tiny hooked claws that failed save, it takes 2d6 poison damage and is poisoned until
give you a climbing speed equal to your walking speed. the end of your next turn. On a successful save, the target
Flight (6 psi, level 3). Wings sprout from your back. You takes half as much damage and isn’t poisoned.
gain a flying speed equal to your walking speed. Intensify. When you spend extra psi points to manifest this
Keen Senses (2 psi, level 1). Your eyes and ears become devotion, the damage increases by 1d6 for each additional psi
more sensitive. You gain advantage on Wisdom (Perception) point spent beyond the minimum cost.
checks.
Perfect Senses (3 psi, level 2). You gain a keen sense of Corrosive Sting
smell and an instinct to detect prey. You can see invisible 2nd-level psychometabolism
Tough Hide (2 psi, level 1). Your skin becomes as tough Manifesting Time: 1 action
Components: A
1st-level psychometabolism
1st-level psychometabolism
Manifesting Time: 1 action
Range: Self
Range: Self
Components: O
You gain 10 temporary hit points and you become Large until
Duration: Concentration, up to 10 minutes
your concentration ends, if you’re not already Large or larger.
You inhale more deeply than should be possible, then exhale Truevenom
a wave of virulent breath in a line 5 feet wide and 60 feet 4th-level psychometabolism
area must make a Constitution saving throw, taking 8d6 Psi Cost: 6 psi points
damage of your chosen type on a failed save, or half as much Manifesting Time: 1 action
Intensify. When you spend extra psi points to manifest this Components: None
devotion, the damage increases by 1d6 for every additional Duration: 1 hour
least 2 additional psi points to increase this devotion’s You psionically alter your venom into a magically potent form.
damage, you may choose to exhale your breath in a 60 foot For the duration, whenever you would deal poison or acid
cone instead of a line. damage with the poison cloud talent or a power within the
primal metabolism discipline, your poison or acid damage
Metamorphosis ignores any resistance to poison or acid damage affected
3rd-level psychometabolism
creatures might have, and creatures with immunity to poison
or acid damage take half damage from your poison or acid
Psi Cost: 5 psi points
damage (instead of none).
Manifesting Time: 1 action
Intensify. If you spend 1 additional psi point when
Range: Self
manifesting this devotion beyond its minimum cost, you
Components: O
manifest it as a 5th level power, and any creature affected by
Duration: Concentration, up to 1 hour
a power you manifest within the primal metabolism
discipline or the poison cloud talent does not benefit from
You transmogrify your body into a new form. Choose one of immunity to the poisoned condition if that power poisons
the following effects. them.
Change Appearance. You transform your appearance. You
decide what you look like, including your height, weight, True Metabolism
facial features, the sound of your voice, hair length, 5th-level psychometabolism
make yourself appear as a member of another race, though Psi Cost: 7 psi points
none of your statistics change. You also can't appear as a Manifesting Time: 1 reaction
creature of a different size than you, and your basic shape Range: Self
stays the same. The change to your appearance lasts for the Components: O
transformation lasts for the duration, or until you drop to 0 You dig deep into the primal healing capabilities of your
hit points or die. Your new form can be any beast whose evolutionary antecedents and rapidly accelerate cell growth
challenge rating is equal to or less than your level. Your game and regeneration. Until your concentration ends, you regain
statistics, including mental ability scores, are replaced by the 10 hit points at the start of each of your turns.
statistics of the chosen creature. You retain your alignment
and personality.
Psychic Focus. While focused on this discipline the range Manifesting Time: 1 action
on the mind thrust talent is doubled, and when you deal Range: 60 feet
psychic damage you deal additional damage equal to your Components: A
Duration: Instantaneous
Ego Whip
2nd-level telepathy
of one creature you can see within range. The target must Psi Cost: 3 psi points
make a Wisdom saving throw. On a failed save, it takes 2d6 Manifesting Time: 1 action
psychic damage and can’t move closer to you until the end of Range: 60 feet
its next turn. On a successful save, it takes half as much Components: O
Intensify. When you spend extra psi points to manifest this You form your thoughts into a briefly perceptible whip of
devotion, the damage increases by 1d6 for each additional psi telepathic energy, and strike the mind of one creature you can
point spent beyond the minimum cost. see within range, forcefully imposing a sudden and intense
feeling of self-doubt in it. The target must make a Wisdom
Implant Beacon saving throw. On a failed save, the creature takes 3d8 psychic
1st-level clairsentience
damage, and it can only take the Dodge, Disengage, or Hide
minimum cost.
You force a clairsentient beacon into the psyche of a creature
you can see. The target must succeed on a Wisdom saving Psychic Daze
throw or else you know the distance and direction between 2nd-level telepathy
you and the target, as long as you are on the same plane of
existence, until the effect ends. A target can repeat the saving Psi Cost: 3 psi points
throw at the end of each hour, ending the effect on a success. Manifesting Time: 1 action
You may only have one beacon active at a time. If you Range: 60 feet
manifest this power on a second target, your awareness of Components: A
the first one fades, regardless of the second target’s success Duration: Instantaneous
Intensify. If you spend an addition 2 psi points to manifest You briefly pause the higher brain functions of one creature
this devotion beyond the minimum cost, the target may only you can see within range. The target must make a Charisma
repeat the saving throw when they finish a long rest, ending saving throw.
the effect on a success. On a failed save, the target takes 2d12 psychic damage and
is incapacitated until the end of your next turn, or until it
halved
Range: 60 feet
Range: 60 feet
Components: O
Components: O
You force disrupting thoughts into the mind of a creature you You briefly suppress all wants and desires of a creature you
can see within range. The target must make a Wisdom saving can see within range. The target must make a Wisdom saving
throw. On a failure, the target takes 3d8 psychic damage and throw, taking 8d8 psychic damage on a failed save, or no
acts erratically for the duration. An affected target can’t take damage on a successful one.
reactions and must roll a d10 at the start of each of its turns Additionally, if the target fails its saving throw, it is
to determine its behavior for that turn. incapacitated and its speed is reduced to 0 until your
concentration ends. The target may repeat this saving throw
1d10 Behavior at the end of each of its turns, ending the effect on itself on a
1 The creature uses all its movement to move in a success. A creature is immune to this effect if it is immune to
random direction. To determine the direction, roll a being charmed.
d8 and assign a direction to each die face. The Intensify. When you spend extra psi points to manifest this
creature doesn’t take an action this turn. devotion, the damage increases by 1d8 for each additional psi
2-6 The creature doesn’t move or take actions this turn. point spent beyond the minimum cost
7-8 The creature uses its action to make a melee attack
against a randomly determined creature within its Mind Blast
reach. If there is no creature within its reach, the 4th-level telepathy
9-10 The creature can act and move normally. Manifesting Time: 1 action
Intensify. When you spend extra psi points to manifest this Components: O
devotion, you may target 1 additional creature you can see Duration: 1 minute
within range for every additional psi point spent beyond the
minimum cost. You emit a blast of psychic energy in a 60-foot cone. Each
creature in the area must succeed on an Intelligence saving
Mind Storm throw or take psychic damage equal to 6d8 + your psionic
3rd-level telepathy
ability modifier and be stunned for the duration. A stunned
creature can repeat the saving throw at the end of each of its
Psi Cost: 5 psi points
turns, ending the effect on itself on a success.
Manifesting Time: 1 action
Duration: Instantaneous
Psi Cost: 6 psi points
a failed save, a target takes 4d8 psychic damage and suffers Duration: Concentration, up to 1 minute
turn. On a successful save, a creature takes half as much You disrupt the mind of a creature you can see within range,
damage and does not suffer any further effect from this causing it to lock up. The target must succeed on a Charisma
power. saving throw, or it is paralyzed for the duration. At the end of
Intensify. When you spend extra psi points to manifest this each of its turns, it can repeat the saving throw. On a success,
devotion, the damage increases by 1d8 for every additional this effect ends. On a failure, you can use your reaction to
psi point spent beyond the minimum cost. force the target creature to move up to half its speed as you
desire, even though it is paralyzed.
until the end of your next turn. On a successful save, the Psi Cost: 11 psi points
target takes half as much damage and suffers no further Manifesting Time: 1 action
Intensify. When you spend extra psi points to manifest this Components: A
devotion, the damage increases by 1d8 for each additional psi Duration: Instantaneous
point spent.
effect.
Psi Cost: 9 psi points
The target must make a Charisma saving throw at the end
Manifesting Time: 1 action
of each of its turns. On a successful save, it is no longer
Range: Touch
stunned by this power.
Components: A
Duration: 1 minute
Microcosm
9th-level telepathy
defenses against mental and psionic effects it may have. The Psi Cost: 13 psi points
frightened, or immunity to enchantment, telepathy, divination, When you manifest this power, you forcefully induce
or clairsentience effects, ends early (including mind blank, catatonia, isolating consciousness. You can choose to target
veiled psyche, and similar effects). either a single creature or any number of creatures you can
If the affected creature is benefiting from a permanent see within range. The targeted creatures suffer one of the
trait, feature, or magical effect that grants resistance or effects detailed below, depending on the number of targets.
immunity to psychic damage or advantage against or Single Target. If the target has 100 hit points or fewer, its
immunity to being charmed or frightened, those defenses consciousness is completely cut off from the real world. It
cease to function for 1 minute. At the end of each of its turns, perceives an imaginary landscape and creatures, but in
a creature whose permanent defenses are being suppressed reality it falls prone, is incapacitated, and can’t move or speak
in this way can repeat the saving throw, ending the effect on intelligibly.
itself on a success. Multiple Targets. Any target that has 30 hit points or
fewer, up to a maximum of 300 hit points worth of creatures
Crush Psyche (affecting creatures with the lowest hit points first), suffers a
7th-level telepathy
shared catatonic state. All affected creatures can perceive
Psychic Focus. While focused on this discipline, you Manifesting Time: 1 action
charge one weapon you carry, or your unarmed attacks, with Range: Self (15-foot radius)
bonus to attack rolls and damage rolls. If you use this option Duration: Concentration, up to 10 minutes
discipline’s bonuses, whichever is higher. You create dozens of floating energy blades and send them
whizzing about you in a ring. The ring of blades is 10 feet
Psychic Strike high and can have a radius up to 15 feet (5 feet minimum).
1st-level psychokinesis
The ring moves with you, remaining centered on you.
Whenever a creature enters the ring’s space for the first
Psi Cost: 2 psi points
time on a turn or starts its turn there, you may choose for it to
Manifesting Time: 1 reaction
be affected by the blades. If it is so affected, the creature must
Range: Self
make a Dexterity saving throw. On a failed save, the creature
Components: O
takes 3d8 psychic damage. On a successful save, the creature
Duration: Instantaneous
takes half as much damage.
As a bonus action on your turn, you may contract or
When you deal damage with a melee weapon or unarmed expand the ring’s radius to be anywhere within the above
strike, you may manifest this power as a reaction to increase limits. Moving the ring this way onto a creature does not
the damage your attack would deal by 2d8 and change all of damage it until it starts its turn in the ring’s space, as above.
its damage to psychic damage. Intensify. When you spend extra psi points to manifest this
Intensify. When you spend extra psi points to manifest this devotion, the damage increases by 1d8 for every additional
devotion, the damage increases by an extra 1d8 for every psi point spent beyond the minimum cost.
additional psi point spent beyond the minimum cost. You
cannot intensify this power to higher than 5th level. Launching strike
4th-level psychokinesis
Energy Blade
2nd-level psychokinesis
Psi Cost: 6 psi points
Manifesting Time: 1 action
Range: Self
Duration: Instantaneous
Components: O
Duration: Instantaneous
You hurl a weapon away from you and make a melee weapon
attack with it against every creature in a 60-foot long 5-foot
You transform a weapon or unarmed attack into a semi-solid wide line extending from you in any direction you choose. You
state of energy. The next attack you make before the end of make a single attack roll and compare it to each creature's AC
your next turn ignores the target’s armor, requiring no attack individually. If the attack hits a creature, it deals normal
roll. Instead, the target makes a Dexterity saving throw damage for the weapon attack plus an additional 4d8 force
against your power save DC. On a failed save, the target takes damage.
the attack’s damage and effects as if you successfully hit it When your weapon reaches the end of the line or strikes a
with a melee attack. On a successful save, the target takes solid surface other than a creature the weapon returns to
half the damage you would have inflicted, as if you your hand.
successfully hit it with a melee attack, but suffers no
additional effects (if any). Bladestorm
5th-level psychoportation
Duodimensional Blade
Manifesting Time: 1 action
Range: Self
Duration: Instantaneous
Components: O
You form a battering ram of pure kinetic force and send it Psi Cost: 3 psi point
plowing away from you in a line 30 feet long and 5 feet wide. Manifesting Time: 1 action
Each creature in the area must make a Strength saving Range: 60 feet
throw, taking 2d6 force damage and being knocked prone on Components: A
a failed save, or half as much damage on a successful one. Duration: Concentration, up to 1 minute
devotion, the damage increases by 1d6 for every additional You seize a creature you can see within range and hold it fast
psi point spent beyond the minimum cost. with telekinetic force. The target must succeed on a Strength
Telekinetic Push saving throw or be grappled by you until your concentration
1st-level psychokinesis
ends or until the target leaves your reach, which is 60 feet for
this grapple.
Psi Cost: 2 psi point
The grappled target can escape by succeeding on a
Manifesting Time: 1 action
Strength (Athletics) or Dexterity (Acrobatics) check contested
Range: Self (30-foot line)
by your psionic ability plus your proficiency bonus. When a
Components: O
target attempts to escape in this way, you can spend
Duration: Instantaneous
additional psi points to gain a +1 bonus per psi point spent on
your check.
You blast one creature you can see within range away from While a target is grappled in this manner, you can create
you with a psychic thrust. The target must make a Strength one of the following effects as an action, spending the
saving throw. On a failed save, it takes 2d8 force damage and indicated number of additional psi points (obeying your psi
is pushed 5 feet in a straight line away from you. On a limit each time you create an effect):
successful save, it takes half as much damage and is not Crush (1 - 13 psi). The target takes 1d6 force damage per
moved. psi point spent.
Intensify. When you spend extra psi points to manifest this Move (1 - 13 psi). You move the target up to 5 feet per psi
devotion, for each additional psi point spent beyond the point spent. You can move it in the air and hold it there. It
minimum cost the damage increases by 1d8 and the distance falls if the grapple ends.
the target is pushed increases by 5 feet. Dissipate
Psychic Grasp 3rd-level psychokinesis
2nd-level psychokinesis
Range: 60 feet
Components: A
Components: O
Duration: Instantaneous
Components: O
Duration: Instantaneous
Psi Cost: 7 psi points
Manifesting Time: 1 action
attempt to negate their magic or psionic power and stop it Duration: Concentration, up to 1 minute
talent or Cantrip, the casting fails. If the target is manifesting You telekinetically seize a creature you can see in range and
a psionic or magic power of a level equal to this power’s level force its limbs to move with brute mental force. The target
or lower, the manifesting fails. If the target is manifesting a must succeed on a Strength saving throw, or you gain control
power or spell of a level higher than this power’s level, make a of it, allowing you to decide its movement and actions on its
psionic ability check. The DC of this check equals 10 + the turns while you concentrate.
power level of the target's power or spell. On a success, the Due to your crude method of control, the target’s speed is
target’s power or spell fails to manifest. halved for its turn and, if you force it to take any action that
Intensify. When you spend extra psi points to manifest this requires an ability check or attack roll, the target has
devotion, this devotion’s power level increases by a level equal disadvantage on the check or roll. You cannot force the target
to every power level worth of psi points spent. to start or stop breathing, or force it to speak, cast spells, or
take purely mental actions such as manifesting psionic
Shatter Invisibility powers.
3rd-level psychokinesis
At the end of each of its turns, the target can make another
Strength saving throw. On a success, your control of the
Psi Cost: 5 psi points
target’s body ends.
Manifesting Time: 1 action
Components: A
Psychic Static
Duration: Instantaneous
You forge an indomitable field of psionic energy around your
mind allowing you to bend others to your will.
From your brow, a wave of attenuated force bursts out and Psychic Focus. While you focus on this discipline, you
disrupts all magic in range that veils sight. The duration of a have advantage on Charisma ability checks.
magical effect that turns a creature invisible ends on a
creature if that creature fails a Dexterity saving throw and if Empathic Projection
that magic effect is of an equal or lower level than this power. 1st-level telepathy
have a level (including creatures with natural invisibility such Psi Cost: 2 psi points
as the invisible stalker) and fails its saving throw is instead Manifesting Time: 1 action
Duration: 1 hour
Telekinetic Wave
4th-level psychokinesis
You use your telepathic field to create a positive disposition
and implant it into one humanoid creature you can see within
Psi Cost: 6 psi points
range. The target must make a Wisdom saving throw, and
Manifesting Time: 1 action
does so with advantage if you or your companions are
Range: Self (40-foot cone)
fighting it.
Components: O
If it fails the saving throw, it is charmed by you until the
Duration: Instantaneous
power ends or until you or your companions do anything
harmful to it. The charmed creature regards you as a friendly
You send forth visible waves of crushing telekinetic force acquaintance. When the power ends, the creature knows it
from your brow, extending out into this devotion’s area. was charmed by you.
Range: 60 feet
Components: A
Psi Cost: 3 psi points
Duration: 1 minute
Manifesting Time: 1 action
Range: 60 feet
You target up to two creatures you can see within range and Components: A
cloak them in psychically imposed sympathy toward you. At Duration: Concentration, up to 1 minute
saving throw. On a failure, the target is unable to harm you You cast a telepathic field wide and become sensitive to the
with an attack or effect until the start of its next turn, forcing intention to do you harm. While you concentrate, you know
it to target other creatures and place areas of effect carefully the direction of the nearest creature hostile to you within the
to avoid you. On a success, this power’s effect ends on the area, but not its distance from you. You can sense the
target. If you take any violent action against the target, such presence of hostile creatures that are ethereal, invisible,
as attacking it or affecting it with a harmful power or spell, disguised, or hidden, as well as those in plain sight.
the effect on the target immediately ends.
Intensify. When you spend extra psi points to manifest this Ensnaring Ennui
devotion, you may target 1 additional creature you can see 2nd-level telepathy
within range for every additional psi point spent beyond the
Range: 60 feet
Range: 60 feet
Components: A
Components: A
Duration: Instantaneous
Duration: Concentration, up to 10 minutes
than the one it has been incited against. The save Psi Cost: 5 psi points
charmed. On a successful save, the creature is unaffected, Range: Self (30-foot radius)
Savage Presence
2nd-level telepathy
You create a field of protective psychic energy. Choose any
number of creatures within 30 feet of you. Until your
Psi Cost: 3 psi points
concentration ends, each target has resistance to psychic
Manifesting Time: 1 action
damage and advantage on Intelligence, Wisdom, and
Range: 60 feet Charisma saving throws.
Components: O
bloodlust. Until your concentration ends, you and any Psi Cost: 5 psi points
creature within 60 feet of you has advantage on melee attack Manifesting Time: 1 action
rolls. You can only voluntarily end your concentration on this Range: 90 feet
power if you begin concentrating on another effect; your Components: None
instilled bloodlust is too strong to deny on a mere whim. Duration: Concentration, up to 1 minute
Unsettling Presence You incite stark, raving panic in up to 8 creatures you can see
2nd-level telepathy
within range. For the duration, each target must make a
Wisdom saving throw at the start of its turn. On a failed save,
Psi Cost: 3 psi points
the target is frightened until the start of its next turn. Roll a
Manifesting Time: 1 reaction
die for each frightened target. If you roll an odd number, that
Range: 60 feet target moves half its speed in a random direction and takes
Components: O
no action on that turn, other than to scream in terror. If you
Duration: Concentration, up to 1 hour
roll an even number, the frightened target makes one melee
attack against a random creature within its reach. If there is
You create a telepathic field and emanate waves of disquiet no such creature, the target moves half its speed in a random
and repulsion. Until your concentration ends, any creature direction and takes no action on that turn. This effect ends on
you choose within 60 feet of you that can see you must spend a target if it succeeds on three saving throws against it.
1 extra foot of movement for every foot it moves towards you.
A creature ignores this effect if it cannot be frightened. Psychosomatic Feedback
4th-level telepathy
Consuming Rage
3rd-level telepathy
Psi Cost: 6 psi points
Manifesting Time: 1 action
Components: O
creature in the area deals damage to you, it automatically Psi Cost: 9 psi points
takes 7 psychic damage, ignoring all resistances and Manifesting Time: 1 action
devotion, the damage increases by 1 for each additional psi You form your telepathic field into a spike of concentrated
point spent beyond the minimum cost. madness and ram it into one creature you can see within
range, attempting to drive it permanently insane. If the target
Mass Hysteria has an Intelligence score of 4 or higher, it must make a
5th-level telepathy
Wisdom saving throw. On a successful save, the creature isn’t
affected.
Psi Cost: 7 psi points
On a failed save, maddening whispers and visions fill the
Manifesting Time: 1 action
creature’s mind. The target can’t take reactions and must roll
Range: 60 feet a d10 at the start of each of its turns to determine its behavior
Components: A
for that turn.
Duration: Concentration, up to 1 minute
1d10 Behavior
You choose up to six creatures that you can see within range, 1 The creature uses all its movement to move in a
and induce a horrific, shared hallucination in each of them. random direction. To determine the direction, roll a
Each target must make an Intelligence saving throw. On a d8 and assign a direction to each die face. The
failed save, a target takes 8d6 psychic damage and is creature doesn’t take an action this turn.
frightened for the duration. On a successful save, a target 2–6 The creature doesn’t move or take actions this turn.
takes half as much damage and is not frightened. 7–8 The creature uses its action to make a melee attack
While frightened by this devotion, a target’s speed is against a randomly determined creature within its
reduced to 0, and the target can use its action, and any bonus reach. If there is no creature within its reach, the
action it might have, only to make melee attacks. The creature does nothing this turn.
frightened target can repeat the saving throw at the end of 9–10 The creature can act and move normally.
each of its turns, ending the effect on itself on a success.
Intensify. When you spend extra psi points to manifest this A creature affected by this power must make another
devotion, the damage increases by 1d6 for each additional psi Wisdom saving throw at the end of each of its turns. If it
point spent beyond the minimum cost. successfully saves against this power three times, the effect
Paranoid Delusions ends. If it fails its save three times, it becomes comatose,
5th-level telepathy
subjected to the paralyzed condition for the power’s duration.
this devotion. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a Psi Cost: 10 psi points
Duration: Instantaneous
Components: A, O
Components: A, O
Duration: Instantaneous
Duration: Concentration, up to 1 minute
You feed on the psyche of a creature that you can see within You touch a creature and inundate them with imperfect
range, gaining power by draining its mental faculties. The understanding of several possible futures. The target must
target must succeed on a Charisma saving throw or its succeed on an Intelligence saving throw or be overwhelmed
Intelligence and Charisma scores become 1. You increase for as long as you concentrate. While overwhelmed, the target
your current and maximum hit points by 1 for every point of has disadvantage on ability checks and attack rolls, and its
Intelligence or Charisma the target creature lost. This speed is halved.
increase lasts until you finish a long rest.
If the target fails its saving throw, it can’t cast spells, Discern Moods
manifest powers, activate magic items, understand language, 1st-level clairsentience
identify its friends, follow them, and even protect them. Psi Cost: 2 psi points
At the end of every 30 days, the creature can repeat its Manifesting Time: 1 reaction
saving throw against this power. If it succeeds on its saving Range: Self
This power’s effect on a target can also be ended by greater Duration: Instantaneous
an intensified revitalization. You briefly perceive the emotions of others as distinct colors.
You learn a one-word summary of the emotional state of up to
Affinity Field six creatures you can see (such as happy, confused, afraid, or
9th-level telepathy
violent).
Components: None
Psi Cost: 2 psi point
Range: Self
psychic sympathy. For the duration, whenever you take Duration: Instantaneous
the same amount of damage. You meditate on the location of one creature. In order to
Additionally, whenever you are targeted by or are in the target a creature with this devotion, you must have seen the
area of a spell or power of 5th level or lower, all creatures creature firsthand or have received a first-hand description or
inside your affinity field are treated as though they were likeness of them.
targeted or were in the area of the same effect, receiving their A disguise, whether mundane or magical, foils this power if
own saving throws if applicable. The effects of non- you have not seen past the disguise first-hand. If you have a
instantaneous spells or powers transferred to targets this way valid target, you gain an understanding of where the target is
end when the affinity field ends, regardless of whether the in the cosmos. You learn the region, city, town, village, and
spell or power’s normal duration is longer. district where it is, pinpointing an area between 1 and 3
miles on a side (DM’s choice). If the creature is on another
plane of existence, you instead learn which plane.
knowledge of which plane of existence you are currently on. Psi Cost: 2 psi points
1st-level clairsentience
Components: O
Duration: 1 hour
Psychometric Touch
You open your mind to receive momentary insights from the 2nd-level clairsentience
concentration ends, whenever you make an attack roll, saving Psi Cost: 3 psi points
throw, or ability check, you roll a d4 and add it to the total. Manifesting Time: 1 action
Intensify. If you spend 7 extra psi points beyond the Range: Touch
6th-level power, and you roll 2d4 instead of a d4 for this Duration: Concentration, up to 10 minutes
power’s effect.
You read the aura of one object you touch while you
Self-Actualization concentrate. If you maintain contact with the object for the
1st-level clairsentience
complete duration, you learn a fact about the object. Choose
Sudden Intuition
1st-level clairsentience
Psi Cost: 3 psi points
Range: Self
Duration: Concentration, up to 1 minute
Components: None
Duration: Instantaneous
You or a willing creature you touch gain the ability to perceive
3rd-level clairsentience
Range: Touch
Components: A
might have. During this time, you are deaf and blind with
As an action, and if the target is willing, you can reverse Manifesting Time: 1 action
this link so the target sees through your eyes and hears what Range: Self (60-foot radius)
Intensify. If you spend 2 extra psi points beyond the Duration: Concentration, up to 1 hour
devotion as a 5th level power, and the target of the power You subtly attune your vision to detect the presence of
does not need to be willing, either for the initial manifestation invisible magic eyes, projections, or sensors that might be
or the reversing of its effects as an action. If the target is not viewing the area (for example, the effects created by arcane
willing, it must make a Wisdom saving throw. On a success, eye, clairvoyance, scrying, or thought projection). You
the power fails. On a failure, the unwilling target is affected, recognize whether the effect is an eye, sensor, or projection,
but may repeat the saving throw at the end of each of its but gain no further knowledge about it (such as the effect that
turns for the duration of the power, ending it on a success. created it, or who created it). The creator of the effect does
not inherently know that you have detected it, but may realize
Third Eye you have depending on your actions after discovering it.
3rd-level clairsentience
Range: Touch
Components: O
4th-level clairsentience
Manifesting Time: 10 minutes
Range: Self
Range: 60 feet
Components: A
You can see and hear a particular creature you choose that is
Duration: Concentration, up to 1 hour
on the same plane of existence as you. The target must make
Range: 60 feet
Range: Touch
Components: O
Components: None
You open your mind to the future, and impart vital knowledge You grant yourself or a willing creature that you touch a sense
to your allies. When you roll initiative, you can manifest this of profound understanding and serenity. For the duration, the
power to grant you and up to 3 creatures of your choice you target can’t be surprised and has advantage on attack rolls,
can see within range a +10 bonus to initiative. Additionally, ability checks, and saving throws. Additionally, other
until your concentration ends, you and affected creatures creatures have disadvantage on attack rolls against the target
can’t be surprised and attack rolls against you and affected for the duration.
creatures can’t gain advantage. If you manifest this power again before its duration
Intensify. When you spend extra psi points to manifest this expires, it immediately ends.
devotion, you may affect one additional creature for every
additional psi points spent beyond the minimum cost. Speed of Thought
Avert Fate You channel psionic power into your body, honing your
7th-level clairsentience
reflexes and agility to an incredible degree. In your eyes, the
world seems to slow down while you continue to move as
Psi Cost: 10 psi points
normal.
Manifesting Time: 1 reaction
Psychic Focus. Your body’s responses to your thoughts
Range: Self
quicken, increasing your walking speed by 10 feet until your
Components: O
focus ends.
Duration: Instantaneous
Additionally, while you focus, you may teleport to your feet
from a prone position once per round on your turn, requiring
You prevent a disaster about to befall you. When you fail a no action and expending none of your movement. Your speed
saving throw, you may manifest this power to succeed on it must not be 0 for you to teleport this way.
instead.
Motion Blur
Hypercognition 1st-level psychoportation
8th-level clairsentience
Psi Cost: 2 psi point
Range: Self
Components: None
Components: None
Duration: Instantaneous
Duration: Instantaneous
Until the end of this turn, you move so quickly that you cause
You make a series of astounding deductions, putting together yourself to turn invisible during any of your movement.
clues, inferences, and logical conclusions from disparate
minutiae, possibly even pulling knowledge directly from the Nomadic Shift
collective unconscious of all living creatures. When you 1st-level psychoportation
DM on any topic. The DM provides the answers that you Psi Cost: 2 psi point
deduce, and must give accurate answers to your questions. Manifesting Time: 1 reaction
you can only deduce them by tapping into information that Components: O
you couldn’t possibly know. In such cases, you must succeed Duration: Instantaneous
collective unconscious. If you are proficient with an You store your potential energy and release it as a burst of
appropriate skill to recall lore (such as Arcana, Religion, or psychoportation.
Nature) and it applies to the answer you seek (DM’s choice), If you have not yet moved on your turn, you may manifest
you may apply double your proficiency bonus to the this devotion to teleport up to 40 feet, and then your speed is
Intelligence check.
2nd-level psychoportation
Components: O
Duration: Instantaneous
You create a temporary imprint of your location in the fabric Nomadic Recall
of reality, and instantaneously return to it. 4th-level psychoportation
teleport up to 40 feet to an unoccupied space you can see and Psi Cost: 6 psi points
then your speed is halved until the end of your turn. At the Manifesting Time: 1 action
end of your turn, you can teleport back to the spot you Range: 120 feet
Nomadic Transposition You fold the fabric of time and space to create a harmless
2nd-level psychoportation
singularity in a 5-foot cube you can see within range. For the
it fails.
3rd-level psychoportation
Range: 60 feet
Components: O
Components: A, O
Manifesting Time: 1 reaction
You fold the fabric of reality and bore a doorway between two Range: Self
points in space. You create a 10-foot cube of dim, gray light Components: None
within 5 feet of you, and an identical cube at any point of your Duration: Instantaneous
choice within 1 mile that you have viewed within the past 24
hours. The cubes last for the duration. Anyone entering one You look into the immediate future and lead your shot. When
of the cubes immediately teleports to the other one, you miss with a ranged weapon attack you may manifest this
appearing in an unoccupied space next to it. The power to repeat the attack roll against the same target.
teleportation fails if there is no space for the creature to
appear in. Synchronized Sight
Intensify. When you spend extra psi points to manifest this 1st-level clairsentience
increased by 1 mile for each additional psi point spent Psi Cost: 2 psi points
Range: 60 feet
Components: A
You infuse your psionic energy into your sight and ranged
weapons with devastating effect. You hone your vision in on one creature within range, and
Psychic Focus. While you focus on this discipline one of link your sight with that of your allies. Until the start of your
your eyes turns a lusterless black, granting you unparalleled next turn, your allies have advantage on attack rolls against
concentration in aiming your ranged attacks. the target creature.
Until your focus ends, any attack roll you make for a ranged Mystic Ammunition
weapon attack ignores disadvantage. If disadvantage would 2nd-level psychoportation
normally apply to the roll, that roll also can’t benefit from
1st-level clairsentience
Range: Self
Components: O
Range: Self
For the duration, whenever you make a ranged attack with a
Components: O
weapon with the ammunition property, you gain the ability to
Duration: Instantaneous
teleport magical ammunition for the attack into your waiting
hand.
You refocus your vision to sense the essential qualities of one This requires no further action beyond making the ranged
creature you can see. You learn all its immunities, weapon attack. The piece of ammunition you summon is
resistances, and vulnerabilities. You also learn the details of appropriate for the weapon you are wielding, but you cannot
any traits that cause specific damage types to hinder or aid it specify a particular piece of ammunition (such as, “an arrow
(such as a troll’s regeneration or a zombie’s undead fortitude). from the quiver of a creature I can see”).
Instead, the ammunition is summoned from the astral
Charged Shot plane. The magical ammunition you summon has a +1 bonus
1st-level psychokinesis
to its attack and damage rolls. Whether your attack hits or
misses, the summoned ammunition teleports away, returning
Psi Cost: 2 psi point
from whence it came.
Manifesting Time: 1 bonus action
Intensify. When you spend extra psi points to manifest this
Range: Touch
devotion, until your concentration ends, each summoned
Components: O, M (a ranged weapon)
piece of ammunition’s bonus to attack and damage rolls
Duration: Instantaneous
increases by +1 for every 2 additional psi points spent beyond
the minimum cost, to a maximum total bonus of +3.
You imbue one ranged weapon you hold with psionic energy.
The next attack you make with it that hits before the end of
your next turn deals an extra 1d10 psychic damage.
DARK SUN | PSIONICS
164
Seeking Shot
2nd-level psychokinesis
Verve
You exert your will over your body granting you toughness
Psi Cost: 3 psi points
and resilience on the battlefield.
Manifesting Time: A ranged weapon attack
Psychic Focus. While you focus on this discipline, you are
Range: Touch
energized and briefly glow as you intone a low hum that
Components: A
reverberates through your body.
Duration: Instantaneous
Until your focus ends, you don’t need to eat, breathe, or
Intelligence score of 4 or higher, your attack ignores half Psi Cost: 2 psi point
cover and three-quarters cover. Additionally, against such a Manifesting Time: 1 reaction
target, your fired ammunition can make one turn of up to 90 Range: Self
around a corner, or over a wall) provided that you are aware Duration: Instantaneous
Acclimatize
You enhance your combat senses, allowing you to exploit 1st-level psychometabolism
manifesting time of this devotion, you either take the Psi Cost: 2 psi points
Disengage action or make one ranged weapon attack. Manifesting Time: 1 action
Range: Touch
3rd-level psychokinesis
Duration: 1 hour
Duration: Instantaneous
Body Adjustment
1st-level psychometabolism
creature it hits in a line that is 5-feet wide and as long as the Psi Cost: 2 psi point
maximum range of the ranged weapon you are currently Manifesting Time: 1 action
wielding. If you are not wielding a ranged weapon when you Range: Self
When you manifest this power, you make one ranged Duration: Instantaneous
every creature in the line, scoring a hit against all creatures You send a reverberating surge of vitalizing energy
whose AC is equal to or less than the result of your attack throughout your body. You regain a number of hit points
roll. Creatures that you hit take force damage equal 2d8 + equal to 10 + your psionic ability modifier.
your weapon’s damage for a normal ranged weapon attack. Intensify. When you spend extra psi points to manifest this
Creatures that you miss take half as much damage. devotion, the amount of hit points you regain increases by 5
Intensify. When you spend extra psi points to manifest this hit points for each additional psi point spent beyond the
devotion, the force damage increases by 1d8 for every 1 minimum cost.
additional psi points spent beyond the minimum cost.
Range: Self
Range: Self
Components: A, O
Components: O
Duration: 10 minutes
Duration: Instantaneous
You adjust your body’s density to be dynamically buoyant. You rapidly but briefly increase your mobility and reflexes.
Whenever you fall during this power’s duration, your rate of Until the end of your current turn, all movement speeds you
descent slows to 60 feet per round. If you land before the have increase by 20 feet, and you don’t provoke opportunity
power ends, you take no falling damage and can land on your attacks.
feet. Intensify. When you spend extra psi points to manifest this
Intensify. If you spend 3 additional psi points when devotion, until the end of your current turn, your movement
manifesting this devotion beyond its minimum cost, you speeds increase by an additional 10 feet for each additional
manifest it as a 3rd level power, and for the duration you can psi point spent.
walk on water, quicksand, or a fragile solid surface (like a
1st-level psychometabolism
Manifesting Time: 1 action
Range: Self (15-foot cone)
Range: Self
Components: O
You briefly but exponentially increase the density of your
Duration: Instantaneous
body and stomp the ground, sending out a shockwave that
sweeps from you along the ground in a 15-foot cone. Each
You harness the intensity of your will to shrug off attacks that creature standing on the ground in the area must make a
would cripple weaker minds and bodies. Choose Constitution saving throw.
bludgeoning, piercing, or slashing damage. On a failed save, a creature takes 2d8 force damage and is
You gain resistance to the chosen damage type until the knocked prone. On a successful save, the creature takes half
end of your next turn. as much damage and isn’t knocked prone.
Intensify. If you spend 5 additional psi points when Intensify. When you spend extra psi points to manifest this
manifesting this devotion beyond its minimum cost, you devotion, the damage increases by 1d8 for every 1 additional
manifest it as a 5th level power and you gain resistance to the psi points spent beyond the minimum cost.
chosen damage type for as long as you concentrate on this
devotion, for up to 1 hour. Instinctive Adaptation
2nd-level psychometabolism
Psionic Leap
1st-level psychometabolism
Psi Cost: 3 psi points
Manifesting Time: 1 reaction
Range: Self
Duration: Instantaneous
Components: None
Duration: Instantaneous
When a creature you can see within range takes acid, cold,
fire, lightning, or thunder damage, you may manifest this
As part of your movement on your turn, you can fly 40 feet. If devotion to grant the target creature resistance to the
you end this flight in the air, you fall unless something else triggering damage type until the end of their next turn. This
holds you aloft. power is manifested quickly enough that the resistance it
Intensify. When you spend extra psi points to manifest this grants applies to the triggering damage.
devotion, your flying speed increases by 20 feet for each
additional psi point spent beyond the minimum cost.
Range: Self
Body Rejuvenation
Components: O
6th-level psychometabolism
You assert the power of your own mind over any base matter Manifesting Time: 1 action
that tries to harm you. Until your concentration ends, you Range: Self
you regain 1 hit point at the start of each of your turns (10 hit
Psi Cost: 6 psi points
points each minute).
Manifesting Time: 1 action
Your severed body members (fingers, legs, tails, and so on),
Range: Touch
if any, are restored after 2 minutes. If you have the severed
Components: A
part and hold it to the stump, the power instantaneously
Duration: Concentration, up to 1 minute
causes the limb to knit to the stump.
You unlock the potential in yourself or a creature you touch. Suspend Life
The target gains 30 temporary hit points. In addition, for the 7th-level psychometabolism
check, attack roll, or a saving throw, the target can roll a d6 Psi Cost: 10 psi points
and add the number rolled to the ability check, attack roll, or Manifesting Time: 1 action
saving throw. Any remaining temporary hit points granted by Range: Self
Assimilate
5th-level psychometabolism
You descend into a meditative trance so deep your body
but are dazed until the end of your next turn. While dazed, Psi Cost: 13 psi points
you have disadvantage on all attack rolls, ability checks, and Manifesting Time: 1 reaction
Strength and Dexterity saving throws, and your speed is Range: Self
halved. Components: A, O
Duration: 1 round
Fusion
8th-level psychometabolism
You instantly affix the perfect version of yourself in your mind
and deny all deviations from that self. You may manifest this
Psi Cost: 11 psi points
power in response to any action, and it manifests quickly
Manifesting Time: 1 action
enough to apply its effects to you before the triggering action.
Range: Touch
When you manifest this power, your hit point total returns to
Components: A, O
its maximum. Additionally, until the end of your next turn, you
Duration: 1 minute
are immune to all damage, conditions, and effects other
creatures try to inflict or impose upon you.
You and one willing Medium or smaller humanoid you touch
fuse together into one creature (you cannot fuse with an
already fused creature). The fused creature is a Medium
humanoid that replaces you in your space. It has two actions
each round, but one action can only involve purely mental
activity, such as casting a spell with no components or
manifesting a psionic power. You control all of the fused
creature’s actions, but you can relinquish control to the other
creature comprising the fused being at any time without
using an action. If you relinquish control of the fused being,
you cannot regain it until the other creature relinquishes it
back to you.
The fused creature’s current and maximum hit point total
is equal to the sum of both creature’s respective hit point
totals. It has access to all racial and class features of both
creatures (including proficiencies, spell slots available, psi
point reserves, spells prepared, cantrips, spells and devotions
known, etc.).
The fused creature uses the higher of either creature’s
bonuses for any given attack roll, ability check, or saving
throw, and has the higher of either creature’s score in every
ability score.
When the fused creature comes into being, you decide
what equipment you and the other creature are wearing is
subsumed into the fused creature’s form, and what
equipment remains usable. The fused creature has a regular
humanoid body plan, so it can only accommodate as much
gear as a normal humanoid could (one set of armor, two
hands to hold or wield items, etc.) When the power ends, the
fused creature separates back into you and the original
creature you touched. The other creature appears in an
unoccupied space adjacent to yours. If no unoccupied space
is available, the creature is immediately shunted to the
nearest space that it can occupy and takes force damage
equal to twice the number of feet it is moved.
DARK SUN | PSIONICS
168
Chapter 8: Magic
T
he sources of magic on Athas are quite Removed Spells
different from those on other D&D campaign Athasian clerics do not have access to the following spells
worlds. Since Athas is a world without deities, unless they are domain spells for their chosen element.
clerics gain their powers from the elemental
planes of air, earth, fire and water while druids Spell Name Level
and rangers from the nameless spirits that Create or destroy water 1st
inhabit the land. Create food and water 3rd
Wizards, on the other hand, draw the power to cast their
spells from the land itself. The use of wizardly magic can Meld into stone 3rd
disrupt and destroy the land’s ability, to support life, for if a Water walk 3rd
wizard takes too much energy from the land, plants and soil
die. Control water 4th
These changes mean that not only do spellcasters on Athas Stone shape 4th
have different abilities and spell lists, the very nature of Dawn * 5th
magic
is different and some spells and magic items are
significantly
altered from what is presented in the Player's Holy weapon * 5th
Handbook or
Dungeon Master's Guide. Summon celestial ** 5th
Flame strike 5th
Spell Lists Raise dead 5th
Cleric Magic Sunbeam 6th
As has been mentioned, clerics in a Dark Sun campaign gain Conjure celestial 7th
their powers and spells through ritual pacts made with the Fire storm 7th
elements themselves. Because of this some new spells have
been added to their repertoire while others have been Resurrection 7th
removed or are available only to clerics of a specific Control weather 8th
elemental domain. Earthquake 8th
Added Spells Sunburst 8th
Athasian clerics add the following spells to their class list. True resurrection 9th
These spells are described in detail later in this chapter.
*Spell Source: Xanthar's Guide to Everything
Druid Magic
** Spell Source: Tasha's Cauldron of Everything
Druids are granted spells by the spirits that inhabit their
Spell Name Level guarded land. Much like their cleric counterparts druids have
Toll the dead * Cantrip an altered spell list to reflect the changed nature of their
Absorb elements * 1st world. In addition to the spells from the Player's Handbook
and this guide, Athasian druids can use all spells from their
Ceremony * 1st class list in the Xanathar's Guide to Everything and Tasha's
Merciful shadows 1st Cauldron of Everything except those noted below.
Dragon's (drake's) breath * 1st
Added Spells
Aura of vitality 3rd Athasian druids add the following spells to their class list.
Life transference * 3rd These spells are described in detail later in this chapter.
Spirit shroud ** 3rd Spell Name Level
Aura of life 4th Backlash 1st
Aura of purity 4th Detect defiler 1st
Summon elemental ** 4th Conversion 5th
Greater elemental weapon 5th Greater elemental weapon 5th
Rejuvenate 5th Raise dead 5th
Primordial ward * 4th Rejuvenate 5th
Create tree of life 8th Revenge of the land 5th
Power word heal 9th Resurrection 7th
Temple of the gods(elements)* 9th
Added Spells
Athasian rangers add the following spells to their class list. New Spells
These spells are described in detail later in this chapter. Backlash
Spell Name Level 1st level abjuration
Merciful shadows 1st Casting Time: 1 action
Components V, S, M (a thorn)
Removed Spells Also known as the preserver’s scourge, this spell makes the
Athasian rangers lose access to the following spell. ground dangerous to defilers.
Spell Name Level
This spell only affects a creature that defiles. Should a
defiler try to tap into land that is protected by a backlash, she
Summon fey ** 3rd automatically takes 2d6 force damage. The defiler must
Conjure woodland beings 4th make a Constitution save or the spell they were casting is
lost. Once it has inflicted damage, the spell is discharged and
the ground returns to normal. Only one backlash can be cast
Wizard and Sorcerer Magic on any given plot of ground.
Wizards and Sorcerers have access to all wizard or sorcerer At Higher Levels. When you cast this spell using a spell
spells from the Player's
Handbook as well as Xanathar's slot of 2nd level or higher, the damage dealt increases by 1d6
Guide to Everything and Tasha's Cauldron of Everything. for each spell slot above 1st.
They also have the ability to learn any of the new spells listed
below.
Added Spells
Athasian wizards and sorcerers add the following spells to
their class list.
These spells are described in detail later in
this chapter.
Spell Name Level
Id insinuation 1st
Mental barrier 2nd
Mind thrust 2nd
Thought shield 2nd
Psionic blast 3rd
DARK SUN | MAGIC
170
Conflagration Cyclone Strike
1st level evocation 2nd-level transmutation
Casting Time: 1 action
Casting Time: 1 action
Range: 60 feet
Range 10 feet
Fire springs from the ground within 10 feet of a point that Slicing wind swirls around you in a cyclone as you make a
you can see within range and lasts until the spell ends or until magical spinning strike. You make a melee attack with a
it is extinguished by any means. weapon that you are holding against each creature of your
The fire extends 5 feet above the ground. Each time a choice within the spell's range.
creature starts its turn in the fire or enters it for the first time If you are holding two weapons that you can use for two-
on a turn, it must succeed on a Dexterity saving throw or else weapon fighting or a double weapon, you can make an attack
take 1d10 fire damage. with each of those weapons against each target, using two-
The spell ignites any flammable objects in the fire that weapon fighting rules to determine each attack's damage.
aren't being worn or carried. For these attacks, the weapons count as magical for the
purposes of overcoming resistance and their reach is the
Conversion spell's range. After the attacks, the wind disperses gas or
5th level abjuration vapor and extinguishes unprotected flames that are torch-
sized or smaller within 20 feet of you.
Casting Time: 1 hour
Until the start of your next turn, any ranged weapon attacks
Range: Touch
made against you have disadvantage.
Components V, S, M (Rare plants and herbs worth at least
500 Cp)
Detect Defiler
Duration: Instantaneous
1st level divination (ritual)
This spell removes the burden of acts of defiling from a Casting Time: 1 action
plant life. If the subject defiled while under some sort of Duration: Concentration, up to 10 minutes
conversion operates normally at no cost to you. However, if For the duration, you sense the presence of defilers and
the defiling was deliberate and willful, you suffer 4 levels of where the defiler is located within 30 feet of you. This
exhaustion until you can complete an extended rest. No includes someone who has defiled within the last 24 hours.
spells or psionics can cure this level of exhaustion. You learn whether the defiler has less, more, or the same
Naturally, many casters first assign the subject some sort of number of Hit Dice as you.
quest (via geas/quest) or similar penance to make sure the This spell can penetrate most barriers, but it is blocked by
creature is truly repentant before casting conversion on its 1 foot of stone, 1 inch of common metal, a thin sheet of lead,
behalf. The caster must be a least one level higher than the or 3 feet of wood or dirt.
subject.
Doom Legion
Create Tree of Life 7th-level necromancy
8th-level enchantment Casting Time: 1 minute
Range: Touch
Components: V, S, M (a black gem worth at least 1,000 cp)
of the conflict, where the fallen bodies still lie. When cast,
By means of this spell, a caster can enchant a living sapling to only the bodies or skeletons of the losing side will be
become a magical tree of life. The sapling must have already animated.
sprouted from the ground, though the caster can transplant If the battle took place less than three months before the
such a sapling before casting the spell. It will grow to its full casting of the spell, the undead will be zombies. Any longer
size in only one week, but has its full powers and capabilities period of time will yield skeletons - even if the bones have
immediately after the spell is cast. Any tree less than one year turned to dust, they will reassemble when this spell is cast.
old will suffice; this spell cannot be cast on an older tree. The The number animated depends upon the radius of the spell
properties of a tree of life are described at the end of this and the number of bodies within it. The DM decides what
chapter. level of conflict was fought on the grounds where the spell is
cast, then rolls dice to find how many undead are raised:
Components: V, S
Animated bodies that are less than 1 yard beneath the Duration: Instantaneous
the spell. Those deeper will not animate. There is a chance A burst of radiant light springs forth from your hand. Each
that the animated army of undead will ignore the spell caster creature in a 15-foot cone must make a Constitution saving
and undertake their original mission, depending on how long throw. A creature takes 2d6 radiant damage on a failed save
the vanquished army has laid at rest. and is blinded until the end of your next turn, or half as much
damage on a successful one and is not blinded.
Time at Rest Chance to Ignore At Higher Levels. When you cast this spell using a spell
1 day 90% slot of 2nd level or higher, the damage increases by 1d6 for
1 week 80%
each slot above 1st.
1 month 70% Greater Elemental Weapon
3 months 60% 5th-level evocation
1 year 50% Casting Time: 1 bonus action
Components: V, S
50 years 20%
Components: V
Casting Time: 1 action
Components: V, S
You lash the mind of one creature you can see within range, Duration: Instantaneous
Intelligence saving throw or suffer disadvantage on attack A beam of light streaks from the caster's finger and slams
rolls, ability checks, and saving throws, and it can't cast spells into the target's forehead, instantly causing the brain to
or psionics. At the end of each of its turns, the target can overheat as if struck by sunstroke or a fever. The target must
make another Intelligence saving throw. On a success, the make a Constitution saving throw. On a failure, the target
spell ends on the target. takes 5d10 radiant damage and until the end of your next
turn, is Blinded. It also gains one level of exhaustion unless it
has resistance or immunity to the spells' damage. On a
success, it only takes half damage and it doesn't suffer any
other effects.
You summon a lightning storm that fills a cylinder that has a A 5-foot-diameter, 5-foot-tall cylindrical fountain of magma
20-foot radius and is 60 feet tall, extending from a point you erupts from the ground in a space of your choice within
can see. Each creature in the affected area when you cast the range. A creature in that space takes 3d8 fire damage, or half
spell takes 10d6 lightning damage, or half damage with a as much damage with a successful Dexterity saving throw. A
successful Dexterity saving throw. creature that enters the area on its turn or ends its turn there
At the beginning of each of your turns, as an action you can also takes 3d8 fire damage, or half as much damage with a
move the storm up to 20 feet. Each creature that the storm successful Dexterity saving throw. A creature can take this
moves onto or that is in the affected area when it stops damage only once per turn.
moving also takes 10d6 lightning damage, or half damage At Higher Levels. When you cast this spell using a spell
with a successful Dexterity saving throw. A creature never slot of 3rd level or higher, the damage increases by 1d8 for
needs to make more than one saving throw against the each slot level above 2nd.
lightning storm per turn. The area of the storm is lightly
obscured. Mental Barrier
2nd-level abjuration
Magma Blade Casting Time: 1 reaction, which you take when you are
6th-level evocation
forced to make an Intelligence, a Wisdom, or a Charisma
Casting Time: 1 bonus action
saving throw
Range: Self
Range: self
You evoke a blade of magma in your free hand. The blade is You protect your mind with a wall of looping, repetitive
similar in size and shape to a scimitar, and it lasts for the thought. Until the start of your next turn, you have advantage
duration. If you let go of the blade, it disappears, but you can on Intelligence, Wisdom, and Charisma saving throws, and
evoke the blade again as a bonus action. You can use your you have resistance to psychic damage.
action to make a melee spell attack with the fiery blade. On a
hit, the target takes 3d8 fire damage and 3d8 bludgeoning Merciful Shadows
damage. The magma blade sheds bright light in a 10-foot 1st-level abjuration
radius and dim light for an additional 10 feet.
Casting Time: 1 minute
Duration: 24 hours
At Higher Levels. When you cast this spell using a spell Range: Self(30-foot cone)
slot of 2nd level or higher you can target one additional target Components: V
only one of the three. On a successful save, the target takes Range: 60 feet
half as much damage and suffers none of the spell’s other Components: V, S
slot of 3rd level or higher, you can target one additional You overload the mind of one creature you can see within
creature for each slot level above 2nd. The creatures must be range, filling its psyche with discordant emotions. The target
within 30 feet of each other when you target them. must make an Intelligence saving throw. On a failed save, the
target takes 12d6 psychic damage and is stunned for 1
Molten Upheaval minute. On a successful save, the target takes half as much
6th-level transmutation damage and isn't stunned.
The stunned target can make an Intelligence saving throw
Casting Time: 1 action
at the end of each of its turns. On a successful save, the spell
Range: 90 feet
ends on the target.
Components: V, S, M(a chunk of brimstone)
range. The area extends into the ground and spreads around Range: Touch
corners. Each creature in the area must make a Dexterity Components: V, S, M (any type of seed and a drop of water)
saving throw, taking 6d6 fire damage on a failed save or half Duration: Permanent
Cracks and fissures filled with molten lava open up in the This spell restores defiled or otherwise desolate terrain to
area and churn the remaining solid earth, making the ground where it can support life again. The spell may be cast on any
in the area difficult terrain until the spell ends. Any creature ground short of solid rock, including sand, rocky sand or soil,
that enters the spell's area for the first time on a turn or ends or dust. The spell effects the ground in an 50-foot radius
its tum there must make a Dexterity saving throw. centered on the caster. Once cast, the soil is enriched and
A creature takes 6d6 fire damage on a failed save, or half moistened, and a layer of fine grass or other plant life
as much on a success. A creature has disadvantage on the appropriate to the terrain emerges instantly.
saving throw if it is burrowing or prone, but creatures that Once cast, the moist soil and grass are not magical, and are
aren't touching the ground automatically succeed on the subject to all natural forces upon them. They will, however,
saving throw. survive a week in even the worst of conditions. Rejuvenate
This spell ignites flammable objects in the area that aren't will otherwise last until another arcane defilement spell
being worn or carried When the spell ends, the ground in the destroys the vegetation in the area.
area cools, solidifying into difficult terrain until cleared Each Spell casters who are defilers or who have defiled within
5-foot-square portion of ground in the area requires at least 24 hours can't cast this spell.
10 minutes to clear using mason's tools or a miner's pick. At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the area of effect is increased by 50
slot of 6th level or higher, the damage dealt increases by ld6 feet per spell slot level above 5th.
for each slot level above 5th
your feet)
Duration: 8 hours
You weave a closing veil over the mind of one creature you
The life energy of the earth is channeled in translucent arcs touch. For the duration, the target's mind can't be read or
of energy that radiate from the seed in the ground at your feet detected, creatures can't telepathically communicate with the
and unerringly seek out defilers before returning to the target unless the target allows it, and the target has
ground. advantage on saving throws against any effect that would
This spell only affects a creature that is a defiler or who determine whether it is telling the truth.
has defiled in the last 24 hours. A defiler that starts its turn
within or moves into the spell's radius must make a Wall of Lava
Constitution save. On a failed save, the defiler takes 4d8 force 8th-level conjuration
damage. Casting Time: 1 action
Magic Seals Regardless of how many nonmagical fruits the tree bears,
there will be, at most, two potion fruits on it. These fruits are
With literacy a rare talent on Athas, spells are not stored on different in size, color, or texture than the non-magical fruits
the scrolls of paper or vellum common on other worlds. and are easily identified. Once a potion fruit is plucked from a
Instead spellcasters rely on disks engraved with arcane tree another one will grow in its place in another 1d6 weeks.
glyphs known as magic seals. These seals are just large Such a tree will live at least 99 years unless it is destroyed.
enough to fit in a human's open hand. Botanical enchantment is somewhat risky. The tree must
Seals containing lower level spells are made from common be
tended, watered, and pruned every day while it is growing.
materials like clay, bone, or wood while those containing Any severe change in the weather, such as a drought or
more powerful enchantments are carved from obsidian, jade, freeze, will ruin the tree and no fruit will be borne. Any use of
metal, or precious stones. Other than their form, magic seals defiler magic near the tree will kill it and render any potion
function exactly as spell and protection scrolls do in other fruits on it useless. Even if all goes well, the tree may not bear
campaign worlds. potion fruits anyway.
Potion Fruits Magical Armor and Weapons
On Athas, potions come in the form of magical fruits or Magical arms and armor are highly sought after by Athasian
berries. The juices of the fruit hold the magical properties of warriors. For the most part, these items are identical to those
the potion and the fruit must be eaten to release the magical found in other campaign settings. However, the special rules
effect. regarding armor damage, weapon breakage, and metal
In Dark Sun, potions are never found as fluids in a flask or equipment used in Dark Sun have some effect on enchanted
vial. Any juicy berry or fruit may be enchanted with a potion. armor and weapons.
Since the juice itself holds the potion, drier fruits such as
dates cannot be so enchanted. Magical Armor Damage
Whereas normal fruits may only remain ripe for a few days Magical armor is not affected by critical hits as the magic
or weeks before they begin to rot, potion fruits have their repairs any damage that occurs.
period of ripeness greatly extended. Once enchanted with a
potion, a fruit will remain ripe for 99 years. After that time, Magical Weapon Breakage
the enchantment fades and the fruit will rot normally. Magical weapons are far more durable than their mundane
Different types of fruits hold different potion effects so they counterparts. Magical weapons are not subject to the weapon
can be identified on sight with a successful Intelligence breakage rules.
(Arcana) or (Nature) check, with the rarity of the potion
determining the DC. Magical Metal Arms and Armor
Potion Rarity Identify DC
The rarest and most prized of enchanted combat gear is
crafted from metal. These items are most likely to be found in
Common 10 an ancient ruin or as an heirloom passed down for eons as
Uncommon 10 the art of enchanting metal has largely been lost to modern
Athasians. Magical armor and weapons crafted from metal
Rare 15 have their rarity increased by one step, so while an obsidian
Very Rare 20 battleaxe +1 is an uncommon item, a steel battleaxe +1 is
Legendary 25 considered a rare item.
Ranger Companions
Rangers of the beast conclave gain an animal companion
who accompanies them and aids them in battle. The
following beasts are acceptable companions for these
characters:
Beetle, Screamer *
Conashellae *
Critic *
Dunecrab *
Erdlu *
Giant Centipede
Giant Poisonous Snake
Giant Wolf Spider
Hyena, Spotted *
Jankz *
Jhakar *
Mole Boar *
Panther
Credit: Murphyillustration
DARK SUN | BEASTS OF ATHAS
179
Creature CR Creature CR
Antloid, Worker * 1/2 Giant Spider 1
Antloid, Soldier * 2 Giant Vulture 1
Antloid, Dynamis * 3 Giant Wasp 1/2
Antloid, Queen * 4 Giant Weasel 1/8
Ape 1/2 Giant Wolf Spider 1/4
Aprig * 0 Gorak * 1/2
Aprig, Boar * 2 Hatori, Greater * 6
Baazrag * 1/8 Hatori, Lesser * 1/2
Baazrag, Boneclaw * 3 Hawk 0
Baboon 0 Hyena, Spotted * 1/4
Bat 0 Hyena, Striped * 0
Bear, Athasian * 12 Hyenadon * 1
Bear, Cave ** 1/2 Hurrum * 0
Beetle, Screamer * 1/4 Inix * 3
Beetle, Shaqat * 1/8 Jankz * 1/4
Blood Hawk 1/8 Jhakar * 1/4
Carru, Bull * 2 Kank, Soldier * 1/2
Carru, Cow * 1/4 Kank, worker * 1/4
Conashellae * 1/4 Kes'trekel * 1/8
Constrictor Snake 1/4 Kes'trekel Blood Flock * 3
Critic * 0 Kip * 0
Crodlu, * 1/4 Kirre * 5
Crodlu, Heavy * 2 Kivit * 0
Death Dog 1 Klar * 5
Drik * 10 Kluzd * 1/2
Dunecrab * 1/4 Korinth * 12
Dust Glider * 2 Lirr * 1
Dustgull * 1/8 Lizard 0
Eagle 0 Lizard, Jastrak * 4
Erdland * 2 Lizard, Minotaur * 5
Erdlu * 1/4 Mastiff 1/8
Flying Snake 1/8 Mastyrial, Black * 5
Giant Beetle (Bombardier) * 1/2 Mastyrial, Desert * 8
Giant Beetle (Boring) * 2 Mekillot * 6
Giant Beetle (Rhinoceros) * 3 Mole Boar * 1/4
Giant Centipede 1/4 Owl 0
Giant Constrictor Snake 2 Panther 1/4
Giant Eagle 1 Phase Spider 3
Giant Fire Beetle 0 Poisonous Snake 1/8
Giant Lizard 1/4 Quipper 0
Giant Owl 1/4 Raakle * 3
Giant Poisonous Snake 1/4 Ramphor * 0
Giant Rat 1/8 Rasclinn * 1/4
Giant Scorpion 3 Rat 0
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 4 (-3) 10 (+0) 4 (-3) 16 (+3) 16 (+3) 14 (+2) 4 (-3) 13 (+1) 6 (-2)
Keen Smell. The antloid has advantage on Wisdom Keen Smell. The antloid has advantage on Wisdom
(Perception) checks that rely on smell. (Perception) checks that rely on smell.
Actions Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., Multiattack. The antloid makes two attacks with its
one target. Hit 6 (1d6 + 3) bludgeoning damage. If bite. It can make a single melee weapon attack with
the target is a Medium or smaller creature, it is its stinger in place of one of its bite attacks.
grappled (escape DC 13).
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 10 (2d6 + 3) bludgeoning damage.
If the target is a Medium or smaller creature, it is
grappled (escape DC 13).
Sting. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5
(1d4 + 3) piercing damage, and if the target is a
creature it must succeed on a DC 12 Constitution
saving throw or take 5 (2d4) poison damage and
become poisoned for 1 minute.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 5 (-3) 14 (+2) 7 (-2) 20 (+5) 8 (-1) 17 (+3) 4 (-3) 13 (+1) 10 (+0)
Saving Throws Wis +4 Saving Throws Con +5, Wis +3, Cha +2
Skills Perception +4 Skills Perception +3
Senses darkvision 60 ft., tremorsense 30ft., passive Senses darkvision 60 ft., tremorsense 30ft., passive
Perception 14 Perception 13
Languages — Languages —
Challenge 3 (700 XP) Challenge 4 (1100 XP)
Innate Psionic Powers. The Dynamis' psionic ability Keen Smell. The antloid has advantage on Wisdom
is Wisdom (power save DC 12, +4 to hit with (Perception) checks that rely on smell.
power attacks). The dynamis can innately use the
following powers: Queen’s Scent. Antloids defending a queen gain
advantage on all attack rolls.
At will: mind thrust (5th level), mind meld
Aprig Aprig
Small beast, unaligned A small, piglike creature with a hard shell and a flat, snuffling
snout, this timid beast noses about the undergrowth for food
Armor Class 15 (natural armor) along with its herd-mates.
Hit Points 3 (1d6) A domesticated farm animal, the aprig is raised for its
Speed 20ft. succulent meat, known for its nutty flavor, and its hard
shell,
which is used in the construction of household implements
STR DEX CON INT WIS CHA and armor. Aprig sows also produce milk, but it is of
questionable quality.
8 (-1) 12 (+1) 10 (+0) 2 (-4) 8 (-1) 3 (-4) Aprigs require little care, being voracious omnivores that
will eat almost anything that is put before them. A herd of
Senses passive Perception 9 these creatures is led by a single boar and a number of sows
Languages — and their litters. Adult males must be separated or they will
Challenge 0 (10 XP) fight for mating dominance. Mating takes place twice each
year, and an aprig litter can number as many as 10 apriglets.
Keen Senses. The aprig has advantage on Wisdom Aprigs vary in color from gray to reddish brown. Their
(Perception) checks that rely on hearing or smell. faces are round and their snouts wide, suited to shoveling
through piles of vegetation. Their vision is poor, but their
Actions hearing and scent are strong.
Bite Melee Weapon Attack: +1 to hit, reach 5ft.,
one target. Hit: 1 (1d4 -1)
Aprig Boar
Medium beast, unaligned
Actions
Multiattack. The boneclaw makes three attacks: one
with its bite and two with its claws. If both claw
attacks hit a Large or smaller creature, the target
takes and extra 4 (1d8) slashing damage and must
succeed on a DC 15 Strength saving thrown or be
knocked prone.
Bite. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit: 10 (1d10 + 5) piercing damage
plus 2 (1d4) poison damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit: 12 (2d6 + 5) slashing damage
Baazrag
In the broken crags and tiny caves of the barrens lives the
timid baazrag. Two feet long or less, it is one of the smallest
omnivores in the stony barren regions. The baazrag’s face is
protected by a bony covering that reaches down on either
side of the head and across the nose, with holes for the
creature’s nostrils and eyes. The mouth and lower jaw are not
protected below the bony covering. The beast’s humped back
is covered with a hard, natural armor that protects the animal,
especially the fluid storage sack just beneath the shell. Its
four legs are comparatively frail but are adequate for darting
from shelter to shelter around its rocky home.
DARK SUN | BEASTS OF ATHAS
185
Bear, Athasian
Huge beast, unaligned
Actions
Multiattack. The athasian bear makes three attacks:
one with its bite and two with its claws. If both claw
attacks hit a Large or smaller creature, the target
must succeed on a DC 20 Strength saving thrown
or be knocked prone.
Bite. Melee Weapon Attack: +12 to hit, reach 5ft.,
one target. Hit: 21 (3d8 + 8) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 10ft.,
one target. Hit: 18 (3d6 + 8) slashing damage.
Athasian Bear
The bear has a massive body armored in articulated carapace
shot through with tufts of brown fur. Its furred, thick-boned
skull has round ears, a square snout, and a black nose the
size of a man’s head. From its gaping maw droops a scarlet
tongue dripping with drool.
Those Athasians who have seen paintings of ancient bears
assume the furry creatures to be dwarven pets; the bears of
today‘s Athas are massive beasts caught and trained for arena
fighting. Handlers subdue the beasts‘ potent psionic minds,
which have developed psychic attacks over the millennia.
An Athasian bear resembles a shell-wearing version of the
dire bear, though even larger and more ferocious. It
has
brown fur and a black snout and paws.
A typical Athasian bear measures 18 feet long and weighs
14,000 pounds.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 14 (+2) 2 (-4) 12 (+1) 2 (-4) 1 (-5) 13 (+1) 10 (+0) 2 (-4) 8 (-1) 2 (-4)
Carru, Cow
Large beast, unaligned
Actions
Gore. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target Hit: 7 (1d6 + 4) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 16 (+3) 2 (-4) 12 (+1) 7 (-2) 3 (-4) 12 (+1) 12 (+1) 2 (-4) 3 (-4) 4 (-3)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3) 20 (+5) 14 (+2) 18 (+4) 2 (-4) 12 (+1) 10 (+0)
Keen Smell. The crodlu has advantage on Wisdom Charge. If the heavy crodlu moves at least 20ft.
(Perception) checks that rely on smell. straight toward a creature and then hits it with a
claw attack on the same turn, that target must
Actions succeed on a DC 15 Strength saving throw or be
knocked prone.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 6 (1d8 + 2) piercing damage. Keen Smell. The crodlu has advantage on Wisdom
(Perception) checks that rely on smell.
Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 7 (2d4 + 2) slashing damage. Actions
Multiattack. The crodlu makes a bite and a claws
attack.
Crodlu
This creature is a large, flightless combination of bird and Bite. Melee Weapon Attack: +7 to hit, reach 5ft.,
reptile resembling an ostrich. It has wicked claws at the end one target. Hit: 9 (1d8 + 5) piercing damage.
of its long fore and hind limbs, and its scaly hide is a Claws. Melee Weapon Attack: +7 to hit, reach 5ft.,
yellowish red, with similar colors along its side and one target. Hit: 8 (1d6 + 5) slashing damage.
underbelly.
Crodlu are a species of flightless, scaled avian that roams
the wilderness in herds. They have powerful hind legs, which
were built for jumping great lengths. Crodlu have very poor
eyesight, but make up for it with an excellent sense of smell.
Crodlu have great endurance, almost better than a muls, and
can run at high speeds for long periods of time.
Female crodlu only lay one egg each year. When the chick
hatches it is able to run and fight within minutes, having a
great appetite. When it comes to feeding, crodlu will eat
anything, preferring to hunt live game over eating just
vegetables.
Crodlu herds can get as big as 30 strong. The herd leader
is usually the largest, and will have more of a reddish scaly
hide.
Crodlu make great mounts, but are hard to control and
train unless they are caught as chicks and are trained as
mounts as they are being raised.
Drik
A drik is a powerful and massive herd lizard. Its sheer bulk gives it an awesome might, making young driks targets for beast
masters from both Urik and Raam to serve in their armies. The capture of the young driks has all but depleted the wild drik.
A drik is a powerful animal, built low to the ground and covered by a thick horn-encrusted shell. At birth the drik has no shell.
But while growing, the young drik secretes a resin and bits of bone that form the beast's carapace. The shell hardens as the
creature matures to an adult and protects the drik from behind the head all the way to the tail. This shell is a dark gray, speckled
white with bone chips. The scaly hide of the drik is a deep brown, though some appear light brown or even yellow. The drik's heavy
body is supported by four thick, stub like legs, each sporting four huge claws. The drik's head is enormous and has two black eyes.
It has a large mouth capable of swallowing a human whole. Several jagged tusks protrude menacingly from below the creature's
mouth. The drik communicates with other driks through grunts and bellows. More intelligent creatures must use psionics or
magic to communicate with a drik
Wild driks live in small family units dominated by a single female. Other adult females are not welcome within a family. They
generally eat the grasses and shrubs of the badlands or the slower animals they can catch. Feral driks often lie still and wait for
unwary creatures to wander within attack range. They drink from the Black Waters, making it fairly easy for trappers to locate
them. Driks are the only animals known that can ingest Hamanu's terrible poisons from the Black Waters and survive.
In captivity, driks are ideal animals for siege combat. Their natural ram attack is quite valuable, as is their great size and natural
protection. Some driks are used to pull massive siege towers or wagons, but often they are used as individual, mobile weapons
platforms.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 2 (-4) 8 (-1) 15 (+2) 11 (+0) 2 (-4) 14 (+2) 6 (-3)
Actions Actions
Multiattack. The dunecrab makes two attacks with Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
its claws. It can make a single melee weapon attack one target. Hit: 4 (1d4 + 2) piercing damage.
with its bite in place of one of its claw attacks
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d3 + 2) slashing damage.
one target. Hit: 4 (1d6 + 1) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) bludgeoning damage. Dune Crab
The target is grappled (escape dc 11) The crab has A five-foot-diameter crab scuttles from the silt, its ridge
two claws, each of which can grapple only one covered shell blending in perfectly with the surrounding sand
target. and dust. The crab’s four eyestalks angle about, looking for
prey to mash with its barbed pincers.
Dunecrabs inhabit the shoals of the Sea of Silt and hunt
animals and people. Giants and some Balicans hunt the tasty
crabs for food.
Dust Glider A dunecrab stands four feet tall and measures five feet
Medium beast, unaligned across.
Armor Class 17 (natural armor) Dustgull
Hit Points 33 (6d8 + 6) This hideous, golden-feathered bird has a scaly, red head, a
Speed 0 ft., swim 10ft., fly 30 ft. hooked, rapier-like beak filled with sharp teeth, and talons
dripping with filth.
STR DEX CON INT WIS CHA Dustgulls inhabit the shores of the Sea of Silt. A typical
dustgull is 2 feet long and has a 6-foot wingspan.
10 (+0) 19 (+4) 13 (+1) 2 (-4) 12 (+1) 2 (-4)
Dust Glider
Skills Perception +5, Stealth +6 A flat, disk-shaped creature glides on the faint breeze, its
Senses darkvision 60 ft., passive Perception 15 edges rolling on the wind like flexible wings. A long, barbed
Languages — tail drifts back from the flying disk, which has a wide maw of
Challenge 2 (450 XP) tiny teeth on its underside and a ring of a dozen eyes around
its top.
Actions Dust gliders float through the skies of the silt islands,
Multiattack. The dust glider makes a bite and a sting feeding on dustgulls and other unsuspecting animals.
attack. A dust glider measures roughly four feet in diameter.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 5 (1d6 + 2) piercing damage
Sting. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 5 (1d6 + 2) piercing damage. The
target must make a DC 11 Constitution saving
thrown, taking 10 (3d6) poison damage on a failed
save, or half as much damage on a successful one.
Erdlu
Medium beast, unaligned
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Erdland
Erdlands are a large variant of erdlus. They are generally
used as mounts or to pull caravans.
Erdlands are flightless, featherless birds that are covered
with scales. They weigh around 2 tons and can
stand up to 15
feet tall. Erdlands are used more for their endurance than
speed, since they are not capable of fast
speeds.
DARK SUN | BEASTS OF ATHAS
193
Giant Beetle Giant Beetle
(Bombardier) (Rhinoceros)
Small beast, unaligned Large beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 14 (+2) 1 (-5) 7 (-2) 3 (-4) 19 (+4) 10 (+0) 14 (+2) 1 (-5) 7 (-2) 3 (-4)
Armor Class 13 (natural armor) Desert Camouflage. The hatori has advantage on
Hit Points 19 (3d10 + 3) Dexterity (Stealth) checks made to hide in sandy
Speed 30ft., burrow 20ft. terrain.
Hatori Hatori are shaped like overgrown lizards, save that their
Sometimes called the “crocodiles of the sands”, they are giant legs have evolved into flat, flipper-like appendages that they
reptiles dwelling within sandy desert wastes. The hatori’s use in conjunction with their massive tails to “swim” through
hard, knobby hide ranges in color from gray-white to red- the sands with astonishing speed and mobility. When forced
brown and is virtually indistinguishable from stone. Hatori to travel upon something more solid, such as a rocky plain,
use this semblance to great advantage, allowing the wind to hatori move by awkwardly flopping and dragging themselves
partially bury them beneath the sands so that a casual forward. Hatori eyes are normally concealed deep within dark
observer may believe he is looking at rock outcroppings recesses that look like small hollows.
instead of behemoths of the sands.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) 11 (+0) 13 (+1) 12 (+1) 2 (-4) 12 (+1) 6 (-2)
Keen Hearing and Smell. The hyena has advantage on Keen Hearing and Smell. The hyena has advantage on
Wisdom (Perception) checks that rely on hearing Wisdom (Perception) checks that rely on smell.
and smell.
Pack Tactics. The hyena has advantage on an attack
Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's
roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and that ally is
allies is within 5 feet of the creature and that ally is not incapacitated.
not incapacitated.
Actions
Actions Bite. Melee Weapon Attack: +2 to hit, reach 5ft.,
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3 (1d6) piercing damage.
one target. Hit: 6 (2d4 + 1) piercing damage. If the
target is a creature it must succeed on a DC 11
Strength saving throw or be knocked prone.
Hyenadon
Large beast, unaligned
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 10 (2d6 + 3) piercing damage. If
the target is a creature it must succeed on a DC 13
Strength saving throw or be knocked prone.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 12 (+1) 9 (-1) 2 (-4) 9 (-1) 3 (-4) 21 (+5) 12 (+1) 16 (+3) 2 (-4) 12 (+1) 5 (-3)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 13 (+1) 1 (-5) 10 (+0) 8 (-1) 14 (+2) 12 (+1) 14 (+2) 3 (-4) 16 (+3) 7 (-2)
Actions
Jankx
You spy a small, furry, mammalian animal regarding
you from Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 6 (1d8 + 2) piercing damage. If the
the safety of its burrow. Long, curved spurs can
just be seen target is a creature it must succeed on a DC 12
on the creature’s limbs. Strength saving throw or be knocked prone and
These furry mammals live in burrows in the desert. The grappled (escape DC 12).
common people of Athas think these prized creatures are
too
dangerous to bother with, but those that are killed
make good
furs and are a good source of food.
Jankx communicate via
ultrasonic squeaks and barks
which are inaudible to most
humanoid ears.
Jhakar
Small, squat, and ferocious, a jhakar has keen senses and a
vicious streak. These traits make jhakars exceptional guards
and hunting beasts, though no training can ever make them
safe to handle. They respect strength and pain, but also nurse
grudges. If a master ever lets down his or her guard, a jhakar
is quick to strike.
Wild jhakars are social creatures that gather into small
packs around a dominant pack leader. "Tamed" jhakars can
be found serving arena masters, templars, and soldiers,
leading the charge into battle. Owning and controlling a
jhakar is considered a sign of strength.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 8 (-1) 12 (+1) 11 (+0) 14 (+2) 3 (-4) 12 (+1) 8 (-1)
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11
Languages — Languages —
Challenge 1/2 (100 XP) Challenge 1/4 (50 XP)
Death Stench. When the kank dies, it emits a Death Stench. When the kank dies, it emits a
horrible stench. Any creature that starts its turn horrible stench. Any creature that starts its turn
within 10 feet of the dead kank must succeed on a within 10 feet of the dead kank must succeed on a
DC 13 Constitution saving throw or be poisoned DC 12 Constitution saving throw or be poisoned
until the start of its next turn. On a successful until the start of its next turn. On a successful
saving throw, the creature is immune to the dead saving throw, the creature is immune to the dead
kank’ s Death Stench for 24 hours. kank’ s Death Stench for 24 hours.
Actions Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., Bite. Melee Weapon Attack: +3 to hit, reach 5ft.,
one target. Hit: 6 (1d6 + 3) slashing damage plus 3 one target. Hit: 4 (1d6 + 1) slashing damage, and
(1d6) poison damage, and the target is grappled the target is grappled (escape DC 11) if it is a Large
(escape DC 13) if it is a Large or smaller creature. or smaller creature. Until this grapple ends, the
Until this grapple ends, the target is restrained, and target is restrained, and the kank can't bite another
the kank can't bite another target. target.
Kank
Kanks are large docile insects often used as mounts by the people of the Tablelands. A black exoskeleton of chitin covers their
segmented bodies. The three body sections are the head, thorax, and abdomen. They weigh as much as 400 pounds, grow to
heights of 4 feet at the back, and as long as 8 feet from head to abdomen. Around their mouths they have multijointed pincers that
they can use to carry objects, feed themselves, or fight. Six lanky legs descend from their thoraxes. Each ends in a single flexible
claw that allows them to grip the surfaces they walk upon.
Kanks are often used as caravan mounts. They can travel a full day at their top speed, carrying a 200-pound passenger and 200
pounds of cargo. Kanks make decent herd animals, but usually only elves employ them as such. As kanks can digest almost any
sort of organic matter, they can thrive in most terrain types. In addition, these creatures require little special attention. A kank hive
instinctively organizes itself into food producers, soldiers, and brood queens.
Food producing kanks secrete melon-sized globules of green honey. These are stored in their abdomens and used to feed the
hive’s young. (When other sources of food are scarce, this honey is also used to feed the rest of the hive.) Humans and
demihumans can live exclusively on this nectar for up to three weeks before their bodies begin demanding other sources of
nutrition, such as meats and vegetables. The sweet taste of the nectar is the only thing that attracts herders to these creatures, and
domesticated kanks produce more globules than those living in the wild.
When the brood queens prepares to lay eggs, the hive digs into an area of extensive vegetation. Each queen can lay 20 to 50
eggs. While the hive waits for the eggs to hatch (it won’t move from the spot until they do), the soldier kanks ferociously defend the
area from all predators. Herders must wait as well or abandon the hive.
While the globules of honey produced by kanks are sweet and good tasting, only the most desperate carrion eater will consume
kank flesh. When a kank dies, its body produces chemicals that drench the meat with a foul-smelling odor that can make even the
hungriest giant sick.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 3 (-4) 12 (+1) 5 (-3) 10 (+0) 14 (+2) 10 (+0) 4 (-3) 12 (+1) 5 (-3)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 3 (-4) 18 (+4) 13 (+1) 16 (+3) 6 (-2) 14 (+2) 12 (+1)
the area succeed on a DC 12 Constitution saving 3/day: id insinuation (+2 psi), mind blast, phantom
throw or be affected by it for 1 minute. Creatures menace (+2 psi)
resistant or immune to poison damage Keen Smell. The kirre has advantage on Wisdom
automatically pass their saving throws. An affected (Perception) checks that rely on smell.
target can’t take reactions and it becomes
indifferent towards hostile creatures, even if the Psychic Redoubt. The kirre creates a field of
hostile creatures are attacking the target or its protective psychic energy. It has resistance to
allies. At the end of each of its turns, an affected psychic damage and advantage on Intelligence,
target can make another saving throw, ending the Wisdom, and Charisma saving throws.
effect on a success.
Actions
Multiattack. The kirre makes four attacks, one with
its bite, two with its claws, and one with its tail.
Kip
The kip is a shy, six-legged, armored creature that digs and Bite. Melee Weapon Attack: +7 to hit, reach 5ft.,
eats the roots of plants and trees. Their supple, armor-like one target. Hit: 8 (1d8 + 4) piercing damage.
covering makes excellent durable leather goods.
The leathered kip grows from 2′-4′ in length. Kips are Claws. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit: 7 (1d6 + 4) slashing damage.
covered with a horny armor that is segmented into nine
separate plates. They have elongated, pointed snouts and very Tail. Melee Weapon Attack: +7 to hit, reach 5ft., one
small, beady eyes located on each side of their snouts. The target. Hit: 8 (1d8 + 4) slashing damage.
eyes are protected by a glass-like covering that protects them
while digging. The sharp, strong foreclaws enable the Reactions
creature to dig. Their short, stubby, hind legs only allow them Enmity feedback Kiire can impose disadvantage on
to amble around slowly. Kips communicate via a series of low an attack roll against it if it can see the attacker. If
grunts. the attack still hits it, the attacker takes 10 (3d6)
Kip herds provide a staple of meat and leather goods in psychic damage.
most dwarven communities. Roasted, an adult kip will feed
two very hungry dwarves; made into a stew, the meat and
broth will easily feed six. Kips and dwarves seem to be Resembling a tiger, the kirre is a beast not to be trifled with.
complementary in pace and temperament. Dwarven At first glance, the kirre looks like a great cat, but upon closer
communities keep the kip herd in a slow, constant motion examination, the differences quickly become clear. The kirre
since kip tend to destroy roots of growing plants. is eight feet in length and has eight legs, each ending in paws
Kirre
which sport very sharp claws. The kirre also has large horns
The kirre is one of the more vicious animals of the forests on either sides of its head and a sharp barbed tail spike often
and jungles of Athas. used as a weapon.
DARK SUN | BEASTS OF ATHAS
203
Kivit Klar
Tiny beast, unaligned Large beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 10 (+0) 2 (-4) 12 (+1) 9 (-1) 22 (+6) 9 (-1) 17 (+3) 5 (-3) 14 (+2) 8 (-1)
Keen Sight and Smell. The kivit has advantage on Innate Psionics. The klar's psionic ability is Wisdom
Wisdom (Perception) checks that rely on sight or (power save DC 13, +5 to hit with power attacks).
smell. The klar can innately use the following powers:
Musk. Any creature that bites a kivit must make a At will: energy ray (11th level), mind meld
DC 10 Constitution saving throw, taking 7 (2d6) 3/day: ego whip (+1 psi), telekinetic clutch(5 psi,
poison damage on a failed save, or half as much on or +2 psi)
Skills Stealth +6
Senses tremorsense 10ft., passive Perception 10
Languages —
Challenge 1/2 (100 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 10ft.,
one target. Hit: 8 (1d10 + 3) piercing damage.
Constrict. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit: 10 (2d6 + 3) bludgeoning
damage. The target is grappled (escape DC 13).
Until this grapple ends, the creature is restrained,
and the kluzd can't constrict another target.
Kluzd
Kluzd are snake-like reptiles that inhabit mudflats and other
muddy areas. They are about ten feet long and two to three
feet in diameter. They can swallow a grown man whole,
although this results in a strange, almost comical, bulge in the
center of their bodies.
Male kluzd have a distinctive turquoise and white
coloration about their head and neck area. Females do not
share these bright colors; their bodies are sandy brown
flecked with black along their entire length. All kluzd have a
series of elongated, feather-like scales around the back of
their heads. These flare out to form a large fan when the
creature is angered, a primitive mechanism to make it appear
larger to its animal opponents.
Kluzd have mere animal intelligence. They can
communicate with each other only in a most rudimentary
fashion or through magical or psionic means.
Most often, the kluzd is well-protected by its muddy
environment; few native predators can submerge themselves
in the thick muck to hunt them. Kluzd will only leave the
safety of their mud pools when these areas dry out
completely. The creatures are far more vulnerable when
forced onto the surface of the mud flat. A kluzd will travel in a
straight line away from its evaporated burrow in search of a
new one — those that don’t locate a new mud hole within
four days will themselves dry out and perish.
Actions
Multiattack. The korinth makes two attacks, one
with its bite, and one with its tail slap.
Bite. Melee Weapon Attack: +11 to hit, reach 5ft.,
one target. Hit: 23 (3d10 + 7) piercing damage,
and the target is grappled (escape DC 19). Until
this grapple ends, the target is restrained, and the
korinth can't bite another target.
Stomp. Melee Weapon Attack: +11 to hit, reach
5ft., one target. Hit: 34 (6d8 + 7)
Tail Slap. Melee Weapon Attack: +11 to hit, reach
10ft., one target. Hit: 34 (6d8 + 7) bludgeoning
damage. If the target is a creature it must succeed
on a DC 19 Strength saving throw or be knocked
prone.
Swallow. The korinth makes one bite attack against
a Large or smaller target it is grappling. If the attack
hits, the target is swallowed, and the grapple ends.
The swallowed target is blinded and restrained, it
has total cover against attacks and other effects
outside the korinth, and it takes 21 (6d6) acid
damage at the start of each of the korinth's turns.
If the korinth takes 30 damage or more on a single
turn from a creature inside it, the korinth must
succeed on a DC 18 Constitution saving throw at
the end of that turn or regurgitate all swallowed
creatures, which fall prone in a space within 10 feet
of the korinth. If the korinth dies, a swallowed
creature is no longer restrained by it and can
escape from the corpse by using 10 feet of
movement, exiting prone.
Lirr
The lirr is a large, warm-blooded reptile that vaguely resembles a lion in body form and hunting tactics. It possesses wispy
plumage that it uses for silent communication. The lirr has a long, sleek, body and its scales are small and fine, almost like those
of a snake. Around its neck and at the end of its tail sit rings of a web like membrane.
Filled with small nodules that glow brilliant red, yellow, and orange, these frills normally lie flat against the creature's scales.
When prey is sighted, however, the membrane fills with air, lighting up to alert other lirr that quarry is nearby. The lirr's four
muscular legs grant a powerful spring, giving it the ability to outrun most prey.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 20 (+5) 2 (-4) 14 (+2) 11 (+0) 21 (+5) 15 (+2) 20 (+5) 1 (-5) 13 (+1) 11 (+0)
Jastrak Lizard
The jastrak is a subterranean lizard that rarely, if ever, Minotaur Lizard
ventures to the surface. Jastraks are curious and belligerent This four legged, 30-foot long reptile is has horns on top of its
creatures, confident in their formidable array of natural head and looks much more aggressive than some of its other
weapons, and unexpected encounters with wandering cousins.
jastraks usually end badly. Jastraks are completely blind and Inhabiting the foothills of the Ringing Mountains and other
possess no visual organs whatsoever. Their senses of hearing forested uplands, the minotaur lizard gains its name from the
and scent, however, are exceptionally well developed. twin, bull-like horns sported by the males of the species.
Jastraks live beneath the earth, burrowing through it with These are not weapons, however, but function in mating
their claws. Their unpleasant dispositions mean that other displays.
inhabitants of the Athasian underdark have learned to give
them a wide berth. An adult jastrak is nine feet long and
weighs 800 pounds
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 16 (+3) 6 (-2) 7 (-2) 14 (+2) 20 (+5) 16 (+3) 16 (+3) 2 (-4) 10 (+0) 7 (-2)
Skills Perception +1, Stealth +7 Saving Throws Dex +6, Will +3, Cha +1
Senses blindsight 60ft., passive Perception 11 Skills Stealth +6
Languages — Damage Resistances bludgeoning
Challenge 5 1800 XP) Senses darkvision 60ft., tremorsense 30ft., passive
Perception 10
Innate Psionics. The black mastyrial's psionic ability Languages —
is Charisma (power save DC 13, +5 to hit with Challenge 8 (3900 XP)
power attacks). The black mastyrial can innately use
the following powers: Regeneration. The desert mastyrial regains 3 hit
points at the start of its turn. A desert mastyrial
At will: discern position, mind meld
reduced to 0 hit points does not regenerate.
3/day: ego whip (+2 psi), id insinuation (+2 psi)
Pack Tactics. The black mastyrial has advantage on Actions
an attack roll against a creature if at least one of the Multiattack. The desert mastyrial makes three
black mastyrial's allies is within 5 feet of the attacks: one with a bite, one claw, and one with its
creature and that ally is not incapacitated sting.
Actions Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Multiattack. The black mastyrial makes three one target. Hit: 10 (1d10 + 5) piercing damage.
attacks: one with a bite, one claw, and one with its Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
sting. one target. Hit: 12 (2d6 + 5) bludgeoning damage.
The target is grappled (Escape DC 16) The scorpion
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., has two claws, each of which can grapple only one
one target. Hit: 8 (1d8 + 4) piercing damage. target.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., Sting. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) bludgeoning damage. one creature. Hit: 9 (1d10 + 4) piercing damage.
The target is grappled (Escape DC 15) The scorpion The target must make a DC 14 Constitution saving
has two claws, each of which can grapple only one throw, taking 22 (4d10) poison damage on a failed
target. save, or half as much damage on a successful one.
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 7 (1d6 + 4) piercing damage. The
target must make a DC 14 Constitution saving
throw, taking 16 (3d10) poison damage on a failed
Desert Mastyrial
save, or half as much damage on a successful one.
The desert mastyrial is an oversized breed of scorpion
known
for its toughness and keen senses. Unlike its black,
mountain-
dwelling cousin, the desert mastyrial has no
psionic powers
and no real sentience to speak of beyond
the level possessed
Black Mastyrial by other vermin.
A darkly mottled scorpion as long as a halfling is tall and with The desert mastyrial spends most of its time hibernating
a carapace easily mistaken for jagged rock, this
creature beneath the sands. It uses echolocation to navigate
moves with rapid scuttling motions, swarming with its underground as well as to detect prey that may pass
fellows to strike from all sides. Despite an apparent lack of overhead. Desert mastyrials are generally solitary
creatures
any visual organs, its attacks strike with uncanny accuracy. that occasionally gather in groups of up to
three. After
Black mastyrials have dark, rock-like exoskeletons and mating, the smaller male is slain and
devoured by the female,
claws with interlocking pincers, and have no visual organs. who then cares for as many as
20 eggs in a single batch.
The average black mastyrial is 3 feet long and weighs as A desert mastyrial grows to be up to six feet long. Its
much as 10 pounds. chitinous carapace is a favorite ingredient in armor and
bears
a gentle, swirling pattern that affords burrowing
mastyrials
camouflage should they become exposed.
Actions
Bite. Melee Weapon Attack: +10 to hit, reach 10ft.,
one target. Hit: 21 (4d6 + 7) piercing damage. If
the target is a creature, it is grappled (escape DC
18). Until this grapple ends, the target is restrained,
and the mekillot cannot bite another target.
Stomp. Melee Weapon Attack: +10 to hit, reach
5ft., one target. Hit: 29 (4d10 + 7) bludgeoning
damage.
Swallow. The mekillot makes a bite attack against a
Large or smaller creature it is grappling. If the
attack hits, that creature takes the bite's damage
and is swallowed, and the grapple ends. While
swallowed, the creature is blinded and restrained, it
has total cover against attacks and other effects
outside the mekillot, and it takes 10 (3d6) acid
damage at the start of each of the mekillot's turns.
If the mekillot takes 20 or more damage on a single
turn from a creature inside it, the mekillot must
succeed on a DC 15 Constitution saving throw at
the end of that turn or regurgitate all swallowed
creatures, which fall prone in a space within 10 feet
of the mekillot. If the mekillot dies, a swallowed
creature is no longer restrained by it and can
escape from the corpse using 20 feet of
movement, exiting prone.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 1 (-5) 12 (+1) 6 (-2) 18 (+4) 15 (+2) 16 (+3) 3 (-4) 12 (+1) 10 (+0)
Pounce. If the mole boar moves at least 20 feet Flyby. The raakle doesn't provoke opportunity
straight toward a creature and then hits it with a attacks when it flies out of an enemy's reach.
claw attack on the same turn, that target must
succeed on a DC 12 Strength saving throw or be Keen Sight. The raakle has advantage on Wisdom
knocked prone. If the target is prone, the mole boar (Perception) checks that rely on sight.
can make one bite attack against it as a bonus
action. Actions
Multiattack. The raakle makes two talons attacks.
Actions Talons. Melee Weapon Attack: +6 to hit, reach 5ft.,
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) slashing damage. The
one target. Hit: 5 (1d6 + 2) piercing damage. target is grappled (Escape DC 14). The raakle has
two talons, each of which can grapple only one
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., target.
one target. Hit: 4 (1d4 + 2) piercing damage.
Spit Acid (Recharge 5-6). The raakle spits a stream of
acid in a 15ft line. Any creature in that line must
succeed at a DC 12 Dexterity saving throw or take
Mole Boar 15 (6d4) acid damage. On a successful save,
The mole boar is a cross between a weasel and a boar, creatures take half damage.
although is more the size of the former. These small
creatures are indigenous to the fields around the Pristine
Tower, and likely began as mutated invaders centuries ago. Raakle
All mole boars are immune to the mutating effects of the You see a bird with brilliant orange and red plumage and a
Pristine Tower. These creatures are short and squat, much body the size of a half-giant. The creature has powerful, three-
like a badger, with large, boar-like fangs and long claws used clawed feet and a tubular beak no wider than a human finger.
for both digging and attacking prey. Raakles are predatorial birds that roam the forests,
Mole boars live in communities of up to 100 throughout mountains and rocky wastes of the Tablelands in search of
the blossom fields of the Pristine Tower. There are an equal prey. They resemble parrots but for their narrow heads,
number of females and males mole boars in each community, which end in a tiny beak that the creature uses to spray acid
and there is no one dominant creature that controls a specific over its quarry. A raakle stands almost 12 feet tall and weighs
area. Each community claims a roughly 100 square yard 900 pounds.
territory, attacking any creatures not of its species that it
detects. They all live together, hunting the blossom fields for
floaters (their primary source of food) and reproducing at an
alarming rate. If removed from their environment, mole boars
become docile and refuse to eat, eventually starving to death.
The floaters of the area must land in order to breed and are
fed upon when they do so. In turn, however, the mole boars
are one of the mating floater‘s sources of food. Mole boars
multiply at a rate of four times a year, and females are most
often constantly pregnant with young. They can live up to 10
years, through few do.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 15 (+2) 10 (+0) 2 (-4) 14 (+2) 6 (-2) 6 (-2) 15 (+2) 16 (+3) 2 (-4) 15 (+2) 11 (+0)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 6 (-2) 17 (+3) 13 (+1) 13 (+1) 4 (-3) 10 (+0) 4 (-3)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 9 (-1) 3 (-4) 14 (+2) 12 (+1) 1 (-5) 13 (+1) 9 (-1)
Numbing toxin. Sandcrawler's secrete a flesh-
numbing liquid from glands in its belly. This renders
a patch of flesh numb within one minute.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 1 piercing damage.
Sandcrawler
This soft, furry black caterpillar is pleasant to the touch. Over
a foot long and six inches in height, it also has 20 short,
stubby legs, and large bulbous eyes, making it very friendly
and beautiful.
Sandcrawlers are lured by the heat and light of campfires.
The sandcrawler approaches anyone sitting near the
campfire quickly and cautiously, chittering softly and shyly
and coming close to the flames. The creature will then nibble
shyly on any offered crumbs, and is quick to allow itself to be
petted, for the aim of the sandcrawler is to snuggle up close
next to someone, appearing to fall asleep, then leave a few
moments after everyone else is asleep, having implanted its
larva in its dormant victim. Sandcrawler flesh is inedible. Its
fine fur, however, is prized by the feral halflings, who find its
insulating properties very useful. Feral halflings also know of
a technique that will extract an analgesic toxin from the
creature, and use it on their darts to induce sleep.
Actions
Multiattack. The sand howler makes three attacks:
one with its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 5 (1d4 + 3) slashing damage.
Sand Shark
Sand sharks are bizarre mutants bred by some forgotten defiler in a fit of madness. They are sharks...that swim in sand. That is all
that really needs to be said.
This blind hunter senses it's prey through vibrations, sound, and smell. With an endless appetite, it hunts tirelessly for anything,
regardless of size. Fiercely protective of its kill, they will fight to the death no matter the odds.
Sand sharks travel mostly alone, with the exception of mothers and calves. Located in dry, arid environments, they have been
known to venture into grasslands if they are starved for prey.
Credit: BenWooten
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 15 (+2) 1 (-5) 10 (+0) 2 (-4) 5 (-3) 15 (+2) 13 (+1) 1 (-5) 10 (+0) 2 (-4)
Senses darkvision 60ft., tremorsense 60ft., passive Senses darkvision 60ft., tremorsense 60ft., passive
Perception 10 Perception 10
Languages — Languages —
Challenge 5 (1800 XP) Challenge 1 (200 XP)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 12 (+1) 2 (-4) 12 (+1) 2 (-4) 6 (-2) 15 (+2) 11 (+0) 1 (-5) 12 (+1) 3 (-4)
Armor Class 13
Hit Points 2 (1d4)
Speed 10ft., fly 40ft.
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 1 slashing damage.
Sitak
The sitak is a psionic relative of the parrot and cockatoo. It is
native to the forests of Athas but is also kept as a pet by those
lucky or wealthy enough to own one. The sitak possesses a
parrot‘s gift for mimicry but imitates sounds telepathically
rather than audibly. Sitaks raised and trained in captivity can
learn up to 20 simple words (food is always the first),
although they require constant company or insanity
overcomes them.
Trained sitaks are used to relay telepathic messages
between individuals, and their feathers are prized by
Nibenese hunters, who have hunted the bird to near-
extinction in the environs of their home city. By comparison,
the hunters of Gulg consider it an ill omen to slay a sitak,
while the halflings of the Forest Ridge believe that the birds
themselves bring bad luck. No species preys upon the sitak,
as its flesh is home to parasites that carry a virulent disease
known as Sitak Fever.
Slimahacc
Rearing up before you, shedding rivers of sand from its green-
scaled hide, is an extremely long serpentine creature with a
bony maw and long, hollow, horn-like protrusions sweeping
back and outward from the top of its scalp.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 3 (-4) 12 (+1) 11 (+0) 17 (+3) 16 (+3) 14 (+2) 1 (-5) 10 (+0) 6 (-2)
Keen Smell. The sloth has advantage on Wisdom Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
(Perception) checks that rely on smell. one target. Hit: 13 (3d6 + 3) slashing damage.
Pack Tactics. The sloth has advantage on an attack Spine. Ranged Weapon Attack: +5 to hit, range
roll against a creature if at least one of the sloth's 40ft., one target. Hit: 10 (2d6 + 3) piercing
allies is within 5 feet of the creature and that ally is damage.
not incapacitate
Actions Strine
Multiattack. The athasian sloth makes two attacks: Strines are porcupine-like creatures that inhabit sandy
one with its bite and one with its claws. wastes and rocky badlands. They often hunt alone, feeding on
small insects and animals, although they are also known to
Bite. Melee Weapon Attack: +8 to hit, reach 5ft., feed on vegetation. Strines depend on their thick layers of
one target. Hit: 15 (3d6 + 5) slashing damage. spines for protection against their prey or enemies.
Claws. Melee Weapon Attack: +8 to hit, reach 10ft.,
one target. Hit: 9 (1d8 + 5) piercing damage.
Athasian Sloth
The Athasian sloth is fast, cunning, and very bloodthirsty. A
family of sloths can eat a whole halfling village in one night
and is usually not afraid to try.
The Athasian sloth is a large creature with brown fur. It
usually has light tan and brown, or light gray and green spots
making it easy for the sloth to blend in with the foliage of the
Forest Ridge.
Athasian sloths have strong family bonds and
communicate through pheromone and body posture, as they
do not possess the ability to vocalize sounds. They are known
for their hardy nature and resistance to most poisons, as well
as for their thick pelts, for which they are hunted in turn by
the halflings.
An adult Athasian sloth stands eight feet tall and weighs as
much as 750 pounds. Its pelt is brown, with gray, green and
tan markings to assist in camouflage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 12 (+1) 12 (+1) 2 (-4) 12 (+1) 5 (-3) 1 (-5) 15 (+2) 11 (+0) 1 (-5) 10 (+0) 3 (-4)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11(+0) 2 (-4) 12 (+1) 5 (-3) 17 (+3) 15 (+2) 14 (+2) 3 (-4) 16 (+3) 8 (-1)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 18 (+4) 5 (-2) 14 (+2) 6 (-2) 19 (+4) 13 (+1) 16 (+3) 2 (-4) 14 (+2) 8 (-1)
Keen Smell. The takis has advantage on Wisdom Innate Psionics. The tigone's psionic ability is
(Perception) checks that rely on smell. wisdom (power save DC 12, +4 to hit with power
attacks).The tigone can innately use the following
Actions powers:
Multiattack. The takis makes three attacks: one with At will: blind spot, discern moods, read thoughts
its bite, one with its claws and one tail slap. 3/day: aura of charm, body equilibrium, nomadic
travel.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 8 (1d8 + 4) piercing damage. If the Keen Smell. The tigone has advantage on Wisdom
(Perception) checks that rely on smell.
target is a creature, it is grappled (escape DC 14).
Until this grapple ends, the target is restrained, and Pack Tactics. The Tigone has advantage on an attack
the takis cannot bite another target. roll against a creature if at least one of the tigone's
Claws. Melee Weapon Attack: +6 to hit, reach 5ft., allies is within 5 feet of the creature and that ally is
one target. Hit: 9 (2d4 + 4) slashing damage. not incapacitate.
Tail Slap. Melee Weapon Attack: +6 to hit, reach Pounce. If the tigone moves at least 20 feet straight
5ft., one target. Hit: 10 (1d12 + 4) bludgeoning toward a creature and then hits it with a claw attack
damage. on the same turn, that target must succeed on a DC
14 Strength saving throw or be knocked prone. If
the target is prone, the tigone can make one bite
attack against it as a bonus action.
Takis Psionic Resistance. The tigone has advantage on
Takis resemble bears, though unlike true Athasian bears, they Intelligence, Wisdom, and Charisma saving throws.
stand only 10 feet tall when reared on their hind legs.
Brownish in color, takis ooze slime from their snouts while Actions
sniffing for food. Fierce and powerful, takis make dangerous
opponents and often find themselves captured for sport in the Multiattack. The tagster makes two attacks: one
gladiatorial arenas of the Tablelands. with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 10 (1d12 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 13 (2d8 + 4) slashing damage.
Tigone
Tigones use a mix of stealth, strength and psionic aptitude to
hunt and slay their prey or their enemies. Tigones prefer to
hunt in packs. When it comes to the attack, a tigone will, if
possible, leap onto their victim from above, driving the target
to the ground where the tigone uses its greater weight to pin
its prey while simultaneously attacking with all claws and a
ferocious bite.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3) 17 (+3) 10 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-3)
Charge. If the warthog moves at least 20 feet Charge. If the warthog moves at least 20 feet
straight toward a target and then hits it with a tusk straight toward a target and then hits it with a tusk
attack on the same turn, the target takes an extra 3 attack on the same turn, the target takes an extra 7
(1d6) damage. If the target is a creature it must (2d6) damage. If the target is a creature it must
succeed on a DC 11 Strength saving throw or be succeed on a DC 13 Strength saving throw or be
knocked prone knocked prone.
Relentless (Recharges after a Short or Long Rest). If
Actions the boar takes 10 damage or less that would reduce
Tusk. Melee Weapon Attack: +3 to hit, reach 5ft., it to 0 hit points, it is reduced to 1 hit point
one target Hit: 4 (1d6 + 1) slashing damage. instead.
Actions
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 1 (-5) 14 (+2) 6 (-3) 10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 3 (-4)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (-4) 17 (+3) 10 (+0) 3 (-4) 12 (+1) 6 (-2) 5 (-3) 16 (+3) 10 (+0) 10 (+0) 11 (+0) 6 (-2)
Innate Psionics. The wrab can innately use the Innate Psionics. The xerichou's psionic ability is
following powers: wisdom (power save DC 10, +2 to hit with power
attacks).The xerichou can innately use the following
At will: discern moods powers:
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 15 (+2) 3 (-4) 13 (+1) 15 (+2) 10 (+0) 15 (+2) 12 (+1) 1 (-5) 12 (+1) 12 (+1)
Innate Psionics. The zhackal's psionic ability is Psionic Resistance. The z'tal has advantage on
Charisma (power save DC 12, +4 to hit with power Intelligence, Wisdom, and Charisma saving throws.
attacks).The zhackal can innately use the following
powers: Actions
At will: blindspot, mind meld, and mind thrust Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 4 (1d4 + 2) piercing damage.
Actions Scream (Recharge 5-6). Z‘tals emit a piercing
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., scream when frightened. Any creature within 30
one target. Hit: 4 (1d4 + 2) piercing damage. feet of the z'tal that can hear it must make a DC 11
Constitution saving throw be incapacitated and
deafened until the end of the z'tal's next turn.
Zhackal
You spot a pack of small canines with brown and gray hides.
Despite their dog-like features, the creatures are completely Z'tal
silent. A herd of small, bipedal lizards gives off a constant chirping
Zhackals are small pack animals that delight in feeding off as the nervous creatures hop about.
the emotions of those about to die. The packs gathers around These small, upright lizards hop in shepherded leaps. They
the dying victim and feed off its emotions, using psionics to are not very bright and have been known to stampede when
accomplish this. panicked.
Zhackals are most frequently encountered in the Z‘tal make a series of chirps, squeaks, and squawks to
wilderness but some packs have been known to sneak into communicate with each other. When threatened, z‘tal scream
large cities in order to prowl through the slums and warrens and run.
in search of vulnerable prey. As the zhackal is a cowardly
beast, these packs will generally flee if confronted by serious
resistance.
Even stranger, certain jaded nobles even keep single
zhackals as pets, feeding them from the emotions of dying
slaves and gladiators. A zhackal fed this way becomes
slavishly loyal to its new pack leader. A zhackal is very
expensive to keep in this fashion as slaves and gladiators that
might otherwise live, die off much sooner with a zhackal
feeding upon their very feelings.
Zhackals are sometimes hunted for their fur, which has a
consistency like cotton when correctly spun. A large number
of unmarked pelts are required for clothing of any significant
size and zhackal skin garments are extremely expensive as a
result. Zhackals look like small dogs and are usually brown
or gray in color. Zhackals make no sounds, although they
communicate with other zhackals via mindlink.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Actions
one target. Hit: 7 (1d8 + 3) bludgeoning damage Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) bludgeoning damage
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 6 (-2) 6 (-2) 6 (-2) 18 (+4) 16 (+3) 18 (+4) 6 (-2) 6 (-2) 6 (-2)
Eidolon Abilities. Armored Form, Celerity, Eidolon Abilities. Armored Form, Celerity, Energy
Multiattack, Resilient Form Attacks (Psychic), Massive Form, Multiattack,
Resilient Form
Actions
Multiattack. The eidolon makes two melee weapon
Actions
attacks. Multiattack. The eidolon makes two melee weapon
attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) bludgeoning damage Slam. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 8 (1d8 + 3) bludgeoning damage
plus 3 (1d6) psychic damage.
Armor Class 19 (natural armor) Eidolon Abilities. Armored Form, Celerity, Energy
Hit Points 41 (3d10 + 15 plus 10) Attacks (Psychic), Heightened Prowess, Massive Form,
Speed 50ft. Multiattack, Resilient Form
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 6 (-2) 6 (-2) 6 (-2) 20 (+5) 20 (+5) 20 (+5) 6 (-2) 6 (-2) 6 (-2)
Saving Throws Str +7, Dex +7, Con +7 Saving Throws Str +7, Dex +7, Con +7
Damage Resistances bludgeoning, piercing, and Damage Resistances bludgeoning, piercing, and
slashing damage from nonmagical attacks slashing damage from nonmagical attacks
Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 30 ft., passive Perception 8 Senses darkvision 30 ft., passive Perception 8
Languages understands one language (one its Languages understands one language (one its
creator knows if created with project eidolon), creator knows if created with project eidolon),
but can’t speak but can’t speak
Challenge 4 (1,100 XP) Challenge 5 (1,800 XP)
Eidolon Abilities. Armored Form, Celerity, Energy Eidolon Abilities. Armored Form, Celerity, Energy
Attacks (Psychic), Heightened Prowess, Impervious Attacks (Psychic), Greater Energy Attacks (Psychic),
Form , Massive Form, Multiattack, Resilient Form Heightened Prowess, Impervious Form, Massive
Form, Multiattack, Resilient Form
Actions
Multiattack. The eidolon makes two melee weapon
Actions
attacks. Multiattack. The eidolon makes two melee weapon
attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 9 (1d8 + 5) bludgeoning damage Slam. Melee Weapon Attack: +7 to hit, reach 10 ft.,
plus 3 (1d6) psychic damage. one target. Hit: 9 (1d8 + 5) bludgeoning damage
plus 10 (3d6) psychic damage.
Actions
Multiattack. the hunter makes three melee attacks
or two ranged attacks.
Bone Sabre. Melee Weapon Attack: +7 to hit, reach
5ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range
150/600ft., one target. Hit: 8 (1d8 + 4) piercing
damage.
Reaction
Mystic Slayer. When a creature within 5 feet uses a
power or spell, the arcane hunter can make a melee
weapon attack against that creature. That creature
has disadvantage on a saving throw to maintain
concentration.
Actions
Multiattack. the hunter makes three melee attacks
or three ranged attacks.
Steel Sabre. Melee Weapon Attack: +8 to hit, reach
5ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Longbow. Ranged Weapon Attack: +8 to hit, range
150/600ft., one target. Hit: 9 (1d8 + 5) piercing
damage.
Reaction
Mystic Slayer. When a creature within 5 feet uses a
power or spell, the arcane hunter can make a melee
weapon attack against that creature. That creature
has disadvantage on a saving throw to maintain
concentration.
Actions
Multiattack. The bard makes two melee attacks or
two ranged attacks.
Obsidian Dagger. Melee Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4
(1d3 + 3) piercing damage plus 14 (4d6)poison
damage. The target must make a DC 15
Constitution saving throw, taking the poison
damage on a failed save, or half as much damage on
a successful one.
Hand Crossbow. Ranged Weapon Attack: +6 to hit,
reach 80/320 ft., one target. Hit: 6 (1d6 + 3)
piercing damage plus 14 (4d6)poison damage. The
target must make a DC 15 Constitution saving
throw, taking the poison damage on a failed save,
or half as much damage on a successful one.
Actions
STR DEX CON INT WIS CHA Multiattack. The master bard makes two melee attacks
11 (+0) 20 (+5) 16 (+3) 14 (+2) 14 (+2) 18 (+4) or two ranged attacks.
Steel Dagger. Melee Weapon Attack: +10 to hit, reach 5
Saving Throws Dex +10, Int +7, Wis +7
ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5)
Skills Acrobatics +10, Deception +9, Perception +12,
piercing damage plus 24 (7d6)poison damage. The
Performance +15, Sleight of Hand +10, Stealth +15 target must make a DC 17 Constitution saving throw,
Damage Resistance poison
taking the poison damage on a failed save, or half as
Senses passive Perception 22
much damage on a successful one.
Languages any four languages
Challenge 13 (10,000 XP) Hand Crossbow. Ranged Weapon Attack: +10 to hit,
reach 80/320 ft., one target. Hit: 8 (1d6 + 5) piercing
Assassinate. During its first turn, the master bard has damage plus 24 (7d6)poison damage. The target must
advantage on attack rolls against any creature that make a DC 17 Constitution saving throw, taking the
hasn't taken a turn. Any hit the master bard scores poison damage on a failed save, or half as much
against a surprised creature is a critical hit. damage on a successful one.
Cunning Action. The master bard can take the Dash, Reaction
Disengage, or Hide action as a bonus action on each of
Uncanny Dodge. The master bard halves the damage
its turns.
that it takes from an attack that hits it. The master bard
Evasion. If the master bard is subjected to an effect that must be able to see the attacker.
allows it to make a Dexterity saving throw to take only
half damage, the master bard instead takes no damage
if it succeeds on the saving throw, and only half
damage if it fails.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 10 (+0)
Saving Throws Str +6. Con +4, Wis +4 Saving Throws Dex +5, Int +3
Skills Intimidation +2, Perception +4 Skills Perception +4, Stealth +7, Survival +4
Senses passive Perception 14 Senses passive Perception 14
Languages any two languages Languages any two languages
Challenge 4 (1,100 XP) Challenge 2 (450 XP)
Second Wind (Recharges after a Short or Long Rest. Assassinate. During its first turn, the bounty hunter
As a bonus action, the bodyguard can regain 16 hit has advantage on attack rolls against any creature
points. that hasn't taken a turn. Any hit the bounty hunter
scores against a surprised creature is a critical hit.
Actions Cunning Action. The bounty hunter can take the
Multiattack. The bodyguard makes three melee Dash, Disengage, or Hide action as a bonus action
attacks. on each of its turns.
Nonlethal strike. If a creature's hit points drop to 0
Bone Longsword. Melee Weapon Attack: +6 to hit,
reach 5ft., one target. Hit: 7 (1d6 + 4) slashing from the bounty hunter's attack, the bounty hunter
damage, or 8 (1d8 +4) slashing damage if used can choose to knock the creature unconscious at 0
with two hands. hit points instead of leaving it dying.
Sneak Attack (1/Turn). The bounty hunter deals an
Reactions extra 7 (2d6) damage when it hits a target with a
Intercept Attack. In response to another creature weapon attack and has advantage on the attack roll,
within 5 feet of it being hit by an attack roll, the or when the target is within 5 ft. of an ally of the
bounty hunter that isn't incapacitated and the
bodyguard gives that creature a +5 bonus to its AC
against that attack, potentially causing a miss. To bounty hunter doesn't have disadvantage on the
use this ability the bodyguard must be able to see attack roll.
the creature and the attacker.
Actions
Self Sacrifice. When a creature within 5 feet of the Bone Sabre. Melee Weapon Attack: +5 to hit, reach
bodyguard is hit by an attack the bodyguard swaps 5ft., one target. Hit: 6 (1d6 + 3) slashing damage.
places with that creature hit instead.
Light Crossbow. Ranged Weapon Attack: +5 to hit,
range 30/120 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.
Hunting Bolas. Ranged Weapon Attack: +5 to hit,
range 20/60ft., one creature. Hit 5 (1d4 + 3)
bludgeoning damage and the target must succeed
on a DC 13 Strength saving throw or be restrained
and knocked prone. As an action, the restrained
creature can make a DC 13 Strength check,
escaping on a success. The effect ends if the
hunting bolas is destroyed. The hunting bolas has
AC 10, 5 hit points, resistance to bludgeoning
damage, and immunity to poison and psychic
damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 10 (+0) 18 (+4) 10 (+0) 15 (+2) 9 (-1) 10 (+0) 10 (+0)
Saving Throws Str +4, Dex +7, Int +4 Saving Throws Con +4
Skills Perception +8, Stealth +10, Survival +5 Skills Intimidation +2
Senses passive Perception 18 Senses passive Perception 10
Languages any two languages Languages any one language (usually Common)
Challenge 5 (1,80 XP) Challenge 3 (450 XP)
Assassinate. During its first turn, the bounty hunter Brute. A melee weapon deals one extra die of
has advantage on attack rolls against any creature damage when the brute hits with it (included in the
that hasn't taken a turn. Any hit the bounty hunter attack).
scores against a surprised creature is a critical hit.
Cunning Action. The bounty hunter can take the
Actions
Dash, Disengage, or Hide action as a bonus action Multiattack. The brute makes two melee attacks.
on each of its turns.
Stone Maul. Melee Weapon Attack: +6 to hit, reach
Nonlethal strike. If a creature's hit points drop to 0 5 ft., one target. Hit: 11 (3d4 + 4) bludgeoning
from the bounty hunter's attack, the bounty hunter damage. If the target is a creature, it must succeed
can choose to knock the creature unconscious at 0 on a DC 14 Strength saving throw or be knocked
hit points instead of leaving it dying. prone.
Sneak Attack (1/Turn). The bounty hunter deals an Obsidian Handaxe. Melee or Ranged Weapon
extra 14 (4d6) damage when it hits a target with a Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one
weapon attack and has advantage on the attack roll, target. Hit: 9 (2d4 + 4) slashing damage.
or when the target is within 5 ft. of an ally of the
bounty hunter that isn't incapacitated and the Reaction
bounty hunter doesn't have disadvantage on the
attack roll. Unbridled Fury. In response to being hit by a melee
attack, the brute can make a melee attack against a
Actions creature within 5 feet.
Multiattack. The bounty hunter makes two melee
attacks or two ranged attacks.
Bone Sabre. Melee Weapon Attack: +7 to hit, reach
5ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Light Crossbow. Ranged Weapon Attack: +7 to hit,
range 30/120 ft., one target. Hit: 7 (1d6 + 4)
piercing damage.
Hunting Bolas. Ranged Weapon Attack: +7 to hit,
range 20/60ft., one creature. Hit 6 (1d4 + 4)
bludgeoning damage and the target must succeed
on a DC 15 Strength saving throw or be restrained
and knocked prone. As an action, the restrained
creature can make a DC 15 Strength check,
escaping on a success. The effect ends if the
hunting bolas is destroyed. The hunting bolas has
AC 10, 5 hit points, resistance to bludgeoning
damage, and immunity to poison and psychic
damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 13 (+1) 12 (+1) 16 (+3) 15 (+2) 14 (+2) 11 (+0) 14 (+2) 14 (+2)
Multiattack. The captain makes two melee attacks or Swoop. If the cliff glider moves at least 20 feet
two ranged attacks. It can use its Command or straight toward a creature and then hits it with a
Maneuver Allies in place of one attack. slam attack on the same turn, that target must
succeed on a DC 13 Strength saving throw. On a
Bone Longsword. Melee Weapon Attack: +5 to hit, failed save, a creature takes an additional 9 (2d8)
reach 5 ft. or range 20/60 ft., one target. Hit: 6 bludgeoning damage and is pushed 10 feet away
(1d6 + 3) slashing damage or 7 (1d8 + 3) slashing and knocked prone. On a successful save, the
damage if used with two hands. creature takes half as much damage and isn't
Longbow. Ranged Weapon Attack: +3 to hit, reach pushed back or knocked prone.
150/600 ft., one target. Hit: 5 (1d8 + 1) piercing
damage. Actions
Command. The captain targets one ally it can see Slam. Melee Weapon Attack: +5 to hit, reach 5ft.,
within 30 feet of it. If the target can see and hear one target. Hit: 10 (3d4 + 3) bludgeoning damage
the captain, the target can make one weapon attack Flame Pots. Ranged Weapon Attack: +4 to hit, reach
as a reaction. 20/60 ft., one target. Hit: 10 (3d6) fire damage.
Maneuver Allies (Recharge 5-6). Up to four allies Creatures within 5ft. of the target must make a DC
within 60 feet of this captain that can hear it can 12 Dexterity save or take 3(1d6) fire damage.
each use their reaction to move up to half their Creatures hit or failing their save take 3 (1d6) fire
speed without provoking opportunity attacks. damage at the start of its turns. A creature can end
this damage by using its action to make a DC 12
Reactions Dexterity check to extinguish the flames.
Directed Strike (2/day). When a creature the captain
can see within 30 feet of it makes an attack roll,
and the creature can hear the captain, the captain
grants advantage to that roll.
Armor Class 12 (15 with mage armor) Armor Class 13 (16 with mage armor)
Hit Points 27 (5d8 + 5) Hit Points 52 (8d8 + 16)
Speed 30ft. Speed 30ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 17 (+3) 10 (+0) 12 (+1) 8 (-1) 16 (+3) 14 (+2) 18 (+4) 12 (+1) 10 (+0)
Reflect Magic. If the combat mage is targeted with a 2nd Level (3 slots): blur, invisibility, levitate
magic spell attack and it misses, it can use its 3rd Level (3 slots): fireball, fly, haste
reaction to absorb the spent energy and cast the 4th Level (2 slots): fire shield
same spell on another creature within range using
its spellcasting stats. Actions
Bone Dagger. Melee Weapon Attack: +5 to hit,
reach 5ft., one target. Hit: 4 (1d3 + 3) piercing
damage.
Armor Class 12 (15 with mage armor) Armor Class 11 (16 with barkskin)
Hit Points 27 (6d8) Hit Points 27 (5d8 + 5)
Speed 30ft. Speed 30ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 10 (+0) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)
Arcane Defilement. After casting the defiler may roll Spellcasting. The athasian druid is a 4th-level
a D20. On 11+ the spell slot is not used. spellcaster. Its spellcasting ability is Wisdom (spell
save DC 12, +4 to hit with spell attacks). The
Spellcasting. The defiler is a 4th level spellcaster, its athasian druid has the following druid spells
spellcasting ability is Intelligence (spell save DC 12, prepared:
+4 to hit with spell attacks), it has the following
wizard spells prepared: Cantrips (at will): druidcraft, guidance, produce
flame, shillelagh
Cantrips (at will): blade ward, fire bolt, mage hand, 1st level (4 slots): entangle, longstrider, speak with
true strike
animals, thunderwave
1st level (4 slots): mage armor, magic missile, 2nd level (3 slots): animal messenger, barkskin,
shield, sleep
maximillian's earth grasp, spike growth
2nd level (3 slots): blur, invisibility
Wild Shape. As an action, the athasian druid
Actions magically assumes the shape of a lesser hatori.
Bone Dagger. Melee Weapon Attack: +4 to hit, Actions
reach 5ft., one target. Hit: 3 (1d3 + 2) piercing
damage. Quarterstaff. Melee Weapon Attack: +2 to hit, reach
5ft., one target. Hit: 3 (1d6) bludgeoning damage,
or 6 (1d8 +2) bludgeoning damage with shilelagh.
ranged attack roll, they can gain a +10 bonus to the 3rd level (2 slots): dispel magic, erupting earth,
roll. meld into stone, spirit guardians
Actions Actions
Bone Dagger. Melee Weapon Attack: +4 to hit, Stone Flail. Melee Weapon Attack: +4 to hit, reach
reach 5ft., one target. Hit: 3 (1d3 + 2) piercing 5ft., one target. Hit: 5 (1d6 + 2)bludgeoning
damage. damage.
Longbow. Ranged Weapon Attack: +4 to hit, range Light Stone Hammer. Melee or Ranged Weapon
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing Attack: +4 to hit, reach 5ft., range 20/60 ft., one
damage. target. Hit: 3 (1d3 + 2) bludgeoning damage.
arrows, spirit guardians 3rd level (2 slots): dispel magic, spirit guardians,
water breathing, water walk
Actions
Actions
Obsidian longsword. Melee Weapon Attack: +3 to
hit, reach 5ft., one target. Hit: 4 (1d6 + 1) slashing Bone Mace. Melee Weapon Attack: +2 to hit, reach
damage or 5 (1d8 + 1) slashing damage if used 5ft., one target. Hit: 2 (1d4) bludgeoning damage.
with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
Evasion. If the thug is subjected to an effect that Action Surge (Recharges After a Short or Long Rest).
allows it to make a Dexterity saving throw to take After taking an action it its turn, the gladiator can
only half damage, the thug instead takes no damage take one additional action.
if it succeeds on the saving throw, and only half
damage if it fails. Brute. A melee weapon deals one extra die of
damage when the gladiator hits with it (included in
Keen Sight. The thug has advantage on Wisdom the attack).
(Perception ) checks that rely on sight. Combat Maneuvers (1/Turn). When the gladiator
Sneak Attack (1/Turn). Sneak Attack (1/Turn). The makes a melee attack against a creature on its turn,
thug deals an extra 7 (2d6) damage when it hits a it can add one of the following effects to its attack:
target with a weapon attack and has advantage on Disarming Attack. The target must succeed on a
the attack roll, or when the target is within 5 ft. of DC 15 Strength saving throw or drop an object it
an ally of the thug that isn't incapacitated and the is holding of the gladiator's choice. The object
thug doesn't have disadvantage on the attack roll. lands at the target's feet.
Sweeping Attack. The gladiator chooses another
Actions creature within 5 feet of its original target and
Club. Melee Weapon Attack: +4 to hit, reach 5ft., within reach. If the original attack roll would hit
one target. Hit: 4 (1d4 + 2) bludgeoning damage. the second creature, it takes damage equal the
damage dealt to the initial target.
Reactions Trip Attack. If the target is Large or smaller, it
must succeed on a DC 15 Strength saving throw
Parry. The thug adds +2 AC against a melee attack or fall prone.
that would normally hit it. To do so, the thug must
see the attacker and be wielding a melee weapon. Actions
Multiattack. The gladiator makes three melee
attacks.
Obsidian Dragon's Paw. Melee Weapon Attack: +7
to hit, reach 5ft., one target. Hit: 11 (2d6 + 4)
slashing damage.
Reaction
Parry. The gladiator adds 3 to its AC against one
melee attack that would hit it. To do so, the
gladiator must see the attacker and be wielding a
melee weapon.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 17 (+3) 11 (+0) 16 (+3) 13 (+1) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Reaction
Counter. When a melee attack made against the
gladius misses, the gladius can use its rection to
knock its attacker prone if it is of Large or smaller
size.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 16 (+3) 10 (+0) 10 (+0) 9 (-1) 12 (+1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 10 (+0)
skills Intimidation +1, Perception +2 Saving Throws Str +3, Dex +6, Wis +4
Senses passive Perception 12 Skills Perception +4, Survival +4, Stealth +6
Languages any one language (usually Common) Senses passive Perception 14
Challenge 2 (450 XP) Languages any one language (usually Common)
Challenge 4 (1,100 XP)
Brute. A melee weapon deals one extra die of its
damage when the guard hits with it (included in the Slay Foe (1/turn). The hunter deals an extra 9 (2d8)
attack). damage with its weapon attack if it hits a creature
that doesn't have all its hit points. If the creature's
Actions hit points drop to 0, the hunter can choose to
knock the creature unconscious instead of leaving
Multiattack. The Guard makes two melee attacks. it dying.
Stone Maul. Melee Weapon Attack: +5 to hit, reach Spellcasting. The hunter is a 13th level spellcaster.
10 ft., one target. Hit: 10 (3d4 + 3) bludgeoning Its spellcasting ability is Wisdom (spell save DC
damage. If the target is a creature, it must succeed 12). It has the following ranger spells prepared:
on a DC 13 Strength saving throw or be knocked
prone. 1st level (4 slots): ensnaring strike, hunter's mark
Bone Javelin. Melee or Ranged Weapon Attack: +5 3rd level (3 slots): conjure barrage, lightning arrow
to hit, reach 5 ft. or range 30/120 ft., one target. 4th level (1 slot): freedom of movement, grasping
Hit: 8 (2d4 + 3) piercing damage. vine
Reactions Stealthy. On each of its turns, the hunter can use a
bonus action to take the Hide action.
Unyielding. When the guard is subjected to an
effect that would move it, knock it prone, or both, Actions
it can use its reaction to be neither moved nor
Multiattack. The hunter makes two melee attacks or
knocked prone.
two ranged attacks.
Bone Sabre. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range
150/600ft., one target. Hit: 8 (1d8 + 4) piercing
damage.
Reactions
Directed Strike (3/day). When a creature the marshal
can see within 30 feet of it makes an attack roll,
and the creature can hear the marshal, the marshal
grants advantage to that roll.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 9 (-1) 11 (+0) 14 (+2) 13 (+1) 11 (+0) 18 (+4) 10 (+0)
Skills Acrobatics +4, Insight +3, Stealth +4 Skills Arcana +2, Acrobatics +4
Senses passive Perception 11 Senses passive Perception 14
Languages any one language (usually Common) Languages any one language (usually Common)
Challenge 1/4 (50 XP) Challenge 3 (700 XP)
Unarmored Defense. While the novice is wearing no Innate Psionic Powers. The adept’s psionic ability is
armor and wielding no shield, its AC includes its Wisdom (power save DC 14, +6 to hit with power
Wisdom modifier attacks). The adept can innately use the following
powers:
Actions At will: mindblade
Multiattack. The novice makes two dart attacks or 3/day each: psychic strike, sudden step
two unarmed strikes. Student of the Mindblade. When the adept casts
Dart. Ranged Weapon Attack: +4 to hit, range mindblade, it creates two mindblades and each has
the thrown property (range 60 ft.).
20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
damage. Unarmored Defense. While the adept is wearing no
Unarmed Strike. Melee Weapon Attack: +4 to hit, armor and wielding no shield, its AC includes its
reach 5ft., one target. Hit: 4 (1d4 + 2) bludgeoning Wisdom modifier.
damage. If the target is a creature, the novice can
choose one of the following additional effects: Actions
The target must succeed on a DC 12 Strength Multiattack. The adept makes two attacks with its
saving throw or drop one item it is holding mindblades, each of which can be either a melee or
(novice's choice). ranged attack.
The target must succeed on a DC 12 Dexterity Mindblade. Melee or Ranged Weapon Attack: +6 to
saving throw or be knocked prone. hit, reach 5 ft. or range 60 ft., one target. Hit: 8
The target must succeed on a DC 12 (1d8 + 4) slashing or piercing damage (adept’s
Constitution saving throw or be stunned until the choice).
end of the novice's next turn.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 15 (+2) 13 (+1) 16 (+3) 13 (+1) 13 (+1) 14 (+2) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Magma Pact. Magma clerics have advantage on Pact of Rain. Rain clerics have advantage on saving
saving throws verses any spells or effects involving throws against any wind spell or effect. They also
heat, or flame. suffer disadvantage on saves verses extreme heat
of the sun.
Spellcasting. The Magma Cleric is a 5th-level
spellcaster. Its spellcasting ability is Wisdom (spell Spellcasting. The rain cleric is a 5th-level spellcaster.
save DC 13, +5 to hit with spell attacks). The Its spellcasting ability is Wisdom (spell save DC 13,
magma cleric has the following cleric spells +5 to hit with spell attacks). The rain cleric has the
prepared: following cleric spells prepared:
Cantrips (at will): light, thaumaturgy, toll the dead
Cantrips (at will): light, thaumaturgy, toll the dead
1st level (4 slots): bane, conflagration, inflict 1st level (4 slots): bane, cure wounds, fog cloud,
wounds, guiding bolt, hellish (magma's) rebuke
guiding bolt, thunderwave
2nd level (3 slots): hold person, magma spray, 2nd level (3 slots): cyclone strike, lesser
maximillian's earthen grasp, spiritual weapon
restoration, spiritual weapon, warding wind
3rd level (2 slots): dispel magic, erupting earth, 3rd level (2 slots): call lightning, dispel magic, spirit
melf's minute meteors, spirit guardians guardians, thunderstep
Actions Actions
Obsidian longsword. Melee Weapon Attack: +3 to Bone Spear. Melee Weapon Attack: +3 to hit, reach
hit, reach 5ft., one target. Hit: 4 (1d6 + 1) slashing 5ft. or 20/60 feet, one target. Hit: 3 (1d4 + 1)
damage or 5 (1d8 + 1) slashing damage if used piercing damage or 4 (1d6 + 1) piercing damage if
with two hands. used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
modifier (included in stat block). 1st level (4 slots): bane, color spray, faerie fire,
guiding bolt, inflict wounds
Spellcasting. The silt cleric is a 5th-level spellcaster. 2nd level (3 slots): hold person, scorching ray,
Its spellcasting ability is Wisdom (spell save DC 13, spiritual weapon, sunblade
+5 to hit with spell attacks). The rain cleric has the 3rd level (2 slots): daylight, dispel magic, heat
following cleric spells prepared: exhaustion, spirit guardians
Cantrips (at will): light, thaumaturgy, produce flame,
toll the dead
Actions
1st level (4 slots): bane, disguise self, guiding bolt, Bone longsword. Melee Weapon Attack: +3 to hit,
inflict wounds, zephyr strike
reach 5ft., one target. Hit: 4 (1d6 + 1) slashing
2nd level (3 slots): blur, dust devil, hold person, damage or 5 (1d8 + 1) slashing damage if used
spiritual weapon
with two hands.
3rd level (2 slots): dispel magic, sand spray, spirit
guardians, water walk Light crossbow. Ranged Weapon Attack: +4 to hit,
range 80/320 ft., one target. Hit: 6 (1d8 + 2)
Actions piercing damage.
Obsidian longsword. Melee Weapon Attack: +3 to
hit, reach 5ft., one target. Hit: 4 (1d6 + 1) slashing Reaction
damage or 5 (1d8 + 1) slashing damage if used Warding Flare (Recharge 5-6). As a reaction when
with two hands. attacked by a creature within 30 feet, the sun cleric
can impose disadvantage on the attack roll.
Light Crossbow. Ranged Weapon Attack: +4 to hit,
range 80/320 ft., one target. Hit: 6 (1d8 + 2)
piercing damage.
Alert. The pickpocket has advantage on Dexterity Psionic Powers. The psion is a 6th-level psionic
rolls for initiative. Additionally, the pickpocket can't character. Its psionic ability is Intelligence (power
be surprised, and other creatures don't gain save DC 14, +6 to hit with power attacks). It has a
advantage on attack rolls against it as a result of psi point maximum of 34 and a psi limit of 5. It
being hidden from it. knows the following psion talents and devotions:
Sneak Attack (1/Turn). The pickpocket deals an extra At will: ectoplasmic object, energy ray, inertial
14 (4d6) damage when it hits a target with a transference, mind thrust, mind meld
weapon attack and has advantage on the attack roll, Ectoplasm: spectral wall(1+) , spectral web(3)
or when the target is within 5 ft. of an ally of the Inertial Manipulation: decelerate(3+), inertial
pickpocket that isn't incapacitated and the thug armor*(3+)
doesn't have disadvantage on the attack roll. Mindlink: metaconcert(1+), read thoughts(3)
Actions
Multiattack. The psion makes one melee attack or
two energy ray attacks.
Quarterstaff. Melee Weapon Attack: +2 to hit, reach
5 ft., one target. Hit: 2 (1d6 – 1) bludgeoning
damage, or 3 (1d8 – 1) bludgeoning damage if
wielded with two hands.
Energy Ray. Ranged Weapon Attack: +6 to hit, range
90 ft., one target. Hit: 7 (1d8 + 3) lightning
damage.
Armor Class 10 (17 with inertial armor) Armor Class 16 (wood armor)
Hit Points 71 (11d8 + 22) Hit Points 78 (12d8 + 24)
Speed 30ft. Speed 30ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 11 (+0) 14 (+2) 18 (+4) 14 (+2) 11 (+1) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 10 (+0) 16 (+3)
Saving Throws Int +7, Wis +5 Saving Throws Str +6, Con +5, Cha +6
Skills Arcana +7, Insight +5 Skills Athletics +6, Perception +3
Senses passive Perception 12 Senses passive Perception 13
Languages any two languages Languages any one language (usually Common)
Challenge 6 (2,300 XP) Challenge 5 (1800 XP)
Psionic Powers. The psion is a 9th-level psionic Psionic Powers. The psychic warrior is a 9th-level
character. Its psionic ability is Intelligence (power psionic character. Its psionic ability is Charisma
save DC 15, +7 to hit with power attacks). It has a (power save DC 14, +6 to hit with power attacks).
psi point maximum of 59 and a psi limit of 7. It It has a psi point maximum of 16 and a psi limit of
knows the following psion talents and powers: 3. It knows the following adamant talents and
powers (indicating their psi cost):
At will: beacon, inertial transference, mind meld,
mind thrust, thought spear
At will: ballistic attack, light step, mind thrust
Aura Beacon: aura of awe(7), aura of comfort (2), Battle trance: brute strike(1+), enmity
aura of fury(2)
feedback(1+), psychokinetic weapon(3)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 11 (+0)
Cunning Action. On each of its turns, the raid leader Ambusher. In the first round of combat, the savage
can use a bonus action to take the Dash, has advantage on attack rolls against any creature it
Disengage, or Hide action. has surprised.
Sneak Attack (1/Turn). The raid leader deals an extra Tactical Withdrawal. The savage can take the
7 (2d6) damage when it hits a target with a weapon Disengage action as a bonus action.
attack and has advantage on the attack roll, or when
the target is within 5 feet of an ally of the raid Actions
leader that isn't incapacitated and the raid leader Bone Spear. Melee or Ranged Weapon Attack: +5 to
doesn't have disadvantage on the attack roll. hit, reach 5ft. and range 20/60 ft., one target. Hit: 5
(1d4 + 3) piercing damage or 6 (1d6 +3) piercing
Actions damage if used with two hands.
Multiattack. The raid leader makes two melee
attacks or two ranged attacks.
Obsidian Longsword. Melee Weapon Attack: +5 to
hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing
damage.
Longbow. Ranged Weapon Attack: +5 to hit, range
150/600, one target. Hit: 8 (1d8 + 4) piercing
damage.
Battle Cry (1/Day). Each creature of the raid leader's
choice that is within 30 feet of it, can hear it, and
not already affected by Battle Cry gain advantage on
attack rolls until the start of the raid leader's next
turn. The raid leader can then make one attack as a
bonus action.
Reactions
Parry. The raid leader adds 2 to its AC against one
melee attack that would hit it. To do so, the raid
leader must see the attacker and be wielding a
melee weapon.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 12 (+1)
Skills Nature +2, Perception +5, Stealth +6, Survival Skills Perception +2
+3 Senses passive Perception 12
Senses passive Perception 15 Languages any one language (usually Common)
Languages any one language (usually Common) Challenge 1 (200 XP)
Challenge 1/2 (100 XP)
Actions
Keen Hearing and Sight. The scout has advantage on
Wisdom (Perception) checks that rely on hearing or Bone Longsword. Melee Weapon Attack: +5 to hit,
sight. reach 5ft., one target. Hit: 6 (1d6 + 3) slashing
damage, or 7 (1d8 +3) slashing damage if used
with two hands.
Actions
Multiattack. The scout makes two melee attacks or Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
two ranged attacks. range 100/400 ft., one target. Hit: 5 (1d10)
piercing damage.
Obsidian shortsword. Melee Weapon Attack: +4 to Command. The sergeant targets one ally it can see
hit, reach 5ft., one target. Hit: 4 (1d4 + 2) piercing within 30feet of it. If the target can see and hear
damage. the sergeant, the target can make one weapon
Longbow. Ranged Weapon Attack: +4 to hit, range attack as a reaction.
150/600, one target. Hit: 6 (1d8 + 2) piercing Maneuver Allies (Recharge 5-6). Up to four allies
damage. within 60 feet of this sergeant that can hear it can
each use their reaction to move up to half their
speed without provoking opportunity attacks.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 14 (+2) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Lightfooted. The skirmisher can take the Dash or Lightfooted. The skirmisher can take the Dash or
Disengage action as a bonus action on each of its Disengage action as a bonus action on each of its
turns. turns.
Skirmisher Advantage The skirmisher gains Skirmisher Advantage The skirmisher gains
advantage on the first attack roll of its turn if it has advantage on the first attack roll of its turn if it has
moved to a space at least 15 feet from the space it moved to a space at least 15 feet from the space it
occupied at the start of its turn. occupied at the start of its turn.
Sneak Attack (1/Turn). The skirmisher deals an extra
Actions 7 (2d6) damage when it hits a target with a weapon
Obsidian shortsword. Melee Weapon Attack: +5 to attack and has advantage on the attack roll, or when
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 the target is within 5 ft. of an ally of the skirmisher
(1d4 + 3) piercing damage. that isn't incapacitated and the skirmisher doesn't
have disadvantage on the attack roll.
Longbow. Ranged Weapon Attack: +5 to hit, reach
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing Actions
damage.
Multiattack. The skirmisher makes two melee
Reaction attacks or two ranged attacks.
Skirmisher. When an enemy the skirmisher can see Obsidian shortsword. Melee Weapon Attack: +5 to
ends its turn within 5 feet of it, the skirmisher can hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
move up to half its speed. This movement doesn't (1d4 + 3) piercing damage.
provoke opportunity attacks. Longbow. Ranged Weapon Attack: +5 to hit, reach
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
damage.
Reaction
Skirmisher. When an enemy the skirmisher can see
ends its turn within 5 feet of it, the skirmisher can
move up to half its speed. This movement doesn't
provoke opportunity attacks.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 8 (-1) 14 (+2) 16 (+3) 13 (+1) 12 (+1) 12 (+1) 9 (-1)
Reckless. At the start of its turn, the slave pit master Pin Opponent. The slaver can use an action to pin a
can gain advantage on all melee weapon attack rolls creature it is grappling. To do so, the slaver must
it makes during that turn, but attack rolls against it succeed on a Strength (Athletics) contest. If it
have advantage until the start of its next turn. does, the creature it is grappling is restrained until
the grapple ends.
Unarmored Defense. While the slave pit master is
wearing no armor and wielding no shield, its AC Actions
includes its Wisdom modifier.
Multiattack. The slaver can make two melee attacks
Actions or one ranged attacks.
Multiattack. The slave pit master makes three Whip Melee Weapon Attack: +5 to hit, reach 10ft.,
unarmed strikes. one target. Hit: 5 (1d4 + 3) slashing damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit, Net. Ranged Weapon Attack: +5 to hit, range 5/15
reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning ft., one Large or smaller target. Hit: The target is
damage. If the target is a creature, the slave pit restrained. A creature can use its action to make a
master can choose one of the following additional DC 10 Strength check to free itself or another
effects: creature in a net, ending the effect on a success.
Dealing 5 slashing damage to the net (AC 10) frees
The target must succeed on a DC 14 Dexterity the target without harming it and destroys the net.
saving throw or be knocked prone.
The target must succeed on a DC 14
Constitution saving throw or be stunned until the
end of the pit master’s next turn. The next round
the target must attempt another save, remaining
stunned on a failure.
Armor Class 12
Hit Points 27 (6d8)
Speed 30ft.
Actions
Multiattack. The spy makes two melee attacks.
Obsidian Shortsword. Melee Weapon Attack: +4 to
hit, reach 5ft., one target. Hit: 4 (1d4 + 2) piercing
damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit,
range 30/120 ft., one target. Hit: 5 (1d6 + 2)
piercing damage.
15 (+2) 14 (+2) 17 (+3) 16 (+3) 14 (+2) 18 (+4) Spellcasting. The templar is an 12th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 16, +8 to
hit with spell attacks). Each spell is cast as a 5th level
Saving Throws Con +7, Wis +6, Cha +8 spell and the templar regains its expended spell slots
Skills Arcana +7, Intimidation +8, Religion +6 when it finishes a short or long rest. It knows the
Senses passive Perception 12 following templar spells:
Languages any four languages
Challenge 9 (5,000 XP) Cantrips (at will): eldritch blast, light, mind sliver, ray of
frost, shocking grasp, thaumaturgy, toll the dead
Aspect of the moons. The templar no longer needs to 1st - 5th level (3 5th-level slots): bigby's hand, burning
sleep and can't be forced to sleep by any means. hands, counterspell, destructive wave, detect magic,
dispel magic, fire bolt, ice storm, lightning bolt,
Eldritch Mind. The templar has advantage on mind spike, ray of enfeeblement
Constitution saving throws to maintain concentration.
Innate Spellcasting. The templar's innate spellcasting
Actions
ability is Charisma, it can innately cast the following Multiattack. The templar makes one melee or three
spells (spell save DC 13), requiring no material ranged attacks
components.
Steel mace. Melee Weapon Attack: +6 to hit, reach 5 ft.,
1/day: animate dead, circle of death, conjure elemental one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Leeching Arcana. When the templar reduces a hostile Eldritch Blast. Ranged Spell Attack: +8 to hit, range 120
creature to 0 hit points they gain 16 temporary hit ft., one target. Hit: 9 (1d10 +4) force damage and one
points. of the target's speed is reduced by 10 feet until the
end of the templar's next turn.
Languages any four languages 1st - 5th level (4 5th-level slots): bigby's hand, burning
Challenge 12 (8,400 XP) hands, conjure minor elementals, counterspell,
destructive wave, detect magic, dispel magic,
Aspect of the moons. The templar no longer needs to fireball, fire bolt, ice storm, lightning bolt, mind
sleep and can't be forced to sleep by any means. spike, negative energy flood, ray of enfeeblement
Eldritch Mind. The templar has advantage on
Constitution saving throws to maintain concentration.
Actions
Multiattack. The templar makes one melee or four
Innate Spellcasting. The templar's innate spellcasting
ranged attacks
ability is Charisma, it can innately cast the following
spells (spell save DC 17), requiring no material Steel mace. Melee Weapon Attack: +6 to hit, reach 5 ft.,
components. one target. Hit: 5 (1d6 + 2) piercing damage.
1/day: animate dead, circle of death, conjure elemental, Eldritch Blast. Ranged Spell Attack: +9 to hit, range 120
finger of death, psychic Scream, power Word: Stun ft., one target. Hit: 10 (1d10 +5) force damage and
Leeching Arcana. When the templar reduces a hostile one of the target's speed is reduced by 10 feet until
creature to 0 hit points they gain 23 temporary hit the end of the templar's next turn.
points. Tyrannical Ascendance (1/day). The templar targets one
Power Surge (1/turn). When dealing damage with a spell creature within 60 feet. On a failed Wisdom save (DC
the templar deals an extra 9 force damage. 17) the target takes 22 (5d8) psychic damage and is
paralyzed (kneeling). On a successful saving throw the
target takes half damage and is not paralyzed.
Skills Deception +9, Intimidation +9, Investigation +7, 1st - 5th level (4 5th-level slots): absorb elements,
Perception +7, Persuasion +9 banishment, cause fear, charm person, charm
Damage Resistance psychic monster, counterspell, dimension door, dispel
Condition Immunities charmed magic, fear, enervation, hold monster, hold person,
Senses passive Perception 17 misty step, suggestion
Languages any four languages
Challenge 12 (8,400 XP) Actions
Multiattack. The templar makes three melee or four
Dragon's Smite (1/turn). When the templar hits a
ranged weapon attacks
creature with its pact weapon, it can expend a templar
spell slot to deal an extra 1d8 force damage to the Conjure Pact Weapon. The templar conjures a pact
target, plus another 1d8 per level of the spell slot, and weapon in its empty hand, with which it is proficient
knocks the target prone if it is Huge or smaller. and uses its charisma modifier for attack and damage.
This weapon functions as a magical weapon.
Immortal Arbiter. Dropping to 0 hit points does not
knock the templar unconscious. They still act as normal Pact Longsword +1. Melee Weapon Attack: +9 to hit,
but still must make death saving throws. reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing
damage plus 5 necrotic damage.
Innate Spellcasting. The templar's innate spellcasting
ability is Charisma, it can innately cast the following Eldritch Blast. Ranged Spell Attack: +5 to hit, range 300
spells (spell save DC 17), requiring no material ft., one target. Hit: 10 (1d10 + 5) force damage.
components.
At will: detect magic, invisibility Reactions
1/day: feeblemind, forcecage, mass suggestion, power Defensive Guard. When the templar takes damage, they
word: kill can use their reaction to expend one spell slot and
reduce that damage by an amount equal to five times
the spell's slot level.
10 (+0) 14 (+2) 16 (+3) 15 (+2) 14 (+2) 17 (+3) 1st - 3rd level (2 3rd-level slots): absorb Elements,
counterspell, darkness, detect magic, dispel magic,
Saving Throws Wis +4, Cha +5 hex, nondetection
Skills Arcana +4, Deception +5, Investigation +4,
Persuasion +5 Actions
Senses passive Perception 12
Languages Common, telepathy, plus any two languages Multiattack. The templar makes one melee or two
Challenge 2 (450 XP) ranged weapon attacks
Bone Dagger Melee Weapon Attack: +3 to hit, reach 5
Draconic Sight. The templar can see normally in ft. or 20/60 feet, one target. Hit: 3 (1d3 + 2) piercing
darkness, both magical and nonmagical, to a distance damage.
of 120 feet.
Eldritch Blast. Ranged Spell Attack: +5 to hit, range 300
Innate Spellcasting. The templar's innate spellcasting ft., one target. Hit: 5 (1d10) force damage.
ability is Charisma, it can innately cast the following
spells (spell save DC 13), requiring no material
components.
10 (+0) 14 (+2) 17 (+3) 18 (+4) 17 (+3) 20 (+5) 1st - 5th level (4 3rd-level slots): absorb Elements,
banishment, compulsion, counterspell, crown of
Saving Throws Wis +7, Cha +9 madness, darkness, detect magic, dispel magic,
Skills Arcana +8, Deception +9, Investigation +8, dominate person, hex, hypnotic pattern,
Persuasion +9 nondetection, scrying, synaptic static
Senses passive Perception 13 Sorcerous Sight. The templar can see the true form of
Languages Common, telepathy, plus any three any shapechanger or creature concealed by illusion or
languages transmutation magic within 30 feet.
Challenge 10 (5,900 XP)
Actions
Draconic Sight. The templar can see normally in
Multiattack. The templar makes one melee or four
darkness, both magical and nonmagical, to a distance
ranged weapon attacks
of 120 feet.
Steel Dagger Melee Weapon Attack: +6 to hit, reach 5
Innate Spellcasting. The templar's innate spellcasting
ft. or 20/60 feet, one target. Hit: 4 (1d4 + 2) piercing
ability is Charisma, it can innately cast the following
damage.
spells (spell save DC 17), requiring no material
components. Eldritch Blast. Ranged Spell Attack: +9 to hit, range 300
ft., one target. Hit: 5 (1d10) force damage.
At will: alter self, detect magic, disguise self, silent
image, speak with dead
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 12 (+1)
Pack Tactics. The thug has advantage on an attack Brute. A melee weapon deals one extra die of its
roll against a creature if at least one of the thug's damage when the thug hits with it (included in the
allies is within 5 feet of the creature and that ally is attack).
not incapacitated.
Pack Tactics. The thug has advantage on an attack
roll against a creature if at least one of the thug's
Actions allies is within 5 feet of the creature and that ally is
Multiattack. The thug makes two melee attacks not incapacitated.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 16 (+3) 17 (+3) 14 (+2) 11 (+0) 9 (-1) 9 (-1)
Actions Actions
Multiattack. The veteran makes two longsword Bone Longsword. Melee Weapon Attack: +5 to hit,
attacks. If it has a shortsword drawn, it can also reach 5ft., one target. Hit: 6 (1d6 + 3) slashing
make a shortsword attack. damage, or 7 (1d8 +3) slashing damage if used
with two hands.
Bone Longsword. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing Longbow. Ranged Weapon Attack: +5 to hit, range
damage, or 7 (1d8 + 3) slashing damage if used 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
with two hands. damage.
Bone Shortsword. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing
damage.\
Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
range 100/400 ft., one target. Hit: 6 (1d10 + 1)
piercing damage.
T
he wilderness of Athas, beyond its apex
predators, is unforgiving to the unprepared.
Sandstorms, sinkholes, shifting dunes, and the
scorching heat all are dangers just as real as
the claws of a kirre. The rules of Athas
concerning healing, starvation, and
dehydration vary from those in the Player's
handbook