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dark sun campaign guide

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

Barbarian ........................................... 28 Chapter 5: Money &



Enemies ..........................................179
Cleric ...................................................30 Equipment .....................................92 Ranger Companions ......................... 179
Air Domain .....................................31 Monetary Systems ............................92 Monster List ........................................180
Earth Domain ................................ 32 Armor and Shields ........................... 93 Beasts of Athas .................................. 182
Fire Domain ...................................33 Armor Damage ..............................93 Eidolons ...............................................230
Water Domain ............................... 33 Weapons .............................................95 NPCs of Athas ....................................234
Magma Domain .............................34 Weapon Breakage .........................95
Rain Domain ..................................35 Simple Weapons ........................... 96 Appendix A:

Silt Domain .................................... 35 Martial Weapons ........................... 97 Survival Rules ........................271


Sun Domain ...................................36 Exotic Weapons .............................98

Druid ................................................... 37 Adventuring Gear ...........................100 Appendix B: Change


New Feature: Guarded Land ...... 39 Tools ..................................................102 log and Credits ....................272
Wild Shape Lists ...........................40 Mounts and Vehicles ..................... 102

The Empath .......................................41 Trade Goods and Slaves ...............104


Mystic .............................................. 44 Expenses ..........................................105
Occultist ..........................................45
Wilder ..............................................46 Chapter 6:

Fighter ................................................ 47 Customization Options 107


Adamant ..........................................49 Multiclassing ...................................107
Monk ................................................... 51 Racial Feats .....................................108
Way of the Soulknife .................... 53 New Feats ........................................ 110
Psion ................................................... 54 Chapter 7: Psionics ...........112
Dominator ...................................... 58 Psionic Rules .................................. 112
Kineticist .........................................59
Shaper .............................................59 Psionic Discipline Trees ...............114
Ranger ................................................ 61 Wild Talents .................................... 117
Beast Master ..................................65 Psionic Talents ............................... 117
Hunter ............................................. 67 Psionic Disciplines ........................ 122
Rogue .................................................. 68 Aura Beacon ................................ 122
Lurk ................................................. 69 Autonomous Vitality .................. 125
Sorcerer ............................................. 71 Battle Trance ............................... 127
Gray Sorcerer ................................ 73 Deceive Senses ........................... 128
Templar .............................................. 74 Ectoplasm .................................... 130
Devastator Echelon ...................... 78 Imbue Psicrystal .........................132
Enforcer Echelon ..........................78 Inertial Manipulation .................135
Inquisitor Echelon ........................ 79 Kinesis .......................................... 137
Sovereign Gifts ..............................80 Mindlink ....................................... 139
Templar Spells ...............................84 Mystic Displacement ..................144
Primal Metabolism .....................146
Introduction

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

have quality tools to produce everyday products.


Athas’s savage, primal landscape is the result of long Even though most Athasians have developed ways of
centuries of ecological and magical abuses. The world is creating weapons and armor made of nonmetallic
dying. It breathes its last gasps as water turns to silt, components, the advantage of having metal equipment in
grasslands become sandy wastes, and jungles decay into battle is huge.
stony barrens. Still, life finds ways to endure even in these
hellish conditions. In fact, it thrives. Children growing up 5. The Will and The Way.
beneath the crimson sun don’t aspire to become heroes. True From the lowliest slave to the most powerful Sorcerer‐King,
heroes who champion causes or try to make the world a psionics pervade all levels of Athasian society. Virtually every
better place are as rare as steel on Athas. Living to see the individual has some mental ability, and every city‐state has
next dawn is more important than defending a set of beliefs, some sort of psionic academy available. Athasians use the
so survival ultimately motivates all living creatures—not term Will to refer to someone’s innate ability for psionics and
virtue or righteousness. the Way
for the study of psionics.
Today, Athas rushes toward its future. If the course of 6. A World Without Gods.
destruction is to be diverted, if Athas is to be restored, then
heroes must grab the reins of destiny and give new hope and Athas is a world without true deities. Powerful Sorcerer‐
promise to the world. It will not be easy. In fact, it will be Kings often masquerade as gods but, though their powers are
extremely difficult. But it is possible. The denizens of the great and their worshippers many, they are not true gods.
Tablelands have suffered under oppression for thousands of Arcane magic requires life force, either from plants or
years, and now, a boiling point has been reached. Perhaps not animals, to be used. All divine power comes from the
today, perhaps not tomorrow, but someday, change will come. Elemental Planes and the Spirits of the Land that inhabit
geographic features.
Ten Things to Know 7. Planar Insulation.
Every player needs to know and remember these facts about Barriers exist between Athas and other planes. In the case of
the world of Athas. other planes of existence, the Gray impedes planar travel,
except to the Elemental Planes. Consequently, travel via spell
1. Dark Sun is Different from Traditional jamming is impossible, and planar travel is much more
D&D.
difficult. The same holds true for those trying to contact or
Many monsters, classes, spells or magic items from the core reach Athas. The barrier formed by the Gray impedes travel
rulebooks simply are not available in Athas. in both directions.
Many races are not available because Athas has a very
different background than most D&D settings. 8. The Struggle For Survival.
The basic necessities of life are scarce on Athas. This means
2. Tone and Attitude. that every society must devote itself to attaining food and
Athas puts the survival of the fittest concept to its fullest. safeguarding its water supply, while protecting themselves
Those who cannot adapt to endure the tyrannical Sorcerer‐ from raiding tribes, monsters, and other city‐states. This
Kings, the unrelenting sun, or the many dangers of the essentially means that most Athasian must devote a large
wastes will certainly perish. deal of their lives just to survive.

DARK SUN | INTRODUCTION


3
9. The Seven City‐states. A mul is a hybrid race that combines the natural dwarven
The Tyr Region is the center of the world of Athas, at least as resilience and stubbornness with the adaptability from
far as the people of the seven city‐states are concerned. It’s humans. Thri‐kreen are insectoid creatures that roam the
here, along the shores of the Silt Sea and in the shadows of Athasian wastes in search for prey. The following races do
the Ringing Mountains that civilization clings to a few not exist on Athas and therefore are not playable races:
scattered areas of fertile land and fresh water. dragonborn, gnome, half-orc, tiefling and other races listed in
The majority of the population lives in the city‐states of Tyr, any other sourcebooks.
Urik, Raam, Draj, Nibenay, Gulg, and Balic. The remainder There is three new classes to pick, empath, psion and
live in remote villages built around oases and wells, or templar. However with that there ae a few classes from the
wander about in nomadic tribes searching for what they need Player's Handbook that are not playable classes: bard, paladin
to survive. and warlock. In most cases a class is exactly as described in
the Player's Handbook unless otherwise noted in their brief
10. New Races and Classes descriptions. Due to the nature of magic (both arcane and
In addition to the common player character races found in divine) on this world the landscape for typical wizards, and
the Player’s Handbook, players can choose to play aarakocra, clerics have changed dramatically.
dray, half‐giant, mul, and thri‐kreen in Dark Sun. Aarakocra
are bird people that fly above the wastes. Dray are a dragon
like race created by the Sorcerer-King Dregoth. Half‐giants
are creatures with great strength, but dull wits.

DARK SUN | INTRODUCTION


4
Chapter 1: Character Creation
1. CHOOSE A RACE The group is encouraged to roleplay how they arrived at
This guide provides the racial traits and roleplay aspects of their current situation with one another, and work together in
the ten available races: aarakocra, dray, dwarf, elf, half-elf, developing a narrative that may affect your choice of
half-giant, halfling, human, mul, and thri-kreen. assigning scores, features, and background to your character.
2. CHOOSE A CLASS 8. OPTIONAL RULES
The traditional classes and archetypes may have been The DM should notify players in advance which optional
modified or do not exist. This guide lists any changes to each rules will be in use and which supplements are permitted
class. The classes of Athas are: barbarian, cleric, druid, beyond this guide. This guide makes reference to Xanathar's
empath, fighter, monk, psion, ranger, rogue, sorcerer, templar, Guide to Everything and Tasha's Cauldron of Everything but
and wizard. The paladin, bard and warlock do not exist on it is not necessary to play in Athas. It also contains in
Athas. Appendix A a section for suggested non-canon survival rules,
but these are also not necessary to enjoy the Dark Sun world.
3. DETERMINE ABILITY SCORES
Stats are chosen using the point-cost variant with 32 points.
An ability score of 16 costs 12 points. Any race with a +2 stat
bonus can reach a maximum of 22 in that stat.
4. DESCRIBE YOUR CHARACTER
Determine if your DM allows evil alignments. Literacy is
banned in cities, so consult the DM when choosing a
background as to whether your social class enables your
character to read and write.
Decide whether to run your character in the first person (“I
throw a dagger”) or third person (“Grok throws a dagger”)
and stick with it.
Be descriptive! A character is more than numbers or a
"build." Come up with personality traits and use the Ideals,
Bonds, and Flaws to assist with creating a unique character
separate from you.
5. CHOOSE EQUIPMENT
Consult this guide's Money & Equipment section in Chapter 5
for purchases, currency, and changes in material. Because of
the rarity of metal and water, the economy and gear of Athas
has developed quite differently from other settings. For
example, the primary currency is a "ceramic piece (cp)," not a
gold piece, which is far more valuable on Athas.
6. ASSIGN WILD TALENT
Non-psionic characters will have a Wild Talent. Known as the
“Will and the Way,” most sentient creatures on this world
have some form, even if limited, of psionic ability. For the
people of Athas, psionics are special because it’s the one
source of extraordinary power that does not make them
beholden to someone or something else. Templars need a
Sorcerer-King. Clerics must pray to the elements. Wizards
leech life from plants. Soldiers need someone to make and
maintain armaments. Consult the Wild Talents section in
Chapter 7 Psionics if you are a non-psionic class.
7. COME TOGETHER
Most campaigns begin with a unifying starting hook or story.
The DM is encouraged to run a Session 0: Prologue, in which
players should bring a character concept to the table and
utilize that session to finish making characters as a group.

DARK SUN |CHARACTER CREATION


5
Chapter 2: Races of Athas

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.

DARK SUN | RACES OF ATHAS


6
Many aarakocra punctuate their speech with chirps,
Aarakocra sounds they use to convey emphasis and to shade meaning,
much as a human might through facial expressions and
“You are all slaves. You all suffer from the tyranny of the gestures. An aarakocra might become frustrated with people
ground. Only in the company of clouds will you find the true who fail to pick up on the nuances; an aarakocra’ s threat
meaning of freedom.” ―Kekko Cloud‐Brother, aarakocra cleric might be taken as a jest and vice versa.
The idea of ownership baffles most aarakocra. After all,
who owns the sky? Even when explained to them, they
Aarakocra are the most commonly encountered bird people initially find the notion of ownership mystifying. As a result,
of the Tablelands. Some are from Winter Nest in the White aarakocra who have little interaction with other people might
Mountains near Kurn, while others are from smaller tribes be a nuisance as they drop from the sky to snatch livestock or
scattered in the Ringing Mountains and elsewhere. These plunder harvests for fruits and grains.
freedom‐loving creatures rarely leave their homes high in the Shiny, glittering objects catch their eyes and they find it
mountains, but sometimes, either as young wanderers or hard not to pluck the treasure and bring it back to their
cautious adventurers, they venture into he inhabited regions settlement to beautify it. An aarakocra who spends years
of the Tablelands. among other races can learn to inhibit these impulses.
Beak and Feather Aarakocra Names
From below, aarakocra look much like large birds. Only when As with much of their speech, aarakocra names include
they descend to roost on a branch or walk across the ground clicks, trills, and whistles to the point that other peoples have
does their humanoid appearance reveal itself. Standing a difficult time pronouncing them. Typically, a name has two
upright, aarakocra might reach 5 feet tall, and they have long, to four syllables with the sounds acting as connectors. When
narrow legs that taper to sharp talons. interacting with other races, aarakocra may use nicknames
Feathers cover their bodies. Their plumage typically gained from people they meet or shortened forms of their full
denotes membership in a tribe. Males are brightly colored, names.
with feathers of red, orange, or yellow. Females have more Male Names: Akthag, Awnunaak, Cawthra, Driikaak,
subdued colors, usually brown or gray. Their heads complete Gazziija, Kraah, Krekkekelar, Nakaaka, Thraka.
the avian appearance, being something like a parrot or eagle Female Names: Arraako, Kariko, Kekko, Lisako, Troho.
with distinct tribal variations. Tribal Names: Cloud Gliders, Sky Divers, Peak Masters,
Far Eyes, Brothers of the Sun.
Sky Wardens
Nowhere are the aarakocra more comfortable than in the sky.
These bird‐people can spend hours riding the wind currents
of the mountains, soaring in the olive-tinged Athasian sky. In
battle, they prove dynamic and acrobatic fliers, moving with
remarkable speed and grace, diving to lash opponents with
weapons or talons before turning and flying away.
Once airborne, an aarakocra leaves the sky with
reluctance. While traveling, aarakocra prefer to fly high above
to get a good view all-around of their location and detect any
threats well in advance. When they stop to rest, they tend to
perch on high peaks or tall buildings. Enclosed spaces
threaten the aarakocra, who have a racial fear of being
anywhere they cannot stretch their wings. This
claustrophobia affects their behavior. Unless it is absolutely
necessary, no aarakocra will enter a cave or enclosed
building, or even a narrow canyon.
Avian Mannerisms
The resemblance of aarakocra to birds isn’t limited to
physical features. Aarakocra display many of the same
mannerisms as ordinary birds. They are fastidious about
their plumage, frequently tending their feathers, cleaning and
scratching away any tiny passengers they might have picked
up. When they deign to descend from the sky, they often do so
near pools where they can catch fish and bathe themselves.

DARK SUN | RACES OF ATHAS


7
Aarakocra Traits
Your aarakocra character has an assortment of natural
abilities, due to centuries flying above the Athasian Wastes.
Ability Score Increase. Your Dexterity score increases by
2, and your Wisdom score increases by 1.
Age. Aarakocra reach maturity by age 3. Compared to
humans, aarakocra don’t usually live longer than 30 years.
Alignment. Most aarakocra are good and rarely choose
sides when it comes to law and chaos. Tribal leaders and
warriors might be lawful, while explorers and adventurers
might tend toward chaotic.
Size. Aarakocra are about 5 feet tall. They have thin,
lightweight bodies that weigh between 80 and 100 pounds.
Your size is Medium.
Speed. Your base walking speed is 25 feet. You have a
flying speed of 50 feet. To use this speed, you can’t be wearing
medium or heavy armor.
Talons. You are proficient with your unarmed strikes,
which deal 1d4 slashing damage on a hit.
Languages. You can speak, Common, and Aarakocra.
Many aarakocra punctuate their speech with chirps, sounds
they use to convey emphasis and to shade meaning, much as
a human might through facial expressions and gestures.

DARK SUN | RACES OF ATHAS


8
Dray
Created many centuries ago by the Sorcerer-King of
Giustenal to serve as a race of sorcerous warriors, dray, as
they call themselves—are a strong, resilient race of dragon
like humanoids. Most dray were cast out of their home by
their creator, Dregoth, and a handful of dray survived when
Giustenal was destroyed. From those ancient refugees arose
a race of mercenaries, sorcerers, and slave traders known for
their calculating (and sometimes duplicitous) ways.
Created in his image
Dray are tall, lean draconic beings with scaly skin, hairless
bodies, and clawed limbs. They have no wings, though they
do have tails. The first generation dray are less than the
perfect beings Dregoth envisioned. Their claws are jagged,
their scales mottled and uneven, their bodies slightly bent
and mutated. The second generation are near-replicas of the
dragon king, with proud draconic heads atop long necks.
Straight, ivory teeth are set in neat rows within their long
jaws. Their leathery scales come in a variety of colors, and
their long, whip like tails stretch out majestically behind
them.
Dray Names
Dray have personal names given at birth, but they put their
clan names first as a mark of honor. A childhood name or
nickname is often used among clutch mates as a descriptive
term or a term of endearment. The name might recall an
event or center on a habit.
Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh,
Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin,
Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar,
Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora,
Surina, Thava, Uadjit
Clan Names: Clethtinthiallor, Daardendrian, Delmirev,
Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon,
Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius,
Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth,
Verthisathurgiesh, Yarjerit

DARK SUN | RACES OF ATHAS


9
D20 Mutation
Dray Traits
7 Human hands and / or feet
Dray have several inborn abilities caused by the creation
process from the Sorcerer-King Dregoth 8 Warped and twisted scales
Ability Score Increase. Your Constitution score increases 9 1 Foot taller or shorter than normal
by 2 10 Human Ears
Age. Young dray grow quickly. They walk hours after
hatching, and attain the size and development of a 10-year old 11 Vestigial limb
human child by the age of 1, and reach adulthood by the age 12 Head of hair
of 4. It is unknown how long they live.
Alignment. Dray tend toward evil alignments, taking after 13 Uneven limbs
their creator and doing what must be done in order to survive 14 Jagged claws
on Athas 15 Increased hunch
Size. Dray are tall, lean, and muscular, standing well over 6
feet tall but averaging only 200 pounds. Your size is Medium 16 Shorter tail
Speed. Your base walking speed is 30 feet. 17 Human teeth
Born of Fire. You have resistance to fire damage and 18 Torn and tattered scales
vulnerability to cold damage. They also need less water than
the average human. An active dray needs 1/2 gallon of water 19 Humanoid face
per day, while an inactive one needs only 1/4 gallon of water 20 Hair on body
per day.
Tooth and Claw Your teeth and claws are natural
weapons, with which you are proficient. Your teeth deal Second Generation Dray
piercing damage equal to 1d4 + your strength modifier. Your The second generation of dray created were more refined in
claws deal slashing damage equal to 1d6 + your Strength form, in body and in mind. They are not necessarily superior
modifier. In order to make a claw attack, you must have at than their progenitors, but they consider themselves to be so,
least one free hand. Immediately after you take the Attack and so does their creator. These dray are frequently arcanist,
action on your turn, you can make a a bite attack as a bonus often favoring defiling magic. Most second generation dray
action. still revere Dregoth, though many do not know he has
Darkvision.. You can see in dim light within 60 feet of you returned in undeath.
as if it were bright light, and in darkness as if it were dim Ability Score Increase. Your Intelligence or Charisma
light. You can't discern color in darkness, only shades of gray score increases by 2.
Languages. You can speak, Common, and Draconic. Well Educated. Second Generation Dray are literate.
During Dregoth' s search through the planes he learned the Dragon Magic You know the fire bolt cantrip. When you
Draconic language and taught this to his children. reach 3rd level, you can cast the disguise self spell once with
Subraces. The dray were created in a number of rituals by this trait and regain the ability to do so when you finish a long
Dregoth, resulting in distinct subraces. First generation and rest. When you reach 5th level, you can cast the fear spell
second generation dray differ in their draconic form. once with this trait and regain the ability to do so when you
finish a long rest. Intelligence or Charisma is your
First Generation Dray spellcasting ability for these spells. These spells are subject
The first generation of dray created were bestial shadows of to the defiling rules if Intelligence is used.
dragons, and though their bodies are misshapen and mutated
they are extremely durable creatures. They are monstrous in
appearance and in demeanor, tending toward ferocity rather
than wisdom or intellect. Most first generation dray despise
Dregoth for having rejected them.
Ability Score Increase. Your Strength score increases by
2.
Mutated Form
D20 Mutation
1 Human arm
2 Uneven scale texture and color
3 No Tail
4 Human skin in places
5 No horns
6 Human Leg

DARK SUN | RACES OF ATHAS


10
Dwarf
"REMEMBER THE INTENSITY OF YOUR
FOCUS. Breaking or ignoring your focus will be
detrimental to both your body and mind. There
is no greater satisfaction than fulfilling a
difficult focus. Be serious and sober, always.
The only time to be festive is when you have
recently fulfilled your focus, during the hours
or days until you set a new focus."

— Vow of the Focus, 1:3

Cities of dwarves were once as numerous as the caravan


forts guarding the trade roads, but today not one exists.
Likewise, no more than a handful of dwarf villages remain in
the Tyr Region. Kled and the twin villages of North and South
Ledopolus are the most prominent. The rest of the dwarf
population lives in the city-states of the Sorcerer-Kings or
among the slave tribes that wander the desert wastes.
Dwarves of Athas have no lands of their own and live
among the other folk of Athas. They reside both in cities and
the countryside, and they tend to be builders and farmers
instead of nomads or raiders. Despite the absence of their
once marvelous cities and strongholds, they still possess a
rich cultural history passed down from generation to
generation in great sagas and secret traditions.
Stocky and Rugged
Short and powerful, dwarves stand between 4 and 5 feet tall
and possess frames that are extremely massive; the average
dwarf weighs in the vicinity of 200 pounds. Most dwarves
have deep tanned complexions from lives spent toiling in the
hot sun, with wide, callused hands and feet. They usually
sport little or no hair; the flowing beards commonly found in
dwarven societies of other worlds are never seen on Athas.
Life in the Athasian wastes has given the dwarves a rugged
look. They prefer simple and practical clothing that is sturdy
and unadorned, a set of clothes that shall be worn over and
over again in their span of toiling in the harsh lands.
Laborious Folk
Dwarves embrace work with joy, often giving themselves over
to a favorite cause or task. They are a stoic, single-minded
people to whom compromise doesn't come easy. Dwarf
soldiers, laborers, and crafters are common, though
members of this race can be found among the templars,
merchants, and slaves.
Dwarves are by nature industrious, skilled, and
materialistic. They make excellent artisans and merchants,
specializing in either the craftsmanship of handicrafts,
weapons, and armor, or the trade thereof. While they can
serve the city or their tribe as warriors, followers of the Way,
or healers, their most important contribution to their
community is as artisans or traders.

DARK SUN | RACES OF ATHAS


11
Persistent Minds Magic Resistance. As a dwarf, you are nonmagical by
nature and thus have advantage on saving throws against
Dwarves are known for their stoicism and single- powers, spells and magical effects that target Wisdom,
mindedness. They prefer to occupy themselves with Intelligence, or Charisma.
meaningful tasks, and often approach these tasks with an Superior Resilience. You have advantage on saving
intensity rarely seen in other races. Once they fix their minds throws against poison, and you have resistance against
on the task at hand, be it a challenging bit of engineering, an poison damage.
intricate work of craft, a struggle for survival, or a quest for Tool Proficiency. You gain proficiency with the artisan's
revenge, it's impossible to abandon it or leave the work half tool of your choice: smith's tools, brewer's supplies, or
done. Dwarves will simply fail to listen to reason, and will mason's tools.
treat any who hinder them as obstacles that must be Languages. You can speak Common and Dwarvish.
removed. On the other hand, people who help a dwarf Dwarvish is deep and throaty, composed of many guttural
accomplish its task or share its goals are treated with respect sounds and harsh exclamations. Dwarves value their
and considered good companions. language and rarely teach it to outsiders.
The commitment to a single task is called a dwarf's focus.
A dwarf will work to complete its focus above all else, for the
compulsion to succeed is built into the dwarven nature. They Dwarven Focus A dwarf's focus is the central point
literally live for their focus; if a dwarf dies without completing of its existence. Nothing is more rewarding to a
its focus, the need remains so strong that the dwarf may dwarf than to complete its focus. But no simple job
can be such a focus; anything taking a few days to
return as an undead to finish the task that drives it. complete is too simple a task to be considered a
focus. While working to complete it, dwarves
Dwarf Names receive a morale bonus to any task, provided they
A dwarf receives its name by the community leader, who are directly related to their focus.
usually grants it to them after they have completed their first Work with your DM to come up with a focus
focus, in accordance to their ancient traditions. Thus, they that your character begins with, and with a new
one every time you finish yours. It shouldn't be an
jealously strive to honor their names and never misuse or easy or mundane task and it should take at least
bring shame to it. one week to complete. It could also be linked to
    Male Names: Birgaz, Bontar, Brul, Caelum, Caro, Daled, your adventures or be something different
Drog, Ghedran, Gralth, Gram, Hai, Jo'orsh, Jurgan, Kov, altogether.
Krom, Lian, Lodo, Ltak, Lyanius, Murd, Nati, Portek, Rkard,
Sa'ram, Sult, Veso.
Female Names: Ardin, Erda, Ghava, Greshin, Gudak, Fyra,
Kesi, Lazra, N'kadir, Palashi, Vashara.
Dwarf Traits
Your dwarf character has an assortment of inborn abilities,
part and parcel of Athasian dwarven nature.
Ability Score Increase. Your Constitution score increases
by 2, and your Strength or Wisdom by 1.
Age. Dwarves mature at the same rate as humans, but
they're considered young until they reach the age of 35. On
average, they live about 200 years.
Alignment. Most dwarves are lawful, believing firmly in the
benefits of a well-ordered society. They tend to follow the
established hierarchy of their community, devoting
themselves to the regulations it imposes upon them.
Size. Dwarves stand between 4 and 5 feet tall and average
about 200 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is
not reduced by wearing heavy armor.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray
Dwarven Focus. Whenever you make an ability check or a
saving throw directly related to your focus, you are
considered proficient. Those you are already proficient in add
double your proficiency bonus to the roll, instead of your
normal proficiency bonus.

DARK SUN | RACES OF ATHAS


12
Only rarely will an elf ride a crodlu or a kank as mount. To
Elf do so is dishonorable unless ill or gravely wounded. The
custom of the elves is to keep up or be left behind, so those
THEY RUN ACROSS THE BURNING SANDS unworthy of following the elf runs are not considered to be
LIKE whirling dust sweeps across the baked strong and useful to the tribe.
dunes and parched steppes of the Tyr Region.
By day they are untamed winds, blowing hot Indolent and Unscrupulous
gusts of chaos from one end of the Tablelands Most Athasians consider elves lazy and deceitful. It's true that
to the other. By night they are swift shadows, many elves dislike hard work and prefer to live in the
always in motion, dancing beneath the light of moment, avoiding unpleasant tasks and drudgery. If work can
Athas's twin moons. They are the elves of wait for even another moment, then it will. For an elf, the
Athas, and the twisted path they trace over the future is a dark, deadly place, so it strives to make every
landscape is fast, furious, and more than a little moment as enjoyable and full as possible. They also enjoy
dangerous. taking advantage of, steal from, lie to, or misdirect outsiders,
not out of malice so much as a desire to separate the gullible
The elves of Athas are long-limbed sprinters who lead lives of from their items of value.
thievery, raiding, trading, and warfare. As members of tribes Still, elves do work. In some ways, they work harder than
that wander the sun-scorched lands, elves usually make a members of other races. While they detest hard labor and
living as traders and herders and rarely stay in one place for will never voluntarily set out to construct anything more
long. Each of the city-states hosts an Elven Market — a never- durable than a tent or small hut, they will spend hours on end
ending bazaar where the elves (and others who deal in goods haggling and negotiating with potential customers. When it's
of dubious origin) sell their wares. important to maintain a valuable trading relationship, elves
Most elf tribes make a living through herding, but honor their word and barter in good faith. But the moment
merchants and raiders also ply the desert roads. Elf culture, they perceive an opportunity that is too good to pass up, they
while savage, is also rich and diverse. They have turned abandon their previous deals.
celebrating into an art form, and elf song and dance is some
of the most beautiful and captivating in all of Athas.
Savage Beauty
Elves stand between 6 and 7 feet tall, with slender yet
muscular builds. They have deeply etched features, with skin
that has been made rugged by the baking sun and the
scouring sand. Unlike the elves of other worlds, the elves of
Athas are not pale-skinned, delicate beings. Their
pigmentation is as varied as the flesh of other races and as
affected by the rays of the sun. They grow no facial or body
hair, but the locks atop their heads come in all colors — from
sun-bleached blond to red and brown to darkest black.
Elves prefer to dress in garb designed to protect them from
the desert and the elements but also to showcase their tribal
customs and traditions. Some also incorporate plunder from
raids to enrich their native dress. Song and dance play a
major part in elven life, and the music they produce is
captivating and seductive to non-elves.
Natural Wanderers
Elves are tireless desert rovers forged in the desert — burned
dark by the sun, toughened by the swirling sand, and given
strength and speed by the constant wind. There's no racial
unity among them. Within a given tribe, all elves are brethren,
but outsiders —even other elves— are regarded as potential
enemies. Outsiders can be accepted and perhaps even
become friends, but trust takes time to develop and it is often
associated with tests and great sacrifice.
Elves crave free, open spaces in which to run, so elven
slaves wither in captivity if they can't escape, a practice they
always strive for, when captured. Travelers often see whole
tribes running swiftly and with great endurance across the
sandy wastes.

DARK SUN | RACES OF ATHAS


13
Elf Names Elven Resilience. You have a natural resistance to
extreme temperatures and aren't adversely affected by the
Names are very important to elves, and they take a great deal heat of the day or the chill of the night. You never need to
of time and care before selecting one. Much thought goes into make a saving throw when exposed to extreme heat or cold.
the selection of names, and tribal leaders consider naming Keen Senses. You have proficiency in the Perception skill.
young runners as one of their most solemn duties. Elven Nomadic Life. You have proficiency in the Survival skill.
names are derived from two sources, the name of their tribe, Languages. You can speak Common and Elvish. Short,
and a given name based upon the elven tradition of a child's clipped words make up Elvish. It is spoken in a rapid staccato
first interesting thing while learning to run. While this might pace that is difficult for novices to pick up.
seem an easy task, tribal leaders watch for occurrences that
are both significant and that fit the child's personality, for
traditions hold that names help shape the elves they are given
to. With the proper name, a young elf can grow to become a
great elf. With the wrong name, the same elf will disappear in
the wastes. Some childhood names are changed because of
extraordinary actions undertaken during a youth's rites of
passage, but such changes do not happen very often.
Male Names: Abyuuk, Botuu, Coraanu, Dukkoti, Eevuu,
Galek, Haaku, Ikan, Jaarati, Kathak, Lobuu, Mutami,
Nuuko, Quaar, Radurak, Sorak, Traako.
Female Names: Alaa, Areela, Celba, Deryssa, Ekee, Elas,
Enala, Esylk, Grissi, Guuta, Hukaa, Ittee, Jeila, Katza,
Keelorr, Nuuta, Nysia, Tala, Utaa, Yalana.
Tribe Names: Clearwater, Night Runner, Shadow, Silt
Stalker, Silver Hand, Sky Singer, Swiftwing, Water Hunter,
Wind Dancer.
Elf Traits
Your elf character has a variety of natural abilities, the result
of centuries of constant struggle in the Athasian Wastelands.
Ability Score Increase. Your Dexterity score increases by
2, and your Intelligence or Charisma by 1.
Age. Although elves reach physical maturity at about the
same age as humans, they must pass the tribe's rites of
initiation, before they can be considered adults. An elf
typically claims adulthood around the age of 20 and can live
to be 120 years old.
Alignment. Elves value freedom, variety, and
independence, so they lean strongly toward chaos.
Size. Elves range from 6 to over 7 feet tall and possess
slender, muscular builds. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Elf Run. By inducing an extraordinary state of grueling
endurance, you gain the ability to travel long distances, over a
number of days defined by your preparation. After a minute of
preparation you enter a trance like state that lets you run
about 50 miles in a single day without resting. You can keep
this pace a number of days equal to your Constitution
modifier, minimum one day. After that you must succeed on a
DC 10 Constitution (Athletics) check at the end of each day
or gain a level of exhaustion. The DC increases by 5 each
subsequent day. Once you stop, you cannot use this feature
again until you finish a long rest.
Elf Weapon Training. You have proficiency with the
longbow, and longsword.

DARK SUN | RACES OF ATHAS


14
Natural Survivalists
Half-Elf Intolerance and social rejection has given the half-elf its
SHE KEPT SCOUTING AHEAD WITH THE greatest attribute – self-reliance. As a loner, usually without
CRODLU riders, at times sniffing the air or permanent residence, a half-elf survives the rigors of life in
examining the hard, baked ground. It seemed the wilderness completely on its own. The skills involved in
like she lived in the deserts her whole life, for survival are only half of the challenge they face – half-elves
there wasn't a single day where we took a must also learn to deal with the absence of companionship,
wrong turn or faced any nasty raiders. Such a
the complete lack of conversation and basic friendship.
Consequently, these lonesome folk turn for companionship to
lonely and tight-lipped person, I couldn't figure the animal world, training beasts of the air and sands as
out her whereabouts; even when I tried to servants and friends.
approach her, she reluctantly welcomed my Half-elves hold self-reliance as their most valued trait,
effort. Only during the end of our trip did I never expecting or asking for help no matter what their
manage to glean the truth about her. And it situation. Self-taught and naturally adept at learning, half-
was at this moment, when the morning wind elves dabble in a variety of areas, mastering the skills they
brushed her hair, and I suddenly glimpsed a need to survive on their own. Some half-elves are bitter and
pair of pointed ears. sullen, but most seek to make the best of their circumstances.
More than anything, half-elves take pride in defeating
Humans and elves must deal with each other from time to expectations.
time, and in some cases – whether by force or through
genuine love – children are born of mixed parentage. These
are the half-elves, beings who combine features of both races,
creating something different in the process.
Born from two worlds but welcome in neither, half-elves
struggle to find their place in a hostile land. While being the
offspring of two races, they face prejudice and unwillingness
from both sides. That, in conjunction with the lack of culture,
has turned the half-elves into lonesome, self-sufficient folk.
Of Two Worlds
Half-elves generally grow taller than their human parents but
rarely approach the height of their elven parent. They average
well above 6 feet tall, though they tend to inherit some of the
bulk of their human half, averaging at 140 pounds. In most
cases, a half-elf can pass itself off as a human, though telltale
features can be spotted that hint at its elven heritage.
Half-elven coloration and features tend to lie somewhere
between their human and elven parents, and thus show a
variety even more pronounced than that found among either
race. Half-elf men can also grow beards.
No Homeland
A half-elf’s life is typically hardened by the intolerance of
others. Neither fully human nor fully elven, half-elves rarely
find acceptance with either race. Elves are especially
intolerant, going so far as casting out the mother of a half-elf
child, while humans are more apt to welcome them as allies
or partners, although they seldom accept them into their
homes. More often than not, half-elves remain outsiders,
forced to endure on society’s fringes.
Half-elves don’t form their own communities. Instead, they
live either among or on the fringe of human society. They are
most often encountered in the cities of the Tyr Region,
though some can be found in the villages and tribes of ex-
slaves that inhabit the wilderness.

DARK SUN | RACES OF ATHAS


15

Age. Half-elves mature at the same rate humans do and

reach adulthood around the age of 20. They can live to exceed

a hundred years.

Alignment. Being self-sufficient and having spent most of

their time in the wastelands has turned half-elves away from

the extremes. Most of them lean toward neutral.

Size. Half-elves are taller than humans, standing well over

6 feet tall. They are on the lean side, however, averaging

almost 150 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you

as if it were bright light, and in darkness as if it were dim

light. You can't discern color in darkness, only shades of gray.

Nomadic Life. You have proficiency in the Survival skill

and Animal Handling

Skill Versatility. You gain proficiency in two skills of your

choice.

Animal Friend. Once you reach 3rd level, you can cast the

animal friendship spell once per day. If you use this ability on

the same beast more than 1 day in a row, that beast has

disadvantage on its saving throw. DM's may choose to allow

this beast to be a sidekick from Tasha's Cauldron of

Everything

Languages. You can speak Common and an extra

language of your choice.

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.

DARK SUN | RACES OF ATHAS


16
Half-giants, however, aren't as emotionally attached to
Half-Giant objects or work as are other races. Whenever presented with
a new situation, they examine the roles of the people there,
THERE IT STOOD, A TOWER OF MUSCLE determine where they might best fit in, and then start
AND BONES, a hulking beast let loose to performing the tasks necessary. But if a situation isn't
rampage on its enemies. As the horns blazed beneficial, or if a half-giant can't perform well in a given
over the walls, this creature of mythical size environment, it won't imitate the nearby culture, preferring to
and strength reached the field of battle, moving on when it sees fit.
swinging a bloodied stone maul at every side.
No later than a few minutes, the enemy lay Fickle Minds
dead, and this half-giant warrior was back at its Half-giants switch attitudes very quickly, taking on new values
cage, slightly winded and smiling at its owner. to fit new situations. A half-giant whose peaceful farming life
Confounded, I watched as the half-giant's is disrupted by marauders may soon adopt the morals of the
attitude switched from a bloodthirsty beast to very renegades who sacked its village. Goals and lifestyles
a peaceful creature in an instant. What twisted switch easily, usually based on the charismatic individual that
magics had brought such an unpredictable crosses paths with the half-giant or as a reaction to a
monster into life? significant change around it.
Such attitude may present half-giants as unpredictable folk,
In some lost millennium, as a bizarre experiment or perhaps but more often than not this is not the case. Given the right
as some sort of curse, giants were magically crossbred with circumstances, an influential personality can turn a half-giant
humans, producing a hardy race of towering creatures known into an obedient and predictable follower.
It will demonstrate
friendliness and eagerness to help its companion, and remain
as half-giants. Most of them are enlisted as gladiators or in loyal most of the time — that is, until some powerful
the armies of the Sorcerer-Kings, while others are cast away personality seizes the opportunity to influence it, or a major
and become thugs or mercenaries. Whatever their backstory, event occurs that shakes its behavior.
they more often than not prove to be mighty warriors.
Though no one knows for certain, half-giants seem to be a
fairly young race. In the city-states, they serve as soldiers,
guards, or laborers. In the wilderness, they attach themselves
to charismatic leaders or communities demonstrating
tendencies that they admire. Wherever they are, half-giants
have to deal with the fact that they are somewhat big for the
world around them, for things built for the use and
convenience of humans don't work in their hands.
Towering Hulks
A half-giant is an enormous individual, standing between 7
and 8 feet tall, and weighing about 450 pounds. Simply put, a
half-giant has inherited its size and massive strength from its
giant parent. Its human background, along with human
features, has provided it with curiosity, and willingness to
learn and cooperate.
Half-giant skin ranges from light brown to deep tan, like
certain colors of sand. They either shave their heads or wear
long knots, usually in black or brown colors, though paler
half-giants can be found with sandy blonde hair.
Of No Culture
There is no half-giant culture common to all of their kind. On
the contrary, having insufficient history and overall
intelligence to have their own culture, half-giants tend to
readily adopt the cultures of other creatures they admire or
associate with. Half-giants are very imitative creatures, eager
to fit into new situations as they present themselves.

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17
Half-Giant Names Mercurial Behavior
A half-giant's name depends on whether it's free or enslaved. Although a half-giant's alignment change isn't
Free half-giants are likely to borrow the naming conventions mandatory, it should certainly be invoked in role-
of the people they interact with, whereas enslaved ones are playing situations as a reaction to extreme changes
usually given a human name. in the character's environment. Of course, there
needs to be a good reason for your character's
Male Names: Crag, Den-du, Doorub, Gaanon, Gall, alignment aspect to change, and your DM may
Garchom, Ghurs, Gigus, Hurgen, Jaryx, Junnai, Pegen, disallow any change that doesn't fit the current
T'sor, Tah, Tak, Tutoc. storyline.
Female Names: Atrocla, Astara, Baraka, Camla, Er'the, Your DM will state how often this shifting
G'rshun, Hezze, Katid, Mura, Ot, Romla, Tal, Vun, Zambia. alignment happens. You might have to choose a
new aspect every morning or every week;
Half-Giant Traits whenever an event leaves a lasting impact on your
Your half-giant character has certain traits deriving from your character; and when a charismatic person
giant ancestry. influences you. Whatever the case, an alignment
Ability Score Increase. Your Strength score increases by change should prove beneficial as often as it serves
2 and you Constitution score by 2. Your intelligence is to hindrance your character.
reduced by 2.
Age. Half-giants mature a little slower than humans,
reaching adulthood around age 30. They age similarly slower,
and usually live longer than 150 years.
Alignment. Due to their fickle nature, half-giants do not
lean toward any alignment. Most start out as neutral, but
soon switch to a new alignment, depending on who or what is
around them.
Size. Half-giants are quite taller and bulkier than humans.
They stand between 7 and 8 feet tall and weigh about 450
pounds. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Colossal Resilience. You can focus yourself to
occasionally shrug off injury. When you take damage, you can
use your reaction to roll a d12. Add your Constitution
modifier to the number rolled, and reduce the damage by that
total. After you use this trait, you can’t use it again until you
finish a short or long rest.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift. On the other hand, you need double the
amount of food and water a human needs to sustain yourself.
All clothing and armor cost double for half-giant characters.
Giant Heritage. For all game purposes, you are considered
to be a giant.
Giant Toughness. Your hit points maximum increases by
2, and it increases by two every time you gain a level.
Long-Limbed. When you make a melee attach on your
turn, your reach for it is 5 feet greater than normal.
Mercurial Behavior. A half-giant's nature is to switch an
aspect of its alignment to imitate or otherwise react to a
significant change around it. Choose an aspect of your
alignment that will be fixed, such as Lawful or Neutral. The
other aspect is determined at the start of each new day. The
character is bound to that alignment combination until he
takes a long rest.
Languages. You can speak Common. You speak in a low-
pitched voice, and occasionally people find it difficult to
understand you.

DARK SUN | RACES OF ATHAS


18

Halfling

"YOU HAVE DESECRATED OUR SACRED

PLACE," A wispy voice called from behind. Just

in front of the stand of trees, there stood a

halfling, looking wild and primal with his

painted body and forest-decorated hair, and

pointing a crude, bone sword at the party.

"The ancient nature-masters cannot forgive

you for trespassing, and neither can I! I will

raise up the forest itself to destroy you!" All of

a sudden, a rain of arrows exploded out of the

trees, splintering on the ground all around the


surprised group, while the feral cries of halfling


warriors echoed from the darkness of the

forest.

In the ancient past, halflings were the masters of the world.

According to their myths, they were the original inhabitants

of the old times, and all other folk are descended from them.

That said, today's halflings bear little resemblance to their

supposedly ancient forebears. Where once halflings filled the

land in every direction, today they inhabit the slowly

disappearing forests and jungles, like the Forest Ridge.

Where once they were civilized masters of an advanced

society, today they are feral, savage creatures as wild as the

arid winds. They are more willing to eat a stranger in their

lands than to welcome him.

Small and Primitive

Halflings are diminutive in stature, standing about 3 feet tall.

They are muscled and proportioned like humans, but they

have the faces of wise and beautiful children that never

succumb to the rigors of age. They weigh between 50 and 60

pounds and are virtually always in peak physical condition.

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.

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19
Expanding Knowledge
Halflings face difficulties at first, in adjusting to other
customs and points of view, but as a generally openminded
race, they tend to be curious or confused by the actions of
others rather than initially combative. Halfling adventurers
will attempt to learn all they can about other cultures, but will
almost never adopt those cultures as their own. Their
shamans teach that the customs of others are no threat to
their own, so a halfling adventurer will welcome the chance
to learn another point of view, rather than instantly try to
change it.
Halfling Names
Halflings have a given name, provided to them by their
community. They stick to that name as a mark of their
heritage, even though they might adopt many different names
from the other cultures.
Male Names: Cha, Derlan, Fullgrin, Lokee, Nok, Pauk,
Pletaw, Purhas, Urga-zoltapl, Zivlil.
Female Names: Alansa, Anezka, Dokala, Grelzen, Horga,
Jikx, Joura, La, Nasaha, Tar, Vensa.
Halfling Traits
All Athasian halflings share a number of traits common to
their race.
Ability Score Increase. Your Dexterity score increases by
2, and your Constitution or Wisdom by 1.
Age. A halfling reaches adulthood at the same age as
humans and generally lives a little longer than a century.
Alignment. Most halflings are lawful. They are very orderly
and traditional, leaning heavily on the support of their
community and the comfort of their old ways.
Size. Halflings average about 3 feet tall and weigh between
50 and 60 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Halfling Nimbleness. You can move through the space of
any creature that is of larger size than yours.
Halfling Resilience. You have advantage on saving throws
against poison, and you have resistance against poison
damage.
Halfling Athleticism. You can add your Dexterity modifier
instead of your Strength modifier to all Athletics skill checks.
Innately Stealthy. You have proficiency in the Stealth skill
Savage Attacks. When you score a critical hit with a melee
attack, you can roll one of the weapon's damage dice one
additional time and add it to the extra damage of the critical
hit.
Languages. You can speak Halfling. The Halfling language
isn't secret, but halflings loath to share it with others. Since
they only have oral traditions, their literature is nonexistent.
Those who travel to the lands of other races usually pick the
Common tongue as well.

DARK SUN | RACES OF ATHAS


20
Bereft of Past
Human What generally passes for the history of Athas is actually a
YOU SEE THOSE POOR SODS, STROLLING jumble of folklore and propaganda. Prohibited by the
ABOUT, minding their own business? All those Sorcerer-Kings and templars from keeping written histories,
people around you, in their various garments most humans know only the stories told in their
and colorations. A foolish lot they are, for they communities. These tales paint the despots as saviors, gods,
outnumber every other race, yet they can't or anointed champions who, through selfless actions, saved
control their very lives, instead choosing to
Athas from certain destruction. Many humans scoff at these
tales, however, being more concerned with the problems of
live under the tyranny of those Sorcerer-Kings the present than devoting themselves to the lessons of the
and their lackeys, the templars. But just past.
because they accept this oppressive life Still, there are those who chafe against tyranny's chains,
doesn't mean they don't have goals or but hold their tongues, seeing no reason to jeopardize the
ambitions. This mass of unclean bodies you shelter, water, and food they receive in the city-states they
see can topple their superiors just as easily as usually live in return for their loyalty. The most daring,
they bow their heads at them. You only have to ambitious, relentless, or even foolish among them are usually
give them motivation, or the promises or the ones who defy the comforts of a city-state to choose the
wealth and power. life of adventure.

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.

DARK SUN | RACES OF ATHAS


21
Human Names     Alignment. Humans tend toward no particular alignment.
The best and the worst are found among them.
Humans generally adopt the culture of the city-state they live Size. Humans vary widely in height and build, but most
in or are closest too. Since they are a race in constant motion, range between 5 feet and 6 feet tall. Your size is Medium.
however, and due to their diversity, it is all too common to Speed. Your base walking speed is 30 feet.
meet humans of different ethnic groups living behind the Languages. You can speak Common and one extra
walls of the same city. As such, their naming conventions language of your choice. Humans typically learn the
have been mostly blurred, and humans welcome any names languages of other people they deal with, including the
suitable for themselves or others. various city-state dialects.

Male Names: Agis, Astemba, Azzer, Banoc, Brevit, Canth,


Daclamitus, Dote, Etheros, Evrim, Faldar, Frayne, G'rshun,
Gammeg, Grak, Hargat, Ibl, Jedra, Kargash, Kilay, Kyuln,
Leoricius, Limrick, Maetan, Marut, Morlak, Nylorac, Ojoba,
Paxitus, Quay, Ragoner, Raka, Rathoras, Salust, Sizzkus,
Styan, Tabaros, Taiy, Thanik, Thaxos, Toth, Varnag, Weom,
Xamres, Ydris, Zaethus, Zeburon.
Female Names: Amandia, Astara, Averil, Buris, Camla,
Catrion, Damras, Dorjan, E'la, Faria, Haarna, Jaseela, Jun,
Katid, Kelira, Korla, Lestria, Llunet, Nadia, Nanda,
Nauhyotl, Ode, Rasia, Rayne, Sa-rea, Shallin, Sycia, Talara,
Tamar, Tara, Tella, Temmnya, Tierney, Ular, Veeshte, Ves.
Human Traits
It's hard to make generalizations about humans, but your
human character has these traits.
Ability Score Increase. One ability score of your choice
increases by 2. Another ability score of your choice increases
by 1.
Skills. You gain proficiency in one skill of your choice.
Feat. You gain one feat of your choice.
Age. Humans reach adulthood in their late teens and live
less than a century.

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22
Gruff and Taciturn
Mul Muls are hard, driven, pragmatic folk with little remorse or
WHO AM I? I AM DARUS, ONCE A SLAVE sympathy in their hearts. Many grow up under the lash,
SERVING A patrician in the city of Balic. The subjected to brutal training for the arena or grinding toil in
noble raised me to battle in the Criterion, to fields or quarries. As a result, muls have a hard time offering
spill the blood of my enemies, revel in the friendship and trust to anyone. More than a few muls, scarred
cheers of the crowd, and fill the pockets of my by the hardships of their upbringings, spend their days as
master with silver and gold. But now I am free
bitter, violent misanthropes. Others are suspicious, grasping
mercenaries who have learned never to lift a finger on behalf
of my bonds, outlawed in Balic, and a member of another person without establishing what they will gain
of this slave tribe. Do I believe in the dream of from providing aid. Despite their tendency to be sullen or self-
freedom? I cannot answer that, for in truth I do centered, muls don't have a particular enmity for any people
not know. I know that I have tasted freedom and can learn to work alongside others. Growing up in the
and it is very sweet. I never want to thirst for it slave pits and the underclass of society taught them how to
again, toiling for a master while my spirit figure out who to trust, who not to, and how to gain favor and
withers beneath the hot sun of bondage. reputation among others, slaves or free people; their survival
demanded nothing less.
Sterile crossbreeds of humans and dwarves, muls are well-
known for their outstanding stamina. Accordingly, templars,
noble families, and merchant houses breed them as slaves.
Combining dwarven toughness and human ingenuity, muls
inherit the best features of both races. Although muls can
serve in many ways, most find their lives shaped by a noble's
desire to create a worthy champion or a merchant's
calculated investment in a gladiator for the arenas.
Squat and Brawny
Muscular and fit, muls resemble powerfully built humans.
Standing between 6 and 7 feet tall and weighing about 300
pounds, these half-dwarves bear heroic proportions — broad
shoulders, powerful thighs, and thick arms. Both genders are
hairless and hint at their dwarven ancestry, with strong, stern
features and small, swept-back ears that come to subtle
points. Mul skin and eye colors are as varied as they are in
humans, but many muls have a copper or deeply bronzed
complexion, and few have noticeable gold flecks in their eyes.
Muls have little collective racial identity and adopt the
dress and fashion of their homes. As products of the city-
states where they are bred, they have no culture of their own.
Some escaped slaves make a home for themselves among the
desert tribes, but because no mul can start a family, they have
no place to call their own.
Born into Slavery
All muls begin their lives as slaves. Slaveholders throughout
the Tyr Region have long known that tremendous hardiness
and stamina result from mixing human and dwarven lines.
Since muls make outstanding gladiators, slave warriors, and
heavy laborers, enduring toil and hardships that would kill
lesser folk, they are often most-sought.
Born to the slave pens, the taskmaster's whip takes the
place of loving parents and family. For this reason, muls
develop violent reactions. But when they perform well in the
arena, they receive the most pampered treatment of any
slave. Consequently, some don't see slavery as that a great
hardship. However, those who have tasted the sweet air of
freedom will fight to retain it.

DARK SUN | RACES OF ATHAS


23
Lust for Freedom
Muls who set their hearts on freedom are difficult to keep in
chains. Some escape to the wilds and become raiders or join
tribes of ex-slaves, whereas others who escape become
mercenaries and sell their fighting skills to whomever they
can. Muls who don't flee captivity can win their freedom in
the arena or by completing a dangerous task for their
masters. A few highly prized gladiators receive so many
privileges and comforts that they are effectively free, enjoying
great latitude to go where they want and do as they wish.
Mul Names
Muls favor one simple name, generally a human one or
variants. They don't have families, so they don't get to pick a
last name, but sometimes they use place names to denote
their place of origin, like "Mersten of Nibenay" or "Tomak of
Tyr".
Male Names: Aram, Borthomar, Bost, Darok, Darus, Durn,
Eben, Erekard, Gard, Harask, Marok, Morg, Rikard,
Sanozar, Tomak, Uskan, Zedath, Zorus.
Female Names: Aisa, Aivel, Brithis, Callia, Demosis, Elina,
Faivel, Himithis, Laivi, Mersten, Narisel, Raina, Reshel,
Saditha, Tirshel, Uisel, Zerima.
Mul Traits
Your dwarven heritage manifests in a variety of traits you
share with other muls.
Ability Score Increase. Your Strength score increases by
2, and your Constitution increases by 1. Muls can also
increase one other ability score by 1.
Age. Muls mature at the same rate as humans, reaching
adulthood around 18. They seldom live past 85 years though.
Alignment. The taskmaster's whip has instilled a lawful
attitude in most muls, although those who have fled from
slavery are usually chaotic.
Size. Muls are taller and broader than humans, and they
range from 6 to 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Relentless Endurance. When you are reduced to 0 hit
points but not killed outright, you can drop to 1 hit point
instead. Once you use that trait, you can't use it again until
you finish a long rest.
Inexhaustible. You have advantage on all saving throws
made to resist exhaustion. In addition, as an action you can
reduce your current exhaustion by one level. Once you use
this trait, you can't use it again until you finish a long rest.
Superior Resilience. You have advantage on saving
throws against disease and poison, and you have resistance
against poison damage.
Languages. You speak Common and one extra language of
your choice. You can pick the dialect of the city-state that you
were taught in the slave pits, or a language that you learned
from another slave.

DARK SUN | RACES OF ATHAS


24
Pack Mentality
Thri-Kreen Thri-kreen view everything through the lens of the hunt and
WE ARE NOW IN THE BROWN TIMES, THE the predator-prey relationship. Their basic social units are
AGE OF OUR KIND, when the world is dry. The the clutch, a small group consisting of members in the minds
kreen are matchless in the dry times. The dra, of "team", "friends", and "family", and the pack, a larger social
those-who-sleep, used terrible forces and unit that consists of any number of clutches. If deprived of a
killed many plants and animals, and the world clutch, a thri-kreen is biologically compelled to seek out a
withered and turned brown. But the kreen
new group to join.
Obeying their pack instincts, thri-kreen try to find their
were wise and skilled, and could hunt and find place in any group. When they join up with potential clutch
prey where others could not. So the kreen mates, they seek to establish dominance through a series of
stayed with the dra and lived among them, to challenges, that can be subtle and secret like puzzles or,
work and share knowledge. We are the kreen when necessary, demanding a trial by combat. Thri-kreen
of the south, and we run free, caring for little seize leadership of groups in which they are the strongest
but the hunt. members, but they are willing to accept subordinate roles in
the presence of powerful allies. They take orders from the
— Klik-Chaka'da, thri-kreen scout pack or clutch leader without hesitation, eager to fulfill the
duties of their position.
Alien to most people of Athas, thri-kreen are mantis-like
creatures that hunt in packs throughout the wastes of Athas.
They have adapted to the harsh climate and are experts at
surviving with only scarce resources. Being exceptionally
nimble, they live for the thrill of the hunt.
In the Tyr Region, thri-kreen aren't common in the city-
states. They gather in packs devoted to the hunt that roam
the wastes and have little understanding of human society.
Alien Bodies
Thri-kreen resemble a giant praying mantis, bipedal and
standing about 7 feet tall and weighing between 300 and 350
pounds. They have six limbs, wedge-shaped heads with
compound eyes, two antennae, and powerful mandibles, and
are covered in tough, sandy-colored chitinous plates. They
have six limbs protruding from their thorax: two for walking
and four for use as arms, ending in four-fingered claw-like
hands capable of tool- and weapon-use. In combat, thri-kreen
hold weapons or shields in their upper limbs, while the
middle, smaller pair must use lighter weapons or are used
instead for fine manipulation.
Alien Minds
Thri-kreen behavior may seem bizarre and alien to members
of the other races; after all, they never sleep, they don't collect
wealth or possessions, and they sometimes eat other
intelligent creatures. As for the latter, they have a particular
taste for elves, which keeps both races at an uneasy situation.
Despite their fierce appearance and weird habits, the
insectoid people can be loyal and courageous companions.
Most importantly, thri-kreen judge others solely on physical
and mental ability. The lazy and weak deserve contempt,
regardless of race; likewise, strength and cleverness merit
respect no matter who demonstrates these qualities.

DARK SUN | RACES OF ATHAS


25
Natural Hunters When you are within the area of ranike smoke, you must
succeed on a DC 13 Constitution saving throw or be
All thri-kreen are obsessed with the hunt, the daily ritual that poisoned until you leave the area.
makes up much of their life. They strive to become skilled You are prone to unique diseases, like lung infection and
and wise hunters, capable of stalking and catching what they chitin-rot, when in humid areas.
need and then moving on before a region is depleted of game. For all game purposes, you are considered to be a
Non-kreen sometimes view this preoccupation with monstrosity.
gathering food and maintaining traveling supplies as a bit
strange, especially considering that thri-kreen hunt Carapace Armor. Your body is covered by tough, chitinous
throughout the night while other races "lazily lie around". plates instead of skin. You have a natural Armor Class of 13 +
Being strict carnivores, thri-kreen will look toward other your Dexterity modifier.
intelligent races as sources of food in extreme emergencies, Multiple Limbs. You have a shorter pair of arms in the
but they won't turn to other members of their clutch or packs center of your chest. You can use these arms to take an
for food — no matter how desperate the situation. additional object interaction each round and hold objects.
Combat is just another kind of hunt. Thri-kreen rarely fight You can also wield a weapon that has the light property but
out of malice and see no need for aggression unless it is the can't wield a shield with a secondary arm.
best means of obtaining the resources they need to survive, Standing Leap. Starting at 3rd level, your legs grow
or where under self-defense. After a victorious battle, a thri- powerful enough to grant you with great leaps when standing.
kreen' s first instinct is to collect any useful possessions that The thri-kreen's long jump is up to 30 feet and its high jump
belonged to the enemy or to harvest the body for food. is up to 15 feet, with or without a running start.
Hunting Minds. You have proficiency in the Nature and
Thri-Kreen Names Survival skills.
Thri-kreen Training. You have proficiency with the gythka
Thri-kreen begin their life and are given a simple name and chatkcha, two weapons crafted exclusively by your kind.
related to something they were observed doing. When the Sleepless. Thri-kreen don't require sleep and can rest
thri-kreen reach adulthood, they take a name that reflects while remaining alert and performing light tasks. You only
goals or some other aspect of the life path to be pursued. need 4 hours of light activity, such as eating, talking, or
There is no difference between male and females names; standing watch, in order to gain the benefits of a long rest.
both genders use the same names. You usually spend the remaining time observing your
companions in their sleep.
Thri-Kreen Names: Cha'ka, Chuka-tet, Drasna, Drik-chkit, Chameleon Carapace. Thri-Kreen have inbuilt abilities
Hakka, Ka'cha, Ka'tho, Klik-chaka'da, Lakta-cho, Qhak'cha, that allow them to disguise their carapace, becoming one
Qhik-ik-cha, Sa'Relka, T'Chai, Tak-tha. with the environment surrounding them. You have advantage
Thri-Kreen Traits on Dexterity (Stealth) checks made to hide.
Thri-kreen Claws. The claws of your upper limbs are
Many of the thri-kreen' s survival traits come from racial natural weapons, which you can use to make unarmed
memory, a collection of instincts passed on to the young at strikes. If you hit with them, you deal slashing damage equal
the time of conception. The other traits develop due to the to 2d4 + your Strength modifier, instead of the bludgeoning
race's unique physiology. damage normal for an unarmed strike. As a bonus action a
Ability Score Increase. Your Dexterity score increases by thri-Kreen can attack with a claw.
2, and your Strength or Wisdom score increases by 1. Venomous Bite. Starting at 5th, you develop a venomous
Age. Thri-kreen live quite short lives; they are fully saliva that can paralyze your prey. As an action, you can
developed, albeit tiny in size, a day after hatching, grow to attack with your bite as an unarmed strike. If the attack hits,
childhood by the age of 1, and reach adulthood around the you deal piercing damage equal to 1d6 + your Strength
age of 5. They seldom live more than 25 years. modifier, instead of the bludgeoning damage normal for an
Alignment. The pack mentality is deeply ingrained in thri- unarmed strike, and the target must succeed on a DC (10 +
kreen culture, so most tend toward lawful. your Con modifier) Constitution saving throw or be poisoned
Size. Thri-kreen are taller than humans, averaging about 7 for 1 minute. If the saving throw fails by 5 or more, the target
feet tall. They are also bulky enough to average between 300 is also paralyzed while poisoned in this way. The poisoned
and 350 pounds. Your size is Medium. target can repeat the saving throw on each of its turns,
Speed. Your base walking speed is 40 feet. ending the effect on itself on a success.
Alien Nature. Your alien physiology sets you apart from Languages. You speak Kreen. The thri-kreen language is
humanoids. The following rules apply to all thri-kreen composed of clicks and whirrings, antennae movements, and
characters: pheromone emissions that non-kreen find too difficult to
You only require one gallon of water per week. interpret and hard to duplicate.
You cannot wear any armor or use any items specifically
designed for humanoid forms, like clothing and jewelry.
You have disadvantage on Wisdom (Animal Handling),
Charisma (Deception), and Charisma (Persuasion) checks
when interacting with non-kreen.
You cannot swim.

DARK SUN | RACES OF ATHAS


26
Chapter 3: Classes
“From the lowliest slave to the highest Fighter
templar, our fates are decided for us.
As in other campaign settings, fighters in Dark Sun are
The slave at the hands of the master,
unparalleled masters of armed combat.
and the templar at the will of the king.
Athasian fighters have many archetypes to choose from,
including the banneret and the enforcer. Enforcers draws on
Pray to Ral and Guthay that your an implacable fighting spirit to overcome enemies while
children are born when the stars align bannerets are commanders and strategists that lead the
to favor them. Few are those privileged armies of Athas.
to choose their own path of life, and
cursed are those for they are bound by Monk
choice and have but themselves to blame Although rare, monks do exist on Athas. Through training
for their misfortune. It is the choices and discipline their hone their minds and bodies, tapping into
that define who you are and how you psychic powers within. Other monks may be hermits, hiding
die, regardless of who makes them.” in secluded canyons and atop high peaks, far away from the
rigors of urban life.
―The Oracle, Blue Shrine Scrolls Ranger
Almost all of the standard D&D classes are found in Athas. Wardens of the wastelands, rangers are unmatched in their
This chapter also presents three new classes, the empath, the ability to survive in the desolate reaches beyond the shelter of
psion, and the templar. the city-states. Rangers fill much of the same role on Athas as
on other worlds - hunters, warriors, and survivalists who
Character Classes defend the wild lands from man and monster alike.
Characters in a Dark Sun campaign have a limited number of Rogue
classes to choose from compared to those in other campaign Rogues abound on Athas, thriving on the chaos and intrigue
worlds. Those classes that are available often vary from those that plagues the great city-states.
listed in the Player's Handbook and other supplemental
materials. The classes available are: Sorcerer
Rare are the sorcerers that are found on Athas. Unlike
Barbarian wizards, sorcerers are born with the gift and draw their
Barbarians fill a role much like those on other worlds - they power only from the Black or the Gray.
are savage fighters who rely on their rage ability to greatly
enhance their offensive and defensive abilities. Templar
Templars are civil servants within a city‐state’s government
Cleric organization commonly referred to as a “temple,” “bureau,”
Athas is a world without gods, so clerics in the Dark Sun or “order.” Each templar swears obedience to his temple, and
setting draw power from the enigmatic and unnamed rulers absolute fealty to his Sorcerer‐King. In return, the Sorcerer‐
of the elemental planes. These clerics devote themselves to a King grants them power stolen from the elemental planes. In
single elemental domain: Air, Earth, Fire, and Water. most city‐states, templars are the ultimate authority—judge,
Regardless of their chosen element, all Athasian clerics are jury, and executioner. Templars police and administer the
mystical warriors entrusted with saving what is left of a dying city‐states, and serve other civil roles ranging from general to
world. Rarely clerics will devote themselves to the jailor and from tax collector to garbage collector.
Paraelemental planes. These clerics choose either Sun, Rain,
Silt or Magma and except for Rain Clerics, they delight in the Wizard
desolation of the world. Arcane magic has a dark history in the Dark Sun campaign
as wizards are directly responsible for the environmental
Druid desecration that has rendered Athas an inhospitable
The druids are the remnants of an ancient order dedicated to wasteland. Casting arcane spells requires drawing life force
protecting Athas and the unseen spirits that dwell within the from plant life and from the planet itself. Careless or power-
land. Each druid draws spiritual energy from a landmark or hungry wizards known as defilers strip the land of life in
stretch of terrain known as their "guarded land". They are order to fuel their powerful spells. Other wizards, the so
fierce enemies of the defilers and Sorcerer-Kings that seek to called preservers, practice drawing just enough energy to
destroy the land for their own purposes. practice their art and return any excess to the land, thus
negating any destruction. Most people assume practitioners
Empath / Psion of the arcane are defilers - causing wizards to be feared and
Psionics are extremely common on Athas compared to other reviled.
campaign worlds. While even the lowliest slave may possess
some latent psionic talent, Psionicist are true masters of the
art.
DARK SUN | CLASSES
27
Alignment:
Barbarian Barbarians are never lawful, their characteristic rage is
anything but disciplined and controlled.
“Gith’s blood! I will hunt that wizard Many barbarians in the cities are often rejects from the
down and skin him alive.” regular army, unable to bear regular discipline or training.
Some may be honorable, but at heart they are wild. At best,
―Borac, Human Barbarian chaotic barbarians are free and expressive. At worst, they are
Brutality is a way of life on Athas, as much in some of the thoughtlessly destructive.
cities as in the dwindling tribes of Athas’s harsh wastes. Playing a Barbarian:
Cannibal headhunting halflings (who occasionally visit All cower and stand in awe at the fury you can tap, enhancing
Urik from the Forest Ridge) sometimes express shock at the your strength and toughness.
savagery and bloodshed of the folk that call themselves But what do these people know of the burnt wastes of
“civilized” and live between walls of stone. Athas, the hellish jungles of the Forest Ridge? The cruel
They would be more horrified if they were to see the skull vicissitudes of growing up in the wastes of Athas were
piles of Draj, experience the Red Moon Hunt in Gulg, or nothing but normal to you. When your family was lost in a
watch a seemingly docile house slave in Eldaarich rage as tembo attack, or when your entire village was either
she finally “goes feral”, taking every frustration of her short murdered or forced into slavery, how could you not know they
cruel life out on whoever happens to be closest to hand. might not have had to die?
Nibenese sages claim that the potential for savagery is in These and many other brutal experiences marked you, and
every sentient race, and the history of Athas seems to support you now stand apart from those born into the “comforts” of
their claim. the city‐states.
Some on Athas have turned their brutality into an art of
war. They are known as “brutes”, “barbarians” or “feral Religion:
warriors” and they wear the name with pride. Impious but Although most are profoundly superstitious, barbarians
superstitious, cunning and merciless, fearless and persistent, distrust the established elemental temples of the cities. Some
they have carved a name for their martial traditions out of worship the elements of Earth or Air or devote themselves to
fear and blood. a famous figure.
Many barbarians truly believe the Sorcerer‐Kings to be
Making a Barbarian: gods, because of their undeniable power, and a few actually
The barbarian is a fearsome warrior, compensating for lack worship a Sorcerer‐King, usually the one that conquered
of training and discipline with bouts of powerful rage. While their tribe. Such barbarians often escape menial slavery by
in this berserk fury, barbarians become stronger and tougher, joining an elite unit of barbarians in the service of an
better able to defeat their foes and withstand attacks. These aggressive city‐ state such as Urik, Draj or Gulg.
rages leave barbarians winded; at first they only have the
energy for a few such spectacular displays per day, but those Other Classes:
few rages are usually sufficient. Barbarians are most comfortable in the company of other
warriors, and of clerics of Air or Earth.
Races: Enthusiastic lovers of music and dance, barbarians admire
Humans are often barbarians, many having been raised in the musical talent, and some barbarians also express fascination
wastes or escaped from slavery. with poisons, antidotes and alchemical concoctions. With
Half‐ elves sometimes become barbarians, having been some justification, barbarians do not trust wizardry.
abandoned by their elven parents to the desert to survive on Even though many barbarians manifest a wild talent, they
their own; if more of them survived they would be quite tend to be wary of empaths and trained psions. Adamants, on
numerous. the other hand, are creatures after the barbarian’s own heart,
Dwarves are very rarely barbarians, but their mul half‐ loving battle for its own sake.
children take to brutishness like a bird takes to flight, living Barbarians have no special attitudes toward fighters or
by their wits and strengths in the wastes. rogues.
Muls have a particular inclination to this way of life, and
very often “go feral” in the wilderness after escaping slavery Combat:
in the city. You know that half the battle occurs before the fight even
Elves rarely take to the barbarian class; those that do are begins. You prefer to choose your battleground when you can,
usually from raiding tribes such as the Silt Stalkers. stalking your opponent into terrain that best suits your
Half‐giants readily take the barbarian class. abilities. Once battle is joined, you become a wild frenzy of
Despite their feral reputations, halflings rarely become motion, striking quickly and powerfully until all your
barbarians; their small statures and weak strength adapts opponents are crushed. While you lack the training of the
them better for the ranger class. Likewise, despite their wild fighter, or the cunning of a ranger, you more than compensate
nature, thri‐kreen are rarely barbarians, since their innate them through sheer power and resilience.
memories allow them to gain more specialized classes such
as ranger and adamant without training.

DARK SUN | CLASSES


28
Barbarians on Athas: Appears in the Player's Handbook.
In a savage world like Athas, it is only natural that some of its     Klar (Bear). These massive beasts look like kodiak bears
inhabitants have turned into barbarians. They are fierce with chitinous plates covering their backs and claws like
combatants without the army training fighters receive or the curved daggers.
hunting skills received by rangers. Kes'trekel. (Eagle). These carrion eaters are considered
harbingers of death by the nomads of wastes. They look like
Daily Life: large black vultures with vicious hooked beaks.
A barbarian is a passionate adventurer. As a survivalist, he Dagorran (Wolf). Vicious predators of the wastes. These
often sees his involvement in a particular enterprise as a reptilian beasts are feared throughout Athas for their ability
validation of his superior strength and resilience. In his mind, to track their prey by sensing their psychic signatures.
his presence alone is enough to ensure the success of a
quest, adventure, or ruin raid. Even simple tasks are Sword Coast Adventurer's Guide
additional opportunities to prove his own worth by     Sygra (Elk). These nimble herd beasts resemble small
accomplishing the task with might and alacrity. horses with curved antlers.
Barbarians are typically hardheaded and unforgiving Kirre (Tiger). Eight-legged great cats who stalk the Forest
because of the rigors of his previous life. Ridge. Kirre are apex predators equipped with claws, fangs, a
pair of horns, and spiked tails.
Notables:
It is rare for a barbarian to live long enough, or close enough Path of the Ancestral Guardian
to civilization, in order to become famous, but a few examples Appears in Xanthar's Guide to Everything
exist. Korno, a Raamite gladiator, became the leader of a This path requires little to no change in Dark Sun. The
group of slaves, and Korno’s furious rage known from the Barbarian contacts the spirits in the Gray.
arenas has only increased after losing everything after being
imprisoned by Abalach-Re, Sorcerer-Queen of Raam. The Path of the Storm Herald
leader of Pillage, Chilod, is a tarek known for his outbursts of Appears in Xanthar's Guide to Everything
rage and cruelty, being one of the most feared chiefs of the Although Sea and Tundra do not exist in Athas, Desert fits in
Bandit States. nicely on Dark Sun.
Organizations: Path of the Zealot
Because of their independent and sometimes downright Appears in Xanthar's Guide to Everything
chaotic natures, many barbarians refuse to join organizations This path does not exist on Dark Sun as there are no gods.
of any kind, though they usually maintain relationships with
trading houses and raiding tribes. There is no specific Path of the Battlerager
organization that binds barbarians together.
Appears in Sword Coast Adventure's Guide
NPC Reactions: This path has its racial restrictions removed.
Many lay people cannot tell a barbarian from a ranger or a
fighter until his rage overcomes him and he starts screaming Path of the Beast
and bashing. Most authority figures and templars do not Appears in Tasha's Cauldron of Everything
appreciate barbarians since they are prone to losing control This path requires little to no change in Dark Sun.
and cannot be fully trusted. Thus, they generally treat
barbarians with a great deal of caution. Path of Wild Magic
Appears in Tasha's Cauldron of Everything
Class Changes: This path does not exist on Dark Sun.
Rage
The limitation on casting and concentrating on spells applies
to manifesting and maintaining powers as well. Barbarians's
are unable to maintain a psychic foucs while raging.
Barbarian Primal Paths in Dark Sun
Path of the Berserker
Appears in the Player's Handbook.
This subclass requires little to no change on Dark Sun.
Path of the Totem Warrior
The animals listed as totems in the Player's Handbook and
Sword Coast Adventurer's Guide have all gone extinct on
Athas. Dark Sun barbarians substitute the following
creatures.

DARK SUN | CLASSES


29
Playing a Cleric:
Cleric The clerics of Athas are like the rare snows that blanket the
highest peaks of the Ringing Mountains. Though the
“Without destruction, there is nothing cascading flakes all seem the same, the pattern of each is as
to build.” different as the faces of men are from muls. Indeed, clerics
are like snowflakes, each preaching about preservation and
the elements, but no two of them do it for the same reason.
―Credo of the fire cleric This makes these environmental warriors an extremely
In a world without gods, spiritualism on Athas has unlocked diverse and interesting class to play.
the secrets of the raw forces of which the very planet is Some are merely power‐hungry, some seek revenge, and
comprised: earth, air, fire, and water. However, other forces some are honestly struggling to save their dying planet and
exist which seek to supplant them and rise to
ascendancy in reverse the ancient environmental disaster.
their place. These forces have taken up battle against the You are a servant of your element, your goal in life is to
elements of creation on the element’s own
ground in the form expand its presence in Athas, and find your element’s foes
of entropic perversions of the elements themselves: magma, and destroy them with your cleansing element.
rain, silt and sun. You adventure out of a desire to preach the words of your
element, prove your worth and to destroy infidels who
Making a Cleric: worship opposed elements.
Clerics are the masters of elemental forces; they possess
unique supernatural abilities to direct and harness elemental Religion:
energy, and cast elemental spells. Unlike clerics found on other worlds, elemental clerics do not
All things are comprised of the four elements in some generally congregate at temples or churches, nor do they
degree, thus clerics can use their elemental powers to heal or participate in a uniform and organized religion.
harm others. Due to their affinities with the elements, clerics Each cleric’s calling to the raw energy of the elements is
possess a number of supernatural elemental abilities. personal and unique to each individual. Some clerics believe
Though dimly understood, there exists a connection that, upon their initiation, they enter pacts with powerful
between elemental forces and the nature of undeath. Clerics beings, elemental lords, who grant powers to those who
can turn away, control, or even destroy undead creatures. contract with them. Others believe that the elements are
Athas is a dangerous world; this practicality dictates that neither malevolent nor benevolent, but a tool to be used, or a
clerics must be able to defend themselves capably. Clerics are force to be harnessed.
trained to use simple weapons and martial weapons; they are Regardless, all clerics desire the preservation of their
also taught to wear and use armor, since wearing armor does patron element, though the reasons for this are many and
not interfere with elemental spells. varied.
Clerics are found everywhere on Athas. Most common,
Races: clerics are wanderers, who preach the concept of
All races include clerics in their societies, though each race preservation with the hope of restoring Athas to a greener
possesses different perspectives regarding what a cleric’s role state. Wanderers are generally well received by those that
involves. As masters of myth and the elemental mysteries, dwell in the desert, such as villagers and slave tribes. They
most clerics hold a place of reverence within their respective cure the sick and heal the wounded, sometimes even aiding
societies. However, more than a few races have varying in defeating local threats. Other clerics act as wardens of
affinities for one element over another. small, hidden shrines, which they hope creates a clearer
Dwarves almost always become earth clerics, a connection channel to the elemental plane of worship, and fortifies their
they’ve shared since before they were driven from their halls powers and spells.
under the mountains. Dwarven determination and obsessive Tribal and primitive societies include shamans, who see to
dedication matches perfectly with the enduring earth. the spiritual needs of their groups, offering advice to the
Elves most often revere water, fire, or the winds; as leaders and providing supernatural protection and offense.
nomads, they seldom feel a deep–seated affinity for the land. Lastly, some clerics stay in the cities, where they most
Thri‐kreen are known to ally with all elements with the commonly work against the Sorcerer‐Kings and their
exclusion of fire. This seems to stem from a mistrust of templars. There they quietly preach the message of
flame, which is common in many kreen. preservation to the citizenry, and even sometimes work with
the Veiled Alliance.
Alignment:
Attaining the abilities of a true servant of the elements Other Classes:
requires a deep understanding of the chosen kind of element In an adventuring party, the cleric often fills the role of
or paraelement. An aspiring cleric must make a study of the advisor and protector. Clerics often possess an unshakable
element’s typical personality and role; opening the door to the distrust of wizards and their arcane spells. Most clerics are
element’s power. Thus, Athasians clerics align their morals to well aware of the danger that sorcery represents to the dying
suit the traits of the element to which they dedicate planet, and watch those who wield such power carefully.
themselves.

DARK SUN | CLASSES


30
Generally speaking, the elemental clerics are all on friendly Since no organization specifically caters to Athasian
terms with each other, recognizing an ancient pact made by clerics, many find themselves in drastically different
their ancestors to put aside their differences in the opposition circumstances from those of their comrades.
of Athas’s destruction. Within the ranks of elemental clerics, prestige and
However, clerics whose elements are diametrically influence is measured by the depth of their devotion to their
opposed often clash regarding the means used in furthering element. The most highly admired are those who have
their goals, and at times this has led to bloodshed. further accomplished their element’s pact and those who
most wield elemental power. When two or more clerics come
Combat: into conflict, they usually defer to the one with a greater
Athasian clerics make use of the same general combat tactics knowledge of their element, relying on wisdom and
as those described in the Player’s Handbook―that is, stay experiences to provide a reasonable solution.
back from melee and use your spells to either destroy your The elemental clerics are much more tightly tied to their
enemies or enhance your allies’ abilities. temples than paraelemental ones. Because the elements are
Your tactics on the battlefield depend largely on your losing the battle against the paraelements, they cannot afford
chosen element. to be without staunch allies.
Air clerics are not very offensive, but when needed they
usually employ sonic attacks from the heights. NPC Reactions:
Earth clerics believe the best defense is a good offense, but The reactions clerics receive from communities are directly
they also employ the strongest of metal weapons. tied to how those cultures regard their specific element. A silt
Fire clerics are feared and unpredictable, appearing to cleric is viewed in a much friendlier manner near to the Sea
thrive only when everything around them is being devoured of Silt than near the Forest Ridge, for example.
by the fiery appetites of their patrons. As a general rule of thumb, an NPCʹs attitude is one step
Water clerics are usually healers, but they can be known to nearer helpful for elemental clerics and one step nearer
be meticulous in the cruelty of their vengeance when hostile for paraelemental clerics.
someone
wantonly wastes water. Don’t neglect your ability to
heal yourself or your allies, but don’t burn through your spells Class Changes:
early in an attempt to do so; make the most efficient use of Only elemental domains are available. All domains are listed
your spells in battle, saving the healing until combat is over below.
or it becomes absolutely necessary. Clerics and Conjuring Elementals Athasian clerics all
have access to the conjure minor elementals and conjure
Clerics on Athas: elemental spells through their domain spells. It should be
Like the Athasian deserts, the elemental powers are neither noted that a cleric can only summon elemental creatures
benevolent nor malevolent, caring only that their natural from the plane aligned with their domain. For example a fire
forms are preserved in the material world. This is the source cleric can summon fire mephits or fire elementals but cannot
of their power, and the impending ecological collapse in summon ice mephits or earth elementals.
Athas has created an unusual and dynamic power struggle on
the elemental planes. The clerics of Athas are nothing but the Cleric Proficiencies
pawns of this titanic struggle. Athasian clerics have different proficiencies than their
counterparts in other worlds.
Daily Life: Armor: All armor, shields
A cleric typically begins his day by finding a suitable locale Weapons: Simple weapons, martial weapons
where he can commune with his element and pray for the
spells he desires. He then spends the rest of the day engaged Channel Element
in whatever task seems most important for advancing his There are no gods on Athas. Clerics channel the power of
element’s goals while trying to avoid too much trouble. their element. Channel Divinity has been renamed to
When not adventuring, clerics often spend their time Channel Element.
seeking out scraps of information about the elemental planes
and other clerics. The pursuit of such knowledge is often Air Domain
quite dangerous and can result in the cleric undertaking Clerics who make pacts with the denizens of the Plane of Air
additional adventures. are perhaps the most misunderstood of all the elemental
Notables: clerics. They are wanderers, diviners, travelers, and mystics.
The pursuit of his element’s goals garners notoriety for a Like the winds, their minds are constantly wandering, and
cleric, but it also can bring about his death or force him into they rarely seem focused on a current problem or situation.
exile. The Wanderer, famous for compiling the history and Some say that is because they are empowered by flighty
geography of Athas, is said to be an earth cleric. patrons, and others say that repetitive viewing of the future
drives one mad.
Organizations: Clerics of the air rarely engage in physical combat with
A cleric usually finds a role in an adventuring party or other more powerful opponents. Instead, they prefer to stand at a
organization that allows his free time to explore his divine distance and let the wind carry deadly missiles to the enemy.
abilities freely.

DARK SUN | CLASSES


31
Air clerics don't like restrictive bonds, so they rarely wear Because air, fire, and water all depend on growing things
anything heavier than leather armor. They are not restricted for their enrichment, and because earth alone must
sustain
to leather, this is a matter of personal taste. Regardless, they itself, it is the earth clerics who must carry on the burden of
usually wear long flowing robes over any other protection. preventing the environmental holocaust looming
over Athas.
The breezy flutter of their loose garments is a particular For, if they do not preserve the land, will not the death of
gratifying symbol for air clerics. Athas weigh upon their shoulders?
Earth Clerics prefer any type of stone, wood, or metal
Air Domain Spells weapons. They are fond of using as much metal as possible
Cleric Level Spells in their protective clothing.
1st feather fall, fog cloud
Earth Domain Spells
3rd dust devil *, gust of wind Cleric Level Spells
5th fly, wind wall 1st earth tremor * , shield
7th conjure minor elementals, storm sphere * 3rd spider climb, spike growth
9th conjure elemental, control winds * 5th erupting earth *, meld into stone
11th investiture of wind * 7th conjure minor elementals, stone shape
13th whirlwind * 9th conjure elemental, wall of stone
15th control weather 11th investiture of stone *
13th forcecage
* Spell Source: Xanthar's Guide to Everything
15th earthquake
Bonus Cantrip
At 1st level, you gain the gust, and thunderclap cantrips if you * Spell Source: Xanthar's Guide to Everything
don't already know them. These spells are from Xanthar's
Guide to Everything. Bonus Cantrip
At 1st level, you gain the magic stone and mold earth cantrips
Dance of the Winds if you don't already know them. These spells are from
Starting at first level you gain the ability to momentarily Xanthar's Guide to Everything.
become as insubstantial and swift as the wind. As a bonus
action you can teleport up to 30 feet to an unoccupied space Earth's Resilience
that you can see. You can use this ability a number of times At 1st level you are imbued with the strength and fortitude of
equal to your Wisdom modifier (minimum of once). You the earth. This grants you two benefits: You gain a +1 bonus
regain all expended uses when you finish a long rest. to AC. Your hit points maximum increases by 1, and it
increases by 1 every time you gain a level.
Channel Element: Wind's Guidance
Starting at 2nd level, you can fire or throw weapons with Channel Element: Grasp of the Earth
unerring accuracy. When you make a ranged attack roll, you Starting a 2nd level, you can use your Channel Element to
can use your Channel Element to gain a +10 bonus to the roll. restrain your enemies. As an action you cause tendrils of
You make this choice after you see the roll, but before the earth to erupt from the ground and wrap themselves around
Dungeon Master says whether the attack hits or misses. any number of targets within 10 feet of you. All targeted
creatures must succeed on a Strength saving throw or be
Windborne Steps restrained by the earthen tendrils. A creature restrained by
At 6th level, your speed increases by 10 feet. the plants can use its action to make a Strength check
against your spell save DC. On a success, it frees itself.
Elemental Strike
At 8th level, you gain the ability to infuse your weapon strikes Elemental Ward
with the power of the storm. Once on each of your turns Starting at 6th level, when you or a creature within 30 feet of
when you hit a creature with a weapon attack, you can cause you takes acid, cold, fire, lightning, or thunder damage, you
the attack to deal an extra 1d8 lightning or thunder damage can use your reaction to grant resistance to the creature
(your choice) to the target. When you reach 14th level, the against that instance of damage.
extra damage increases to 2d8.
Elemental Strike
Avatar of Wind At 8th level, you gain the ability to infuse your weapon strikes
At 17th level, you have flying speed equal to your current with the power of the earth. Once on each of your turns when
walking speed whenever you are not underground or indoors. you hit a creature with a melee weapon attack, you can cause
the attack to deal an extra 1d8 damage of the same type dealt
Earth Domain by the weapon to the target. When you reach 14th level, the
Earth endures, and like the mountains and the drying plains, extra damage increases to 2d8.
earth clerics must bear the brunt of the fight for Athas' s
survival.
DARK SUN | CLASSES
32
Avatar of Stone When you roll fire damage, you can use your Channel
At 17th level, you gain resistance to bludgeoning, piercing, Element to deal maximum damage instead of rolling.
and slashing damage from nonmagical weapons.
Intense Flames
Fire Domain Starting at 6th level, you add your Wisdom modifier to the
damage you deal with any spell that deals fire damage.
The most feared and unpredictable of the Athasian clerics
are those of the Elemental Plane of Fire. Some say these Elemental Strike
individuals become crazed during initiation, and others say At 8th level, you gain the ability to infuse your weapon strikes
that one must be insane to petition the destructive lords of with the power of elemental flame. Once on each of your
flame in the first place. Whatever the reason for their erratic turns when you hit a creature with a weapon attack, you can
nature, fire clerics are the most powerful and the most cause the attack to deal an extra 1d8 fire damage to the
destructive of the elemental priests. Fire priests have earned target. When you reach 14th level, the extra damage
their reputations for two reasons, they are very aggressive increases to 2d8.
and very offensive. They will laugh maniacally while their
enemies are incinerated, and they appear to thrive only when Avatar of Flame
everything around them is being devoured by the fiery Starting at 17th level you can use your action to activate an
appetites of their patrons. aura of pale fire that lasts for 1 minute or until you dismiss it
Fire clerics dislike normal weapons like swords and bows, using another action. You emit bright light in a 60-foot radius
unless they can be inflamed. Any metal weapon carried by a and dim light 60-foot beyond that. You have immunity to fire
fire cleric will be either magically lit on fire or smeared with damage while this ability is active and your enemies within
oil and ignited before combat. Obsidian weapons, however your aura have disadvantage on saving throws against any
are acceptable for fire clerics, because they were forged spell you cast that deals fire damage.
under great heat. Many fire clerics won't even carry weapons,
relying on the spell flame blade instead. Water Domain
Fire clerics will us any armor, and they usually paint it
brilliant red or char it to black. Among the elemental brotherhood, none are more desperate
than the lords of the Elemental Plane of Water. Millennia ago,
Fire Domain Spells these beings were happy, babbling through brook and floating
Cleric Level Spells leisurely in the vast, blue seas. Now they are claustrophobic,
1st burning hands, searing smite
screaming for each drop lost to the parched earth. They know
that they must quench the thirst of the land before their
3rd aganazzar's scorcher *, flame blade streams and rivers can return, but every spilled drop of water
5th fireball, flame arrows * is yielded grudgingly. It must be so, for the Plane of Water
has nearly perished. Clerics of the dying Plane of Water are
7th conjure minor elemental, wall of fire few, still, they perform the age-old functions of water as healer
9th conjure elemental, flame strike and bringer of life.
11th investiture of flame *
Since water is the beginning of life and all living things,
clerics of water use any weapon of organic origin. This
13th fire storm usually includes wooden or bone weapons, as well as bows,
15th incendiary cloud clubs, maces, javelins, quarterstaffs, spears, and
warhammers.
* Spell Source: Xanthar's Guide to Everything Leather or bone armor is preferred by water clerics since
these also came from organic material, though they may wear
Bonus Cantrip metal if seriously threatened.
At 1st level, you pick two of the following cantrips if you don't Water Domain Spells
know them already: control flames, create bonfire, or Cleric Level Spells
produce flame.
1st create or destroy water, cure wounds
Fire Shaping 3rd lesser restoration, snilloc's snowball swarm*
Beginning at 1st level, you can create pockets of relative
safety within the area of your fire spells. When you cast a 5th create food and water, water breathing
spell that deals fire damage, you can choose a number of 7th conjure minor elemental, control water
creatures that you can see within the spells area of effect 9th conjure elemental, mass cure wounds
equal to 1 + the spell's level. The chosen creatures
automatically succeed on their saving throws against the 11th investiture of ice *
spell
and take no damage if they would normally take half 13th wall of ice
damage on a successful save. 15th regenerate
Channel Element: Destructive Wrath
Starting at 2nd level, you can use your Channel Element to * Spell Source: Xanthar's Guide to Everything
wield the power of elemental fire with unchecked ferocity.
DARK SUN | CLASSES
33
Bonus Cantrip
At 1st level, you gain the frostbite and shape water cantrips if
Paraelemental Clerics as
you don't already know them. These spells are from PCs
Xanthar's Guide to Everything. Paraelemental clerics are most suited for use as NPCs.
Disciple of Life If the DM wants to allow a player to take on the role of a
Also starting at 1st level, your healing spells are more paraelemental cleric he may do so, but the character should
effective. Whenever you use a spell of 1st level or higher to have a detailed history and explanation as to why he would
restore hit points to a creature, the creature regains turn to the obscure paraelementals rather than the better
additional hit points equal to 2 + the spell's level. known earth, air, fire, and water spirits.

Channel Element: Preserve Life Magma Domain


Starting at 2nd level, you can use your Channel Element to The clerics who worship magma are perhaps the rarest of all.
heal the badly injured. As an action, you present your holy They usually remain isolated in the high mountains and
symbol and evoke healing energy that can restore a number volcanoes where their patron bubbles and oozes from the
of hit points equal to five times your cleric level. Choose any earth like blood from a gaping wound. Magma consumes
creatures within 30 feet of you, and divide those hit points everything unfortunate enough to be caught by it and steals
among them. You can't use this feature on an undead or a its victims' life energies to feed its own infernal hunger.
construct. Magma demands only that its clerics encourage its growth.
Usually, the only things that retard magma are water, rain, or
Blessed Healer lack of sufficient fuel to maintain the tremendous heat
Beginning at 6th level, the healing spells you cast on others magma requires. Magma clerics have been known to destroy
heal you as well. When you cast a spell of 1st level or higher forests in order to prevent rainfall, and then to feed the
that restores hit points to a creature other than you, you branches and logs into rolling rivers of lava. Any ponds or
regain hit points equal to 2 + the spell's level. other bodies of water around an eruption are drained or
destroyed by magma clerics.
Elemental Strike
At 8th level, you gain the ability to disrupt the flow of water Magma Domain Spells
within a creature's body, effectively poisoning their systems Cleric Level Spells
with your strikes. Once on each of your turns when you hit a 1st conflagration, hellish(magma's) rebuke
creature with a weapon attack, you can cause the attack to
deal an extra 1d8 poison damage to the target. When you 3rd magma spray, maximillian's earthen grasp *
reach 14th level, the extra damage increases to 2d8. 5th erupting earth *, melf's minute meteors *
7th conjure minor elemental, fire shield
Avatar of Water
Starting at 17th level, when you would normally roll one or 9th conjure elemental, molten upheaval
more dice to restore hit points with a spell, you instead use 11th magma blade
the highest number possible for each die. For example,
instead of restoring 2d6 hit points to a creature, you restore 13th magma chains
12. 15th wall of lava


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.

DARK SUN | CLASSES


34
Volcanic Might In addition, when you use this ability and roll damage you
Starting at 6th level, your mastery of magma grants you can treat any 1 on a damage die as a 2.
special abilities.
Thunderbolt Strike.
You gain immunity to fire damage At 6th level, when you deal lightning or thunder damage to a
Whilst wearing heavy armor, you gain a +1 bonus to AC. Large or smaller creature, you can also push it up to 10 feet
away from you
Elemental Strike
At 8th level, you gain the ability to infuse your weapon strikes Elemental Strike
with paraelemental energy. Once on each of your turns when At 8th level, you gain the ability to infuse your weapon strikes
you hit a creature with a weapon attack, you can cause the with paraelemental energy. Once on each of your turns when
attack to deal an extra 1d8 fire damage to the target. When you hit a creature with a weapon attack, you can cause the
you reach 14th level, the extra damage increases to 2d8. attack to deal an extra 1d8 lightning or thunder damage to
the target. When you reach 14th level, the extra damage
Obsidian Avatar increases to 2d8.
At 17th level, the magma cools in your spirit, hardening you.
You gain the following benefits: Cerulean Avatar
While wearing heavy armor, you have resistance to At 17th level, you have become one with the storm. You gain
bludgeoning, piercing, and slashing damage from nonmagical immunity to thunder and lightning damage.
attacks.
Silt Domain
Rain Domain Silt clerics are often found wandering the shores of the Sea
Of the paraelemental champions, only those of rain are of Silt or traveling across the tablelands searching for
welcomed by the general populace and the more common methods to extend the deadly flow of their sinister element.
elemental priests. They share the same basic goals as Currently, silt and sun clerics are the most powerful and
elemental clerics of water, and are often in direct conflict with plentiful paraelemental champions on Athas.
the paraelemental orders of sun and magma. Silt clerics are typically men or women who live on the
The creatures of rain wish only to return their patron's cool edges of the Sea of Silt or the Estuary of the Forked Tongue.
caresses to Athas. To do this, the forests that protect and hold They saw the raw power of the shifting silt and jumped at the
the world's water must return. Clerics of rain are required to opportunity to harness that power. As they travel about the
protect existing forests, and to plant and encourage the land, they teach farming methods that ruin the soil,
growth of new ones. sometimes posing as earth clerics when their listeners are
Rain Domain Spells
suspicious of their goals.
Cleric Level Spells Silt Domain Spells
1st fog cloud, thunderwave Cleric Level Spells
3rd cyclone strike, warding wind * 1st disguise self, zephyr strike *
5th call lightning, thunderstep * 3rd dust devil *, blur
7th conjure minor elemental, ice storm 5th water walk, sand spray
9th cloudkill, conjure elemental 7th conjure minor elemental, hallucinatory terrain
11th chain lightning 9th conjure elemental, transmute rock *
13th lightning storm 11th disintegrate
15th abi-dalzim’s horrid wilting * 13th project image
15th feeblemind
* Spell Source: Xanthar's Guide to Everything
* Spell Source: Xanthar's Guide to Everything
Pact of Rain
At 1st level, Rain Clerics gain resistance to all lightning Shifting Silt
damage and gain advantage versus any wind spell or effect From 1st level, to travel, and to fight, effectively in the Silt
but in the process suffer disadvantage on all saves verses the Sea, one cannot be encumbered by heavy heavier armor.
extreme heat of the sun. When you are wearing no armor and not wielding a shield,
your Armor Class equals 10 + your Dexterity modifier + your
Channel Element: Destructive Wrath Wisdom modifier.
Starting at 2nd level, you can use your Channel Element to
wield the power of the storm with unchecked ferocity. When Pact of Silt
you roll lightning or thunder damage, you can use your Also at 1st level, Silt Clerics ignore the gray death and may
Channel Element to ignore resistance to damage of the walk across or under silt as if in difficult terrain.
chosen type.

DARK SUN | CLASSES


35
Cleric Level Spells
Channel Element: Invoke Duplicity
Starting at 2nd level, you can use your Channel Element to 7th conjure minor elemental, sickening radiance*
create an illusory duplicate of yourself. As an action, you 9th conjure elemental, dawn *
create a perfect illusion of yourself that lasts for 1 minute, or
until you lose your concentration (as if you were 11th sunbeam
concentrating on a spell). The illusion appears in an 13th prismatic spray
unoccupied space that you can see within 30 feet of you. As a 15th sunburst
bonus action on your turn, you can move the illusion up to 30
feet to a space you can see, but it must remain within 120 sunblade - as flame blade but damage is radiant
feet of you. For the duration, you can cast spells as though * Spell Source: Xanthar's Guide to Everything
you were in the illusion's space, but you must use your own
senses. Additionally, when both you and your illusion are Bonus Cantrip.
within 5 feet of a creature that can see the illusion, you have When you choose this domain at 1st level, you gain the word
advantage on attack rolls against that creature, given how of radiance cantrip if you don't already know it. This spell is
distracting the illusion is to the target. from Xanthar's Guide to Everything.
Channel Element: Cloak of Shadows Sun Seared
Starting at 6th level, you can use your Channel Element to Also at 1st level, sun clerics never need to fear the burning
vanish. As an action, you become invisible until the end of gaze of the Athasian Sun. His skin remains tanned for the
your next turn. You become visible if you attack or cast a rest of his life, and he can stare directly into the sun without
spell. burning out his retinas. Sun clerics are immune to the
Elemental Strike extreme heat from the sun and all water usage is halved.
At 8th level, you gain the ability to infuse your weapon strikes Warding Flare
with paraelemental energy. Once on each of your turns when Also at 1st level, when you are attacked by a creature within
you hit a creature with a weapon attack, you can cause the 30 feet of you that you can see, you can use your reaction to
attack to deal an extra 1d8 necrotic damage to the target. impose disadvantage on the attack roll, causing light to flare
When you reach 14th level, the extra damage increases to before the attacker before it hits or misses. An attacker that
2d8. can’t be blinded is immune to this feature. You can use this
Improved Duplicity ability a number of times
equal to your Wisdom modifier
At 17th level, you can create up to four duplicates of yourself, (minimum of once). You regain all expended uses when you
instead of one, when you use Invoke Duplicity. finish a long rest.
As a bonus action on your turn, you can move any number Channel Element: Crimson Smite
of them up to 30 feet, to a maximum range of 120 feet. Starting at 2nd level, as an action, you present a symbol of the
sun, and any magical darkness of 3rd level or lower within 30
Sun Domain feet of you is dispelled. Additionally, each hostile creature
Sun clerics are strange beings who sit and stare mindlessly within 30 feet of you must make a Constitution saving throw.
at their patron for days at a time. Little challenges them, and A creature takes radiant damage equal to 2d10 + your cleric
only the obstructing trees and the cities of mankind provide level on a failed saving throw, and half as much damage on a
any relief from their master's touch. successful one. A creature that has total cover from you is not
The sun is currently the most powerful of all the elements affected.
and paraelements, and the spells the sun's clerics are given
access to are deadly proof. If someone is foolish enough to Improved Flare
challenge a priest of the sun, they had best wait until his Starting at 6th level, you can also use your Warding Flare
master has set for the day. feature when a creature that you can see within 30 feet of you
Sun priests must help eliminate gases that filter and attacks a creature other than you.
weaken the rays of the sun and remove any other
obstructions that would dare defy its radiant omnipotence. Potent Spellcasting
The paraelementals of sun would like nothing better than a Starting at 8th level, you can add your Wisdom modifier to
flat and barren landscape so that no one could be deprived of the damage you deal with any cleric cantrip.
its harsh embrace.
Corona of the Creator
Sun Domain Spells Starting at 17th level, you can use your action to activate an
Cleric Level Spells aura of sunlight that lasts for 1 minute or until you dismiss it
1st faerie fire, flare using another action. You emit bright light in a 60-foot radius
and dim light 30 feet beyond that. Your enemies in the bright
3rd sunblade, scorching Ray light have disadvantage on saving throws against any spell
5th daylight, heat exhaustion that deals fire or radiant damage.

DARK SUN | CLASSES


36
Evil druids often rule by fear; some people of the
Druid Tablelands prefer the justice of the druid to that of the city‐
states, even though the druid may be harsh and cruel. The evil
“A spirit took me in, when neither of my druid will often make the villagers work for their protection,
parents would accept me. Athas provides helping to plant trees or shrubs.
for those who care for it. We live in a Evil druids that guard an oasis or similar geological feature
desert simply because no-one cares for will demand a toll or gift from small bands for the use of their
the land.” land.
Playing a Druid:
―Sutura, half‐elven druid You are a humanoid servant devoted to Athas and all of its
Athasian druids are the protectors of Athas’s dying landscape. elements equally. As a guardian, tender, warrior, and
Patient and often unforgiving, they try to preserve and sometimes assassin, you further the cause of nature and help
reclaim the barren lands that surround the Tyr region. Well- to make Athas verdant again.
armed with spells and abilities from the Spirits of the Land, You, like nature itself are neutral. You see the balance of all
they work to bolster Athas’s failing ecology. things. You know that every living creature is part of
the food
Often, druids prefer to remain hidden, observing the chain, and birth and death are the natural order of life. This is
behavior of creatures and people before passing judgment. one of the reasons druids harbor such intense hatred for the
Travelers to an oasis are often unaware they are being defilers. Their magic of decay lies outside the normal cycle of
observed; wanton destruction of the oasis will find life. Matter should not be destroyed, but converted to a form
themselves under the full fury of the druid and his many that will eventually return to the earth. Defiling magic
abilities. destroys that which should never be destroyed, and its
practice is an abomination to druids.
Making a Druid:
Druids cast divine spells through the powers granted them by Religion:
a spirit of the land. A druid develops a special relationship A druid is an individual who has devoted themselves to the
with the land’s spirit. As a druid travels the tablelands, she is balance of nature on Athas, and in particular someone who
recognized by the spirits of the land as a friend. The spirits has sought out or been chosen by one of the few living spirits
grants the druid’s spells, while the druid protects the land left in the barren land, protecting and nurturing them and the
and reinforces the spirits. In addition to spells, druids receive natural balance they represent.
special abilities as they gain in knowledge and power. Individual druids do not necessarily recognize one another
as kin or as brothers in a religion; each conducts their affairs
Races: as they see fit in their quest to restore the balance of nature
Druids come from all races common in the Tablelands, and protect their spirit’s lands.
although some have more natural talent than others. Most druids recognize the various spirits as a
Half‐elves, with their natural affinity for animals, make manifestation of Athas itself, though some few more primitive
good druids. Their often‐lonely existence also lends itself well or uncultured individuals or groups may believe the spirit to
to a lone druid caring for a piece of Athas. be a god and treat it as such.
Muls and thri‐kreen are also good candidates for druids.
Halflings druids often hold a position of respect and Other Classes:
authority among their tribe. Halfling druids are rarely found Druids get along with most classes, though they despise
outside of the Forest Ridge, though. wizards. Magic is the cause of Athas’s current state, so say
Half‐giants, with their slow wits, make poor druids. the druids, and while they may tolerate preservers for a short
Of the savage races, tareks sometimes have druids in their while, defilers are slain on sight.
numbers, but rarely do other creatures have the patience or Templars are usually not welcomed by druids, as the
ability to care for a particular piece of Athas. templar is responsible for a city that encroaches on nature,
Druids get along well with most of the races of the and templars serve the Sorcerer‐Kings, Athas’s most
Tablelands, provided they respect the natural order of the powerful magic users. Elemental clerics are well received by
land. Creatures that kill without need or destroy out of sheer druids, as
they often share the same goals. However, druids
pleasure will find an enemy in the druid. are usually at odds with paraelemental clerics. The
paraelement proliferation on Athas is usually at the land’s
Alignment: expense, destroying what the druid tries to accomplish.
Druids understand the harsh cycle of life and death, of Rangers are probably the druid’s best allies. They often
predator and prey, and so one component of their alignment share the same goals, and the druid may even call upon the
must be neutral. Good druids will tend to help the people they ranger for help in controlling a species that has become
protect, if they serve as protector of a village. They will leave problematic or detrimental to an area.
visitors alone, letting them refill their water pouches at no However, the ranger and the druid may sometimes be at
cost, provided there is no abuse. odds, if the ranger is determined to eradicate his favored
Neutral druids will put the concerns of their guarded lands enemy while the druid seeks to protect that particular
first, and will not hesitate to punish those that break any species.
rules the druid has determined.

DARK SUN | CLASSES


37
Combat: Legends say that the druids who remained after the
Your ability to summon creatures and to turn into them is Eradication gathered on a high mesa somewhere in the
your primary weapon. Consider using them to aid your northern Tablelands. It was there they decided that they
companions in flanking maneuvers, or better yet to harass should scatter to the most remote reaches and farthest
enemy spellcasters (many of whom are easy to hit), especially regions of Athas, there to bide their time, waiting for the day
if they are defilers. Few foes are prepared for an opponent when they were powerful enough to challenge the Sorcerer‐
who can call such potent beings to service, so you’ve also Kings again.
have the advantage of surprise. This was a long time ago, and the druids have yet to return
Though somewhat skilled at both combat and spellcasting, to the cities of the defilers. Some say that they will never
you are more suited to guerrilla warfare— tracking enemies return and that their seclusion and isolation has destroyed
to their lair ambushing them while they sleep, or engaging in whatever power they once wielded as a circle.
other sure surreptitious tactics. With woodland stride and Others say that the druid’s long wait is indicative of their
trackless step, you can usually escape through the wilderness cunning, and that their plan is to insure that the next
before your enemies know what hit them. confrontation with the kings won’t end in defeat.
Druids on Athas: NPC Reactions:
Perhaps the only thing rarer to see in Athas than a wizard is Druids are natural loners, and usually avoid social
a druid. After centuries of persecution, they were forced to interactions unless they have to. In such cases, those who are
either die by the hands of the agents of the Sorcerer‐ directly benefited from the druid’s work of tending the land
Monarchs, or to watch their beloved land wither and die begin two steps nearer helpful, while defilers and evil
before their eyes. paraelemental clerics begin two steps nearer hostile.
Because of that, druids are usually loners and avert social
interaction. They live off the land, within the land, and they Class Changes:
have sacrificed their entire lives for the land, very little
besides it occupies the mind of a druid. Druid Circles
Circle of the Land
Daily Life: Appears in the Player's Handbook.
A druid adventures to learn about Athas, to protect nature, This subclass requires little to no change on Dark Sun.
and to further his own aims. Changes listed below.
Druids usually spend their days in contemplation of nature
and tending their lands; one may watch over a particular Circle of the Moon
stretch of open desert, another may protect a belt of scrub
grass within it, while still another might watch over a small Appears in the Player's Handbook.
oasis that borders on both, always hidden and always Renamed to Circle of Ral and Guthay. This subclass requires
watching. little to no change on Dark Sun. Changes listed below.
The Athasian druid is a wanderer who hunts down a
powerful defiler that has spoiled the wastes, or a visionary Circle of Dreams
who tends the land and teaches the local population how to Appears in the Xanathar's Guide to
live in harmony with their surroundings. Everything.
The Athasian druid fights for an almost lost cause, and it This subclass does not exist on Dark Sun as there is no
matters not if that cause is revenge against those who Feywild.
destroyed his land and friends or a ceaseless desire to bring
green and hope to Athas. Circle of the Shepherd
Appears in the Xanathar's Guide to
Notables: Everything.
Druids very rarely become famous, since they usually avoid This subclass requires little to no change on Dark Sun.
social interaction combined with the fact that it might put Changes listed below.
their lives at risk since Sorcerer‐Kings and defilers will put a
reward for the head of a notorious or troublesome druid. A Circle of Spores
legend claims that Mearedes the druidess came to the island Appears in the Tasha's Cauldron of
of Shault when its forest was all but dead and she managed Everything.
to nurture it back to its vibrant health.
This subclass does not exist on Dark Sun as Athas is a
Organizations: dessert wasteland.
Ever since the Eradication, an anti‐druidic jihad led by
Sorcerer‐Kings more than 1,500 years ago, no specific Circle of Stars
druidic organization exists, although some form temporary Appears in the Tasha's Cauldron of
alliances with Veiled Alliance members from time to time. Everything.
This subclass requires little to no change on Dark Sun.
Changes listed below.

DARK SUN | CLASSES


38
Circle of Wildfire Grassland
Appears in the Tasha's Cauldron of Includes savannah, scrub plain, and verdant belt terrains.
Everything. Druid Level Spells
This subclass requires little to no change on Dark Sun. 3rd invisibility, pass without trace
Changes listed below.
5th daylight, haste
Druid Proficiencies 7th divination, freedom of movement
Athasian druids have different proficiencies than their
counterparts in other worlds. 9th conjure minor elementals, ice storm
Armor: Light armor and shields
Weapons: All simple weapons Mountain
Tools: Herbalism Kit Includes boulder field terrain.
Saving Throws: Constitution, Wisdom Druid Level Spells
Skills: Choose two from Arcana, Animal Handling, Insight,
Medicine, Nature, Perception, Religion, Stealth, and Survival 3rd spider climb, spike growth
5th lightning bolt, meld into stone
New Feature: Guarded Land
Every druid must choose one geographic feature to be his 7th stone shape, stoneskin
guarded lands. The geographic features that a druid might 9th passwall, wall of stone
make his guarded lands can vary widely. For instance, one
may watch over a particular stretch of open desert, another Oasis
may protect a belt of scrub grass within it, while still another Includes lakes and other sources of water.
might watch over a small oasis that borders on both. This
connection to the land provides several abilities, all of which Druid Level Spells
function only within the confines of the druid's guarded 3rd mirror image, misty step
lands.
• Starting at 1st level, the druid is under the constant effect 5th water breathing, water walk
of a pass without trace spell 7th control water, freedom of movement
• At 3rd level, the druid can cast speak with animals at will.
9th conjure elemental, scrying
• At 5th level, the druid can cast speak with plants at will.
• At 7th level, The druid can live without water or food
indefinitely, drawing nourishment directly from the life Rocky Desert
energy of the land. Includes rocky badland and stony barren terrains.
Druid Level Spells
Circle of the land 3rd maximillian's earthen grasp, spike growth
The landscape of Athas is much different than that of other
worlds so Circle of the Land druids have a few new land 5th create food and water, erupting earth *
types and associated bonus spells to choose from. The list 7th stone shape, stoneskin
below should be used in place of the one provided in the 9th transmute rock *, wall of stone
Player's Handbook.
* Spell Source: Xanathar's guide to everything Salt Flats
Cave Druid Level Spells
Druid Level Spells 3rd gentle repose, ray of enfeeblement
3rd spider climb, web 5th feign death, speak with dead
5th silence, stinking cloud 7th blight, vitriolic sphere *
7th greater invisibility, stone shape 9th antilife shell, contagion
9th cloudkill, insect plague
Sandy Desert
Forest Includes dust basin and sandy waste terrains.
Druid Level Spells Druid Level Spells
3rd barkskin, spider climb 3rd blur, dust devil *
5th call lightning, plant growth 5th create food and water, wall of sand *
7th divination, freedom of movement 7th giant insect, hallucinatory terrain
9th commune with nature, tree stride 9th control winds *, commune with nature

DARK SUN | CLASSES


39
Swamp 15th Level Circle of Ral and Guthay CR 5
Includes mud flat and salt marsh terrains. Kirre, Klar, Lizard (Minotaur), Scorpion (Barbed), and Sloth
Druid Level Spells
(Athasian)
3rd darkness, melf's acid arrow 18th Level Circle of Ral and Guthay CR 6
5th stinking cloud, water walk
Hatori (Greater), and Mekillot
7th freedom of movement, locate creature
9th insect plague, scrying

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)

DARK SUN | CLASSES


40
The Empath
Empaths are mentors, therapists, and spiritual guides, who
realize their psionic potential through intuition and emotion.
The nature of reality is often debated, and the empath uses
this very debate as evidence of their own philosophy: Belief
shapes reality. One does not see an object, one only sees a
reflection of light bouncing off an object and believes it to still
be there. Likewise, one can never really know another
person, only believe in them or not. Belief is the cornerstone
of all existence, and if one believes in something strongly
enough, it becomes reality. Thus, the empath channels their
belief into psionic power.
Guided Meditation
Empaths use their psionic abilities to aid and protect their
allies and friends. Their transcendental understanding of the
mind and its place in the cosmos grants them the ability to
influence emotions, heal wounds, impart knowledge, and
even reshape reality. An empath might recite confusing
rhymes or pepper their speech with vague, esoteric terms
that their companions don’t fully understand, but their
usefulness cannot be denied.
The Power of Heart
An empath understands the cosmos and their place in it in
terms of feelings rather than facts. Though psionic power
stems from the mind, the empath channels this power
through their heart. Logic and deduction, while important,
reveal less truth to an empath than how they feel about a
topic. To an empath, one can be technically correct, but still
lose an argument because of how it was argued. Thus, the
empath seeks to resolve conflicts by appealing to emotions
rather than cold, rational logic, either by using words or their
psionic abilities.
Creating an Empath
When creating an empath consider your personal philosophy.
Is all the world a dream? Is every living thing connected, part
of a greater whole? Where did you learn this philosophy, or
did you develop it on your own? Did your psionic powers
come before your philosophical outlook, driving you to find
the answers to life’s questions in order to explain your psionic
potential? Or were your mental abilities the product of
meditating on your understanding of the cosmos and
attaining enlightenment?
Quick Build
You can make an empath quickly by following these
suggestions. First, Wisdom should be your highest ability
score, followed by Constitution or Dexterity. Second, choose
the hermit background. Third, select the Mystic empathic
mantle. Finally, select the aura beacon, psychic static and
disciplines, and the aura of charm, aura of comfort, aura of
victory, empathic projection, empathic shield, and incite fury
devotions. As a mystic you also learn the discipline of
autonomous vitality and the vital surge devotion.

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41
The Empath
Proficiency Talents Disciplines Devotions Psi Psi
Level Bonus Features Known Known Known Points Limit
1st +2 Psionics, Empathic Mantle, Focused 4 2 6 6 2
Defense
2nd +2 Enlightenment (1/rest) 4 3 7 8 2
3rd +2 Empathic Mantle feature 4 3 8 16 3
4th +2 Ability Score Improvement 5 3 9 19 3
5th +3 — 5 4 10 29 5
6th +3 Empathic Mantle feature 5 4 11 34 5
7th +3 — 5 5 12 40 6
8th +3 Ability Score Improvement 5 5 13 46 6
9th +4 — 5 6 14 59 7
10th +4 Enlightenment (2/rest) 6 6 15 66 7
11th +4 Sublime Power (+2, 1/long rest) 6 6 16 75 7
12th +4 Ability Score Improvement 6 7 17 75 7
13th +5 Sublime Power (+3) 6 7 18 85 7
14th +5 Empathic Mantle feature 6 7 19 85 7
15th +5 Sublime Power (+4) 6 8 20 96 7
16th +5 Ability Score Improvement 6 8 21 96 7
17th +6 Sublime Power (+6) 6 8 22 109 7
18th +6 Enlightenment (3/rest) 6 9 23 116 7
19th +6 Ability Score Improvement, Sublime Power 6 9 24 125 7
(2/long rest)
20th +6 Transcendence 6 9 25 135 7

(a) a diplomat’s pack, (b) an explorer’s pack, or (c) a


Class Features priest’s pack
As an Empath you have the following class features: Psionics
Hit Points You realize your psionic potential, gaining the use of talents
Hit Dice: 1d8 per empath level and devotions through disciplines, the rules for which appear
Hit Points at 1st Level: 8 + your Constitution modifier in Chapter 7. Psionic powers are magical effects.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per empath level after 1st Psionic Talents
A psionic talent is a minor psionic effect you have mastered.
Proficiencies At 1st level, you know four psionic talents of your choice (see
Armor: Shields the talent option in Chapter 7), these talents include what you
Weapons: Simple weapons received as a wild talent. You learn additional talents of your
Tools: None choice at higher levels, as shown in the Talents Known
Saving Throws: Wisdom, Charisma column of the Empath table.
Skills: Choose two from Arcana, Insight, Intimidation, Psionic Discipline
Medicine, Nature, Perception, Persuasion, and Religion You know two psionic disciplines of your choice from the
Equipment empath discipline list, plus a bonus psionic discipline
You start with the following equipment, in addition to the determined by your choice of empathic mantle (see Mantle
equipment granted by your background: Powers below).
a simple weapon
(a) a crystal, (b) orb, or (c) bell
DARK SUN | CLASSES
42
You learn additional empath disciplines of your choice at Psionic Ability
higher levels, as shown in the Discipline Known column of Wisdom is your psionic ability for your empath powers. You
the Empath table. use your Wisdom modifier when setting the saving throw DC
for a psionic power or when making an attack roll with one.
Devotions
A devotion is a psionic power that is learned through a Power save DC = 8 + your proficiency bonus +

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

know, and the power can be up to 2nd level.     psionic weapon

Additionally, when you gain a level in this class, you can     psychic static

choose to replace one of your existing powers from an     sixth sense

empath discipline you know and replace it with another     verve

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.

DARK SUN | CLASSES


43
Sublime Power Aura of Awareness
At 11th level, you gain the ability to glimpse eternity and Starting at 3rd level, you project an aura that heightens your
briefly increase your psi limit. As a bonus action, you increase allies’ awareness of their surroundings. While you aren’t
your psi limit by 2 for the next power you manifest before the incapacitated, each ally within 30 feet of you may add their
end of your next turn. You may use this feature once, and proficiency bonus to initiative checks.
must finish a long rest before you can do so again.
The amount you increase your psi limit by grows when you Healing Mantra
reach certain levels in this class. When you use this feature, Beginning at 6th level, you formulate a restorative mantra
you increase your psi limit by 3 starting at 13th level, by 4 that, when spoken, amplifies psionic abilities that heal
starting at 15th level, and by 6 starting at 17th level. damage. When you manifest a power that restores hit points
Beginning at 19th level, you may use this feature twice to a creature, if you add an optional verbal component to the
between long rests. When you finish a long rest, you regain power, that creature regains additional hit points equal to the
all expended uses. power’s level.
Transcendence Aura of Celerity
At 20th level, your psionically enhanced understanding of the Starting at 14th level, you project an aura that allows your
cosmos allows you to transcend mortal limits. You gain the allies to act on their thoughts with improved alacrity. While
following benefits: you aren’t incapacitated, any ally within 30 feet of you can
take the Dash action as a bonus action.
You gain resistance to bludgeoning, piercing, and slashing
damage.
You no longer age and cannot be magically aged.
You are immune to disease, poison damage, and the
poisoned condition.
You can add half your proficiency bonus, rounded down, to
any saving throw you make that doesn’t already include
your proficiency bonus.
Empathic Mantles
Every empath pursues a particular path by which they use
their psionic abilities to understand the cosmos, taking on a
mantle that describes their philosophy.
Mystic
A mystic seeks, above all, to guide those around them through
life’s hardships to better understand themselves and their
place in the cosmos. By empathically connecting themselves
to their allies, the mystic becomes invaluable to the team,
able to coordinate efforts and maintain the team’s wellbeing
Mystic Mantle Powers
Empath Level Powers
1st autonomous vitality, vital surge
3rd vitality transfer
5th revitalization
7th psychic defibrillation
9th vitality transfer field

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.

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Wilder Volatile Mind
Starting at 14th level, your surging emotions become difficult
A wilder is an empath less defined by a personal philosophy for others to affect with magic. Whenever another creature
and more by the lack of one. If wilders could be said to targets you with an enchantment, illusion, or telepathy effect,
adhere to any philosophy, however, it would be to live freely in that creature must succeed on a Wisdom saving throw
the moment and unshackle one’s emotions from outside against your power save DC or it fails to target you
concerns. A wilder’s emotions are so strong and uncontrolled successfully, wasting the action it used to attempt to create
that they seep into the world around them in the form of the effect, but not spending any other resources such as spell
psionic powers. Often taken to be insane or unbalanced due slots, psi points, or magic item charges.
to their great passions, a wilder’s emotions surge and wane, In situations where you wish to be targeted by a beneficial
affecting the potency of their psionic abilities. effect, you can choose to suspend this ability as a bonus
Wilders find themselves in violent situations more often action. It remains inactive for as long as you concentrate (as
than other empaths, because they don’t hold themselves back though concentrating on a spell).
and refuse to rein in their more aggressive feelings when
their ire is stoked. Whether because they enjoy the
exhilarating thrill of it, or because their tempestuous nature
drives them to visceral confrontations, wilders can hold their
own in a fight.
Wilder Mantle Powers
Wilder Level Powers
1st incite fury, psychic static
3rd savage presence
5th consuming rage
7th psychosomatic feedback
9th mass hysteria

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.

DARK SUN | CLASSES


46
Evil fighters can also be found as the rulers of small forts,
Fighter guarding their oasis and exacting a hefty toll for its use.
“Any wastelander can pick up a bone and Playing a Fighter:
call it a club, but try pitting fifty of Playing an Athasian fighter is not much different than playing
those against one dozen trained one in other settings, the only difference is that the extreme
soldiers, and maybe you’ll have an even heat makes most armor less than desirable on Athas.
match.” As a fighter, you undertake adventures according to the
dictates of your cause, your faith, or your own selfish needs.
You might find yourself on the hot, sandy field of battle,
― Nikolos, human fighter charging shoulder to shoulder with peasants and soldiers,
From the small forts in the sandy wastes of Athas to the raising pitchforks and shields against the defilers of the
guards of the merchant houses in the city‐states, fighters are enemy army.
Athas’s most common sight. Religion:
Whether it is as mercenaries for the Sorcerer‐Kings or as There are no gods on Athas, but many fighters worship the
hired guards protecting the wealth of the nobility, fighters can Sorcerer‐King of their respective cities as gods. Some
be found everywhere in the Tablelands. Athas’s fighters are fighters pay homage to the elemental forces of the
trained to fight in small groups or huge units. Those that have Tablelands, asking their favored element for luck before
proven themselves become the commanders in the city‐ entering the battlefield.
states’ armies, commanding hundreds or even thousands of
men into war. Other Classes:
Making a Fighter:
Fighters get along with most other classes. The rangers of
Fighters receive the best allotment of fighting skills and the Tablelands often receive the highest of the respect for
abilities. They learn the use of most weapons, the best their ability to survive the wastes. Barbarians and fighters are
armors and shields, as well as gaining special abilities to use often at each other’s throats, since both share great combat
with these weapons and armor. abilities but differ in their methodology; they often try to show
Some fighters specialize in using a single weapon, and how each is better than the other. Elemental clerics are
become masters at its use and deadliness. Other fighters will welcome for their healing abilities as well as the help they
prefer more rounded skills, learning to shoot from far with can provide in battle.
bows and arrows, and use nets and spears in close quarters. Fighters are uneasy around wizards; like the rest of the
Regardless, the fighter is to be feared. population they distrust magic. Templars are also distrusted,
for the same reasons everyone else distrusts templars.
Races:
Rogues are usually scorned by fighters; they prefer open
All of Athas’ races can become fighters. battle to the rogue’s sneaky ways.
Humans are usually the most numerous, since they are the Combat:
most numerous of the races of the Tablelands. Your specific tactics in battle depend on your role in the party
Dwarves make good fighters, even though they are smaller and your weapon of choice. However, certain tactics are
than most races; their inborn toughness and great strength common to all fighters.
more than makes up for their smaller stature. You are generally at the forefront of any battle. Fighting on
The half‐giants are also often seen as fighters, since their the front line allows you maximize your combat feats.
great strength and size are perfect for the job. Furthermore, if opponents focus on you, they cannot injure
Muls, with the inherited traits of both humans and your allies. As a fighter, you’re at your best when you can take
dwarves, also make great fighters. on the monster or opponent that deals the most damage.
Elves, with their long legs and frail constitution, are not
often seen as fighters. Fighters on Athas:
Athas’s intelligent insects, the thri‐kreen, make excellent Fighters bring clashing weapons, stirring speeches, and mass
warriors, with their four arms and the fact they do not need to combat to the campaign.
sleep. On Athas, the fighter is a trained warrior, a soldier skilled
Many of the savage races of the Tablelands are fighters, in mass warfare. Every society on Athas maintains an army of
although most become rangers in order to survive. fighters to protect itself from attack or to wage wars of
Alignment:
plunder and annihilation against its neighbors. Fighters are
Fighters come from all walks of life, and can be of any both the commanders and soldiers in these armies, and at
alignment. Good fighters are usually seen as the protectors of higher levels are experts in both individual and formation
small villagers or are part of renegade slave tribes, helping combat, leadership, and morale.
their tribe to survive in the harsh desert. Or they can be found
as a dwarf perhaps, whose focus it is to guard his fellows.
Evil fighters are often part of mercenary bands or under the
control of a Sorcerer‐King; these beings often fight for power
and money.

DARK SUN | CLASSES


47
Daily Life: Eldritch Knight
A fighter adventures to prove his superior skill at arms, to Appears in the Player's Handbook.
advance the cause of whatever master he might serve, and to This subclass is not found on Athas.
further his own aims. As word spreads, less experienced
warriors who are eager to fight for the same causes seek him Arcane Archer
out as the desperate peoples of Athas constantly look for Appears in Xanathar's Guide to Everything.
great commanders, warriors who will lead them. This subclass is not found on Athas.
Notables: Cavalier
Fighters can get notoriety for their deeds, whether triumphs Appears in Xanathar's Guide to Everything.
in combat, selfless acts of great honor, or great tyranny. Many Though mounted combat is rare, but not unheard of on
an adventurer grew up on stories such as that of the Crimson Athas, this subclass does fit with changes to flavor. Horses
Legion, and how it managed to defeat Urik’s previously are extinct and noble jousters and knights are not found on
undefeated army. Athas. However, it is feasible that a fighter might be trained
Another legend tells of about the rise and fall of General as a cavalier in the military of a city-state, or a free rider
Zanthiros, the leader of the Balican army who managed to might roam the deserts as a mounted marauder.
save the city from an onslaught of beast‐headed giants more
than once, and after losing the elections, left the city with Samurai
hundreds of soldiers loyal to him and formed a raiding tribe.
Appears in Xanathar's Guide to Everything.
Organizations: Re-named to the Enforcer. Though the archetype of an
Fighters often band together into small armies or as armored samurai that follows a code of honor does not
mercenary groups working for merchant houses. exactly fit into the world of Dark Sun, there is nothing about
These organizations typically have different credos and the mechanics of this subclass that inherently break the lore
values, but they allow their members to focus their time on of the setting.
their
individual quests.
Purple Dragon Knight
NPC Reactions: Appears in the Sword Coast Adventurer's
Individuals react to fighters based on their previous Guide.
interactions with other members of the class. A brave fighter This subclass is renamed to the Banneret. Bannerets are
meets cold silence and contempt around the Barrier Wastes generally found leading the armies of a Sorcerer-King.
where evil fighters oppress the populace.
A fighter who has lived long enough to retire from Rune Knight
adventuring typically acquires some position of authority, Appears in the Tasha's Cauldron of
with commensurate political power, whether as a caravan Everything.
leader, army general, or ruler of a raiding or slave tribe. This subclass is not found on Athas.
Class Changes: Psi Warrior
Appears in the Tasha's Cauldron of
Fighting Style Everything.
Dark Sun fighters gain the following additional options for This subclass requires little or no changes for Dark Sun.
fighting Styles.
Adamant
Exotic Weapon Mastery Appears in the Psion's Primer
You gain proficiency in one exotic weapon of your choice. This subclass has been reprinted for visibility on the next
While you are wielding an exotic weapon you gain +2 bonus page.
to damage rolls with that weapon.
Fighter Archetypes in Dark Sun
Battle Master
Appears in the Player's Handbook.
This subclass requires little or no changes for Dark Sun.
Champion
Appears in the Player's Handbook.
This subclass requires little or no changes for Dark Sun.

DARK SUN | CLASSES


48
Adamant Psi Limit. Though you have access to a potent amount of
psionic energy, it takes training and practice to channel that
At 3rd level, a fighter gains the Martial Archetype feature. The energy. There is a limit on the number of psi points you can
Adamant is a new option for that feature. Adamants are spend to manifest a psionic devotion. The limit is based on
warriors who have honed their sense of self into a palpable your fighter level, as shown in the Psi Limit column of the
force, fortifying their physical bodies with their diamond will. Adamant Psionics table. For example, as a 7th-level fighter,
They refine themselves to be faster, stronger, better; realizing you can spend no more than 3 psi points when manifesting a
their potential through psionically mastered ego. psionic devotion, no matter how many psi points you have.
Psychic Focus. You can focus psychic energy on one of
Adamant Features your psionic disciplines to draw ongoing benefits from it. As a
Fighter Level Feature bonus action, you can choose one of your psionic disciplines
3rd Psionics, Strength of Self and gain its psychic focus benefit, which is detailed in that
discipline’s description. The benefit lasts until you are
7th Battlemind incapacitated or until you use another bonus action to choose
10th Psychic Warrior another psychic focus benefit. You can have only one psychic
15th Mettle focus benefit at a time.
Psionic Ability. Charisma is your psionic ability for your
18th Immortal Will adamant powers. You use your Charisma modifier when
setting the saving throw DC for an adamant power or when
Psionics making an attack roll with one.
When you reach 3rd level, you realize your psionic potential,
gaining the use of talents, disciplines, and powers, the rules Power save DC = 8 + your proficiency bonus +

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.

DARK SUN | CLASSES


49
Adamant Disciplines Mettle
Below is a list of psionic disciplines available to Adamants. Beginning at 14th level, you can endure assaults to your
The descriptions of these powers can be found in Chapter 6. vitality and ego. When you are subjected to an effect that
battle trance
allows you to make a Constitution or Charisma saving throw
    primal metabolism
to take only half damage, you instead take no damage if you
    psionic weapon
succeed on the saving throw, and only half damage if you fail.
    psychic hammer

    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.
DARK SUN | CLASSES
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

DARK SUN | CLASSES


52
Way of the Soulknife Manifest Soul. Choose a type of damage you believe your
soul to most closely identify with: radiant or necrotic.
At 3rd level, a monk gains the Monastic Tradition feature. The Whenever you cast mindblade, you may choose for your
Way of the Soulknife is a new option for that feature. mindblades to deal the damage type you choose for this
Monks who adhere to the Way of the Soulknife meditate on feature, instead of the damage types normally available.
the nature of the self and reality, and learn to cut through all If you do, your mindblades appear to be made of solid light
perceived barriers, both within themselves and between or shadow, as appropriate for your choice.
others. Additionally, whenever you manifest the psychic strike
By recognizing these barriers within themselves, these power, you may choose for it to deal the same type of damage
“soulknives” can remove the borders between mind, soul, and as the one you choose for this ability.
body, allowing them to use their ki power to physically Twin Blades. You may create two mindblades when you
manifest blades of pure psionic energy from their fists. cast mindblade instead of one. If you do, one appears around
each of your fists, and you may make one attack with a
Way of the Soulknife Features mindblade as a bonus action after you use the Attack action
Monk Level Feature to attack with the other mindblade. While you have two
3rd Soulknife Talent, Disciple of the Mindblade mindblades created, neither one can be forced from your
hands, preventing you from using your hands for any other
6th Master the Blade purpose while you focus on the mindblade talent.
11th Nomadic Technique
17th Knife to the Soul Nomadic Technique
At 11th level, you learn how to sever the distances between
Soulknife Talent
time and space, granting you several psychoportation
Starting at 3rd level, you know the mindblade psionic talent. abilities. You gain the following benefits.
Wisdom is your psionic ability for this power. When you cast Nomadic Throw. Mindblades you create with the
this spell, the mindblade you create with it counts as a monk mindblade talent increase their range to 60/120. In addition
weapon for you. while making a thrown ranged attack with a mindblade, the
mindblade teleports, returning to your grip.
Disciple of the Mindblade
Nomadic Leap. You may spend 2 ki points as a bonus
Also at 3rd level, you learn all psionic powers within the action to teleport up to 100 feet to an unoccupied space you
psionic weapon discipline including the psychic focus. can see.
Wisdom is your psionic ability for these powers. Nomadic Strike. Whenever you hit a creature with a
In order to manifest a devotion you learned with this melee attack using a mindblade, you may spend 2 ki points to
feature, you must expend a number of ki points equal to force the creature to make a Charisma saving throw. On a
devotion’s power level (including any intensified adjustments), failure, the creature is teleported up to 100 feet away from its
instead of the power’s normal psi cost. previous position, in any direction you choose, to an
For example, to manifest psychic strike at its minimum unoccupied space you can see that includes a solid surface
strength as a 1st-level power, you must spend 1 ki points. To that can support the creature’s weight
manifest it as though you spent 2 psi points on it to increase Knife to the Soul
it to a 2nd-level power, you must spend 2 ki points. Beginning at 17th level, whenever you hit a creature with a
The maximum amount of ki points you can expend on any melee attack using a mindblade, you may spend 8 ki to forgo
one manifestation of a psionic devotion is limited, as shown the attack’s normal damage and immediately cast feeblemind
in the table below. This will prevent you from manifesting on the target, requiring no components and ignoring the
some devotions you learned with this feature until you reach spell’s normal casting time. You can use this feature once,
higher levels in the monk class and you must finish a long rest before you can do so again.
Augmenting and Ki Points
Monk Level Max Ki Points for a power
3rd - 4th 1
5th - 8th 2
9th - 12th 3
13th - 16th 4
14th - 20th 5

Master the Blade


Starting at 6th level, you gain martial and spiritual mastery
over the mindblade. You gain the following benefits:

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53
Psions Thought Given Form
Psionic energy suffuses the world of Dark Sun, and it is more Psionics are manifested through pure mental discipline, and
common than any other form of magic or spellcasting. Almost allow users to manipulate reality with their mind. Whereas
every person and creature on Athas has at least a spark of arcanists draw power from the plants around them,
psionic potential, but like any talent, it must be honed in order elemental clerics draw from the elements, and druids draw
to be used effectively. Psions have learned how to effectively from the spirits of the land — psions draw energy purely from
tap into this power source, pushing the limits of reality with their own thoughts and willpower. Psionic powers are
only a thought. extremely varied, and offers psions the ability to overcome
just about any challenge they set their mind to.
Like arcane magic, psionics can be divided into several
The Will and The Way categories. Psychokinesis and telekinesis allow psions to
Athasians use the term Will to refer to someone's innate manipulate energy to produce a desired end — moving,
ability for psionics. A psion with raw talent is said to have
the melting, transforming, or blasting a target. Telepathy can be
Will, while a psion who studies at an academy of the Way but used to communicate with others, or to spy on and affect the
never learns more than the theory of psionics clearly lacks minds of others, influencing or controlling their behavior.
the Will. Without the desire to push oneself, to master the Clairvoyance and clairsentience enables a user to learn
forces within, a person can never learn to use the Way. secrets long forgotten, to glimpse the immediate future or
To psions, Will also refers to reserves of mental strength. predict the far future, to find hidden objects, to see hidden
Using psionic powers can be strenuous, and the limit of a things, or to know the unknowable. Metacreativity manifests
character's endurance is his Will. In game terms, Will is the creation of objects, creatures, or some form of matter.
represented by a psion's psi points. Psychoportation moves an object or a creature through space
The Way is the academic study of psionics. There are a and time. Most psionic disciplines fall into one of these
number of academies of the Seven Cities that offer psionic categories, though some stretch the limits of imagination to
training, though psionic orders of many varieties can be achieve other types of effects.
found throughout the world.
Creating a Psion
The first consideration when playing a psion character in
Dark Sun will be whether you were formally trained in an
Academy, or taught by a powerful wilder or nomadic master.
Were you of the noble class, put into a psionic academy as a
child? Or did your Will manifest suddenly, causing you to
pursue the Way of your own accord? How did you first
discover that your mind could change the world around you?
Now that you are a psion, how do you intend to use the
powers you have learned? Will you dominate lesser minds
and bend others to your will, or do you seek to defy the limits
of the physical world and achieve a higher state of being? Do
you view your abilities as a weapon to be honed in combat?
Will you pursue further training from other masters of the
Way?

DARK SUN | CLASSES


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Races: Psions on Athas:
Nearly all living creatures have a latent psionic capacity, and Nearly every level of Athasian society is permeated with
psions are found among all sentient races of the Tablelands, psionics. Even the humblest slave may possess an unusual
and even among some creatures that are not ordinarily talent or ability, while the most powerful enchantments of the
considered sentient. Sorcerer‐Monarchs include psionic elements.
Mental powers are used on an everyday basis in Athasian
Alignment: culture. Telepaths allow instantaneous communication
The search for refinement of the Way tends to draw many across hundreds of miles. Draft animals and slaves are kept
psions into a neutral view of the world, so most psions have under control by psionic overseers. Prophets use their
one part of their alignment that is neutral. Good psions may visionary powers to forecast the fortunes of kings and
spend their time in search of new powers, or help their village peasants, find missing objects, and solve crimes. Kineticists
defend itself against predators, or maybe join the ranks of and Shapers use their potent abilities in all manner of
Merchant Houses. Evil psions may serve as agents in service enterprises, both legitimate and otherwise.
of the Sorcerer‐Kings, or as more shady agents of Merchant
Houses, or simply work as mercenaries and offer their Daily Life:
specialized services to the highest bidder. Even though many The study of the Way is very similar to the study of magic.
psions tend to have a neutral view of the world, they can be of Just as wizards strive to master more advanced and difficult
any alignment. spells, psionicist must constantly seek to unlock new and
more powerful abilities. Unlike wizardry, there is no single
Playing a Psion: formula that will reproduce an effect of the Way that will
When you first learned to use psionics, you were taught to work the same for each individual. Students must
create a nexus―a point in the center of your being where independently develop the command of their powers.
physical, mental, and spiritual energy can be harnessed. It is High‐level psions tend to become contemplative masters,
the union of these powers that allows you to perform the so they can make good patrons for lower‐level PCs. Such
remarkable feats you’re capable of. psions often hire adventurers to gather rare psionic items for
As a psion, your choice of an order is all‐important to you. study or to recover lost knowledge of the ancient ages in their
Dominators focus on Telepathy to foster communication and stead.
fellowship or mold weaker wills like clay. Dominators are
considered by some to the most powerful psions, and most Notables:
Athasians are terrified of a Dominator’s ability to manipulate The human psion known as Pharistes brought chaos over the
their very thoughts. Kineticists are actively sought out as Tyr Region when he activated a powerful artifact that
military auxiliaries, and are almost as good as a wizard for dampened all psionic power in the region and drove all thri-
creating mayhem in a fight. Shapers are psions that kreen mad because he thought the abuse of psionics was the
specialize in metacreativity. They can enhance their Eidolons cause of all the evil under the dark sun.
with further power from the Black and Gray. These
formidable Eidolons are deadly constructs on the battlefield. Organizations:
Psions don’t organize together, but they often join other
Religion: organizations, specially psionic academies and monasteries.
Psions use the Way to manifest their inner powers; through
long hours of meditation and extremes of the senses, they NPC Reactions:
seek knowledge inward. Their power comes from inside The common people usually react to a psion exactly as they
them, so only psions from the most animistic cultures look to would to any other psionicist in their community. Because
outside beings or religions for spiritual fulfillment. trained psionicist are scarce and their skills are vital, they are
highly valued by many elements of the Athasian society.
Other Classes: Unlike mages, psionicists are free of the taint of magic and
Psions tend to be drawn to those like themselves. Lower‐level need not disguise their calling. They owe no loyalty to the
psions tend to towards a nearly worshipful attitude towards Sorcerer‐Kings, unlike the templars. Even clerics and druids
higher level psions, curious about their mysterious training have elemental powers and guarded lands that they must
and knowledge. Higher‐level psions tend to either stay to place before all other considerations. Psionicists are free of
themselves, or to try to befriend almost everyone, pressing these patrons and responsibilities and may employ their
for party leadership. powers as they see fit.
Combat:
You usually disdain combat and other primitive displays of
force, but when needed, you use your impressive array of
psionic powers for both attack and defense against your
enemies, just as any other psionic character would.

DARK SUN | CLASSES


55
The Psion
Proficiency Talents Disciplines Devotions Psi Psi
Level Bonus Features Known Known Known Points Limit
1st +2 Psionics, Psionic Order, Power 4 2 6 6 2
Siphon
2nd +2 Psionic Order feature 4 3 7 8 2
3rd +2 — 4 3 8 16 3
4th +2 Ability Score Improvement 5 4 9 19 3
5th +3 — 5 4 10 29 5
6th +3 Expanded Knowledge, Psionic Order 5 5 10 34 5
feature
7th +3 — 5 5 11 40 6
8th +3 Ability Score Improvement 5 5 12 46 6
9th +4 — 5 6 13 59 7
10th +4 Expanded Knowledge, Psionic Order 6 6 13 66 7
feature
11th +4 Consumptive Power 6 6 14 75 9
12th +4 Ability Score Improvement 6 7 15 75 9
13th +5 6 7 16 85 10
14th +5 Psionic Order feature 6 7 17 85 10
15th +5 6 8 18 96 11
16th +5 Ability Score Improvement 6 8 19 96 11
17th +6 6 8 20 109 13
18th +6 Expanded Knowledge 6 9 20 116 13
19th +6 Ability Score Improvement 6 9 21 125 13
20th +6 Psychic Mastery 6 9 22 135 13

(a) a scholar’s pack or (b) an explorer’s pack


Class Features
As a psion, you gain the following class features. Psionics
You realize your psionic potential, gaining the use of talents
Hit Points and devotions through disciplines, the rules for which appear
Hit Dice: 1d6 per psion level in Chapter 7. Psionic powers are magical effects.
Hit Points at 1st level: 6 + your Constitution modifier
Hit Points at higher levels: 1d6 (or 4) + your Constitution Psionic Talents
modifier per level after 1st A psionic talent is a minor psionic effect you have mastered.
At 1st level, you know four psionic talents of your choice (see
Proficiencies the talent options in Chapter 7), these talents include what
Armor: None you received as a wild talent. You learn additional talents of
Weapons: clubs, darts, slings, quarterstaffs, spears your choice at higher levels, as shown in the Talents Known
Tools: None column of the Psion table.
Saving Throws: Intelligence, Wisdom
Psionic Discipline
Skills: Choose two from Arcana, History, Insight, You know two psionic disciplines of your choice from the
Investigation, and Nature psion discipline list, plus a bonus psionic discipline
Equipment determined by your choice of psionic order (see Psionic
You start with the following equipment, in addition to the Orders below). You learn additional psion disciplines of your
equipment granted by your background: choice at higher levels, as shown in the Discipline Known
column of the Psion table.
(a) a quarterstaff or (b) a spear
DARK SUN | CLASSES
56
Devotions Power save DC = 8 + your proficiency bonus +

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

them (round up).     imbue psicrystal

For instance, when you reach 3rd level in this class, you     inertial manipulation

learn one new psionic power within a psion discipline you     kinesis

know, and that power can be up to 2nd level.     mindlink

Additionally, when you gain a level in this class, you can     psionic assault

choose to replace one of your existing powers from an     psychic hammer

empath discipline you know and replace it with another     sixth sense

power from any empath discipline you know. The new power     speed of thought

can have a minimum power level no greater than half your


levels in this class when you learn them (round up). Psionic Order
Choose a psionic order: Dominator, Kineticist, or Shaper.
Psi Points Your choice grants you a bonus psion discipline when you
You have an internal reservoir of psionic energy represented choose it at 1st level. It also grants you additional features at
by psi points. You must spend psi points from this reserve to 2nd, 6th, 10th, and 14th level.
manifest a power within a psionic discipline. The number of
psi points you have is based on your psion level, as shown in Power Siphon
the Psi Points column of the Psion table. The number shown You have learned to channel the magical power of mental
for your level is your psi point maximum. When expending effects into psionic potential. If you succeed on an
psi points to manifest a devotion, you cannot reduce your Intelligence, Wisdom, or Charisma saving throw against any
current psi points to below 0. Your psi point total returns to magical effect, you may use your reaction to regain a number
your maximum when you finish a long rest. of psi points equal to your psi limit. You can use this feature
Devotions with a cost of 9 and higher are particularly once, and must finish a long rest before you can do so again.
taxing to use. You can use psi points to activate options with a
cost of 9, 10, 11, and 13 once per long rest. Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
Psychic Focus 19th level, you can increase one ability score of your choice
You can focus psychic energy on one of your psionic by 2, or you can increase two ability scores of your choice by
disciplines to draw ongoing benefits from it. As a bonus 1. As normal, you can’t increase an ability score above 20
action, you can choose one of your psionic disciplines and using this feature unless your race has a +2 bonus in a stat.
gain its psychic focus benefit, which is detailed in that
discipline’s
description. The benefit lasts until you are Expanded Knowledge
incapacitated or until you use another bonus action to choose By 6th level, you have studied your mind’s potential even
a psychic focus benefit. You can have only one psychic focus further, stretching the boundaries of what is possible with
benefit at a time. your psionic might. You learn four psionic powers or
disciplines of your choice. The powers you choose can be
Psi Limit from any class, including this one. A devotion you learn with
Though you have access to a potent amount of psionic this feature must be from within a discipline you know,
energy, it takes training and practice to channel that energy. including one you may have learned at the same time, and it
There is a limit on the number of psi points you can spend to must have a minimum power level no greater than half your
manifest a devotion. The limit is based on your psion level, as levels in this class when you learn it (round up).
shown in the Psi Limit column of the Psion table. For The chosen powers count as psion powers for you but do
example, as a 3rd-level psion, you can spend no more than 3 not count against the number of psion disciplines or
psi points when manifesting a devotion, no matter how many devotions shown in the Discipline Known and Devotions
psi points you have. Known columns of the Psion table.
You learn four additional powers or disciplines from any
Psionic Ability class at 10th level and again at 18th level.
Intelligence is your psionic ability for your psionic powers.
You use your Intelligence modifier when setting the saving
throw DC for a psionic power or when making an attack roll
with one.

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57
Consumptive Power Seize Concentration
Starting at 11th level, you gain the ability to sacrifice your Starting at 14th level, if a creature fails a saving throw to
physical durability in exchange for psionic power. When resist a telepathy power you used on it, and that creature was
activating a psionic power, you can pay its PSP cost with your concentrating on a magical effect, you may expend 10 psi
hit points, instead of using any PSPs, up to a maximum equal points to seize control of that effect as a reaction. If you do,
to your level. Your current hit points and hit point maximum you may immediately choose new targets for the effect as if
are both reduced by the number of hit points you spend. you had created it. If the effect allows a saving throw to resist
This reduction can’t be lessened in any way, and the it, the new targets make their saving throws against your
reduction to your hit point maximum lasts until you finish a power save DC. You may concentrate on the effect for its
long rest. Once you use this feature, you can’t use it again remaining duration. You can use this feature once, and must
until you finish a long rest finish a short or long rest before you can do so again.

Psychic Mastery

When you reach 20th level, you gain mastery in a psion

discipline of your choice. When you manifest a devotion

within a discipline that you know, you may do so without

spending psi points as long as the total psi cost for

manifesting the devotion is 5 or less.

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.

DARK SUN | CLASSES


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Kineticist Shaper
Kineticists are experts in the mental manipulation of a Psions who practice this order are experts in metacreativity
certain kind of energy. They often go by more precise titles powers that create sentience. The Astral plain is believed to
that indicate the kind of energy they specialize in. For be comprised entirely of thought-matter, and shapers draw
example, if one focuses on controlling flames with their mind, that matter into the material plane, manifesting thoughts into
they might call themselves a “pyrokineticist,” or a reality.
“cryokineticist” if they master freezing cold. Psions who
harness lightning may refer to themselves as “galvanicists,” Bonus Discipline
and ones who focus on creating intense blasts of thunderous When you choose this order at 1st level, you learn the imbue
noise might go by “kinetophonist.” psicrystal discipline. This discipline does not count against
the number of psion disciplines you know.
Bonus discipline
When you choose this order at 1st level, you learn the kinesis Bonus Equipment
discipline. This discipline does not count against the number Beginning at 1st level, you start with an arcane focus crystal,
of psion disciplines you know. described in the Player’s Handbook, in addition to the
equipment granted by this class and your background. This
Energy Specialization crystal fulfills the material component requirement of the
Also at 1st level, you choose one of the following damage imbue psicrystal discipline powers.
types: cold, fire, lightning or thunder. The damage type you
choose is your energy specialization which other Kineticist Psychic Construct
features make reference to. At 2nd level, you learn the project eidolon devotion. This does
not count against the number of psion devotions you know.
Intensify Kinesis When you manifest project eidolon, you may reduce its
Starting at 2nd level, powers you use ignore resistance to minimum psi cost to 2. If you do, project eidolon is a 1st level
damage of your chosen specialization. In addition, when you power, and you manifest a weaker version of the basic
roll damage for a power you use that deals damage of that eidolon. The eidolon you create is Small, has an AC of 12, has
type, you can treat any 1 on a damage die as a 2. a hit point maximum of 5, a -2 penalty on attack and damage
rolls, and you do not select any abilities from the Lesser
Energy Acclimation Eidolon Ability menu to apply to the eidolon for free. (These
Also at 2nd level, you gain resistance to the damage type of adjustments are included in the “Shaper’s 1st Level Eidolon”
your energy specialization. When you reach 14th level, you stat block in Chapter 9: Friends and Enemies).
gain immunity to the same type of damage.

Potent Talent

Starting at 6th level, your psychokinesis talents affect even

creatures that avoid the brunt of the effect. When a creature

succeeds on a saving throw against your talent, the creature

takes half the talent's damage (if any) but suffers no

additional effect from the talent.

Ardent Energy

Beginning at 10th level, you can add your Intelligence

modifier to one damage roll of any psychokinesis power you

manifest.

Relentless Energy

When you reach 14th level, you can increase the power of

your simpler devotions. When you manifest a power of 1st

through 5th-level that deals damage, you can deal maximum

damage with that power.

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

2d12 pychic damage for each level of the power, immediately

after you manifest it. Each time you use this feature again

before finishing a long rest, the psychic damage per power

level increases by 1d12. This damage ignores resistance and

immunity.

Credit: Nadyasonika
DARK SUN | CLASSES
59
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.

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Other Classes: Organizations:
Rangers are slow to make friends with anyone, but have a There is no organized ranger organization; you are most
particular affinity to druids, and to a lesser extent, barbarians likely to be a loner―or at best the leader of a group of raiders
and clerics. Rangers tend not to lean on others for support or renegades―than you are to gather with other rangers.
and friendship, and often find it difficult to tolerate others Often merchant houses are eager to employ you as a
who are quite different from themselves, such as a talkative caravan guide through the most dangerous trade routes, or a
merchant or a controlling templar. Good rangers might city‐state’s templarate might hire you to provide a safe path to
simply try to avoid sharing a watch with a character that a templar patrol.
annoys them; neutral rangers tend to abandon annoying
companions or just let them die; while evil rangers act NPC Reactions:
friendly to the annoying companion and then slit their throat Within a city‐state or large settlement, you find that you are
in their sleep. either ignored or regarded with some small amount of
Good rangers tend to hate defilers, although many rangers curiosity. It is only after a city‐dweller find himself outside the
are ignorant of the distinction between preserving and boundaries of his city‐state that he truly appreciates you.
defiling and hate wizards of all stripes. Strangely, many Indeed, he holds you in the highest of regards, knowing
rangers have little objection to taking a companion who is of that you are all that stands between him and a horrible death
a favored enemy race, so long as that they are convinced that in the wastes.
the companion is trustworthy and loyal.
Ranger Conclaves in Dark Sun
Combat: Hunter
Although you are a formidable warrior, you usually prefer not
to stand against the sheer might of Athas’s fighters, Appears In the Player's Handbook
barbarians and monks. Your greatest ally is the environment This conclave has changes listed below.
itself. While in the wastelands, you have a clear advantage
over your adversaries. Try choosing favored enemies that are Beast Master
more common in your travels. Appears in Player's Handbook
As you advance, you are well served to invest in spells that This conclave has changes listed below.
have an effect other than dealing damage. If you can’t drop a
foe in one or two attacks, you can use Ensnaring Strike, Gloom Stalker
Snare, Spike Growth, or the like to make your opponents less Appears in Xanathar's Guide To Everything
dangerous in a prolonged fight. This conclave will be omitted due to the lack of any
underground locations.
Rangers on Athas:
The Athasian wilderness is harsh and unforgiving, calling for Horizon Walker
skilled and capable men to master its ways―the ranger Appears in Xanathar's Guide To Everything
answers that challenge, living a rugged life through clever This conclave will be omitted due to the lack of planar travel.
mastery of his surroundings. The ranger has a potent
combination of stealth, woodcraft, magic, and fighting skill, Monster Slayer
making him the master of the wilderness.
Appears in Xanathar's Guide To Everything
Daily Life: This conclave requires little or no changes for Dark Sun.
A ranger adventures to learn about Athas, to protect nature,
and to prove his superior hunting skills. Rangers spend their Fey Wanderer
days in contemplation of nature, and tending their animal Appears in Tasha's Cauldron of Everything
companions. The Athasian ranger is a wanderer who hunts This conclave has been renamed to the Shadow Wanderer.
down a defiler to avenge himself for having his village Instead of a connection to the Feywild the ranger has a
destroyed, or a mercenary hunter for both monsters and connection to the Black. Your Feywild (shadow) Gifts would
humanoid creatures, or even a loner who simply prefers the be: Your shadow dances while no one is looking directly at it.
company of animals. At 11th level substitute summon shadowspawn instead of
summon fey.
Notables:
Tales of halfling snipers are among the common Athasian Swarm Keeper
legends. Any traveler to the Forest Ridge should rightfully Appears in Tasha's Cauldron of Everything
fear the cannibals that move without a sound and strike This conclave requires little or no changes for Dark Sun.
without being seen. Thri‐kreen are fabled for their rangers, Swarm appearance would be as swarms listed in Chapter 9:
as they are fast‐moving relentless natural hunters, and their Friends and Enemies.
unarmed combat abilities become even more deadly when
applied to subduing a quarry.

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The Athasian Ranger
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer — — — — —
2nd +2 Fighting Style, Spellcasting 2 — — — —
3rd +2 Ranger Conclave, Primeval Awareness 3 — — — —
4th +2 Ability Score Improvement 3 — — — —
5th +3 Extra Attack 4 2 — — —
6th +3 Favored Enemy improvement 4 2 — — —
7th +3 Ranger Onclave feature 4 3 — — —
8th +3 Ability Score Improvement, Land’s Stride 4 3 — — —
9th +4 — 4 3 2 — —
10th +4 Natural Explorer improvement, Nature's Veil 4 3 2 — —
11th +4 Ranger Conclave feature 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 — 4 3 3 1 —
14th +5 Favored Enemy improvement, Vanish 4 3 3 1 —
15th +5 Ranger Conclave feature 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 — 4 3 3 3 1
18th +6 Feral Senses 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Foe Slayer 4 3 3 3 2

A longbow and a quiver of 20 arrows


Class Features
As a ranger, you gain the following class features. Favored Enemy
Beginning at 1st level, you have significant experience
Hit Points studying, tracking, hunting, and even talking to a certain type
Hit Dice: 1d10 per ranger level of enemies commonly encountered in the wilds.
Hit Points at 1st level: 10 + your Constitution modifier Choose a type of favored enemy: aberrations, beasts,
Hit Points at higher levels: 1d10 (or 6) + your Constitution constructs, drakes, elementals, giants, monstrosities, oozes,
modifier per ranger level after 1st plants, or undead. Alternatively, you can select two races of
humanoid (such as belgoi and gith) as favored enemies.
Proficiencies You gain a +2 bonus to damage rolls with weapon attacks
Armor: Light armor, medium armor, shields against creatures of the chosen type. Additionally, you have
Weapons: Simple Weapons, Martial Weapons advantage on Wisdom (Survival) checks to track your favored
Tools: None enemies, as well as on Intelligence checks to recall
Saving Throws: Strength, Dexterity
information about them.
Skills: Choose three from Animal Handling, Athletics, When you gain this feature, you also learn one language of
Insight, Investigation, Nature, Perception, Stealth, and your choice, typically one spoken by your favored enemy or
Survival creatures associated with it. However, you are free to pick any
language you wish to learn.
Equipment You choose one additional favored enemy, as well as an
You start with the following equipment, in addition to the associated language, at 6th and 14th level. At 6th level the
equipment granted by your background: bonus to damage increases to +4. At 14th level you have
advantage on saving throws against the spells, psionics, and
(a) scale mail or (b) leather armor abilities used by a favored enemy.
(a) two shortswords or (b) two simple melee Weapons
(a) a dungeoneer's pack or (b) an explorer's pack
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63
As you gain levels, your choices should reflect the types of Exotic Weapon Mastery
monsters you have encountered on your adventures. You gain proficiency in one exotic weapon of your choice.
In addition as a bonus action you can cast Hunter's mark While you are wielding an exotic weapon you gain +2 bonus
with a duration of 1 minute. You can use this feature a to damage rolls with that weapon.
number of times equal to your proficiency bonus, and you
regain all expended uses when you finish a long rest. Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part
Natural Explorer of the attack you make with the weapon.
Your experience with traveling through and surviving in In addition, when you hit with a ranged attack using a
different environments lets you guide others through perilous thrown weapon, you gain a +2 bonus to the damage roll.
terrain. Whirling blades
Choose one of your skill proficiencies. Your proficiency When you engage in two-weapon fighting while wearing light
bonus is doubled for any ability check you make that uses the or no armor, you do not expend your bonus action and add
chosen skill. your ability modifier to the second attack. You can still gain
When you forage, you find twice as much food as you the benefits of two-weapon fighting only once during your
normally would. turn.
Your group has advantage on Wisdom (Survival) checks to
avoid becoming lost by non-magical means. Spellcasting
Even when you are engaged in another activity while By the time you reach 2nd level, you have learned to use the
traveling (such as foraging, navigating, or tracking), you magical essence of nature to cast spells, much as a druid
remain alert to danger. does. See chapter 10 of the Player’s Handbook for the
If you are traveling alone, you can move stealthily at a general rules of spellcasting and chapter 8 for the ranger
normal pace. spell list.
While tracking other creatures, you also learn their exact
number, their sizes, and how long ago they passed Preparing and Casting Spells
through the area. The Ranger table shows how many spell slots you have to
Fighting Style cast your ranger spells. To cast one of your ranger spells of
1st level or higher, you must expend a slot of the spell’s level
At 2nd Level, you adopt a particular style of fighting as your or higher. You regain all expended spell slots when you finish
specialty. Choose one of the following options. You can’t take a long rest.
a Fighting Style option more than once, even if you later get You prepare the list of ranger spells that are available for
to choose again. you to cast, choosing from the ranger spell list. When you do
so, choose a number of ranger spells equal to your Wisdom
Archery modifier + half your ranger level, rounded down (minimum of
You gain a +2 bonus to attack rolls you make with ranged one spell). The spells must be of a level for which you have
weapons. spell slots.
For example, if you are a 5th-level ranger, you have four 1st-
Blind Fighting level and two 2nd-level spell slots. With a Wisdom of 14, your
You have blindsight with a range of 10 feet. Within that range, list of prepared spells can include four spells of 1st or 2nd
you can effectively see anything that isn't behind total cover, level, in any combination. If you prepare the 1st-level spell
even if you're blinded or in darkness. Moreover, you can see cure wounds, you can cast it using a 1st-level or a 2nd-level
an invisible creature within that range, unless the creature slot. Casting the spell doesn’t remove it from your list of
successfully hides from you. prepared spells.
You can change your list of prepared spells when you finish
Defense a long rest. Preparing a new list of ranger spells requires
While you are wearing armor, you gain a +1 bonus to AC. time spent in prayer and meditation: at least 1 minute per
spell level for each spell on your list.
Druidic Warrior
You learn two cantrips of your choice from the druid spell list. Spellcasting Ability
They count as ranger spells for you, and Wisdom is your Wisdom is your spellcasting ability for your ranger spells,
spellcasting ability for them. Whenever you gain a level in this since your magic draws on your attunement to nature. You
class, you can replace one of these cantrips with another use your Wisdom whenever a spell refers to your spellcasting
cantrip from the druid spell list. ability. In addition, you use your Wisdom modifier when
setting the saving throw DC for a ranger spell you cast and
Dueling when making an attack roll with one.
When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that Spell save DC = 8 + your proficiency bonus +

weapon. your Wisdom modifier



Spell attack modifier = your proficiency bonus + your

Wisdom modifier

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Ranger Conclave Nature's Veil
At 3rd level, you choose to emulate the ideals and training of Starting at 10th level, you can draw on the powers of nature
a ranger conclave from the list of available conclaves. to hide yourself from view briefly. As a bonus action, you can
Your choice grants you features at 3rd level and again at magically become invisible, along with any equipment you are
7th, 11th, and 15th level. Those features include conclave wearing or carrying, until the start of your next turn.
spells. You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when
Conclave Spells you finish a long rest.
Each conclave has a list of associated spells. You gain access
to these spells at the levels specified in the conclave Vanish
description. Once you gain access to a conclave spell, you Starting at 14th level, you can use the Hide action as a bonus
always have it prepared. Conclave spells don't count against action on your turn. Also, you can't be tracked by nonmagical
the number of spells you can prepare each day. means, unless you choose to leave a trail.
If you gain a conclave spell that doesn't appear on the
ranger spell list, the spell is nonetheless a ranger spell for Feral Senses
you.
At 18th level, you gain preternatural senses that help you fight
Primeval Awareness creatures you can't see. When you attack a creature you can't
see, your inability to see it doesn't impose disadvantage on
Beginning at 3rd level, your mastery of ranger lore allows you your attack rolls against it.
to establish a powerful link to beasts and to the land around You are also aware of the location of any invisible creature
you. within 30 feet of you, provided that the creature isn't hidden
You have an innate ability to communicate with beasts, and from you and you aren't blinded or deafened.
they recognize you as a kindred spirit. Through sounds and
gestures, you can communicate simple ideas to a beast as an Foe Slayer
action, and can read its basic mood and intent. You learn its
emotional state, whether it is affected by magic of any sort, its At 20th level, you become an unparalleled hunter. Once on
short-term needs (such as food or safety), and actions you can each of your turns, you can add your Wisdom modifier to the
take (if any) to persuade it to not attack. attack roll or the damage roll of an attack you make. You can
You cannot use this ability against a creature that you have choose to use this feature before or after the roll, but before
attacked within the past 10 minutes. any effects of the roll are applied.
You also gain the following benefits.
You ignore difficult terrain Ranger Conclaves
You have advantage on initiative rolls. Across the wilds, rangers come together to form conclaves—
When you are subjected to the effect of a trap that allows loose associations whose members share a similar outlook
you to make a saving throw to take only half damage, you on how best to protect nature from those who would despoil
instead take no damage if you succeed on the saving it.
throw, and only half damage if you fail.
Ability Score Improvement Beast Master Conclave
When you reach 4th Level, and again at 8th, 12th, 16th, and Many rangers are more at home in the wilds than in
19th level, you can increase one ability score of your choice civilization, to the point where animals consider them kin.
by 2, or you can increase two Ability Scores of your choice by Rangers of the Beast Conclave develop a close bond with a
1. As normal, you can’t increase an ability score above 20 beast, then further strengthen that bond through the use of
using this feature unless allowed by your racial choice. magic.

Extra Attack Beast Magic


You gain the conclave spells at the ranger levels listed.
Beginning at 5th Level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Beast Spells
Ranger Level Spell
Land's Stride 3rd shield of Faith
Starting at 8th level, you can pass through nonmagical plants 5th enhance ability
without being slowed by them and without taking damage 9th haste
from them if they have thorns, spines, or a similar hazard. In
addition, you have advantage on saving throws against plants 13th dominate beast
that are magically created or manipulated to impede 17th awaken
movement, such those created by the entangle spell.
Also, you can use the Dash action as a bonus action on
your turn.
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65
Animal Companion For each level you gain after 3rd, your animal companion
At 3rd level, you learn to use your magic to create a powerful gains an additional hit die and increases its hit points
bond with a creature of the natural world. accordingly.
With 8 hours of work and the expenditure of 50 cp worth of Whenever you gain the Ability Score Improvement class
rare herbs and fine food, you call forth an animal from the feature, your companion’s abilities also improve. Your
wilderness to serve as your faithful companion. Choose a companion can increase one ability score of your choice by 2,
beast that is no larger than Medium and that has a challenge or it can increase two ability scores of your choice by 1. As
rating of 1/4 or lower. However, your Dungeon Master might normal, your companion can’t increase an ability score above
pick one of these animals for you, based on the surrounding 20 using this feature unless its description specifies
terrain and on what types of creatures would logically be otherwise.
present in the area. Your companion shares your alignment, and has a
At the end of the 8 hours, your animal companion appears personality trait and a flaw that you can roll for or select from
and gains all the benefits of your Companion's Bond ability. the tables below. Your companion shares your ideal, and its
You can have only one animal companion at a time. bond is always, “The ranger who travels with me is a beloved
If the beast has died within the last hour, you can use your companion for whom I would gladly give my life.”
action to touch it and expend a spell slot of 1st level or higher. Your animal companion gains the benefits of your Favored
The beast returns to life after 1 minute with all its hit points Enemy feature. It uses the favored enemies you selected for
restored. this feature.
Companion Trait
Companion’s Bond d6 trait
At 3rd level, your animal companion gains a variety of
benefits while it is linked to you. 1 I'm dauntless in the face of adversity.
The animal companion loses its Multiattack action, if it has 2 Threaten my friends, threaten me.
one.
While your companion is within 5 miles of you, your bond 3 I stay on alert so others can rest.
lets you know its direction and distance from you as well as 4 People see an animal and underestimate me. I use that
its current hit points. to my advantage.
In combat, the beast acts during your turn. It can move and 5 I have a knack for showing up in the nick of time.
use its reaction on its own, but the only action it takes is the
Dodge action, unless you take a bonus action on your turn to 6 I put my friends’ needs before my own in all things.
command it to take another action. That action can be one in
its stat block or some other action. You can also sacrifice one d6 flaw
of your attacks when you take the Attack action to command 1 If there’s food left unattended, I’ll eat it.
the beast to take the Attack action. If you are incapacitated, 2 I growl at strangers, and all people except my ranger
the beast can take any action of its choice, not just Dodge. are strangers to me.
When using your Natural Explorer feature, you and your
animal companion can both move stealthily at a normal pace. 3 Any time is a good time for a belly rub.
4 I’m deathly afraid of water.
Keeping Track of Proficiency 5 My idea of hello is a flurry of licks to the face.
When you gain your animal companion at 3rd level, 6 I jump on creatures to tell them how much I love
its proficiency bonus matches yours at +2. As you them.
gain levels and increase your proficiency bonus,
remember that your companion’s proficiency Beast’s Defense
bonus improves as well, and is applied to the Starting at 7th level, your companion's attacks count as
following areas: armor class, skills, saving throws, magical for the purposes of overcoming resistance to non-
attack bonus, and damage rolls. magical damage.
Storm of Claws and Fangs
Your animal companion has abilities and game statistics At 11th level your Animal Companion regains its Multiattack
determined in part by your level. Your companion uses your if it lost it previously, or it can gain the following action.
proficiency bonus rather than its own. In addition to the areas Companion Attack: Make two attacks using any action it
where it normally uses it's proficiency bonus, an animal would be able to make an attack with.
companion also adds its proficiency bonus to its AC and to its
damage rolls. Superior Beast’s Defense
Your animal companion gains proficiency in two skills of At 15th level, whenever an attacker that your companion can
your choice between Acrobatics, Animal Handling, Athletics, see hits it with an attack, it can use its reaction to halve the
Insight, Intimidation, Nature, Perception, Stealth, and attack’s damage against it.
Survival. It also becomes proficient with two ability saving
throws of your choice.

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Hunter Conclave Superior Hunter’s Defense
At 15th level, you gain one of the following features of your
Emulating the Hunter conclave means accepting your place choice.
as a bulwark between civilization and the terrors of the Evasion. When you are subjected to an effect, such as a
wilderness. As you walk the Hunter’s path, you learn braxat’s acidic breath or a lightning bolt spell, that allows you
specialized techniques for fighting the threats you face, from to make a Dexterity saving throw to take only half damage,
rampaging tareks and hordes of gith to towering giants and you instead take no damage if you succeed on the saving
terrifying drakes. throw, and only half damage if you fail.
Stand Against the Tide. When a Hostile creature misses
Hunter Magic you with a melee Attack, you can use your reaction to force
You gain the conclave spells at the ranger levels listed. that creature to repeat the same attack against another
creature (other than itself) of your choice.
Hunter Spells Uncanny Dodge. When an attacker that you can see hits
Ranger Level Spell you with an attack, you can use your reaction to halve the
3rd faerie fire attack’s damage against you.
5th enhance ability
9th slow
13th greater invisibility
17th skill empowerment

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.

DARK SUN | CLASSES


67
On Athas, a rogue is as honorable a profession as any
Rogue other, and more honorable than some (such as wizard), and
they mark for enmity anyone who describes them as a
“Marek, always helpful, said that the common thief.
Under Tyr catacombs are supposed to be
haunted. Think I'll go make some Combat:
inquiries about where a 'heretic' like me You are at your best when you catch foes unaware. Use your
can get some holy earth. Always go skills to hide yourself so that you can employ surprise tactics.
prepared....” ―Janos, Human Rogue In melee, move into flanking position and drop a powerful
sneak attack.
As a rogue, your role in the party is to cover up all the gaps Rogues on Athas:
that the party might have and to burst down or seriously There are no thieves’ guild in Athasian cities. However, most
injure a priority target. This means that if the party needs Athasians rogues attempt to attract a patron. A patron is a
someone to stealth ahead and check for traps, you are able to noble or senior templar who will sponsor the rogue and
step up to the plate and do just that. If the party needs protect him under his house and name. The rogue is then
someone to negotiate or lie your way out of trouble, you need expected to perform certain tasks for his new master in
to be able to step up to the plate. Once the fight breaks out, return—including theft, spying, and even assassination. You
you need to weave in and out of combat, taking out priority might adventure because you desire excitement. Someone
targets with your high single target damage. As one of the with your smarts get bored with ordinary pursuits.
most flexible classes, you need to keep on your toes and be Alternatively, you might have set off a life of adventure after
ready to respond to any situation that arises. your big heist or some political manipulation gone wrong. For
some reason, you have to keep moving, and a life of
Races: adventure offers you a regular change of scenery. All seek to
Slipperiness, dexterousness, and a natural charm all go a exercise their abilities to grow to even greater levels of power.
long way when becoming a rogue, and as such, certain races You are clever enough to know that there’s always more to
tend towards the path of the rogue more than others. learn. Although you tend to be (dangerously) self‐reliant, you
Elves, half‐elves, and humans take to the rogue’s skills and understand the value of having “friends” and allies in your
lifestyle with the greatest ease. Halflings, dwarves, and muls, pursuits, so try to not entangle them in your web of lies and
while not commonly rogues, adapt to the class remarkably trickery until you no longer need them.
well when they take to it. Thri‐kreen, and aarakocra are
usually quite adverse to the rogue class, and tend to do Daily Life:
poorly. Half‐ giant rogues are unheard of except as fictional The way a rogue behaves depends largely on his sense of
figures in comical tales around the fireside. morality. Some think nothing of adopting false identities or
working as assassins for their noble patrons in exchange for
Alignment: silver, relying on their skills and charms to get through
Athasian rogues follow opportunity rather than ideals, but as anything. A few other rogues find themselves driven to use
many of them are lawful as chaotic. Lawful rogues tend to their powers to help people.
seek security and advancement in the service of nobles or in
the ranks of the templars. Organizations:
Rogues don’t organize together, but they often linger around
Playing a Rogue: the same places, such as the Bard’s Quarter, the Elven
Rogues run the gamut of society. Athasian rogues range from Quarter, or Merchant House’s Emporiums. A rogue joining an
gutter snipes who prey upon the merchants and free citizens organization probably has a specific goal (or target) in mind
of the cities to vagabonds who steal what they can from and rakes a position that best allows him to attain it. A long‐
passing caravans or merchant trains. At their best, rogues term commitment to such a group rarely appeals to a rogue.
can be in the employ of the nobility, plying their trade by
contract in the name of a royal household, or they can be men Reactions:
or women of principle and honor who steal only from the Rogues make a good job about hiding their true motives and
corrupt and wealthy. identities. Individuals who know about a rogue’s true colors
begin with an attitude one step more hostile than normal.
Religion: Lawful clerics and templars in particular look poorly upon
Although they are as superstitious as the next Athasian, rogues, as does anyone who puts importance in
rogues are not known for their devotion or piety. Chaotic forthrightness.
rogues tend to get along best with religions associated with
elemental air.
Class Changes:
Other Classes:
Rogues enjoy working with members of other classes so long Rogue Archetypes in Dark Sun
as their own skills and are valued and treated with respect.

DARK SUN | CLASSES


68
Arcane Trickster Lurk Features
Appears in the Player's Handbook Rogue Level Feature
This archetype will be omitted due to the lack of arcane 3rd Psionics, Psionic Sneak Attack
magic. 9th Psychic Ambush
Assassin 13th Mindsight
Appears in the Player's Handbook 17th Slippery Mind
This archetype requires little or no changes for Dark Sun.
Psionics
Thief When you reach 3rd level, you realize your psionic potential,
Appears in the Player's Handbook gaining the use of disciplines, talents and devotions, the rules
This archetype requires little or no changes for Dark Sun. for which appear in Chapter 7. Psionic powers are magical
effects.
Inquisitive Talents. You learn three talents of your choice. These may
Appears in Xanathar's Guide to Everything replace the talents you gain as a wild talent if you so wish.
This archetype requires little or no changes for Dark Sun. You learn an additional talent at 10th level.
Psionic Discipline. You learn two psionic disciplines: true
Mastermind shot and one of your choice from the lurk discipline list. You
learn an additional lurk discipline once you reach 10th level.
Appears in Xanathar's Guide to Everything Devotions. A devotion is a psionic power within a psionic
This archetype requires little or no changes for Dark Sun discipline. You know two 1st-level powers within the lurk
disciplines you know, and you may replace the devotion you
Scout received through wild talent.
Appears in Xanathar's Guide to Everything The Devotions Known column of the Lurk Psionics table
This archetype requires little or no changes for Dark Sun shows when you learn more devotions of your choice. When
the table indicates that you learn a new devotion, you may
Swashbuckler only choose a power within one of the lurk disciplines you
Appears in Xanathar's Guide to Everything know. Each of these powers must have a psi cost no greater
This archetype requires little or no changes for Dark Sun than your psi limit (see below).
For instance, when you reach 7th level in the rogue class,
Phantom you learn one new psionic power within a lurk discipline you
Appears in Tasha's Cauldron of Everything know, and the power you choose can have a minimum psi
This archetype requires little or no changes for Dark Sun cost of up to 3.
Additionally, when you gain a level in this class, you can
Soulknife choose to replace one of your existing powers within a lurk
Appears in Tasha's Cauldron of Everything
discipline you know and replace it with another power within
any lurk discipline you know. The new power must have a
This archetype is not found in Dark Sun as the soulknife is a minimum psi cost of no higher than your psi limit at the time
monk subclass you learn it.
Psi Points. You have an internal reservoir of psionic
Lurk energy represented by psi points. You must spend psi points
Appears in Psion's Primer from this reserve to manifest a power.
This archetype has been reprinted for visibility below. The number of psi points you have is based on your rogue
level, as shown in the Psi Points column of the Lurk Psionics
Lurk table. The number shown for your level is your psi point
At 3rd level, a rogue gains the Roguish Archetype feature. maximum. When expending psi points to manifest a
The lurk is a new option for that feature. devotion, you cannot reduce your current psi points to below
0. Your psi point total returns to your maximum when you
Lurks are silent killers that have harnessed the cold logic finish a long rest.
of their inner id to hone their deadly skills. The urge for Psi Limit. Though you have access to a potent amount of
survival, to rationalize away all obstacles to your continued psionic energy, it takes training and practice to channel that
existence, is a primal aspect of the psyche buried under energy. There is a limit on the number of psi points you can
layers of the ego and superego. spend to manifest a psionic devotion. The limit is based on
Not all lurks are amoral, instead some merely use the your rogue level, as shown in the Psi Limit column of the
ruthless rationality that lies within everyone. Lurk Psionics table.
Heroic lurks use this cold logic in the pursuit of altruistic For example, as a 7th-level rogue, you can spend no more
goals, and still others practice a philosophy of enlightened than 3 psi points when manifesting a psionic power, no
self-interest, recognizing cooperation is more likely to result matter how many psi points you have.
in success than pure sociopathy. But all lurks tap into this
dark well of their mind to manifest their powers.

DARK SUN | CLASSES


69
    Psychic Focus. You can focus psychic energy on one of Psionic Sneak Attack
your psionic disciplines to draw ongoing benefits from it. As a Starting at 3rd level your Sneak Attack damage dice can deal
bonus action, you can choose one of your psionic disciplines psychic damage if you choose.
and gain its psychic focus benefit, which is detailed in that
discipline’s description. The benefit lasts until you are Psychic Ambush
incapacitated or until you use another bonus action to choose Starting at 9th level, when you are hidden from a creature
a psychic focus benefit. You can have only one psychic focus and you use a psionic power on it, that creature has
benefit at a time. disadvantage on any saving throw it makes against the power
Psionic Ability. Intelligence is your psionic ability for your until the end of your current turn.
lurk powers. You use your Intelligence modifier when setting
the saving throw DC for a lurk power or when making an Mindsight
attack roll with one. At 13th level, you gain the ability to perceive the presence of
Power save DC = 8 + your proficiency bonus +
other minds. You are never blinded against any creature that
your Intelligence modifier is within 60 feet of you if it has an Intelligence score of 4 or
Power attack modifier = your proficiency bonus + your higher, and such creatures cannot hide from you.
Intelligence modifier Slippery Mind
Lurk Disciplines
Beginning at 17th level, your mind easily slips from the grasp
Below is a list of psionic disciplines available to lurks. The of magical influence or control. If you fail an Intelligence,
descriptions of these powers can be found in Chapter 7. Wisdom, or Charisma save against a magical effect, you may
battle trance
use your reaction to succeed on the saving throw instead.
    deceive senses
Once you use this feature, you must finish a short or long rest
    mindlink
before you can use it again.
    psychic static

    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

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70
Religion
Sorcerer There are no gods on Athas, but many sorcerers worship the
Rare are the sorcerers that are found on Athas and it's elemental forces, asking their favored element for good
unusual to find a sorcerer who is not involved in the fortune while travelling the Tablelands.
adventuring life in some way. People with magical power
seething in their veins soon discover that the power doesn't Other Classes
like to stay quite. A sorcerer's magic wants to be wielded in Sorcerer's are slow to make friends with anyone due to the
unpredictable ways if it isn't called on. general fear and distrust of magic on Athas. Those that come
Unlike wizards, sorcerers learn to channel and harness to understand the nature of a sorcerer will find a quick friend.
their own inborn magic connection to the Black or the Gray Years of hiding and deceit will often cause an avalanche of
and do not pull power from plant life. emotion and communication from a sorcerer.
The appearance for a sorcerer's power is wildly
unpredictable. Some may have had parents that experienced Combat:
the life draining abilities of the undead. Others trace it to a Sorcerers tend to stay back from melee and use their spells
strange event with the Gray, while others can't name the to either destroy your enemies or enhance your companion's
origin of their power. abilities.
Making a Sorcerer: Sorcerers on Athas:
The most important question to consider when creating your Perhaps the rarest class on Athas. It is believed that the
sorcerer is the origin of your power. As a starting character, Sorcerer-Kings hunted down and killed all families that
you'll choose an origin that ties to a connection to the Black displayed a bloodline capable of Sorcery. Because of that,
or to the influence of the Gray, but the exact source of your sorcerers are often loners and tend to travel the land to avoid
power is up to you to decide. the persecution displayed in the City States.
How do you feel about the magical power coursing through
you? As with wizard magic the general populace does not Daily Life:
understand where this talent comes from only that it is A sorcerer adventures to learn how to develop and control his
magical in nature. You are feared and hated just as much as a powers. Many sorcerer's adventure to research and find out
Wizard. how this magical link came to exist within themselves.
Races: Notables:
Humans make up the most sorcerers strictly due to the Sorcerers like wizards try to stay hidden for as long as
amount of them that live on Athas. The larger amounts of possible, as their survival depends on it.
humans make it more possible to have an encounter with the
Black or the Gray. Organizations:
It is almost impossible to have a dwarf sorcerer. Their Although sorcerers do not derive their power from plant life
innate resistance to magic makes it hard for the Black or the they still use similar magic as wizards. This has led many a
Gray to take hold in them. This trait also seems to carry over sorcerer to join the Veiled Alliance for protection. They often
to their half breed offspring, muls, as they are unheard of as join organizations such as merchant houses or slave tribes.
sorcerers.
Half-Elves, as is their solitary nature are the second most NPC Reactions:
common sorcerer's on Athas. In their struggles to live and Arcane magic on Athas is viewed as the cause of the
breathe on this harsh world they are more likely to exhibit desolation of the world. General NPC attitudes towards a
inborn magical powers. suspected sorcerer range from indifferent to unfriendly. Like
At the present time no thri-kreen has been born with the wizard magic, sorcery is banned in all known city states.
magical powers of a sorcerer. Their alien physiology and Templars constantly patrol the streets searching for magic
mindset does not mesh well with what is needed to become a users.
sorcerer.
All other races have the possibility to be a sorcerer. Class Changes:
Alignment: Sorcerers use the Spell Point variant found in the Dungeon
Due to the unpredictable nature of a sorcerer's power they Master's Guide for casting spells. At 3rd level they can use
are often chaotic in nature. Unlike wizards, there are no rules these spell points freely to power their metamagic.
in how their magic is wielded and this in turn carries over to
their alignment. Literacy
At 1st level, you can read and write any language that you can
Playing a Sorcerer: speak.
All fear and loath magic users. You must learn to hide your
gifts and deceive others as to the nature of your powers. Font of Magic
Needing an outlet for your magical energies you take up Dark Sun sorcerers don't gain sorcery points as they use the
adventuring as a way to expel the build-up of energies in your spell point system.
body.

DARK SUN | CLASSES


71
Metamagic This Sorcerous Origin does not exist on Dark Dun.
As the Players Handbook for metamagic options gained.
Sorcerers use spell points to power metamagic at the same Wild Magic
cost detailed in the Player's Handbook for sorcery points. Appears in Player's Handbook
This Sorcerous Origin does not exist on Dark Sun.
Spell Points
With this variant system, a character who has the Divine Soul
Spellcasting feature uses spell points instead of spell slots to Appears in Xanathar's Guide to Everything
fuel spells. Spell points give a caster more flexibility, at the This Sorcerous Origin does not exist on Dark Sun as there
cost of greater complexity. are no gods.
In this variant, each spell has a point cost based on its level.
The Spell Point Cost table summarizes the cost in spell Shadow Magic
points of slots from 1st to 9th level. Cantrips don’t require Appears in Xanathar's Guide to Everything
slots and therefore don’t require spell points. The name of this Sorcerous Origin is changed to Shadow
Instead of gaining a number of spell slots to cast your Wizard. These sorcerers draw on the power of the Black.
spells from the Spellcasting feature, you gain a pool of spell
points instead. You expend a number of spell points to create Storm Sorcerer
a spell slot of a given level, and then use that slot to cast a Appears in Xanathar's Guide to Everything
spell. You can’t reduce your spell point total to less than 0, and
you regain all spent spell points when you finish a long rest. Renamed to Cerulean. They draw their power from the
Spells of 6th level and higher are particularly taxing to cast. Cerulean Storm. This event has not occurred in game at this
You can use spell points to create one slot of each level of 6th time.
or higher. You can’t create another slot of the same level until
you finish a long rest. Aberrant Mind
The number of spell points you have to spend is based on Appears in Tasha's Cauldron of Everything
your level as a spellcaster, as shown in the Spell Points by Psionics have deeply scared your mind and allow you to
Level table. Your level also determines the maximum-level power your magic with Psionics.
spell slot you can create. Even though you might have enough
points to create a slot above this maximum, you can’t do so. Clockwork Magic
Appears in Tasha's Cauldron of Everything
Spell Point Cost This Sorcerous Origin does not exist on Dark Sun.
Spell Level Point Cost Spell Level Point Cost
1st 2 5th 7 Gray Sorcerer
2nd 3 6th 9 Appears below
3rd 5 7th 10
This Sorcerous Origin only exists on Dark Sun due to the
Gray.
4th 6 8th 11
9th 13

Sorcerer Spell Points by Level


Class Spell Max Spell Class Spell Max Spell
Level Points Level Level Points Level
1st 4 1st 11th 84 6th
2nd 8 1st 12th 85 6th
3rd 17 2nd 13th 83 7th
4th 21 2nd 14th 97 7th
5th 32 3rd 15th 109 8th
6th 38 3rd 16th 110 8th
7th 45 4th 17th 124 9th
8th 52 4th 18th 132 9th
9th 66 5th 19th 142 9th
10th 74 5th 20th 153 9th

Sorcerous Origins in Dark Sun


Draconic Bloodline
Appears in Player's Handbook
DARK SUN | CLASSES
72
Gray Sorcerer Gray Adept
6th-level Gray Sorcerer Feature

Whether through a fascination with death or by a close

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

The sorcerer of the Gray has a direct conduit to the Gray.


Sorcerer Level Spells The power of death / undeath flows through him and
1st cause fear, ray of sickness strengthens his mind and body. The sorcerer gains resistance
3rd blindness/deafness, ray of enfeeblement to bludgeoning, piercing, and slashing damage from
nonmagical weapons. He is now immune to poison, disease,
5th summon undead, vampiric touch and necrotic damage. Furthermore you can hold your breath
7th blight, shadow of moil indefinitely, and you don't require food, water, or sleep,
9th dance macabre, enervation
although you still require rest to reduce exhaustion and still
benefit from finishing short and long rests.
In addition, you age at a slower rate. For every 10 years
Necromantic Magic that pass, your body ages only 1 year, and you are immune to
1st-level Gray Sorcerer Feature
being magically aged.

Your link to the gray allows you to learn any necromantic


spell from any list. When your Spellcasting feature lets you
learn or replace a sorcerer cantrip or a sorcerer spell of 1st
level or higher, you can choose the new spell from any list or
the sorcerer spell list. You must otherwise obey all the
restrictions for selecting the spell, and it becomes a sorcerer
spell for you.
Gray Walker
1st-level Gray Sorcerer Feature

Due to your links to the Gray you have advantage on any


saving throw against poison or disease. Gray Walkers also
have resistance to necrotic damage.
Additionally, undead have difficulty harming you. If an
undead targets you directly with an attack or a harmful spell,
that creature must make a Wisdom saving throw against your
spell save DC (an undead needn't make the save when it
includes you in an area effect, such as the explosion of
fireball). On a failed save, the creature must choose a new
target or forfeit targeting someone instead of you, potentially
wasting the attack or spell. On a successful save, the creature
is immune to this effect for 24 hours. An undead is also
immune to this effect for 24 hours if you target it with an
attack or a harmful spell.

DARK SUN | CLASSES


73
Templar
“Against the law? The law is a
convenience, a tool, not a strait jacket. I
prefer to view laws as guidelines, not as
rules cast in stone. Stretching them is
not the same as breaking them, my young
apprentice. Take that to heart, for if you
accuse me again, I will have your heart
served cold.” – Zelgado De’Draigee,
human templar

Templars are civil servants within a city-state’s government


organization commonly referred to as a “temple,” “bureau,”
or “order.” Each templar swears obedience to his temple, and
absolute fealty to his Sorcerer-King. In return, the Sorcerer-
King grants them spell power stolen from the elemental
planes. In most city-states, templars are the ultimate
authority— judge, jury, and executioner. Templars police and
administer the city-states, and serve other civil roles ranging
from general to jailor, and from tax collector to garbage
collector.
Making a Templar:
Templar duties typically prevent them from adventuring in
the standard sense. They often serve missions for their
superiors, typically to recover an important item, assassinate
a troublemaker, force the hand of a merchant house or barter
with an elf tribe. But that is not to say that templars cannot
pursue their own interests. While all templars are technically
bound to their civil service positions on a daily basis, a
sufficient bribe can buy them a few days of freedom and
adventure, as long as they do not get caught going against the
interests of their temple or Sorcerer-King.
Most templars who do adventure, do so for personal power,
seeking to acquire items of great power, or for money or fame
to impress their lord or superiors. Templars can cast a
number of divine spells each day, as granted by their lord. If
necessary they can be a destructive fighting force, but they
serve much better as officers of slave-soldiers, mercenaries,
or undead. Their wide array of available skills reflects the
equally wide array of roles that templars fill as servants of the
Sorcerer-Kings and Queens.
Alignment:
Templars are almost never good. The laws they uphold are
corrupt; the men and women (if they can be called that) they
serve are arguably the vilest creatures on the face of Athas,
and often the templars are cruel and unjust themselves.
However, many templars take considerable pride in the
prosperity and magnificence of their city-state, and in the
well-oiled machine of their order. Templars are most
commonly Lawful Neutral or Lawful Evil.
Religion:
This reverence of templars varies greatly with the city-state.
Some rulers, like Hamanu or Lalali-Puy, claim they are gods
and demand their citizen and templars to worship them as
such. Other, like Nibenay and Andropinus, only require
service, not worship, from their templars.
DARK SUN | CLASSES
74
Background: Particularly in the past, Sorcerer-Kings have been revered
Many templars are survivors of brutal state orphanages, or as gods within their own cities, with the templars enforcing
were sold to the templars as children or young adults, but worship and obedience. In actuality, Sorcerer-Kings are
some nobles and military officers “feel the call” of money and neither god nor demigods, though they are extremely
power later in life. Templars of a given Sorcerer-King are powerful wizards and psionicists. The templars erect temples
supposed to get along, but no one really expects this to and subjugate the populations to worship their ruler. There
happen. Within most temples, personal ambition commonly isn’t a noble, merchant, or peasant in a city-state who doesn’t
leads to deceit and treachery, and in Eldaarich, some of at least pay lip service to the Sorcerer-King or the templars
Daskinor’s templar orders have been known to openly wage who enforce his will. Those who do not are often at the mercy
war against each other. Between different Sorcerer-Kings, of the templars, for those templars still in the service of a
there are no lasting alliances, and open warfare is the rule ruling Sorcerer-King can cast spells.
rather than the exception.
Races:
While the need for religion and divine magic is nearly
universal on Athas, the need for specialized militant priest
bureaucrats is peculiar to large city-states dominated by
Sorcerer-Kings. While in theory, no sentient race is
precluded from the templar class, in practice, a Sorcerer-
King grants spells only to those who he wants to represent
him. Humans dominate the templar priesthoods of all city-
states except for Giustenal. Dwarves, muls, and half-elves
commonly become templars in many cities, while elves are
less commonly accepted. Templars of other races are rare or
unheard-of in most cities.
Templars on Athas:
Templars are the most feared people in the remaining city-
states still controlled by Sorcerer-Kings. Their power to
accuse and imprison nearly anyone for any reason instills
constant terror in the city dwellers. Not surprisingly, many
templars abuse the powers they have for personal gain—a
fact that, as long as the city is administered to and kept in
order, doesn’t bother the Sorcerer-Kings.
Templars as a group perform three vital functions within a
given city-state. Primarily, they work as city guards and
officers in the Sorcerer-King’s armies. Secondly, they oversee
the city’s administration, ensuring that businesses keep
running and that slaves are fed. Lastly, the templars maintain
the illusion that the Sorcerer-King is a god by using their
absolute power to enforce worship and homage to their ruler.
Every individual templar NPC actively pursues one
of these
functions, unless he is from a city-state where a Sorcerer-
King has fallen from power.
Templars try to advance through their ranks as rapidly as
possible. The means by which a templar might gain power
and position are wide open, including bribery: theft, and
assassination of other templars. Every templar NPC can be
counted on to accept underhanded schemes that will help
him rise to power among his fellow templars—a fact that
player characters should note for future exploitation.
Templar soldiers are the enforcement arm of a Sorcerer-
King’s domain. Low-level templars (levels 1–4) are common
soldiers or guards within the cities and around the slave
areas. Mid-level templars (levels 5-8) are officers in charge of
small (10-100) units of guards, slave soldiers, or undead
soldiers (in times of war). High-level templars (levels 9 and
above) are usually generals or administrators, concerned
with keeping the army equipped and fed.

DARK SUN | CLASSES


75
The Templar
Proficiency Cantrips Spells Spell Slot Sovereign Gifts
Level Bonus Features Known Known Slots Level Known
1st +2 Pact Magic, Templar Echelon 2 2 1 1st —
2nd +2 Sovereign Gifts 2 3 2 1st 2
3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement, Civil 3 5 2 2nd 2
Alchemy
5th +3 ─ 3 6 2 3rd 3
6th +3 Templar Echelon Feature 3 7 2 3rd 3
7th +3 ─ 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 ─ 3 10 2 5th 5
10th +4 Templar Echelon Feature 4 10 2 5th 5
11th +4 Sorcerous Arcanum (6th Level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Sorcerous Arcanum (7th Level) 4 12 3 5th 6
14th +5 Templar Echelon Feature 4 12 3 5th 6
15th +5 Sorcerous Arcanum (8th Level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Sorcerous Arcanum (9th Level) 4 14 4 5th 7
18th +6 ─ 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 High Templar 4 15 4 5th 8

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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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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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.

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Templars of this echelon prefer to capture their quarry alive, Defensive Guard
so that they can be questioned and punished accordingly. In Starting at 6th level, when you take damage, you can use your
addition to learning control magic, enforcers receive martial reaction to expend one spell slot and reduce that damage to
training and are adept frontline combatants, who will fight to you by an amount equal to five times the spell's slot level.
the last.
Mental Bulwark
Expanded Spell Slots At 10th level, your thoughts can't be read by telepathy or other
Your Sorcerer-King grants you power to choose from an means unless you allow it, and you cannot be subject to any
expanded list of spells when you learn a templar spell. The effect that would compel you to divulge information such as a
following spells are added to the templar spell list for you. zone of truth spell. You also have resistance to psychic
Spell Level Spells damage, and immunity to the charmed condition.
1st hunter’s mark, shield of faith Immortal Arbiter
2nd branding smite, blur Beginning at 14th level, the arcane power that fuels you
3rd elemental weapon, haste
allows you to literally fight to the death. Having 0 hit points
doesn’t knock you unconscious. You still must make death
4th confusion, staggering smite saving throws, and you suffer the normal effects of taking
5th banishing smite, circle of power damage while at 0 hit points.

Warrior Templarate: Inquisitor Echelon


At 1st level, you acquire the training necessary to effectively Templar inquisitors are the arbiters of templar order who
arm yourself for battle. You gain proficiency with medium enforce the restrictions on arcane magic, spellcasting, and
armor, heavy armor, shields, and martial weapons. forbidden magic items in the Seven Cities. The Inquisitor
The influence of your patron also allows you to mystically echelon is a covert sect of the templar order, hunting down
channel your will through a particular weapon. Whenever you apostate mages, the Veiled Alliance, ex-templar, rogue
finish a long rest, you can touch one weapon that you are psionicist, or any spellcasters who are not sanctioned by their
proficient with and that lacks the two-handed property. When Sorcerer-King.
you attack with that weapon, you can use your Charisma They employ arcane hunters, companions that help them
modifier, instead of Strength or Dexterity, for the attack and to relentlessly pursue renegade magic users. Inquisitors
damage rolls. This benefit lasts until you finish a long rest. If rarely reveal themselves to be a part of the inquisitor echelon,
you later gain the Pact of the Blade feature, this benefit preferring to operate discretely, only making their presence
extends to every pact weapon you conjure with that feature, known when necessary. Inquisitors pursue obscure arcana,
no matter the weapon's type. hoarding tomes and magic items in secure vaults. They often
serve as relic hunters for a Sorcerer-King, ensuring that
Fighting Style powerful items, scrolls, and tomes do not fall into the hands
At 1st level, you adopt a particular style of fighting as your of a rival. Inquisitors are frequently ordered to prioritize
specialty. Choose a fighting style from the list of optional recovering magic items, but will not hesitate to destroy such
features. You can't take the same Fighting Style option more items if necessary.
than once, even if you get to choose again. Expanded Spell Slots
Defense
Your Sorcerer-King grants you power to choose from an
While you are wearing armor, you gain a +1 bonus to AC. expanded list of spells when you learn a templar spell. The
following spells are added to the templar spell list for you.
Great Weapon Fighting Spell Level Spells
When you roll a 1 or 2 on a damage die for an attack you 1st detect evil and good, disguise self
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll, even 2nd locate object, zone of truth
if the new roll is a 1 or a 2. 3rd nondetection, speak with dead
The weapon must have the two-handed or versatile 4th compulsion, locate creature
property for you to gain this benefit.
5th dominate person, geas
Protection
When a creature you can see attacks a target other than you Awakened Mind
that is within 5 feet of you, you can use your reaction to Starting at 1st level, your Sorcerer-King gives you the ability
impose disadvantage on the attack roll. You must be wielding to touch the minds of other creatures. You can communicate
a shield. telepathically with any creature you can see within 30 feet of
you. You don't need to share a language with the creature for
Two-Weapon Fighting it to understand your telepathic utterances, but the creature
When you engage in two-weapon fighting, you can add your must be able to understand at least one language to respond
ability modifier to the damage of the second attack. to you.

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Replicate Casting Beast Speech
Beginning at 6th level, you learn how to replicate some spells You can cast speak with animals at will, without expending a
cast in your presence. You learn the counterspell spell if you spell slot.
do not already know it. Whenever you cast counterspell, you
may empower it. If your counterspell is successful, you gain Beguiling Influence
the ability to cast the triggering spell, storing it for later use. You gain proficiency in the Deception and Persuasion skills.
You are considered to know the triggering spell while it is
stored, whether it is a templar spell or not, and can cast it Bewitching Whispers
without expending a spell slot. This spell remains stored until Prerequisite: 7th level
you cast it, or until you finish a long rest.

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.

Armor of Shadows Cloak of Flies


You can cast mage armor on yourself at will, without Prerequisite: 5th level
expending a spell slot or material components.

As a bonus action, you can surround yourself with a magical


Ascendant Step aura that looks like buzzing flies. The aura extends 5 feet
Prerequisite: 9th level from you in every direction, but not through total cover. It

lasts until you're incapacitated or you dismiss it as a bonus
You can cast levitate on yourself at will, without expending a action. The aura grants you advantage on Charisma
spell slot or material components. (Intimidation) checks but disadvantage on all other Charisma
checks. Any other creature that starts its turn in the aura
Aspect of the Moons takes poison damage equal to your Charisma modifier
Prerequisite: Pact of the Tome feature (minimum of 0 damage). Once you use this gift, you can't use

it again until you finish a short or long rest.
You no longer need to sleep and can't be forced to sleep by
any means. To gain the benefits of a long rest, you can spend Draconic Leap
all 8 hours doing light activity, such as reading your Book of Prerequisite: 9th level
Shadows and keeping watch.


You can cast jump on yourself at will, without expending a

spell slot or material components.

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Draconic Sight As long as the creature is on the same plane of existence as
You can see normally in darkness, both magical and you, you can use your action on subsequent turns to maintain
nonmagical, to a distance of 120 feet. this connection, extending the duration until the end of your
next turn. While perceiving through the other creature's
Dragon’s Smite senses, you benefit from any special senses possessed by that
Prerequisite: 5th level, Pact of the Blade feature creature, and you are blinded and deafened to your own

surroundings.
Once per turn when you hit a creature with your pact
weapon, you can expend a templar spell slot to deal an extra Ghostly Gaze
1d8 force damage to the target, plus another 1d8 per level of Prerequisite: 7th level
the spell slot, and you can knock the target prone if it is Huge

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

permission, a creature can use its action to write its name on

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.

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81
Improved Pact Weapon Mire the Mind
Prerequisite: Pact of the Blade feature Prerequisite: 5th level

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 see the true form of any shapechanger or creature


Mask of Many Faces concealed by illusion or transmutation magic while the
You can cast disguise self at will, without expending a spell creature is within 30 feet of you and within line of sight.
slot.
Thief of Five Fates
Master of Myriad Forms You can cast bane once using a templar spell slot. You can't
Prerequisite: 15th level do so again until you finish a long rest.

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.

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You gain 10 temporary hit points per warlock level, which
take as much of the triggering damage as possible.
Immediately after you take the damage, you gain vulnerability
to fire damage, your speed is reduced to 0, and you are
incapacitated. These effects, including any remaining
temporary hit points, all end when the ice melts.
Once you use this gift, you can't use it again until you finish
a short or long rest.
Trickster's Escape
Prerequisite: 7th level

You can cast freedom of movement once on yourself without


expending a spell slot. You regain the ability to do so when
you finish a long rest.
Unearthly Vigor
You can cast false life on yourself at will as a 1st-level spell,
without expending a spell slot or material components.
Undying Servitude
Prerequisite: 5th level

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

You can communicate telepathically with your familiar and


perceive through your familiar's senses as long as you are on
the same plane of existence.
Additionally, while perceiving through your familiar's
senses, you can also speak through your familiar in your own
voice, even if your familiar is normally incapable of speech.
Whispers of the Grave
Prerequisite: 9th level

You can cast speak with dead at will, without expending a


spell slot.

DARK SUN | CLASSES


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Hellish Rebuke Spirit Shroud ** Create Undead
Templar Spells Hex Summon Shadowspan ** Eyebite

Illusory Script Summon Undead ** Flesh to Stone
Protection from Evil and Thunder Step * Investiture of Flame *
Cantrips (0 Level)
Good Tongues Investiture of Ice *
Booming Blade **
Unseen Servant Vampiric Touch Investiture of Stone *
Blade Ward
Witch Bolt Investiture of Wind *
Chill Touch
4th Level Mass Suggestion
Create Bonfire * 2nd Level Banishment Mental Prison *
Cure Wounds
Cloud of Daggers Blight Scatter *
Eldritch Blast
Crown of Madness Charm Monster * Soul Cage *
Friends
Darkness Death Ward True Seeing
Frostbite *
Earthbind * Dimension Door
Green-Flame Blade ** 7th Level
Enhance Ability Elemental Bane *
Healing Word
Enthrall Hallucinatory Terrain Crown of Stars *
Infestation *
Hold Person Mordenkainen's Private Etherealness
Inflict Wounds
Invisibility Sanctum Finger of Death
Light
Lesser Restoration Shadow of Moil * Forcecage
Lightning Lure **
Mind Spike * Sickening Radiance * Mordenkainen's Magnificent
Mage Hand
Mirror Image Stoneskin Mansion
Magic Stone *
Misty Step Summon Aberration ** Mordenkainen's Sword
Message
Ray of Enfeeblement Power Word Pain *
Mind Sliver **
Shadow Blade * 5th Level
Minor Illusion
Shatter Dance Macabre * 8th Level
Poison Spray
Spider Climb Dream Illusory Dragon
Prestidigitation
Suggestion Enervation * Demiplane
Sword Burst **
Far Step * Dominate Monster
Thunderclap *
3rd Level Greater Restoration Feeblemind
Toll the Dead *
Animate Dead Hold Monster Glibness
True Strike
Counterspell Mass Cure Wounds Maddening Darkness *
Dispel Magic Mislead Power Word Stun
1st Level
Enemies Abound * Negative Energy Flood *
Absorb Elements
Fear Planar Binding 9th Level
Armor of Agathys
Fly Scrying Blade of Disaster **
Arms of Hadar
Gaseous Form Synaptic Static * Gate
Burning Hands
Hunger of Hadar Teleportation Circle Foresight
Catapult
Hypnotic Pattern Wall of Light * Imprisonment
Cause Fear *
Intellect Fortress ** Power Word Kill
Chaos Bolt
Magic Circle 6th Level Psychic Scream *
Charm Person
Major Image Arcane Gate True Polymorph
Comprehend Languages
Mass Healing Word Circle of Death Weird
Detect Magic
Remove Curse Create Homunculus
Expeditious Retreat

*Spell Source: Xanthar's Guide to Everything

** Spell Source: Tasha's Cauldron of Everything

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Half‐giants, trusting and slow-witted, rarely become
Wizard wizards, and those that do rarely survive for long. Dwarves
On Athas, the energy for wizardly magic doesn’t come from rarely take to the magic arts, though their focus allows those
some extradimensional source as it does on other worlds, but that do to become exceptionally skilled. Thri‐kreen and muls
from the living environment itself. It provides great power to almost never become wizards.
those who gather and shape it, though the cost to Athas is Alignment:
beyond measure. Overall, most wizards display a tendency towards lawfulness.
Athasian wizards drain energy from living plants in their The self‐control and restraint necessary to keep oneself
vicinity. The method by which a wizard does this labels them secret, as well as the disciplined need for long days of
as a defiler or a preserver. studying take their toll on many of the less careful wizards.
Preservers have the self control to gather energy without Most wizards of good alignment have developed the skill and
destroying plants. They draw only as much energy as they control necessary to master preserving, and only in the direst
need from themselves and others, leaving life forms intact of situations would a good‐aligned wizard defile. Neutral or
and unharmed. Preserving is more difficult and less evil wizards, however, are more likely to become defilers,
rewarding than defiling, and so many choose the path of least though evil preservers are not unheard of.
resistance.
Those without control or those who feel no remorse about Playing a Wizard:
the damage caused become defilers. Defilers leave behind You are a master of arcane secrets. You have learned, either
sterile soil and infertile ash when they cast spells. The most on your own, or from someone in your family, how to draw on
powerful defilers can use the act of defiling as a weapon plant life in order to power your spells. But such power
against specific creatures, using their enemies as fuel to comes with a caveat, arcane magic is universally feared and
make their spells more powerful. They are wracked with pain hated. You might be inclined to see conspiracies and enemies
and suffer from decomposition and necrosis while still living, where none exist, so accustomed are you to being hunted and
as a defiler draws power from their life essence. persecuted by the general populace and the Sorcerer‐King’s
Because of this, most Athasians blame wizards for the templars because of your talents. Mostly, you adventure to
desecrated landscapes that dominate the world, and their perfect your understanding and mastery of magic.
hatred extends to defilers and preservers alike. In the Seven You likely prefer endeavors that allow frequent use of your
Cities, arcane magic is outlawed and feared. Templars and abilities, or those that promise access to ancient lore. You
other spellcasters sanctioned by Sorcerer-Kings can use their might have personal goals as well, and it’s not uncommon for
powers more freely, but they are still reviled by most of the an Athasian wizard to adventure for the sake of riches, power,
general populace. Unsanctioned casters are referred to as eternal life, or any other “standard” adventurer motive.
apostates, and are hunted ruthlessly by templars. Some
preservers choose to band together and work against the Religion:
machinations of the Sorcerer-Kings, templars, and other Wizards frequently find themselves at odds with the
defilers, forming organizations like the Veiled Alliance in elemental forces that grant clerics their powers, though it is
secret. not unheard of for preservers to forge an Elemental Pact.
Making a Wizard: Some preservers might also associate themselves with the
The wizard’s greatest strength is also his greatest liability. assorted Spirits of the Land. Since they understand the
Often wizards will conceal their abilities, learning to mask Sorcerer‐Kings to simply be exceptionally advanced wizards,
their spellcasting behind other actions. For all but the most they are not given to revering their kings, as some of their
powerful wizards, secrecy is of prime importance, and some more naive brothers are known to do.
will not exercise their power in the presence of those that Other Classes:
they do not feel they can trust. Because of this, and because Wizards have a difficult time relating to most of the other
of their generally frail nature, wizards can often be seen as a classes. Templars and wizards are, in most cases, deadly
liability by those not aware of the power they hide. enemies across an irreconcilable gap—the exception is those
Races: rare defilers in the employ of the Sorcerer‐Kings. Likewise,
Elves and humans are the most likely to be wizards. Elves are druids are likely to consider any wizard a potential defiler,
more tolerant of the faults of magic, even at its worst, due to and would turn on a companion the moment this suspicion is
their nomadic nature. Defiling simply isn’t as much of a confirmed. Due to their similar, “underground” nature,
concern if the ruined land is fifty miles behind you by the end wizards feel a certain respect for sorcerers. While preservers
of the next day. enjoy an uneasy truce with the elemental powers, defilers and
The solitary life lead by most half‐elves makes it easier for paraelemental clerics tend get along quite well.
them to conceal their wizardry, should they choose to follow
that path.
Some rare halflings and pterrans will take up the arts of
wizardry, but these races are so closely tuned to flow of life
on Athas that they will never willingly defile.

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Combat: NPC Reactions:
Athasian wizards make use of the same general combat Arcane magic in Athas is viewed as more dangerous and
tactics as those described in the Player’s Handbook―that is, destructive than helpful, so general NPC attitudes towards
stay back from melee and use your spells to either destroy someone suspected to be a wizard range from indifferent to
your enemies or enhance your companion’s abilities. One unfriendly. If a NPC actually witness a wizard drawing
major difference from standard wizards is that secrecy is a magical energy or casting a spell, the resultant fear and
major component, even more so if you are a defiler. Casting hatred shifts the NPC’s attitude toward hostile. Arcane magic
even one of the simplest of arcane spells can focus all of your is banned in all known city-states. Templars constantly patrol
enemies’ attention to you, even more so if you are a defiler. Be the streets searching for wizards and arcane items
prepared to run or fly away in such cases.
Class Changes
Wizards on Athas: Skills: Deception can be chosen as a skill for Athasian
On Athas, the energy for wizardly magic doesn’t come from wizards.
some extra dimensional source as it does on other worlds,
but from the living environment itself. It provides great power Literacy
to those who can gather and shape it, though the cost to At 1st level, you can read and write any language that you can
Athas can be beyond measure. speak.
Daily Life: Spellcasting
The kinds of activities that appeal to wizards depend largely Wizards on Athas choose from any of the normal arcane
on their alignment and energy gathering method. Good traditions at second level.
wizards spend their time trying to restore the devastation of
Athas and fighting against the forces of the Sorcerer‐Kings, Spell books, Tomes, & Scrolls in Dark
while evil preservers or defilers are interested in helping Sun
themselves. Under the rule of the Sorcerer-Kings, the penalty for
When not adventuring, Athasian wizards spend the possession of written material is slavery or imprisonment. If
majority of their time in study and in hiding. Much like the written material is an arcane tome, spell book, scroll, or
wizards from other settings, they must constantly research (in very rare cases) an ancient holy text, the penalty is psionic
new spells and study ancient arcane texts so thoroughly that lobotomization or death. It is thus vital that spellcasters not
they have little time to devote to other endeavors. sanctioned by a Sorcerer-King or associated with a templar
Notables: conceal spell books and hide evidence of the spells that they
Usually wizards try to stay incognito for as long as they can, cast.
since their survival depends on it. However, a few wizards The easiest way to record spells is still the parchment or
manage to become quite famous on Athas. Royal defilers and paper scroll. Spellcasters must endeavor to conceal such
arena necromancers, such as Dote Mal Payn, even though writings while within city-states. Items that appear to be solid
they are hated by the general populace they are sponsored by are often hollowed out or designed with compartments to
their Sorcerer‐Kings and do not need to hide their skills. The hold these secret materials. Staves, canes, or walking sticks
most famous wizards are the Sorcerer-Kings, of course, who can be created with a threaded hollow compartment so that it
can destroy both plant life and living creatures to power their can be unscrewed to reveal a tightly rolled scroll or
spells. parchment. The handles of weapons such as daggers, short
swords, and maces can also be created with such
Organizations: compartments.
Wizardly magic on Athas isn’t as codified and formal as it is Clothing and leather armor can also be carved or dyed in
in other campaign settings. For example, there are no such a way as to contain spells. Carvings on the inside of
academies or colleges for teaching the wizardly arts. Instead, bracers or armbands are also a common means to conceal
a wizard‐in‐training must find a teacher, which isn’t very easy written spells within reach. Blind spellcasters developed an
in a world where wizards must hide their profession in order even more subtle method of concealment that can be used by
to survive. For protection from nearly universal hatred, the any caster willing to learn, using a series of raised bumps and
good wizards of Athas and their allies have formed secret spaces (braille) to convey written spells. This design allows
societies, collectively known as the Veiled Alliance. However, the engraving of "spell books" onto objects, like inside the
each city‐state holds a different Alliance, they do not brim of a ceramic water jug or the interior of a carved gourd.
cooperate, and they share no leaders. Members of one A more extreme measure is the use of tattoos, brands, or
Alliance do not automatically become members of another. At ritual scarification to impress written spells permanently
best, the different groups respect each other, and may offer upon the skin. Such marks cannot be readily disposed of if
courtesy assistance to a foreign member who arrives in town. confronted by templars or others who might react negatively
Defilers don’t usually organize together, but they often join to the mage's presence, and so great care must be taken to
organizations, especially Merchant Houses and raiding camouflage these markings with other tattoos or scars so
tribes. that they do not stand out so prominently.

DARK SUN | CLASSES


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Most arcane spellcasters take to learning the nystul's magic Destructive Spell Effects
aura spell so as to pass magical texts and objects off as Defiling creates an area of ecological devastation around the
mundane, and foil any attempts at being revealed by detect caster dependent on the level of the spell slot expended and
magic (a common templar tactic). the abundance of vegetation in the area (see Area of
Defilement table below). All non-creature plant life in the area
Familiars on Athas is turned to ash while plant creatures that are caught in the
Instead of the usual forms a wizard may choose from the find area of effect suffer 1d10 necrotic damage per level of the
familiar spell, the following options are available to better suit spell slot used, turning to ash if reduced to 0 hit points by this
the setting of Dark Sun. (From left to right: bat, conashellae, damage. If a wizard casts more than one defiled spell from
critic, dustgull, hurrum, kes'trekel, kivit, janx, poisonous the same location, the radius of destruction expands even
snake, ramphor, sitak, spider, z'tal) further with each defiled spell expanded the radius of defiled
land by the distance indicated.
New Feature: Arcane Defilement
Starting a 1st level, a wizard can choose to defile as part of Defiled Terrain
casting a wizard spell of 1st level or higher. Defiling strips the The ash created by defiling magic is black and gray,
surrounding land of its life energy, turning plant life in the completely devoid of life-giving elements. The ash itself is
area to lifeless ash. After casting the spell roll a D20. On 11+ very light and usually blows away, leaving behind a lifeless,
the spell slot is not used. On a roll of a 1 the caster suffers a circular scar on the ground. Even with the ash gone, the
permanent defilers curse. Roll a D10 and consult the table defiling magic has leeched all life-giving nutrients from the
below. After defiling a Wizard has disadvantage on Wisdom soil, so that an area defiled may take many years to recover
(Animal Handling) and Charisma (Persuasion) ability checks life, if it ever does. Casting arcane spells in defiled terrain can
but advantage on Charisma (Intimidate) ability checks until be difficult as the wizard must draw energy from further
she completes a short or long rest. away. If a wizard attempts to cast a spell while standing in an
area of defiled terrain they must succeed on an Intelligence
Defilers Curse (Arcana) check or the spell fails. The DC for this check is
Roll Curse equal to 10 plus the spell's level.
1 Gray skin Terrain Types
2 White hair
3 Yellow eyes Below are some guidelines on which terrain type to
4 Long nails use when determining area of defilement. Note
that these guidelines may be adjusted for specific
5 Rotten teeth
situations. For example, in a city, the mud pits
6 Smell of decay might have no more vegetation than the stony
barrens, while the gardens of the Sorcerer-King will
7 Limp
be equal to a teeming forest.
8 Cackling laughter

9 Random acts of cruelty Desolate: Includes boulder field, dust basin, salt
flat, sandy wastes, and silt sea terrains.
10 Ashen footprints

Barren: Includes mountain, rocky badland, and


The Road to Corruption... And stony barren terrains.
Redemption

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.

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Chapter 4: Backgrounds

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.

DARK SUN | BACKGROUNDS


89
You have spent a considerable time training and fighting in You and your adventuring companions can expect to
the arena and have grown to view combat as some sort of art receive free healing and care at a temple, shrine, or other
or game. Subsequently, you have a more welcoming view established presence of your order, though you must provide
towards gambling and carousing. any material components needed for spells. Those who share
Skill Proficiencies: Performance, plus your choice your belief will support you (but only you) at a modest
between Acrobatics or Athletics lifestyle.
Tool Proficiencies: Choose either a gaming set, or You might also have ties to a specific temple dedicated to
vehicles (land) your order, and you have a residence there. This could be the
Languages: One of your choice temple where you used to serve, if you remain on good terms
Weapon Proficiencies: One martial or exotic weapon of with it, or a temple where you have found a new home. While
your choice near your temple, you can call upon the leaders for
Feature: When in a settlement you are able to earn a small assistance, provided the assistance you ask for is not
amount of coin using your fighting skills. You are either able hazardous and you remain in good standing with your order.
to fight other creatures for sport or train others in how to
fight. You gain enough coin to feed you and put you up Merchant
somewhere marginally comfortable to sleep during the night. Individuals capable of providing the basic necessities of life
Additionally, soldiers and mercenaries might be willing to wield enormous influence in a world where everything is in
share information with you. short supply. Merchants specialize in finding the impossible
Highborn and getting it to market for the maximum profit. Because of
their ability to provide goods otherwise unattainable,
As a member of the nobility, you were born into a life of merchants and traders are tolerated everywhere, from the
wealth, power, and privilege. You carry a noble title and your cities of the Sorcerer-Kings to the slave tribe villages in the
family owns land and water rights as well as a sizeable force distant wastes.
of slave laborers, soldiers, and gladiators. Your power and Skill Proficiencies: Insight, Persuasion
influence are rivaled only by the highest ranking templars Languages: Two of your choice
and
heads of merchant dynasties. You are also one of the Literacy: You can read and write any one language you can
privileged few who are legally permitted to read and write. speak
Work with your DM to come up with an appropriate title and Feature: As an established and respected member of a
to determine how much authority that title carries. merchant house, you can rely on certain benefits that
Race Restriction: Only humans can select this membership provides. Your fellow house members will
background provide you with lodging and food if necessary, and pay for
Skill Proficiencies: Persuasion, plus one of your choice your funeral if needed. In some cities, a merchant house
from among Deception, History, and Intimidation offers a central place to meet other members of your
Languages: One of your choice profession, which can be a good place to meet potential
Literacy: You can read and write any language you can patrons, allies, or hirelings.
speak Merchant houses often wield tremendous political power. If
Feature: Thanks to your noble birth, people are inclined to you are accused of a crime, your merchant house will support
think the best of you. You are welcome in high society, and you if a good case can be made for your innocence or the
people assume you have the right to be wherever you are. crime is justifiable. You can also gain access to powerful
The common folk make every effort to accommodate you and political figures through the merchant house, if you are a
avoid your displeasure, and other people of high birth treat member in good standing. Such connections might require
you as a member of the same social sphere. You can secure the donation of money or goods to the guild's coffers.
an audience with a local noble if you need to. You must pay dues of 5 cp per month to the merchant
house. If you miss payments, you must make up back dues to
Initiate remain in the merchant house's good graces.
As a member of a cult, temple, psionic academy, or arcane Variant: Caravan Trader
cabal you have been initiated into the esoteric mysteries of While many merchants belong to organized trade companies
your order. You possess extraordinary insight into the arcane or familial dynasties, some are independent entrepreneurs
and as such are held in fear or awe by the general populace. that operate their own small caravans. These traders can
The nature of your order determines how openly you are able replace one of the bonus languages provided by the merchant
to flaunt your affiliation. While psionic orders and temples background for proficiency in Vehicles (land).
dedicated to locally accepted religions are able to operate
openly, members of underground cults or sorcerous cabals Variant: Elven Trader
can face execution if their allegiance is uncovered. Some elves enrich themselves and their tribe by becoming
Skill Proficiencies: Arcana, plus one from among History, merchants. Most tribes are not wealthy enough to establish
Insight, Nature, or Religion, as appropriate for your order trading emporiums, instead erecting tents or renting stalls or
Languages: Two of your choice dilapidated buildings on the outskirts of a city-state's trading
Feature: As an initiate, you command the respect of those quarter. In most cities, the elven market is a disreputable
who share your following, and you can perform the place. Unlike merchants, elves abide by no code of ethics.
ceremonies of your order.

DARK SUN | BACKGROUNDS


90
People who buy there usually assume they are purchasing Literacy: You can read and write any one language you can
stolen property or goods of inferior quality. The elven market speak
is also the primary source of banned goods, such as spell Feature: As a former slave, you are easily overlooked. You
components, drugs, and poisons. Elven traders can substitute are able to slip into crowds without notice unless you draw
proficiency in the Deception and/or Sleight of Hand skills in attention to yourself. You’re also able to hide yourself in large
place of the skill Insight or Persuasion skill proficiencies groups of slaves with the masters being unaware and the
normally granted to merchants. slaves being disinclined to rat you out.
Outlaw Slave Hero
You are a career criminal - a specialist in theft, assassination, Whether through birth, punishment, or capture you were
extortion, smuggling, banditry or some other underhanded enslaved to serve another. Slavery is practiced throughout the
craft. You have spent a lot of time with other criminals and city-states of Athas and the taskmaster's whip is a brutal fact
likely have contacts within the criminal underworld of the of life for many. Slaves serve a myriad of roles - from lowly
city-states or among the raiding tribes that plague the wastes. farmers and laborers to gladiators, soldiers, artisans, and
You must always stay one step ahead of the city watch, the concubines. You are one of the fortunate ones who managed
templars, and other civil authorities. One wrong step could to gain their freedom through force, cunning, or pure blind
cost your life or your freedom (or at least a hand). luck.
Skill Proficiencies: Deception, plus one of your choice Skill Proficiencies: Any two of your choice
from among Intimidation, Sleight of Hand, and Stealth Tool Proficiencies: Any two from among your choice of
Tool Proficiencies: One gaming set or musical artisan's tools, gaming sets, or musical instruments
instrument, plus one of your choice from among disguise kit, Feature: You can gain valuable information by speaking
forgery kit, poisoner's kit, and thieves' tools with slaves, who will be more than willing to help you in
Feature: You have a reliable and trustworthy contact who exchange for their freedom.
acts as your liaison to a network of other criminals. You know
how to get messages to and from your contact, specifically, Warrior
you know the local messengers, corrupt caravan masters, You are a professional soldier, trained to fight in the armies of
and corrupt city guards who can deliver messages for you. a noble house, merchant clan, or mercenary band. War has
Performer been your life for as long as you care to remember. You
trained as a youth, studied the use of weapons and armor,
You make your living through music, dance, or other forms of learned basic survival techniques, including how to stay alive
entertainment. Depending on skill and circumstance your on the battlefield.
stage may be a street corner in Tyr, the manor of a Balican Skill Proficiencies: Athletics, Intimidation
noble, or the tent of a nomad sheik. Either way, your poetics Tool Proficiencies: One gaming set of your choice
can stir the hearts of those who hear you, awakening grief or Weapon Proficiencies: One martial or exotic weapon of
joy, laughter or anger. Your music raises their spirits or your choice
captures their sorrow. Whatever techniques you use, your art Feature: You know the underground pretty well and have
is your life. often had to frequent fences in
order to transform the stolen
Skill Proficiencies: Performance, plus your choice from goods you receive into cold, hard coin. In cities or large towns
among Acrobatics, Persuasion, or Sleight of Hand you are able
quickly to find a fence and sell and buy goods
Tool Proficiencies: Disguise Kit and one musical that would otherwise be illegal. Such fences may also be
able
instrument of your choice to put you into contact with shady types for a price.
Feature: You can always find a place to perform, usually in
an inn or tavern but possibly with a merchant caravan, at a Wastelander
market, or even in a noble's estate. At such a place, you You grew up in the desert wastelands far from the confines of
receive free lodging and food of a modest or comfortable the city-states and villages of Athas. You've witnessed the
standard (depending on the quality of the establishment), as migration of herds larger than forests, survived weather more
long as you perform each night. In addition, your
performance makes you something of a local figure. When extreme than any city-dweller could comprehend, and enjoyed
strangers recognize you in a town where you have performed, the solitude of being the only thinking creature for miles in
they typically take a liking to you. any direction. The wilds are in your blood, whether you were
a nomad, an explorer, a hunter-gatherer, or even a marauder.
Skill Proficiencies: Survival, plus one of your choice from
Scribe among Animal Handling, Nature, and Perception
You were either born into slavery or captured at a very young Tool Proficiencies: One artisan's tools or musical
age. Luckily for you, your fate wasn’t to end up in the obsidian instrument of your choice
mines, but instead, to live a life of relative luxury. You could Languages: One of your choice
have been owned by a merchant house, the templarate or a Feature: You are skilled in desert travel and know where
noble house. safe places to rest are. When travelling
in the wasteland you
Recently, you either escaped or were granted your freedom. can find a cave, crevasse or otherwise sheltered area to rest
Skill Proficiencies: Persuasion, History within a day’s
travel.
Languages: One of your choice
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91
Chapter 5: Money & Equipment

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.

Monetary Systems Barter


Wealth appears in many forms in the world of Athas. Coins, Barter is the exchange of goods for other goods - no coins
gemstones, trade goods, art objects, animals, and property change hands. By its very nature, barter is an age-old
can reflect your character's financial well-being. Societies on ceremony of negotiation. Characters who often venture out in
Athas exchange goods and services in three ways: coins, the deserts encounter tribes and nomads who usually deal in
barter, and service. Nomads usually trade in common goods, this type of trade - a herdsman or a hunter would rather own
bartering for what they need. Free citizens, members of the a few waterskins than a handful of coins. Thri-kreen always
nobility and merchants prefer coinage, though deals in resort to bartering, since they have little use of coins.
When
services are not uncommon. Many an adventurer has your character enters a barter, you compare the
costs of the
provided mercenary work at a merchant house's trading items to be exchanged and then match the
quantities until
caravan, only to be offered food, water, and some shade to they are approximately even. For example,
Kyuln's tribe
rest during the long trip. wishes to exchange its crop of rice for barrels of
water. On
Athas, rice is worth 1 bit per pound, and each
barrel of water
Coinage is worth 2 cp (20 bits). Kyuln's tribe would
have to trade 20
Transactions where goods or services are purchased with pounds worth of rice to the merchant in
exchange for one
money is quite common on Athas, despite the lack of metal; barrel of water.
after all, Athas is metal-poor, not metal-depleted. Coins are
readily accepted means of payment and, considering the Selling Treasure
increased value of coins, are less bulky to carry than other Opportunities abound to find treasure, equipment, weapons,
forms of payment. armor, and more in your adventures. Normally, you can sell
Virtually all Athasian city-states issue coins minted in your treasures and trinkets when you return to a city or other
tribute to their Sorcerer-Kings. Also, some independent settlement, provided that you can find buyers, and merchants
dwarven
communities and some wealthy merchant families interested in your loot.
mint their
own coins when the precious metals are available Arms, Armor, and Other Equipment. As a general rule,
to them.
Though the currencies vary (a gold coin minted in undamaged weapons, armor, and other equipment fetch half
Tyr might
be a bit heavier than square gold coins bearing the their cost when sold in a market. Weapons and armor used
Ryharian
family crest), they all fall under the standard by people and monsters are rarely in good enough condition
exchange rates
given in the Player's Handbook. to sell.
The standard unit of measurement is not the gold piece,
however, but the ceramic piece (cp). Ceramic coins can be
manufactured from the most common clay available, then
glazed in specific colors and kilned to discourage forgery.

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92
    Gems, Jewelry, and Art Objects. These items retain their Armor Damage and Shields
full value in the marketplace, and you can either trade them Note that a character wielding a shield can choose whether
in for coin or use them as currency for other transactions. For the damage and AC penalty is dealt to their shield or their
exceptionally valuable treasures, the DM might require you to armor.
find a buyer, per the rules for selling a magic item.
Trade Goods. Outside the city-states, many people conduct Athasian Armor (Light)
transactions through barter. Like gems and art objects, trade
goods - bars of iron, bags of rice, livestock and so on - retain Made from supple and thin materials, light armor favors agile
their full value in the market and can be used as currency. adventurers since it offers some protection without
sacrificing mobility. If you wear light armor, you add your
Dexterity modifier to the base number provided to determine
Converting Costs your AC.
With the ceramic piece replacing the gold piece Padded. Padded armor consists of quilted layers of cloth
standard used in other D&D worlds its important and batting. Many Athasian warriors don padded armor
to note that prices for items from the Player's woven from giant hair.
Handbook or other sources may need to be Leather. Perhaps the most common type of armor used on
converted. The price of non-metal items (or items Athas, leather armor is usually made of carru leather,
that can be easily made from non-metal stiffened in oil.
alternatives) cost 1% of their listed price while the Studded leather. Made from tough but flexible leather,
rarity of metals on Athas means that metal items studded leather is reinforced with close-set rivets or spikes
cost the listed amount in gold or silver pieces. made of bone or chitin.
For example, a backpack that normally costs 2
gp
in the Player's Handbook actually costs 2 cp on
Athas as it is
constructed primarily of leather and Athasian Armor (medium)
the metal
buckles and fasteners can be readily Medium armor offers more protection that light armor but it
made with
bone or wood substitutes. On the other also impairs movement more. If you wear medium armor, you
hand a
steel mirror cannot be made from more add your Dexterity modifier (to a maximum of +2) to the base
primitive
materials and so costs the listed 5 gp (or number provided to determine your AC.
500 cp). Hide. This crude armor is usually fashioned from the
All prices listed in this guide have already taken dense hides of mekillots or braxats.
this
conversion into account. Scale Shirt. Similar in construction to full scale armor,
this lightweight version dispenses with the extra protection
(and weight) of the leggings and heavy sleeves in favor of
greater mobility.
Armor and Shields Scale. This armor is crafted by affixing the hide of a
scaled
On Athas, an armorer might spend an entire career without creature like an erdlu or inix over a sturdy leather
backing to
accumulating a sufficient quantity of metal to create a suit of form a heavy coat and leggings or greaves.
armor. Even if a windfall of metal were to be found, the Chitin Breastplate. This breastplate is made from pieces
techniques for forging such armor have largely been lost to of shell taken from large beasts such as from ankhegs or
the ages. Were these challenges overcome and the armor braxats. The pieces of shell are then carved to shape and
constructed, Athas’s intense heat would leave the crafter with affixed to a sturdy leather cuirass.
few interested buyers. For these reasons, Athasian crafters Chitin Plate. Chitin plate expands upon the protection
turn to more lightweight materials, such as bone, chitin, provided by the breastplate by adding forearm length
leather, and wood, when assembling protective gear. gauntlets as well as greaves to cover the lower legs.

Armor Damage (Setting Rule)


Even the best armor can only stand up to so much damage
before degrading or being rendered useless. To reflect this,
each time an armored creature is subject to a critical hit or
rolls a natural "1" on a saving throw against a damaging
attack their armor's AC is reduced by one point.
The exceptions to this rule are attacks that solely deal
psychic or
poison damage, these damage types are not
generally capable
of damaging armor.
Repairing Damaged Armor
Damaged armor can be repaired by an appropriately skilled
craftsman. The cost is generally 10% of the armor's total cost
per point of AC restored. So a suit of scale armor that has lost
2 points of AC will cost 20 cp to repair (20% of the total cost
of 100 cp). Armor whose AC is reduced to 10 is destroyed or
at least damaged beyond repair and must be replaced.
DARK SUN | MONEY & EQUIPMENT
93

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.

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94
Athasian Armor (Heavy) The weapon table in this chapter reflects weapons made
from primitive materials. Players should note both the make
Of al1 the armor categories, heavy armor offers the best and material of their weapons: bone longsword, obsidian
protection. These suits of armor cover the entire body and dagger, wooden staff, iron greataxe, etc.
are designed to stop a wide range of attacks. Only proficient
warriors can manage their weight and bulk. Heavy armor Weapon Breakage (Setting Rule)
doesn't let you add your Dexterity modifier to your Armor Weapons are bound to break after extensive use, particularly
Class, but it also doesn't penalize you if your Dexterity those made from bone, wood, and other simple materials.
modifier is negative.
Lamellar. Small plates of leather, horn, shell, or
wood are Whenever a character or a creature rolls a natural 1 on your
laced together to form a protective coat. Leather
bracers and original attack roll any subsequent damage with the weapon
greaves provide some measure of defense for the
limbs. is reduced by one die. If the total die change goes below 1d3
Wood. Extremely popular among warriors from
Gulg, this it is considered destroyed.
armor consists of resin-treated wooden strips and
plates that
are either affixed to a softer backing or
sandwiched between Metal Weapons
layers of leather. While not quite as rare as armor made of metal, weapons of
Bone. Bone armor provides excellent protection
with the bronze, iron, or steel are expensive and highly sought after.
added benefit of looking exceptionally intimidating.
The Unlike metal armor, metal weapons have no real drawbacks
armor is crafted by attaching bones and skulls to thick other than their cost.
leather chest plates, vambraces, and greaves.
Carapace. The pinnacle of Athasian armor consists
of a Cost
suit of interlocking chitin plates that cover the entire
body. Metal versions of the weapons described on the following
The plates are expertly carved and fitted together over a page cost 100 times the listed price. For example, a halberd
padded under suit. (which normally costs 15cp) would cost 15 gp or 1,500 cp if
made from metal.
Metal Armor
Though exceptionally rare and expensive, suits of bronze, Benefits
iron, or even steel armor can still be found in old ruins or Metal weapons increase the damage die one higher I.E. 1d4
crafted by legendary artisans. While metal armor provides becomes 1d6 or 1d8 becomes 1d10.
superior protection and durability, it is also cumbersome and
potentially deadly in the extreme heat of the Athasian sun. Weapon Properties
Wearing armor constructed of metal has the following In addition to the weapon properties described in the Player's
benefits and drawbacks. Handbook, some Athasian weapons have one or more of the
properties described below.
Cost Defensive. Wielding a defensive weapon provides a +1
Metal armor costs the gold piece amount listed in the Player's bonus to your AC. You can only benefit from one defensive
Handbook, so a suit of plate armor costs 1,500 gp (equal to weapon at a time. If you wield a weapon with the defensive
150,000 ceramic pieces or the roughly the cost of a large property in addition to a shield, only the highest AC bonus
castle) applies.
Double. Wielding a double weapon is like fighting with two
Benefits weapons. When you take an Attack action with a double
Metal armor on Athas provides an additional +1 bonus to weapon, you may use a bonus action to make an attack with
Armor Class over what is listed in the Player's Handbook. the other end of the weapon. This attack deals 1d4 damaged
This stacks with any bonuses gained from magical on a hit. As with two-weapon fighting,
you do not add your
properties. For example, a suit of bronze plate armor +1 ability modifier to the damage of the
bonus attack, unless that
has a base AC of 20. modifier is negative. Any abilities or
feats that affect two-
Metal armor is not subject to armor damage from weapon fighting also apply to double
weapons.
nonmetal weapons.
Drawbacks Exotic Weapons
Metal armor imposes disadvantage on Constitution saving Some Athasian weapons are classified as exotic weapons,
throws to resist exhaustion due to extreme heat. rather than simple or martial. These are unique and often
powerful weapons that require very specialized training to
Weapons use. Characters can acquire exotic weapon proficiency in a
variety of ways such as through the Exotic Weaponry fighting
The weapons most commonly found in the brutal lands of style or through the Weapon Master feat.
Athas are crafted of obsidian, bone, stone, and wood. Rarely,
weapons of iron, bronze, or even steel can be found which are
vastly superior in terms of balance, damage, and durability
than their non-metal counterparts.

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Simple Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
  Club * 1 bit 1d4 bludgeoning 2 lb. Light
  Dagger 2 cp 1d3 piercing 1 lb. Finesse, light, thrown (20/60)
  Greatclub * 2 bits 1d8 bludgeoning 10 lb. Two-handed
  Handaxe 5 cp 1d4 slashing 2 lb. Light, thrown (20/60)
  Javelin 1 cp 1d4 piercing 2 lb. Thrown (30/120)
  Light hammer 2 cp 1d3 bludgeoning 2 lb. Light, thrown (20/60)
  Mace 5 cp 1d4 bludgeoning 4 lb. ─
  Puchik 6 cp 1d3 piercing 2 lb. Finesse, light
  Quabone * 1 cp 1d4 slashing 3 lb. Finesse
  Quarterstaff * 2 bits 1d6 bludgeoning 4 lb. Double, two-handed
  Sickle 2 cp 1d3 slashing 2 lb. Light
  Singing stick * 5 bits 1d4 bludgeoning 1 lb. Finesse, light
  Spear 4 cp 1d4 piercing 3 lb. Thrown (20/60), versatile (1d6)
  Talid * 4 cp ─ 1 lb. Special
  Widow's knife 2 cp 1d3 slashing 1 lb. Finesse, light
  Unarmed strike * ─ 1 bludgeoning ─ ─
Simple Ranged Weapons
  Atlatl * 1 cp 1d6 piercing 1 lb. Ammunition (60/180), loading
  Crossbow, light* 25 cp 1d8 piercing 5 lb. Ammunition (80/320), loading, two-handed
  Dart 2 bits 1d3 piercing ¼ lb. Finesse, thrown (20/60)
  Shortbow * 25 cp 1d6 piercing 3 lb. Ammunition (80/320), two-handed
  Sling * 1 bit 1d4 bludgeoning ─ Ammunition (30/120)

* 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.

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Martial Weapons
Name Cost Damage Weight Properties
Martial Melee Weapons
  Battleaxe 8 cp 1d6 slashing 4 lb. Versatile (1d8)
  Flail 7 cp 1d6 bludgeoning 3 lb. ─
  Forearm axe 10 cp 1d4 slashing 4 lb. Finesse, light
  Glaive 12 cp 1d8 slashing 6 lb. Heavy, reach, two-handed
  Gouge 6 cp 1d8 slashing 12 lb. Two-handed
  Greataxe 20 cp 1d10 slashing 7 lb. Heavy, two-handed
  Greatsword 35 cp 2d4 slashing 6 lb. Heavy, two-handed
  Halberd 15 cp 1d8 slashing 6 lb. Heavy, reach, two-handed
  Impaler 8 cp 1d6 piercing 5 lb. Versatile (1d8)
  Lance 8 cp 1d10 piercing 6 lb. Reach, special
  Longsword 10 cp 1d6 slashing 3 lb. Versatile (1d8)
  Lotulis 10 cp 1d4 slashing 7 lb. Double, finesse, two-handed
  Maul 15 cp 2d4 bludgeoning 10 lb Heavy, two-handed
  Morningstar 7 cp 1d6 piercing 4 lb. ─
  Pike 6 cp 1d8 piercing 15 lb. Heavy, two-handed, reach
  Sabre 20 cp 1d6 slashing 3 lb. Finesse
  Scimitar 20 cp 1d4 slashing 3 lb. Finesse, light
  Shortsword 7 cp 1d4 piercing 2 lb. Finesse, light
  Trident 10 cp 1d4 piercing 4 lb. Thrown (20/60), versatile (1d8)
  Trikal 15 cp 1d10 slashing 10 lb. Heavy, two-handed
  War pick 6 cp 1d8 piercing 3 lb. ─
  Warhammer 10 cp 1d6 bludgeoning 2 lb. Versatile (1d8)
  Whip * 2 cp 1d4 slashing 3 lb. Finesse, reach
  Wrist razor 8 cp 1d4 slashing 2 lb. Finesse, light
Martial Ranged Weapons
  Blowgun * 1 cp 1 piercing 1 lb. Ammunition (25/100), loading
  Crossbow, hand * 75 cp 1d6 piercing 3 lb. Ammunition (30/120), light, loading
  Crossbow, heavy * 50 cp 1d10 piercing 15 lb. Ammunition (100/400), heavy, loading, two-handed
  Longbow * 50 cp 1d8 piercing 2 lb. Ammunition (150/600), heavy, two-handed
  Net * 2 cp ─ 3 lb. Special, thrown (5/15)

* indicates that this weapon can't be made from metal or gains no benefit from being made of metal

at the rear of the shaft.


Martial Weapons Impaler. An impaler is a weapon developed for arena
Martial weapons require specialized training and as such are combat. It has a single shaft about 4 feet long with a pair of
generally found in the hands of warriors. long pointed blades, splitting to each side and forming a
Gouge. The shoulder-strapped gouge was developed by the deadly "T". The weapon can be swung horizontally or
army of Nibenay for use by its infantry. A wide bone, obsidian, vertically over the head.
or chitin blade is mounted on a 3-foot-long wood shaft. The Lance. You have disadvantage when you attack a target
weapon requires a two-handed grip: a small handle bar that within 5 feet of you. Also, a lance requires two hands to wield
protrudes from the shaft, just behind the blade, and a grip when you are not mounted.
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Exotic Weapons
Name Cost Damage Weight Properties
Exotic Melee Weapons
  Alhulak 9 cp 1d4 piercing 5 lb. Finesse, reach
  Cahulaks 20 cp 1d4 piercing 10 lb. Double, finesse, reach, two-handed
  Carrikal 15 cp 1d8 slashing 6 lb. Versatile (1d10)
  Dragon's Paw 15 cp 1d6 piercing 9 lb. Defensive, double, two-handed
  Gythka 20 cp 1d6 slashing 12 lb. Double, finesse, two-handed
  Khopesh 20 cp 1d8 slashing 5 lb. Finesse
  Macuahuitl 30 cp 1d8 slashing 6 lb. Versatile (1d10)
  Tortoise Blade 10 cp 1d4 piercing 5 lb. Defensive, light
Exotic Ranged Weapons
  Bolas * 2 cp 1d4 bludgeoning 3 lb. Thrown (20/60), special
  Chatkcha 5 cp 1d4 slashing ½ lb. Finesse, thrown (30/90), special
  Dejada * 6 cp 1d6 bludgeoning 2 lb. Ammunition (30/120), special

* 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.

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    Dragon's Paw. This weapon, made popular in the arenas


of
Tyr and Urik, has two spear blades, one attached to either
end of a 5 to 6-foot long wood shaft. A centrally located Dasl: Secret of the Thri-Kreen
curved bar or shield protects the wielder’s hand and features Thri-kreen often wield weapons created from a
a protruding blade that juts perpendicularly to the shaft. strange green crystal they call dasl. This substance
Gythka. This thri-kreen polearm has wicked, curved blades is as light as bone but holds an edge as sharp as
at either end. The weapon's thick shaft allows it to be wielded steel. The creation of dasl is a closely guarded
similarly to a quarterstaff. secret amongst the thri-kreen and they generally
Khopesh. The khopesh is a heavy bladed weapon with only craft chatkchas and arrow-heads and, rarely,
crescent moon-shaped, curved blade about two and a half feet gythka from the substance. Dasl weapons are held
long and a thick handle almost the same length, making it in special reverence and a thri-kreen will go to
great
lengths to recover a lost or stolen dasl
half-sword and half-scythe. weapon. In game terms, dasl weapons function as
Macuahuitl. A macuahuitl is a sword painstakingly crafted metal weapons but suffer the weapon breakage
using a core of solid wood, with small, sharp shards of rules of non-metal weapons. Dasl weapons are
obsidian or sharpened teeth embedded in the wood to form occasionally found for sale and they cost 10 times
an edge on two opposite sides of the weapon. The weapon is as much as a regular weapon.
especially popular among warriors from Draj, who seem to
be the only ones who can easily pronounce this weapon’s
Draji name (“ma‐kah‐wheet‐luh”). Non‐Draji simply refer to it
as the “obsidian sword” or the “Draji sword.”

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Adventuring Gear
Item Cost Weight Item Cost Weight
Abacus 2 cp 2 lb. Component pouch 25 cp 2 lb.
Alchemical Items Druidic Focus
  Acid 25 cp 1 lb.   Totem 1 cp ─
  Alchemist fire 50 cp 1 lb.   Staff 5 cp 4 lb.
  Antitoxin 50 cp ½ lb. Fire kit 5 bits 1 lb.
  Healing salve 50 cp ½ lb. Flask or tankard 2 cp 1 lb
  Shade elixir 75 cp ½ lb. Grappling hook 2 cp 1 lb.
  Thunderstone 50 cp ½ lb. Hammer 1 cp 3 lb.
Ammunition Hammer, sledge 2 cp 10 lb.
  Arrows (20) 1 cp 1 lb. Healer's kit 5 cp 3 lb.
  Blowgun needles (50) 1 cp 1 lb. Holy Element 5 cp 1 lb.
  Crossbow bolts (20) 1 cp 2 lb. Hourglass 25 cp 1 lb.
  Dejada pelota (20) 1 cp 2 lb. Ladder (10-foot) 2 cp 25 lb.
  Sling stones (20) 4 bits 2 lb. Lantern, bullseye 10 cp 2 lb.
Arcane Focus Lantern, hooded 5 cp 2 lb.
  Crystal 10 cp 1 lb. Lock 100 cp 1 lb.
  Orb 20 cp 2 lb. Manacles, leather 2 cp 4 lb.
  Rod 10 cp 3 lb. Mess kit 2 bits 1 lb.
  Staff 5 cp 4 lb. Mirror, obsidian 5 cp ½ lb.
  Wand 10 cp 1 lb. Oil (flask) 1 bit 1 lb.
Backpack 2 cp 5 lb. Papyrus (1 sheet) 8 bits ─
Basket 4 bits 2 lb. Parchment (1 sheet) 1 cp ─
Bedroll 1 cp 7 lb. Pick, miner's 2 cp 10 lb.
Bell 1 cp ─ Pouch 5 bits 1 lb.
Blanket 5 bits 3 lb. Quiver 1 cp 1 lb.
Block and tackle 1 cp 5 lb. Rations (1 day) 5 bits 2 lb.
Book 25 cp 5 lb. Rope, hempen (50 feet) 1 cp 10 lb.
Bottle, glass 10 cp 2 lb. Rope, giant hair (50 feet) 10 cp 2 lb.
Caltrops (bag of 20) 1 cp 2 lb. Sack 1 bit ½ lb.
Candles (6) 1 bit ─ Scale, merchant's 5 cp 3 lb.
Case, map or scroll 1 cp 1 lb. Shovel 2 cp 5 lb.
Chain (1 foot) 50 cp 1 lb. Signal whistle 1 bit ─
Chest 5 cp 25 lb. Signet ring 5 cp ─
Climber's kit 25 cp 12 lb. Spellbook 50 cp 3 lb.
Clothes Spikes, wooden (10) 1 cp 5 lb.
  Common 5 bits 3 lb. Tent (2 person) 2 cp 20 lb.
  Desert 2 cp 4 lb. Tent (pavilion) 50 cp 50 lb.
  Fine 20 cp 4 lb. Torch 1 bit 1 lb.
  Rich 60 cp 6 lb. Vial, ceramic 1 cp ─
  Slave 1 bit 1 lb. Waterskin 2 bits 8 lb. (full)

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Holy Element. A cleric's element serves as a spellcasting
Adventuring Gear focus. A cleric can use such an item as a spellcasting focus,
This section describes items that have special rules or as described in chapter 10 of the Player's Handbook. Earth
require further explanation. clerics use small chunks of granite, quartz, silver, gold, or any
Acid. As an action, you can splash the contents of this vial other kind of rare earth. Clerics of water always have a vial of
onto a creature within 5 feet of you or throw the vial up to 20 pure water, worn about the neck or mounted on a staff. Fire
feet, shattering it on impact. In either case, make a ranged clerics use obsidian, often carved or melted into the shape of
attack against a creature or object, treating the acid as an raging flames. The priests of air are the most fortunate of the
improvised weapon. On a hit, the target takes 2d6 acid elemental clerics, since they are not tied down by material
damage. possessions. The holy symbol of air is the cleric's own breath
Alchemist Fire. This sticky, adhesive fluid ignites when so these clerics are always considered to have their holy
exposed to air. As an action, you can throw this flask up to 20 element on hand.
feet, shattering it on impact. Make a ranged attack against a Lantern, Bullseye. A bullseye lantern casts bright light in
creature or object, treating the alchemist fire as an a
60-foot cone and dim light for an additional 60 feet. Once
improvised weapon. On a hit, the target takes 1d4 fire lit,
it burns for 6 hours on a flask (1 pint) of oil.
damage at the start of each of its turns. A creature can end Lantern, Hooded. A hooded lantern casts bright light in a
this damage by using its action to make a DC 10 Dexterity 30-foot radius and dim light for an additional 30 feet. Once
check to extinguish the flames. lit,
it burns for 6 hours on a flask (1 pint) of oil. As an action,
Antitoxin. A creature that drinks this vial of liquid gains you
can lower the hood, reducing the light to dim light in a 5-
advantage on saving throws against poison for 1 hour. It foot
radius.
confers no benefit to undead or constructs. Lock. A key is provided with the lock. Without the key, a
Arcane Focus. An arcane focus is a special item designed creature proficient with thieves' tools can pick this lock with a
to channel the power of arcane spells. A wizard can use such successful DC 15 Dexterity check. Your DM may decide that
an item as a spellcasting focus, as described in chapter 10 of better locks are available for higher prices.
the Player's Handbook. Manacles, Leather. These restraints can bind a Small or
Block and Tackle. A set of pulleys with a rope threaded Medium creature. Escaping the manacles requires a
through them and a hook to attach to objects, a block and successful DC 20 Dexterity check. Breaking them requires a
tackle allows you to hoist up to four times the weight you can successful DC 20 Strength check. The restraints are secured
normally lift. with a complex series of tight knots, which take 1d4 rounds
Caltrops. As an action, you can spread a single bag of to cut through with a knife or other sharp object.
caltrops to cover a 5-foot-square area. Any creature that Oil. Oil usually comes in a clay flask that holds 1 pint. As
enters the area must succeed on a DC 15 Dexterity saving an
action, you can splash the oil in this flask onto a creature
throw or stop moving and take 1 piercing damage. Until the within 5 feet of you or throw it up to 20 feet, shattering it on
creature regains at least 1 hit point, its walking speed is impact. Make a ranged attack against a target creature or
reduced by 10 feet. A creature moving through the area at object, treating the oil as an improvised weapon. On a hit, the
half speed doesn't need to make the saving throw. target is covered in oil. If the target takes any fire damage
Candles. For 1 hour, a candle sheds bright light in a 5-foot before the oil dries (after 1 minute), the target takes an
radius and dim light for an additional 5 feet. additional 5 fire damage from the burning oil. You can also
Climber's Kit. A climber's kit includes special pitons, boot pour a flask of oil on the ground to cover a 5-foot-square area,
tips, gloves, and a harness. You can use the climber's kit as an provided that the surface is level. Once lit, the oil burns for 2
action to anchor yourself; when you do, you can't fall more rounds and deals 5 fire damage to any creature that enters
than 25 feet from the point where you anchored yourself, and the area or ends its turn in the area, A creature can take this
you can't climb more than 25 feet away from that point damage only once per turn.
without undoing the anchor. Shade Elixir. A creature who drinks this alchemical
Component Pouch. A component pouch is a small, mixture gains advantage on saving throws made to resist
watertight leather belt pouch that has compartments to hold exhaustion caused by extreme heat for 8 hours.
all the material components and other special items you need Thunderstone. This small, sparkling stone emits a bright
to cast your spells, except for those components that have a light and loud bang when shattered. As an action, you can
specific cost (as indicated in a spell's description). throw this stone up to 20 feet, shattering it on impact. Each
Druidic Focus. A druidic focus is a special item designed creature within a 10-foot radius of where the stone lands
to channel the power of arcane spells. A druid can use such must make a DC 12 Constitution saving throw or be
an item as a spellcasting focus, as described in chapter 10 of deafened for 1 hour.
the Player's Handbook. Torch. A torch burns for 1 hour, providing bright light in a
Fire Kit. The standard fire-starting kit uses a
bow and 20 foot radius and dim light for an additional 20 feet. If you
sticks. Using it to light a fire takes 1 minute. make a melee attack with a burning torch and hit, it deals 1
Healer's Kit. This kit is a leather pouch containing fire damage.
bandages, salves, and splints. The kit has ten uses. As an Waterskin. A waterskin holds 1 gallon of water, which is
action, you can expend one use of the kit to stabilize a the minimum a Small or Medium size creature needs each
creature that has 0 hit points, without needing to make a day to stave off dehydration.
Wisdom (Medicine) check.
Healing Salve. A character who rubs this ointment onto
their wounds regains 2d4 + 2 hit points 1 minute later.
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Artisan’s Tools. These special tools include the items
Tools needed to pursue a craft or trade. The table shows examples
A tool helps you to do something you couldn't otherwise do, of the most common types of tools, each providing items
such as craft or repair an item, forge a document, or pick a related to a single craft. Proficiency with a set of artisan’s
lock. Your race, c1ass, background, or feats give you tools lets you add your proficiency bonus to any ability checks
proficiency with certain tools. Proficiency with a tool allows you make using the tools in your craft. Each type of artisan’s
you to add your proficiency bonus to any ability check you tools requires a separate proficiency.
make using that tool. Disguise Kit. This pouch of cosmetics, hair dye, and small
props lets you create disguises that change your physical
Tools appearance. Proficiency with this kit lets you add your
Item Cost Weight proficiency bonus to any ability checks you make to create a
visual disguise.
Artisan's Tools Gaming Set. This item encompasses a wide range of
  Alchemist's supplies 50 cp 8 lb. gaming sets including dice and board games. A few common
  Boneworker's tools 5 cp 5 lb. examples appear on the Tools table, but other kinds of
gaming sets exist. If you are proficient with a gaming set, you
  Brewer's supplies 20 cp 9 lb. can add your proficiency bonus to ability checks you make to
  Carpenter's tools 8 cp 6 lb. play a game with that set. Each type of gaming set requires a
  Cartographer's tools 15 cp 6 lb.
separate proficiency.
Herbalism Kit. This kit contains a variety of instruments
  Cook's utensils 1 cp 8 lb. such as clippers, mortar and pestle, and pouches and vials
  Glassblower's tools 30 cp 5 lb. used by herbalists to create remedies and potions.
Proficiency with this kit lets you add your proficiency bonus
  Jeweler's tools 25 cp 2 lb. to any ability checks you make to identify or apply herbs.
  Leatherworker's tools 5 cp 5 lb. Also,
proficiency with this kit is required to create antitoxin
  Mason's tools 10 cp 8 lb.
and
healing salves.
Musical Instrument. Several of the most common types of
  Painter's supplies 10 cp 5 lb. musical instruments are shown on the table as examples. If
  Potter's tools 10 cp 3 lb. you have proficiency with a given musical instrument, you
can
add your proficiency bonus to any ability checks you
  Scribe's supplies 10 cp 5 lb. make to
play music with the instrument.
  Smith's tools 200 cp 8 lb. Poisoner’s Kit. A poisoner’s kit includes the vials,
  Weaver's tools 1 cp 5 lb. chemicals, and other equipment necessary for the creation of
poisons. Proficiency with this kit lets you add your
  Woodcarver's tools 1 cp 5 lb. proficiency
bonus to any ability checks you make to craft or
  Disguise kit 25 cp 3 lb. use poisons.
Gaming Sets
Thieves’ Tools. This set of tools includes a small file, a set
of lock picks, a small obsidian mirror mounted on a handle, a
  Dice set 1 bit ─ set of narrow-bladed scissors, and a pair of pliers. Proficiency
  Mancala set 1 cp 1 lb. with these tools lets you add your proficiency bonus to any
ability checks you make to disarm traps or open locks.
  Game of Urik set 1 cp 1 lb.
  Senet set
Herbalism kit
1 cp
5 cp
1 lb.
3 lb.
Mounts and Vehicles
Athasians have domesticated a wide variety of mounts. The
Musical Instruments most common are presented below. More unusual typical
  Drum 6 cp 3 lb. mounts listed in Player's Handbook are not available on
  Flute 2 cp 1 lb.
Athas. The harsh conditions and the devastating effects of
defiling magic have lead horses, mules, dogs and other
  Harp 50 cp 2 lb. mammals into extinction. Instead, people on Athas rely on
  Horn 3 cp 2 lb. reptilian or insectoid mounts for their needs. The Mounts
and
Other Animals table shows each animal's speed and base
  Lute 35 cp 2 lb. carrying capacity.
  Lyre 30 cp 2 lb. Likewise, due to the absence of large bodies of water in the
  Pipes 12 cp 2 lb. Tablelands, waterborne vehicles do not exist. While one
might unearth the remains of an ancient sailing ship, half
Poisoner's kit 50 cp 2 lb. buried on the shores of the Sea of Silt, such vehicles are
Thieves' tools 25 cp 1 lb. more often the subject of myths and legends. The only means
of transportation between the inhabited lands of Athas is
through mount-drawn wagons and chariots.

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Mounts and other Animals Kank. Kanks serve as both herd animals and beasts of
Item Cost Speed Carrying Capacity burden. They are large insects, durable and easily tended.
Their meat becomes foul-smelling as soon as they die, so they
Crodlu 50 cp 50 ft. 480 lb. are raised for the nutritious honey globules produced on their
Crodlu, heavy 200 cp 40 ft. 540 lb. bellies. As riding animals, they require harnesses and
Inix 400 cp 40 ft. 2,000 lb. saddles. They can also be hitched to wagons individually or in
teams.
Kank, soldier 120 cp 40 ft. 400 lb. Worker kanks generate 1d4+1 pounds of nectar
each week
Kank, worker 50 cp 40 ft. 400 lb. as long as they are fed or able to forage. Soldier
kanks lack
Mekillot 800 cp 20 ft. 8,000 lb.
the ability to produce nectar but compensate by
being larger
and possessing a venomous bite.
Mekillot. Mekillots are mighty lizards weighing up to six
Tack, Harness, and Drawn Vehicles tons, with huge, mound-shaped bodies as long as 30 feet.
Item Cost Weight Their backs and heads are covered with a thick shell that
Barding serves as both a sunshade and protection from attacks by
  Crodlu 250 cp 80 lb.
other large creatures. Often used as beast of burden, pulling
massive caravan wagons, they are hard to control and
  Inix 500 cp 300 lb. sometimes turn on their handlers.
  Kank 250 cp 80 lb.
  Mekillot 1,000 cp 1500 lb. Barding and Vehicles
Bit and bridle 2 cp 1 lb. If you have proficiency with a certain kind of vehicle, you can
add your proficiency bonus to any check you make to control
Chariot 250 cp 100 lb. that kind of vehic1e in difficult circumstances.
Howdah Barding. A mount's defense can be reinforced by covering
  Inix, normal 10 cp 50 lb.
it with barding. Made of leather pads with bone, chitin, or
wood plates, barding increases a mount's Armor Class by 2.
  Inix, war 100 cp 150 lb. Chariot. A chariot is a lightly armored vehicle constructed
  Mekillot, normal 50 cp 250 lb. of wood, chitin and hardened leather, designed for riding and
combat. Two people can ride a chariot, one being the rider,
  Mekillot, war 500 cp 1,000 lb. the other attacking. A creature riding a chariot has half cover
Saddle, pack 5 cp 15 lb. against attacks from the front or the sides. Crodlu and kanks
Saddle, riding 10 cp 25 lb.
can be used to pull a chariot.
Howdah. A howdah is a frame with seats designed to be
Saddlebags 4 cp 8 lb. mounted on the back of an inix or mekillot. A normal howdah
Wagon is made of a light wooden frame while a war howdah is
constructed of much sturdier materials and offering half
  Armored 1,000 cp 5,000 lb. cover against any attacks from outside.
An inix howdah can
  Enclosed 50 cp 500 lb. hold up to four people. A mekillot
howdah can be constructed
  Open 25 cp 400 lb. in a more elaborate affair; it often
contains two levels and can
accommodate up to sixteen
people. Anyone riding in a
howdah is considered to be at rest
and shaded.
Wagon. A wagon is the simplest form of transportation.
Mounts Crodlus or kanks can be used as beasts of burden for the
The most common types of Athasian mounts are the crodlu, normal versions. An open wagon is a little more than a
inix, kank, and mekillot. Each is detailed further in the
Beasts wooden box on four wooden wheels while an enclosed
of Athas section in Chapter 9. ensures its riders are unaffected by weather. Some
Crodlu. Crodlu are a large reptilian animal used for merchants and nomads convert enclosed wagons into living
transportation or as a beast of burden. It resembles an quarters.
enormous scaled ostrich with clawed forearms. Crodlus can An armored caravan wagon requires two mekillots to pull.
be trained for combat. The exact design of any particular armored caravan wagon
Inix. An inix is a huge lizard that grows to more than 15 can change from trip to trip but in general, the enclosures can
feet long. Though herbivorous by nature, inix are vicious carry a cargo of 15,000 pounds of goods, up to 50 fully armed
combatants, able to attack with both their bite and tail. Inix warriors, 25 slaves in transit, and a handful of merchants,
trained for riding are also trained not to use their tail attack nobles, or other travelers. The defense balconies in an
while mounted, for no rider would manage to remain seated armored caravan wagon provide half cover against any
while the inix lashed its mighty tail. These creatures can be attacks from outside.
fitted with a howdah, though half-giants often use them as Anyone riding an enclosed or armored caravan wagon is
individual mounts. considered to be at rest and shaded.

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Trade Goods and Slaves
Merchants commonly exchange trade goods without using
currency. The Trade Goods table shows the value of
commonly
exchanged goods. In Athas, slaves are considered
little more than a commodity to be bought and sold so slave
prices are included
as well.
Trade Goods Trade Goods
Goods Cost Goods Cost
Ale 2 bits / gallon Marble 20 cp / pound
Amber 500 cp / ounce Medicines 50 cp / ounce
Beer 5 bits / gallon Nuts 3 cp / pound
Bronze 500 cp / pound Obsidian 5 cp / pound
Candy 1 bit / pound Oil, cooking 8 bits / gallon
Ceramics 10 cp / 100 pieces Oil, lamp 5 bits / gallon
Chalk 1 bit / pound Papyrus 40 cp / 100 sheets
Chitin 10 cp / pound Parchment 50 cp / 100 sheets
Cider 8 cp / tun Perfume 5 cp / ounce
Cinnabar 10 cp / ounce Resins 20 cp / ounce
Cloth, common 7 cp / 10 sq. yards Rice 1 bit / pound
Cloth, fine 20 cp / 10 sq. yards Rope, giant hair 10 cp / 50 ft.
Cloth, rich 50 cp / 10 sq. yards Rope, hemp 1 cp / 50 ft.
Coal 3 cp / pound Rugs 100 cp / each
Copper 50 cp / pound Salt 2 bits / pound
Cosmetics 10 cp / ounce Silver 500 cp / pound
Cotton 2 cp / pound Slave, artisan 300+ cp
Dyes/Paints 10 cp / ounce Slave, concubine 300+ cp
Feathers, common 3cp / 100 Slave, domestic 100+ cp
Feathers, rare 20 cp each Slave, farmer 150+ cp
Figs/Dates 1 bit / pound Slave, gladiator 500+ cp
Fruit 2 bits / pound Slave, laborer 50+ cp
Furs 30 cp / pelt Slave, soldier 250+ cp
Glass 10 cp / pound Spices, exotic 15 cp / pound
Gold 5,000 cp / pound Spices, rare 2 cp / pound
Hardwood 1 cp / pound Spices, uncommon 1 cp / pound
Herbs 3 bits / pound Sugar 4 bits / pound
Incense 20 cp / ounce Tools 1 cp / pound
Ink 8 cp / ounce Vegetables 2 bits / pound
Iron 100 cp / pound Water 10 cp / tun
Jade 100 cp / ounce Wax 7 bits / pound
Kank nectar 10 cp / pound Wine 20 cp / tun
Leather 5 cp / sq. yard Wheat 1 cp / pound

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Nomadic. You live outside cities. Unaccustomed to
Expenses civilization, or being destitute, you choose self-sufficiency,
When not exploring ruins of ancient civilizations, braving the staying out in the wastelands. You can sustain yourself by
inhospitable wastelands, or fighting off raiders and predators, hunting, foraging, and repairing your own gear.
This lifestyle
adventurers on Athas, like in every other D&D world, face doesn't require you to spend any coin, but it
comes at a cost.
more mundane realities. Basic necessities such as shelter, For each day you spend away from
civilization, you have to
sustenance, and clothing cost money, although some succeed on a DC 10 Wisdom
(Survival) check, or suffer one
lifestyles
cost more than others. level of exhaustion.
Poor. A poor lifestyle links you with the lowest class in
civilization. Simple food and lodging, self-made clothing, and
Lifestyle Expenses unpredictable conditions result in a sufficient, though
Lifestyle expenses provide you with a simple way to account probably unpleasant, experience. Your accommodation might
for the cost of living in the world of Athas. They cover your be a one-room hut in the slums or a bed in the common room
accommodations, food and drink, and all your other above a watering hole. Violence, crime, and disease are a
necessities, provided they are available - the harsh conditions common occurrence for you. People at this lifestyle tend to
on Athas can lead to some unpredictable situations. belong to the militia, unskilled laborers, peddlers, thieves,
Furthermore, expenses cover the cost of maintaining your and other disreputable types.
equipment so you can be ready when adventure next calls. Modest. A modest lifestyle keeps you out of the slums and
Between adventures, you can choose a particular quality of ensures that you can maintain your equipment. Your living
life and pay the cost of maintaining that lifestyle, as shown on conditions are significantly better than those in the slums,
the Lifestyle Expenses table. Living a particular lifestyle but
you still have to contend with the occasional thug or
affects the way other individuals and groups react to you. corrupted guard. You probably live in the old parts of a city, or
When you lead a wealthy or aristocratic lifestyle, for instance, rent a clean, if simple room at a small inn, and your clothing
it might be easier for you to influence the nobles and is unadorned, but sturdy and well-maintained. Ordinary
templars of the city than if you live in poverty. Your social people living modest lifestyles include mercenaries, skilled
rank
may also interfere with your choices of lifestyle. A noble craftsmen, small shop keeps, low-ranking templars, and most
wouldn't accept expenses worse than wealthy, and a hermit free citizens.
would frown upon spending more than modest. Comfortable. Choosing a comfortable lifestyle means that
you can afford nicer clothing and can easily maintain your
equipment. You make a good living as a merchant house
Lifestyle and NPCs agent or have collected some valuable treasure to spend on
Your lifestyle choice can have consequences. luxuries. You live in a small home in a merchant
Maintaining a wealthy lifestyle might help you neighborhood or in a private room in a merchant inn. You
make contacts with the nobility and the templars, associate
with merchants, highly skilled artisans, and mid-
though you run the risk of attracting thieves. ranking
templars.
Likewise, living frugally might help you avoid Wealthy. You live a life of plenty and comfort. You interact
criminals, but you are unlikely to make powerful with the nobility, the family members of a merchant house,
connections. and the most powerful templars. Choosing a wealthy lifestyle
If you wish to involve yourself with a certain
individual or group, you might need to use a
while not belonging to the above classes might incur the
specific lifestyle. After spending at least five days
wrath of the rich, or bring the inquiring templars at your
living in the specified quality of life, you can roll a
doorstep. This type of lifestyle is reserved for a certain social
Charisma check, with a DC set by your DM. On a
class on Athas; very few can afford such a life of luxury, and
successful check, you gain audience with this those who do have to contend with the highest levels of deceit
particular person or get affiliated with the specific and treachery. The wealthier you are, the greater the chance
group you strive for. that you will be drawn into political intrigue as a pawn or
participant.
Your lodgings are exquisite, perhaps a small estate in the
richest part of the city, or a spacious keep in the
Lifestyle Expenses administrative area. You retain the most skilled and
Lifestyle Price/Day fashionable tailor, have servants attend to your every need,
Nomadic ─ and travel on a sedan chair and in the company of the most
skilled mercenaries. You attend social gatherings of the rich
Poor 2 bits and powerful, and spend evenings in the company of other
Modest 1 cp nobles or high-ranking templars.
Comfortable 2 cp
Wealthy 10+ cp

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105
Consumables and Lodging Spellcasting Services
The above table refer to ordinary services. People who are
The needs for food and drink, and a good night's rest are able to cast spells don't fall into the same category. It might
listed in the Consumables and Lodging table. When you pay be possible to find someone willing to cast a spell in
for lifestyle expenses, you don't have to keep track of these exchange for coin or favors, but it is rarely easy and no
needs, since they're already included in the quality of life you established pay rates exist.
have picked. Templars in the cities offer spellcasting services to those
Consumables and Lodging
who abide by their rules; hiring one to cast a relatively
common spell of 1st or 2nd level, such as cure wounds or
Item Cost lesser restoration might cost 10 to 50 ceramic pieces (plus
Banquet (per person) 10 cp the cost of any expensive material). Higher-level spells require
Bath
finding someone able and willing to cast it, and very rarely
templars offer such spellcasting services. Once found, the
  Clean water 40 cp spellcaster might ask for a service instead of payment - the
  Used water 4 bits kind of service that takes the adventurers on a perilous quest.
Drink
  Ale, gallon 2 bits
  Beer, gallon 1 bit
  Mead, pint 2 bits
  Wine, common (pitcher) 2 bits
  Wine, good (bottle) 10 cp
Inn lodging (per day)
  Common 5 bits
  Fine 1 cp
  Poor 1 bit
Meals (per day)
  Common 3 bits
  Fine 5 bits
  Poor 1 bit

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

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106
Chapter 6: Customization Options
Psi Points and Manifesting Psi Limit. You determine the
Multiclassing maximum number of psi points, as well as your psi limit
If your group uses the optional rule on multiclassing in the when manifesting a psionic power, by adding together all
Player’s Handbook, use the following rules for multiclassing your levels in the empath or psion classes, and one third your
with psionic characters. fighter or rogue levels (rounded down) if you have the
Adamant or Lurk feature. Use this total to determine your
Prerequisites maximum psi points and psi limit when manifesting a power
To qualify for a new class, you must meet the ability score by consulting the Multiclass Psionic Character table.
prerequisite for both your current class and your new one. For example, if you are the aforementioned Adamant
The prerequisites for new psionic classes are shown in the fighter 5/Kineticist psion 3, you count as a 4th-level character
Multiclassing Prerequisites table. when determining your psi points and manifesting psi limit;
you have a maximum reserve of 19 psi points; and your psi
Multiclassing Prerequisites limit when manifesting a power is 3.
Class Ability Score Minimum
Multiclassing Psionic Character
Empath Wisdom 13 Level Psi Points Empath Psi Limit Psion Psi Limit
Psion Intelligence 13 1st 6 2 2
2nd 8 2 2
Proficiencies
When you gain a level in a class other than your first, you gain 3rd 16 3 3
only some of that class’s starting proficiencies, as shown in 4th 19 3 3
the Multiclassing Proficiencies table. 5th 29 5 5
Multiclassing Proficiencies 6th 34 5 5
Class Proficiencies Gained 7th 40 5 5
Empath Shields 8th 46 5 5
Psion ─ 9th 59 7 7
10th 66 7 7
Class Features
When you gain a new level in a class, you get its features for 11th 75 7 9
that level. A new class feature presented in this book has 12th 75 7 9
additional rules when you’re multiclassing: Psionics
13th 85 7 10
Psionics 14th 85 7 10
Your psionic potential depends partly on your combined 15th 96 7 11
levels in all of your psionic classes and partly on your
individual levels in those classes. Once you have the Psionics 16th 96 7 11
feature from more than one class, use the rules below. If you 17th 109 7 13
multiclass but have the Psionics feature from only one class,
you follow the rules as described in that class. You can't 18th 116 7 13
combine Empath and Psion. 19th 125 7 13
Disciplines and Devotions Known. You determine what 20th 135 7 13
psionic powers you know for each class individually, as if you
were a single-classed member of that class. When choosing
new psionic devotions for that class use that class’s level or Sublime Power/ Consumptive Power
psi limit. When your total psionic character levels as determined above
For example, if you are an Adamant fighter 5/Kineticist reach 11th level, you gain the Sublime Power feature from
psion 3, you know two adamant disciplines and four the empath class, or the Consumptive Power feature from the
devotions within those adamant disciplines with a minimum psion class. You must have at least one level in empath or
psi cost of no more than 2, based on your levels in the fighter psion in order to choose its respective feature. Whichever
class. As a 3rd-level Kineticist psion, you know three psion feature you choose, you use your total psionic character level
disciplines, including the bonus discipline energy ray, and you as determined above when determining the feature’s effects
know eight powers within your psion disciplines, two of (such as the amount by which it increases your psi limit, and
which may be a 2nd-level powers, with the rest being level 1 how many times you can use it), instead of your levels in any
powers. one class. Once you choose one of these features, the choice
Each psionic discipline you know is associated with one of is permanent.
your classes, and you use the power ability of that class when You can never gain the other feature, nor can you gain the
you manifest psionic powers within those disciplines. same feature twice from the same class.
DARK SUN | CUSTOMIZATION
107
Dragon Hide
Racial Feats Prerequisite: Dray

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)

of your Colossal Resilience feature to roll a d12 and add


the result to the attack or damage roll. Prerequisite: Dwarf

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.

DARK SUN | CUSTOMIZATION


108
Elven Mobility
Increase your Strength or Constitution score by 1, to a
maximum of 22.
Prerequisite: Elf
When you use your Colossal Resilience trait as a reaction
You have learned to use your Elf Run in combat. You gain to reduce damage, instead of rolling a d12 and adding
the following benefits: your Constitution modifier, you can choose to gain
Increase your Dexterity, Intelligence, or Charisma score resistance to the triggering attack’s damage type until the
by 1, to a maximum of 22. start of your next turn. If the triggering attack deals more
Your reflexes and agility allow you to move with a burst of than one type of damage, choose one. As normal, after you
use this trait, you can’t use it again until you finish a short
speed. When you move on your turn in combat, you can or long rest.
double your speed until the end of the turn. Once you use
this trait, you can't use it again until you move 0 feet on Nature Magic
one of your turns.
You now roll with advantage on Constitution (athletics) Prerequisite: Halfling

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

Your ability to shrug off some injuries is legendary, even for


your race. You gain the following benefits:

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109
Squat Nimbleness Eldritch Adept
Prerequisite: Dwarf or halfling (Xanathar's Guide to Tasha's Cauldron of Everything

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

A few thri-kreen manifest psionic abilities, using their Fighting Initiate


powers to aid the hunt and communicate more easily with
outsiders. They gain the following benefits: Tasha's Cauldron of Everything

This feat requires little or no changes for Dark Sun.


Innate Psionics. The thri-kreen's innate psionic ability is
Intelligence. The thri-kreen has a psi point maximum of 9, Lucid Meditation
or your existing psi point maximum from another source
increases by 7. All expended psi points are restored when Prerequisite: The ability to manifest at least one psionic
you finish a long rest. Your Psi Limit is 3, unless another devotion

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.

DARK SUN | CUSTOMIZATION


110
Mystic Slayer Skill Expert
You have practiced techniques useful in melee combat Tasha's Cauldron of Everything

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

Piercer This feat requires little or no changes for Dark Sun.


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

Poisoner You have practiced using psionics in the midst of combat,


Tasha's Cauldron of Everything
learning techniques that grant you the following benefits:
This feat works as listed but DC is changed to 12+ You have advantage on Constitution saving throws that
proficiency bonus. you make to maintain your concentration on a power
when you take damage.
Psionic Wild Talent
When a hostile creature's movement provokes an
You learn two psionic talents of your choice or roll randomly. opportunity attack from you, you can use your reaction to
In addition, you also learn one 1st level psionic devotion of use a power on the creature, rather than making an
your choice or roll randomly to choose the psychic discipline opportunity attack. The power must have an activation
where the 1st level power is found. time of 1 action and must target only that creature.
Your psionic ability for these powers is either Intelligence,
Wisdom, or Charisma (your choice when you select this feat).
In addition, you gain an internal reserve of psionic energy Weapon Master
represented by psi points. Your psi point maximum is 2, This feat has been altered for Dark Sun.

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

another effect increases it.

DARK SUN | CUSTOMIZATION


111
Chapter 7: Psionics

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.

DARK SUN |PSIONICS


113
Psionic Discipline Trees
This section presents an alphabetical list of all psionic disciplines. Below each discipline, their devotions are listed by power level.

Disciplines 4th Level Ectoplasm Inertial


Psychic Defibrillation Manipulation
1st-Level
Aura Beacon
Ectobolt 1st Level
5th Level
1st Level Ectoplasmic Repair Urgent Charge
Vitality Transfer Field
Aura of Charm Spectral Steps Urgent Movement
Aura of Comfort Battle Trance Spectral Wall
Aura of Fury 1st Level 2nd Level
Aura of Victory 2nd Level Decelerate
Brute Strike
Aura Sight Spectral Web Inertial Armor
Enmity Feedback
Harness Hostility Inertial Barrier
2nd Level 3rd Level Urgent Violence
Launching Strike
Aura of Jubilation Ectoplasmic Body
2nd Level 3rd Level
3rd Level 4th Level Accelerate
Psychokinetic Weapon
Aura Beam Spectral Shell Gravitic Field
3rd Level Tactical Aura
4th Level 5th Level
Melee Combat Prescience
Aura of Malice Spectral Mist 4th Level
Deceive Senses Imbue Psicrystal Inertial Nullification
5th Level 1st Level
Aura of Awe 1st Level 5th Level
Deja Vu
Fortify Psicrystal Gravitic Spike
Harassing Figment
6th Level Personality Shard
Psychic Reformation
Psychosomatic Haze Kinesis
Tunnel Vision
2nd Level 1st Level
7th Level Crystal Flechette Cold Snap
2nd Level
Aura Burst Pyrokinesis
Obscure
3rd Level Synaptic Arc
Phantom Menace
8th Level Project Eidolon
Genesis 3rd Level 2nd Level
4th Level Cryo Wave
Crisis of Breath
9th Level Crystal Spray Pyrokinetic Detonation
Reality Revision 4th Level Ultrasonic Tone
5th Level
Autonomous Covetous Urge
Solicit Psicrystal 3rd Level
Vitality 5th Level Energy Wave
1st Level 6th-Level Polar Vortex
Vanishing
Crystal Burst Synaptic Leap
Vital Surge
6th Level
2nd-Level 7th Level 4th Level
Chastise Remote Viewing
Mind Palace Cryo Barrier
Autonomic Restoration
Psychic Powers 7th Level Immolate Self
8th Level Noise Barrier
Soothing Impulse Veil Psyche
Sow Psicrystal
Vitality Transfer
8th Level 5th Level
3rd Level 9th Level Synaptic Web
Crisis of Life
Crystallize Ultrasonic Boom
Beacon of Recovery
Revitalization 9th Level

Share Pain
Mesmerizing Voice

DARK SUN | PSIONICS


114
Mindlink Mystic 3rd Level Psionic Weapon
1st Level Displacement Breath of the Dragon
1st Level
Metamorphosis
Compel Confession 1st Level Psychic Strike
Courageous Recall Baleful Displacement 4th Level
Mental Inquisition Mystic Traveler 2nd Level
Truevenom
Metaconcert Energy Blade
Mislead 2nd Level 5th Level
Telepathic Slap Dissipating Touch 3rd Level
True Metabolism
Duodimensional Blade
2nd Level 3rd Level Psionic Assault Ring of Blades
Missive Temporal Shunt 1st Level
Read Thoughts 4th Level
Disconcerting Lash
4th Level Blade Sling
Implant Beacon
3rd Level Immovability Psionic Blast
Absolute Terror Mystic Anchor 5th Level
Anger Impulse Bladestorm

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

Psychic Chirurgery Diminutive Form

Venomous Spit 8th Level

Mental Shutdown
2nd Level

Corrosive Sting

9th Level
Titanic Form

Microcosm

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Psychic Static Sixth Sense 9th Level Verve
Perfect Clarity
1st Level 1st Level 1st Level
Empathic Projection Destiny Dissonance Speed of Thought Ablative Hide
Empathic Shield Discern Moods Acclimatize
1st Level
Fearful Recall Discern Position Body Adjustment
Motion Blur Body Equilibrium
Incite Fury Precognition
Nomadic Shift
Self-Actualization Iron Endurance
2nd Level Sudden Intuition Psionic Leap
2nd Level
Discern Hostile Intent Touchsight Quick Burst
Nomadic Slingshot
Ensnaring Ennui Umbra Sight Stomp
Nomadic Transposition
Fighting Words
Savage Presence 2nd Level 2nd Level
3rd Level Instinctive Adaptation
Unsettling Presence Psychometric Touch
Baleful Transposition
3rd Level Sudden Step 3rd Level
3rd Level
Intellect Fortress Destiny Deluge Energy Adaptation
4th Level
Pandemonium Sense Link
Nomadic Recall 4th Level
Consuming Rage Third Eye
Nomadic Travel Mind Over Matter
Xenoglossy
4th Level Realized Potential
5th Level
Psychosomatic Feedback 4th Level
Nomadic Doorway 5th Level
Discern Remote Viewing
5th Level Discern Teleport True Shot Assimilate
Mass Hysteria Thought Projection
1st Level 6th Level
Paranoid Delusions
5th Level Assess Foe Body Rejuvenation
Psychometric Sense Charged Shot
6th Level
Remote Projection Prescient Shot 7th Level
Insanity
Synchronized Sight Suspend Life
7th Level 6th Level
Prescient Warning
2nd Level 8th Level
Mindflame
Mystic Ammunition Fusion
7th Level Seeking Shot
8th Level
Psychic Siphon Avert Fate 9th Level
3rd Level Impervious Self

8th Level Ranged Combat Prescience


9th Level
Hypercognition Impaling Shot
Affinity Field

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Roll Talent
Wild Talents 85-88 Psychoportive Strike
Every character begins the game with the ability to manifest 89-92 Soothing Aura
some psionics. You pick or roll for two psionic talents. In
addition, you can roll to determine the discipline your 1st 93-96 Teleport Object
level psionic devotion is in or pick it from the list of powers. 97-100 Thought Spear
Talents are described below in more detail below. It should
be noted that characters with the adamant or lurk subclass Roll 1d20 and consult the table below to determine the
and the empath and psion class note how wild talents are discipline your 1st level power is in. Choose one 1st level
dealt with in each class or subclass. power in that discipline.
Wild talents can further enhance their psionic abilities by
taking the Unlocked Potential feat. Roll Discipline
1 Aura Beacon
Psionic Ability 2 Autonomous Vitality
Unlike psions, who always use Intelligence as their psionic
ability, or empaths who always use Wisdom as their psionic 3 Battle Trance
ability, wild talents can choose Intelligence, Wisdom, or 4 Deceive Senses
Charisma to be the ability score that determines their psionic 5 Ectoplasm
attack modifier and psionic save DC. Note that wild talents
who later take levels in the empath or psion class must use 6 Imbue Psicrystal
the noted ability score in that class. 7 Inertial Manipulation
Discipline Save DC = 8 + your proficiency bonus +
8 Kinesis
your ability modifier. 9 Mindlink
Discipline Attack Modifier = your proficiency bonus +

your ability modifier. 10 Mystic Displacement


11 Primal Metabolism
Wild Talent 12 Psionic Assault
Roll 1d100 twice ignoring duplicates and consult the table
below to determine your wild
talents. 13 Psionic Weapon
Roll Talent 14 Psychic Hammer
1-4 Ballistic Attack 15 Psychic Static
5-8 Beacon 16 Sixth Sense
9-12 Blade Meld 17 Speed of Thought
13-16 Blind Spot 18 True Shot
17-20 Claw Growth 19 Verve
21-24 Control Light & Sound 20 Roll again ignoring 20 and gain Unlocked Potential
25-28 Delusion
29-32 Distract Psionic Talents
33-36 Ectoplasmic Object A psionic talent is a psychic ability that requires
psionic
aptitude but doesn’t drain a mystic’s
psionic energy. Talents
37-40 Elemental Burst are similar to disciplines
and use the same rules, but with
41-44 Energy Ray three important
exceptions:
45-48 Inertial Transference Talents don’t require you to spend psi points to use them.
49-52 Light Step Talents aren’t linked to psionic orders.
53-56 Mind Meld Ballistic Attack
57-60 Mind Thrust Psychokinesis cantrip

61-64 Mindblade
Casting Time: 1 action

Range: 90 feet

65-68 Mystic Hand Components: O

69-72 Poison Cloud Duration: Instantaneous

73-76 Psicrystal Choose an object weighing up to 5 pounds within 90 feet


77-80 Psychic Strike that isn’t being worn or carried by another creature. As an
81-84 Psychokinetic Strike action the object flies in a straight line within range in a
direction you choose before falling to the ground, stopping
early if it impacts against a solid surface.
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117
If the object would strike a creature, make a ranged power Claw Growth
attack against that creature. On a hit the object strikes the Psychometabolism cantrip

target and they take 1d8 damage. The damage type is either Casting Time: 1 action

bludgeoning, piercing, or slashing, depending on the type of Range: self

object thrown. Components: None

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

light can be colored as you like. Components: O

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

a creature you can see in range. Range: 30 feet

The target must succeed on a Wisdom saving throw, or you Components: A

are invisible to it until the end of your next turn or until you Duration: Instantaneous

take an action. If you take an action, your invisibility ends

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.

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Distract Energy Ray
Telepathy cantrip
Psychokinesis cantrip

Casting Time: 1 bonus action


Casting Time: 1 action

Range: 60 feet
Range: 90 feet

Components: A
Components: A, O

Duration: Concentration, up to 1 minute


Duration: Instantaneous

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

Duration: Concentration, up to 1 minute


Casting Time: 1 bonus action

Range: Self (30-foot radius)

You pull matter from the astral plane to create objects you Components: A

imagine. Duration: Instantaneous

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

a complex object, such as a crossbow or clockwork device, Range: Self

but it does not function. Components: A

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

to leap from the target to a different creature of your choice Components: A

that you can see within 5 feet of it. The second creature takes Duration: Instantaneous

either cold, fire, lightning, or thunder (your choice) damage

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.

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119
You can allow a creature to respond to you telepathically, but The hand can't attack, activate magical items, or carry
it must understand at least one language in order to more than 10 pounds.
communicate this way. This ability to communicate lasts until
the start of your next turn. You, can only communicate with Poison Cloud
the target while it remains in range. Psychometabolism cantrip

Casting Time: 1 action

Mind Thrust Range: Self (10 feet)

Telepathy cantrip
Components: None

Casting Time: 1 action


Duration: Instantaneous
Range: 60 feet

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

Casting Time: 1 bonus action


Range: Touch

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.

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Psychic Strike Soothing Aura
Telepathy cantrip
Psychometabolism cantrip

Casting time: 1 Action


Casting Time: 1 bonus action

Range: Self (5-foot radius)


Range: Self (60-foot radius)

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

17th level (3d8). Range: 30-foot radius

Components: A

Psychokinetic Strike Duration: Instantaneous

Psychokinesis cantrip

Casting time: 1 Action


With an audible thrum, you extend your senses out around
Range: Self (5-foot radius)
you, reaching through the fold of space to manipulate objects.
Components: O, M (a weapon)
You can use your bonus action to teleport a loose object
Duration: Instantaneous
you can see within 30 feet of you to another location within

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

11th level (2d8) and 17th level (3d8). Range: 30 feet

Components: O

Psychoportive Strike Duration: Instantaneous

Psychoportation cantrip

Casting time: 1 Action


You can use your action to target one creature you can see
Range: Self (5-foot radius)
within range with a spear of translucent telekinetic energy.
Components: O, M (a weapon)
The target must succeed on a Constitution saving throw or
Duration: Instantaneous
take 1d6 points of force damage and be knocked prone.

This cantrip’s damage increases by 1d6 when you reach


You brandish the weapon used in the power’s casting and 5th level (2d6), 11th level (3d6), and 17th level (4d6).
make a melee attack with it against one creature within 5 feet
of you.
On a hit, the target suffers the weapon attack’s normal
effects, and you teleport to an unoccupied space of your
choice within 10 feet of you. If you teleport to a space within
5 feet of the target, the target cannot take reactions until the
end of its next turn.
This power’s damage increases when you reach higher
levels. At 5th level, the melee attack deals an extra 1d6 force
damage to the target. This extra force damage increases at
11th level (2d6) and at 17th level (3d6).

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121
Aura of Fury
Power Descriptions 1st-level metacreativity

The following power descriptions are divided by each

discipline. These include both psychic focus and devotions. Psi Cost: 2 psi points

Manifesting Time: 1 action

Range: Self (60-foot radius)

Aura Beacon Components: O

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.

Psi Cost: 2 psi point


Aura of Victory
Manifesting Time: 1 action
1st-level metacreativity

Range: Self (30-foot radius)


Components: O
Psi Cost: 2 psi point

Duration: Concentration, up to 10 minutes


Manifesting Time: 1 action


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

devotion can affect. Creatures within range when you

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

spent beyond the minimum cost, adding the result to this

devotion’s total roll for hit points worth of creatures it can Psi Cost: 3 psi points

affect. Manifesting Time: 1 action

Range: Self

Aura of Comfort Components: O

1st-level metacreativity
Duration: Concentration, up to 1 hour

Psi Cost: 2 psi points


You mystically tune your aura to the aura of one creature you
Manifesting Time: 1 action
can see. Until your concentration ends, while you can see the
Range: Self (30-foot radius)
target, you learn if it’s under the effect of any magical effects,
Components: O
and the school of magic of any such effect. In addition, if you
Duration: Concentration, up to 1 minute
can see the target, you know its current hit point total and its

basic emotional state. While you concentrate, you have
You shape your aura into one of confidence and calm. Choose advantage on Wisdom and Charisma checks you make
up to 3 targets among yourself and allies you can see within against the target.
range. Until your concentration ends, each target can roll a
d4 when making a saving throw and add the number rolled to Aura Of Jubilation
the total. 2nd-level metacreativity


Psi Cost: 3 psi points


Manifesting Time: 1 bonus action


Range: Self (60-foot radius)


Components: O


Duration: Concentration, up to 1 minute

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122
You shape your aura into one of distracting mirth. Until your The charmed target will attack only creatures that it has
concentration ends, each creature within range that can see seen attack you since it was charmed or that it was already
you suffers disadvantage on any ability checks using the hostile toward. At the end of each of its turns, it can repeat
Perception and Investigation skills. the saving throw, ending the effect on itself on a success.
Intensify. When you spend extra psi points to manifest this
Aura Beam devotion, you may choose one additional target for this
3rd-level metacreativity devotion for every additional psi point spent beyond the

minimum cost
Psi Cost: 5 psi points

Manifesting Time: 1 action


Psychic Reformation
Range: 60 feet
6th-level clairsentience

Components: O

Duration: Instantaneous
Psi Cost: 9 psi points

Manifesting Time: 16 hours

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:

Psi Cost: 6 psi points


Lose proficiency in one of its skills and gain proficiency in
Manifesting Time: 1 action
another.
Range: Self (20-foot radius)
Lose proficiency in one tool it is proficient with and gain
Components: O
proficiency in another.
Duration: Concentration, up to 10 minutes
Forget one language it knows and learn another.

Change any decisions it made for any Ability Score


Your aura darkens into one of dreadful animosity. When you Improvement class feature it previously gained, including
manifest this power, you designate any number of creatures the decision to take a feat it meets the prerequisites for, if
you can see to be exempt from its effects. An affected applicable.
creature’s speed is halved in the area, and when the creature Forget a spell or devotion known and choose a different
enters the area for the first time on a turn or starts its turn one of the same level.
there, it must make a Charisma saving throw. The creature The target can choose to do any of the above effects any
takes 3d10 psychic damage on a failed save or half as much number of times, however each time an effect is chosen, the
on a successful one. maximum hit point total of both you and the target are
Intensify. When you spend extra psi points to manifest this reduced by 2. This reduction lasts for each creature
devotion, its damage increases by 1d10 for every additional respectively until it gains a level, and cannot be removed with
psi point spent beyond the minimum cost. greater restoration, revitalization, psychic chirurgery, or
similar magic.
Aura of Awe
5th-level metacreativity
Aura Burst

7th-level metacreativity

Psi Cost: 7 psi points


Manifesting Time: 1 action


Psi Cost: 10 psi points

Range: Self (60-foot radius)


Manifesting Time: 1 action

Components: O
Range: Self (30-foot radius)

Duration: Concentration, up to 10 minutes


Components: O

Duration: Concentration, up to 1 minute

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.

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123
On a failed save, a creature takes 10d6 radiant damage and is Receive. You may designate one unoccupied space
blinded and stunned until your concentration ends. On a touching the ground that you can see and begin
successful save, it takes half as much damage and suffers no concentrating (as though concentrating on a power) for 1
other effect. A blinded and stunned target can repeat the minute. If you maintain your concentration and remain within
saving throw at the end of each of its turns, ending both line of sight of the designated space for the entire minute,
effects on itself on a success. that surface becomes mystically attuned to receive incoming
Intensify. When you spend extra psi points to manifest this portals. Thereafter, whenever genesis or the demiplane spell
devotion, the damage increases by 1d6 for every additional is used by a creature other than you to travel to your
psi point spent beyond the minimum cost. demiplane, its portal or doorway appears in the designated
space.
Genesis Return. If the portals you used to travel to your demiplane
8th-level metacreativity
have vanished, you may manifest genesis this way to re-open

them. The portals appear in the same spaces they previously
Psi Cost: 11 psi points
did if those spaces are currently unoccupied, or in the closest
Manifesting Time: 1 action
available unoccupied space if not.
Range: 60 feet
Destroy. You cause your demiplane to begin imploding in
Components: O
on itself, shrinking until completely annihilated 24 hours
Duration: Instantaneous
later. All creatures and nonmagical objects inside your

demiplane are killed and destroyed if they remain in your
The first time you manifest this power, you initiate a process demiplane when it is annihilated, leaving no remains. Magic
that propagates the creation of a demiplane. This items are scattered to random locations in the Multiverse.
propagation takes 120 days to complete, and if you manifest You cannot halt the implosion process once started, but
genesis again before then, the nascent demiplane collapses after your demiplane is annihilated, you may manifest genesis
and a new process begins from scratch. again to begin propagating a new demiplane.
The environmental features of your demiplane
(temperature, weather, flora, fauna, terrain, etc.) are chosen Reality Revision
by you when you first begin its propagation and can range 9th-level metacreativity

from a hostile, barren wasteland to a self-sustaining idyllic

paradise. Psi Cost: 13 psi points

Your demiplane’ s created environment cannot include Manifesting Time: 1 action

precious minerals, gems, or special materials, and the only Range: Self

native life your demiplane can be created with are beasts of Components: O

CR 1 or lower and inanimate plants. Your demiplane can be Duration: Instantaneous

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:

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124
You grant up to ten creatures that you can see resistance Vital Surge
to a damage type you choose. 1st-level psychometabolism

You grant up to ten creatures you can see immunity to a

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

companions immune to a sand howler's Paralyzing Gaze Range: 60 feet


attack. Components: O

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

you desire might only be partially achieved, or you might

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

you from the game.

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

remaining recovery time decreases by 2 days. Manifesting Time: 1 reaction

Finally, there is a 33 percent chance that the psi points you Range: Self

spent to manifest reality revision are permanently burned, Components: A, O

reducing your maximum psi reserve by 13 points. This Duration: Instantaneous

reduction cannot be reversed by mortal means, even with a

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

and stabilize it. Manifesting Time: 1 reaction


Range: 60 feet

Components: O

Duration: Instantaneous

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125
You unleash a pulse of soothing vigor. Choose up to 3 Share Pain
creatures you can see within range. Each target gains 9 3rd-level psychometabolism

temporary hit points.

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

spent beyond the minimum cost. Components: A

Duration: Concentration, up to 1 minute

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

Psi Cost: 5 psi points


Psi Cost: 6 psi points

Manifesting Time: 1 bonus action


Manifesting Time: 1 action

Range: Self (60-foot radius)


Range: Touch

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

Manifesting Time: 1 action


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

the following conditions from the touched creature: blinded,

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

Manifesting Time: 1 reaction

Psi Cost: 2 psi point


Range: Self

Manifesting Time: 1 bonus action


Components: O

Range: Self
Duration: Instantaneous

Components: O

Duration: Concentration, up to 1 minute


When you hit a target with a melee attack, you briefly magnify

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

Psi Cost: 2 psi point


Psi Cost: 3 psi points

Manifesting Time: 1 reaction


Manifesting Time: 1 bonus action

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

Psi Cost: 2 psi points


Manifesting Time: 1 bonus action


Psi Cost: 5 psi points

Range: Self (5-foot radius)


Manifesting Time: 1 bonus action

Components: O
Range: Self

Duration: Concentration, up to 1 minute


Components: A, O

Duration: Instantaneous

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127
You enhance your combat senses, allowing you to exploit Psychosomatic Haze
opportunities you wouldn’t see otherwise. As part of the 1st-level telepathy

manifesting time of this power, you either take the Dodge

action or make one melee weapon attack. Psi Cost: 2 psi point

Manifesting Time: 1 action

Deceive Senses Range: 60 feet


Components: None

Using psychic energy, you create illusions of objects, Duration: Concentration, up to 1 minute

creatures, sounds, and other phenomena.

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

creature you can see within range, making it repeat itself.

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

turn. If conditions have changed enough to prevent the Range: 60 feet

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

range, if it no longer has the psi points necessary to manifest

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

Manifesting Time: 1 action


Obscure
Range: 60 feet 2nd-level telepathy

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

2d8 psychic damage, and—until the end of your next turn—

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

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128
Phantom Menace Covetous Urge
2nd-level telepathy
4th level telepathy

Psi Cost: 3 psi points


Psi Cost: 6 psi points

Manifesting Time: 1 action


Manifesting Time: 1 action

Range: 60 feet Range: 60 feet

Components: None
Components: O

Duration: Concentration, up to 1 minute


Duration: Concentration, up to 1 minute

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

Psi Cost: 5 psi points


Psi Cost: 7 psi points

Manifesting Time: 1 action


Manifesting Time: 1 bonus action

Range: 60 feet
Range: Self (500 feet)

Components: A
Components: None

Duration: Concentration, up to 1 minute


Duration: Concentration, up to 1 minute

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

rounds it can survive while suffocating by 1. If a creature

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

components. Range: Self

If the target succumbs to suffocation and begins dying, it Components: None

can be healed above 0 hit points, but in order to remain Duration: 24 hours

conscious, it must continue to manually gasp for air as an

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.

On a successful save, the target takes half as much damage

and the triggering effect functions normally.

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129
Regardless of a target’s success or failure, you are aware if A creature you touch becomes irresistibly captivating to
someone triggers your trap. However, you do not gain any others. For the duration, whenever the target makes a
further information on the effect or its creator, such as the Charisma check, it can replace the number rolled with a 15.
location of the sensor, eye, or projection, or whether the Additionally, no matter what the target says, effects that
target succeeded or failed on their saving throw. would determine if it is telling the truth indicate that it is
being truthful.
Veil Psyche
7th-level telepathy


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

condition. This power even foils wish spells, the reality

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

Psi Cost: 11 psi points


You lob a ball of gooey ectoplasm pulled from the astral plane
Manifesting Time: 1 action
at a creature you can see within range. Make a ranged power
Range: 60 feet
attack against the target. On a hit, the target takes 3d6
Components: A
bludgeoning damage, and is covered in viscous ectoplasm.
Duration: Concentration, up to 1 minute
The next attack roll the target makes while coated in

ectoplasm has disadvantage. The ectoplasm evaporates at
You reach into the mind of a creature you can see within the end of the target’s next turn.
range, and instill the belief that it is suffering from an Intensify. When you spend extra psi points to manifest this
immediate, deadly malady such as a catastrophic heart devotion, the damage increases by 1d6 for every additional
attack. The target must make an Intelligence saving throw. psi point spent beyond the minimum cost.
On a failed save, the target utterly believes the condition is
real and is knocked unconscious and begins dying. The Ectoplasmic Repair
target’s current hit point total is not reduced to 0, but for the 1st-level metacreativity

duration, the target must make death saving throws as

though it were. Psi Cost: 2 psi point

The target dies if it accrues three failed death saving Manifesting Time: 1 action

throws, as normal. If the target accrues three successful Range: Touch

death saving throws, it stabilizes but remains unconscious for Components: A, O

the duration. If the target takes damage, it does not suffer Duration: Instantaneous

automatic death saving throw failures, unless its current hit

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

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130
When you spend extra psi points to manifest this devotion on A creature in the area when you manifest this devotion
an object, it can repair 1 additional cubic foot of matter for must succeed on a Dexterity saving throw or be restrained by
every additional psi point spend beyond the minimum cost. the web until the devotion ends.
A creature restrained by the web can use its action to make
Spectral Steps a Strength check against your power save DC. On a success,
1st-level metacreativity
it frees itself. Regardless of success or failure, however, the

creature’s struggles activate the web’s psychoactive strands,


Psi Cost: 2 psi point
causing them to constrict. The creature attempting to escape
Manifesting Time: 1 action
takes 2d4 bludgeoning damage, plus another 2d4
Range: 60 feet bludgeoning damage for each previous failed attempt to
Components: A, O
escape the web (2d4 for the first failure, 4d4 for the second,
Duration: Concentration, up to 10 minutes
6d4 for the third, etc.).

When the devotion ends, the ectoplasmic web evaporates.


You pull ectoplasm from the astral plane and create a solid,
translucent staircase that lasts until your concentration ends. Ectoplasmic Body
The stairs form a spiral that fills a 20-foot-by-20-foot area, 3rd-level metacreativity

and reaches upward 20 feet.

When the devotion ends, the ectoplasmic staircase Psi Cost: 5 psi points

evaporates. Manifesting Time: 1 action

Intensify. When you spend extra psi points to manifest this Range: Self

devotion, the staircase increases in height by up to 20 feet for Components: A, O

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,

wriggling ectoplasm. For the duration, you are immune to


Psi Cost: 2 psi point
poison and nonmagical bludgeoning, slashing, and piercing
Manifesting Time: 1 action
damage; cannot be poisoned; critical hits scored against you
Range: 60 feet become normal hits; and your AC becomes 13 + your psionic
Components: A, O
ability modifier.
Duration: Concentration, up to 10 minutes
While in this form, you cannot take the Attack, Dash, or

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

the wall otherwise remains intact until your concentration

ends. Psi Cost: 6 psi points

Manifesting Time: 1 action

Spectral Web Range: 90 feet

2nd-level metacreativity
Components: A, O

Duration: Concentration, up to 1 hour

Psi Cost: 3 psi points


Manifesting Time: 1 action


You pull matter from the astral plane and create a shell of
Range: 90 feet solid ectoplasm around a Medium or smaller creature you
Components: A, O
can see within range. The target is encased in the shell if they
Duration: Concentration, up to 1 minute
fail a Dexterity saving throw; a creature can choose to fail this

saving throw if it wishes. The shell lasts until your


You pull ectoplasmic matter from the astral plane and form it concentration ends and protects the target from harm while
into a 20-foot square area of sticky, psychoactive webbing it is trapped inside, providing it total cover from all attacks
starting from a point within range. For the duration, the web and effects originating outside of the shell.
turns the ground in the area into difficult terrain.

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131
The target is visible only as a vague shadow within the shell,
obscuring line of sight to the creature. The shell has AC 18 Imbue Psicrystal
and 20 hit points, and weighs as much as the creature Using your pscionic power you fortify your psicrystal with
trapped inside. further power.
While inside the shell, the target can breathe but can’t Psychic Focus. Your Psicrystal talent changes duration to
move or speak, and it can only take actions that do not focus. You may also cast any power or spell through the
require physical movement (such as casting a spell with no psicrystal as if it had cast the power.
verbal or somatic components, or manifesting a psionic
power). Teleportation effects can be used to escape the shell, Fortify Psicrystal
but the ectoplasmic matter of the shell extends into all planes 1st-level metacreativity

and blocks planar travel.

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

encases a creature underwater or in silt. Components: A

When the power ends, the ectoplasmic shell evaporates. Duration: 8 hours

Intensify. If you spend 5 additional psi points beyond the

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.

Psi Cost: 7 psi points


Personality Shard
Manifesting Time: 1 action
1st-level metacreativity

Range: 90 feet

Components: A, O
Psi Cost: 2 psi point

Duration: Concentration, up to 10 minutes


Manifesting Time: 1 reaction


Range: Touch

You draw a significant quantity of ectoplasm from the astral Components: O

plane and create a roiling, tangible mist of turbulent psychic Duration: Instantaneous

energy with it. The mist fills an area consisting of up to ten

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.

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The skill that the psicrystal can give you a bonus to is When the eidolon disappears, your psicrystal remains
determined by what kind of personality you impart it with. behind, and occupies one space previously occupied by the
Choose from one of the options below.
eidolon. As a reaction, you may direct your psicrystal to

teleport to your space immediately after the eidolon


Artiste. Charisma (Performance) checks.
disappears.
    Bully. Charisma (Intimidation) checks.
For the duration of its existence, the eidolon is friendly to
    Cautious. Wisdom (Survival) checks.
you and your companions. It acts on the same initiative count
    Coward. Dexterity (Stealth) checks.
as you, directly after your turn. You can use a bonus action to
    Curious. Intelligence (Arcana) checks.
give the eidolon a verbal or mental command, and it obeys
    Friendly. Charisma (Persuasion) checks.
any such commands that you issue to it. If you don’t issue any
    Liar. Charisma (Deception) checks.
commands to the eidolon, it takes the Dodge action to defend
    Meticulous. Intelligence (Investigation) checks.
itself from hostile creatures but otherwise takes no actions.
    Nimble. Dexterity (Acrobatics) checks.
The eidolon’s base statistics are detailed in Chapter 9:
    Observant. Wisdom (Perception) checks.
Friends and Enemies. When you manifest this power, you can
    Pious. Intelligence (Religion) checks.
select one ability from the Lesser Eidolon Abilities menu and
    Sage. Intelligence (History) checks.
apply it to the eidolon’s base statistics for free.
    Sympathetic. Wisdom (Insight) checks.
Intensify. When you spend extra psi points to manifest this

devotion, you may select one additional ability from the


Intensify. If you spend 2 additional psi points to manifest Lesser Eidolon Abilities menu for each additional psi point
this devotion, you may impart your psicrystal with two facets beyond the minimum cost, and apply it to the eidolon’s
of your personality instead of one, gaining the benefit of both statistics.
simultaneously. For every 2 psi points you spend to intensify this power
from 5th to 6th level or higher, you may select an ability from
Crystal Flechette the Greater Eidolon Abilities menu instead of two choices
2nd-level metacreativity
from the Lesser Eidolon Abilities menu.

Psi Cost: 3 psi points


Crystal Spray
Manifesting Time: 1 action
4th-level metacreativity

Range: 30 feet

Components: O
Psi Cost: 6 psi points

Duration: Instantaneous
Manifesting Time: 1 action

Range: 15-foot cube

You direct your psicrystal to launch a tiny sliver of itself at an Components: O

enemy it can see. Your psicrystal makes a ranged power Duration: Instantaneous

attack using your power attack bonus against the target. On a

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

Manifesting Time: 1 minute


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

range, then draw matter from a plane of thoughts and

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.

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Once your psicrystal begins concentrating on this other Your mind palace is partially extradimensional, and blocks
effect, this power ends if the psicrystal loses concentration. teleportation and planar travel effects within its walls
Until your psicrystal’s focus and/or concentration ends, it (whether it is the destination or origin point of the effect).
cannot take any actions or reactions except those specified in Additionally, sensors, eyes, and projections created by
the effect it is concentrating on, and you cannot manifest any divination spells and clairsentience powers can’t appear
other powers within the imbue psicrystal discipline. While inside the structure, and creatures inside can’t be targeted by
your psicrystal concentrates, your psicrystal must make a DC divination or clairsentience effects. The crystallized thought-
10 Constitution saving throw at the end of each of its turns, substance of the structure also diffuses harmful psychic
ending this power and its concentration on a failure. energies, granting resistance to psychic damage to all
creatures located inside it.
Crystal Burst The crystallized ectoplasm of the mind palace’s structure
6th-level metacreativity
can’t be dispelled by dispel magic, and antimagic field has no

effect on it. Nothing can physically pass through the
Psi Cost: 9 psi points
structure’s exterior, except the entranceway, when its phase is
Manifesting Time: 1 action
shifted to incorporeal. An attack or effect that deals at least
Range: 90 feet
10 points of thunder damage destroys a 5-foot section of the
Components: O
wall, or an area of the wall that overlaps with the area of
Duration: Instantaneous
effect that deal the damage, if applicable. The crystal is

otherwise impervious to damage or harm. When this power’s
You teleport your psicrystal to any unoccupied space in range, duration expires, the mind palace evaporates into nothing.
then direct it to burst apart, filling a 30-foot radius sphere Casting this spell on the same spot every day for a year
with an explosion of razor sharp crystal shards. All creatures makes this effect permanent.
and unattended objects in the area take 8d6 piercing damage,
then the shards of your psicrystal teleport back into one solid Sow Psicrystal
form in your space. 8th-level metacreativity

Intensify. When you spend extra psi points to manifest this

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

Mind Palace Components: None

7th-level metacreativity
Duration: Instantaneous

Psi Cost: 10 psi points


You imprint within your psicrystal a metacreative seed of a
Manifesting Time: 1 hour
duplicate of yourself. The seed must germinate for 120 days
Range: 120 feet
before it is viable.
Components: A, O
If your seed germinates for the full 120 days and becomes
Duration: 24 hours
viable, it remains dormant and tethered to your soul. At any

time after the seed becomes viable, if you die, the crystal
You teleport your psicrystal anywhere in an unoccupied cube housing your seed shatters and is permanently destroyed as
of space that is up to 120 feet on each side and with its the seed blooms into a metacreative duplicate of your body in
bottom surface on the ground. If no such space exists within its prime.
range, the power fails. Once your psicrystal is in place, you Your soul then enters the duplicate body, provided your
begin pulling gooey, ectoplasmic matter from the astral plane, soul is free and you are willing to return to life. Your
enfolding the psicrystal in it. The ectoplasm crystallizes and duplicated body is identical to your original one, except for its
hardens into an otherworldly structure that fills the cube. possible younger age, and has the same personality,
You completely control the growth of the crystalline memories, and abilities, but none of your original body’s
structure, making all decisions about the structure’s interior equipment. Your original body’s remains, if they still exist,
chambers and layout, though all interior chambers must become inert and can’t thereafter be restored to life, since
connect to others and must be at least 5 feet in any your soul is elsewhere.
dimension. Interior chambers are otherwise enclosed by The metacreative seed, whether currently germinating or in
floors, walls, and ceilings. Walls can be as thick as 6 inches, a dormant, viable state, evaporates and is destroyed if the
blocking light, or thin enough to appear as glass windows. crystal you use as a material component for imbue psicrystal
One 10-foot section of the exterior wall on the ground level is spends more than 12 consecutive hours as a mundane
a magical entranceway. As an action, you and any creatures crystal, or if it is permanently destroyed.
you designate when you manifest this power can activate the
entranceway when adjacent to it, switching its phases
between corporeal and incorporeal states with each
activation. Once you finish growing the crystalline structure
of your mind palace, your psicrystal detaches itself from an
interior wall and awaits further instructions.

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Crystallize Decelerate
9th-level metacreativity
2nd-level psychoportation

Psi Cost: 13 psi points


Psi Cost: 3 psi points

Manifesting Time: 1 action


Manifesting Time: 1 action

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

Manifesting Time: 1 reaction


Range: 60 feet Psi Cost: 3 psi points

Components: A
Manifesting Time: 1 action

Duration: Instantaneous
Range: Self

Components: None

You impart an impulse of aggression in up to three allies you Duration: 10 hours

can see within range. Each of those allies can immediately

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

devotion, the minimum Armor Class provided by this power


Psi Cost: 2 psi points
increases by 1 for every 2 additional psi points spent beyond
Manifesting Time: 1 reaction
the minimum cost.
Range: 60 feet
Components: A
Inertial Barrier
Duration: Instantaneous
2nd-level psychoportation

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

reaction to move up to half their speed, following a path of Range: 60 feet


your choice. Components: A


Duration: Concentration, up to 10 minutes

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135
You create an invisible, insubstantial wall of distorted space Gravitic Field
within 60 feet of you that is up to 30 feet long, 10 feet high, 3rd-level psychoportation

and 1 foot thick. Any creature attempting to move through it

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

whether willingly or unwillingly. Components: O

Duration: Concentration, up to 10 minutes

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

Accelerate Duration: Concentration, up to 1 minute

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

present form. Choose a willing creature that you can see

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 Dexterity saving throws, and it gains an additional action Range: 30 feet

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

Use an Object action.

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.

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136
Gravitic Spike Pyrokinesis
5th-level psychoportation
1st-level psychokinesis

Psi Cost: 7 psi points


Psi Cost: 2 psi point

Manifesting Time: 1 action


Manifesting Time: 1 action

Range: 100 feet


Range: 120 feet

Components: A
Components: O

Duration: Concentration, up to 1 minute


Duration: Concentration, up to 1 minute

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

Manifesting Time: 1 action

Range: Self (15-foot cone)

Kinesis Components: A, O

Through the use of psionic energy, you create and control Duration: Concentration, up to 1 minute

deadly surges of elemental energy.

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.

On a successful save, a creature takes half as much


Psi Cost: 2 psi point
damage and doesn’t suffer any further effects.
Manifesting Time: 1 action
A target suffering the effects of failed saving throw can
Range: 120 feet
repeat the saving throw at the end of each of its turns, ending
Components: A
this power’s effects on itself on a success.
Duration: Concentration, up to 1 minute
Intensify. When you spend extra psi points to manifest this

devotion, the damage increases by 1d10 for every additional


With a sharp crack, you instantly and drastically lower the psi point spent beyond the minimum cost.
ambient temperature around one creature you can see within
range. The target must make a Constitution saving throw. On Cryo Wave
a failed save, the target takes 2d8 cold damage and has its 2nd-level psychokinesis

speed halved until your concentration ends. On a successful

save, the target takes half as much damage and it suffers no Psi Cost: 3 psi points

further effect. Manifesting Time: 1 action

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

the effect on itself on a success. Duration: 1 minute

Intensify. When you spend extra psi points to manifest this

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

its turn there for the duration takes 5 cold damage.

DARK SUN | PSIONICS


137
Additionally, the ground in the area becomes difficult terrain Each creature in the cone must make a Dexterity saving
for the duration, and any creature that moves more than 10 throw, or take 6d8 damage of your chosen damage type on a
feet on this difficult terrain must succeed on a Dexterity failed save, or half as much on a successful one.
saving throw or fall prone. If the surface is sloped, a creature Intensify. When you spend extra psi points to manifest this
that falls prone in the area immediately slides to the bottom devotion, for every additional psi point spent, the damage
of the slope. increases by 1d8 and the length of the cone increases by 10
feet.
Pyrokinetic Detonation
2nd-level psychokinesis
Polar Vortex

3rd-level psychokinesis

Psi Cost: 3 psi points


Manifesting Time: 1 action


Psi Cost: 5 psi points

Range: 60 feet Manifesting Time: 1 action

Components: O
Range: 120 feet

Duration: Instantaneous
Components: A, O


Duration: Concentration, up to 1 minute

You excite and compress the air into a superheated point

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

duration. Psi Cost: 5 psi points

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)

throw, taking 2d10 thunder damage on a failed save, or half Components: A, O

as much on a successful one. Duration: Instantaneous

Any creature in the line must spend 2 feet of movement for

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

Manifesting Time: 1 action


Cryo Barrier
Range: Self (40-foot cone) 4th-level psychokinesis

Components: O

Duration: Instantaneous
Psi Cost: 6 psi points


Manifesting Time: 1 action

A rippling wave of psychokinetically generated energy Range: 60 feet

emanates from you, in a 40-foot cone. Choose fire, cold, Components: A, O

lightning, or thunder damage. Duration: Concentration, up to 10 minutes

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138
With an ear-splitting screech audible up to 300 feet away, you You overload the brain of one creature you can see within
freeze the air to form a wall of ice. The wall is 60 feet long, 15 range and cause bolts of synaptic lightning to coruscate from
feet high, and 1 foot thick. At least one 10-foot-long section of it to 2 other creatures in range, each of which must be within
the wall must be within range when you manifest this power. 30 feet of the first target. The first target must have an
Each 10-foot section of the wall has AC 12 and 30 hit points. Intelligence score of 4 or higher, or the power fails. All targets
The wall lasts until your concentration ends or all sections must make a Constitution saving throw. On a failure, a target
are destroyed. A creature that damages the wall with a melee takes 6d8 lightning damage and is stunned until the end of its
attack takes an amount of cold damage equal to the damage next turn. On a successful save, the target takes half as much
it dealt to the wall. damage and is not stunned.
Immolate Self Ultrasonic Boom
4th-level psychokinesis
5th-level psychokinesis

Psi Cost: 6 psi points


Psi Cost: 7 psi points

Manifesting Time: 1 reaction


Manifesting Time: 1 action

Range: Self
Range: 60 feet

Components: O
Components: A

Duration: Concentration, up to 1 minute


Duration: Instantaneous

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

devotion, the damage increases by 1d6 for each additional psi


Psi Cost: 6 psi points
point spent beyond the minimum cost.
Manifesting Time: 1 action

Range: 60 feet

Components: A, O
Mindlink
Duration: Concentration, up to 10 minutes
You have mastered the art of telepathic communication, using

it for both hostile and benign means.


You mentally excite the air molecules before you, forming a Psychic Focus. While focusing on this discipline, you can
wall of pure sound. The wall is 60 feet long, 15 feet high, and telepathically speak with up to 8 creatures within 120 feet
1 foot thick. At least one 10-foot-long section of the wall must you can see. While focused on this discipline, those creatures
be within range when you form the wall. The wall lasts for the can communicate telepathically with any other creature you
duration. Every foot moved through the wall costs 1 extra have contacted even if they do not share a common language.
foot of movement.
When a creature moves into the wall’s space for the first Compel Confession
time on a turn or starts its turn there, that creature must 1st-level telepathy

succeed on a Strength saving throw, or it takes 6d6 thunder

damage, is pushed in a straight line up to 30 feet away from Psi Cost: 2 psi points

the wall, and is knocked prone. Manifesting Time: 1 action

The wall blocks any sound from passing through it, and the Range: 30 feet

cacophony it creates can be heard up to 500 feet away. If Components: A

another effect that deals thunder damage overlaps with the Duration: Instantaneous

wall or crosses through it, the wall absorbs the effect,

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

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139
Courageous Recall You couch your falsehoods in feelings of trust and
1st-level telepathy
acceptance, and deliver them into the mind of another. When

you manifest this devotion, you target one creature you are
Psi Cost: 2 psi points
telepathically communicating with. The target must make a
Manifesting Time: 1 reaction
Wisdom saving throw. On a failed save, you telepathically
Range: 60 feet
communicate one statement of your choice to the target, and
Components: None
the target believes that statement for the duration. The
Duration: Instantaneous
statement can be up to ten words long, and it must describe

you or a creature or object the target can see. On a successful
You briefly connect your mind with up to six creatures you save, the target is unaffected. A creature is immune to this
can see within range and trigger within them subjective effect if it is immune to being charmed or it succeeded on a
memories of courage. You end the frightened condition on all saving throw against this devotion since the end of your last
affected creatures. You gain no knowledge of the specific long rest
memories triggered in the targets.
Telepathic Slap
Mental Inquisition 1st-level telepathy

1st-level telepathy


Psi Cost: 2 psi point

Psi Cost: 2 psi points


Manifesting Time: 1 action

Manifesting Time: 1 action


Range: 60 feet

Range: Self
Components: O

Components: None
Duration: Instantaneous

Duration: Concentration, up to 1 hour



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

telepathically with one additional target creature through the

mindlink psychic focus. Psi Cost: 3 psi points

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)

choice with all targets you are telepathically communicating Components: A

with, or allow one target to share one of its memories with Duration: Instantaneous

yourself and all other targets of your psychic focus. The

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

Psi Cost: 2 psi points

Manifesting Time: 1 action

Range: 60 feet

Components: None

Duration: 5 minutes

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140
Read Thoughts One creature you are telepathically communicating with
2nd-level telepathy
must make a Wisdom saving throw. On a failed save, the

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

damage, and it experiences no additional effects.


When you manifest this devotion, and as your action on each Intensify. When you spend extra psi points to manifest this
turn until your concentration ends, you can focus your mind devotion, you may target 1 additional creature you can see
on one creature you are telepathically communicating with. within range for every 2 additional psi points spent beyond
When you initially begin to focus on a creature, you initially the minimum cost
learn its surface thoughts—what is most on its mind in that
moment. As an action, you can attempt to probe deeper into Pry Memories
the same creature's mind. If you probe deeper, the target must 3rd-level telepathy

make a Wisdom saving throw. If it fails, you gain insight into

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

Questions verbally directed at the target creature naturally Duration: Instantaneous

shape the course of its thoughts, so this power is particularly

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

you learn information from it based on the number of saving


Psi Cost: 5 psi points
throws it fails. The target may voluntarily fail any saves. If the
Manifesting Time: 1 action
target succeeds on all three saving throws, this power fails.
Range: Self
If the target fails any saves, you learn the details of events
Components: O
from the target’s memories that it considers significant. With
Duration: Concentration, up to 1 minute
one failed saving throw, you learn such details from the past

12 hours; with two failed saving throws, you learn such


When you manifest this devotion, you target one creature you details from the past 24 hours; and with three failed saving
are telepathically communicating with and cause their throws, you learn such details from the past 48 hours.
instinctual fight-or-flight terror response to go haywire. The
target must make a Wisdom saving throw. On a failed save, it Correspond
takes 6d6 psychic damage and considers all other creatures 4th-level telepathy

to be life-threatening and hostile to it.

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

the initial damage and suffers no other effect. A creature is Components: O

immune to this power if it is immune to being frightened. Duration: Concentration, up to 1 minute

Intensify. For each additional psi point spent to manifest

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

words or less to the target as an action. Until your


Psi Cost: 5 psi points
concentration ends, the target may also telepathically
Manifesting Time: 1 action
communicate up to twenty-five words to you as an action. You
Range: 60 feet and the target can understand this telepathic communication,
Components: A
even if you don’t share a language.
Duration: Instantaneous
You can establish this telepathic connection across any

distance and it may even reach across to other planes of


You coerce the inner id lurking in the mind of another existence.
creature to unleash itself, sending it into a reckless fury.

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141
Inception Once the triggering condition is met, the target pursues the
4th-level telepathy
course of action you described to the best of its ability. The

suggested course of action can continue for up to 8 hours
Psi Cost: 6 psi points
after the triggering condition is met. If the suggested activity
Manifesting Time: 1 hour
can be completed in a shorter time, the power ends when the
Range: 30 feet
subject finishes what it was influenced to do. The target will
Components: None
not be able to explain why it took the actions you compelled it
Duration: 4 or more hours
to take after the suggestion is triggered and it will have no

memory of the suggestion or trigger being implanted.
You telepathically infiltrate the mind of a creature you can see Whenever the target creature finishes a long rest, it may
within range. The target must remain within 30 feet of you repeat the Wisdom saving throw, ending the effect on a
for the entire manifesting time, otherwise the power fails. success, though it will still not realize it was affected. If the
The target must make three Intelligence saving throws. You triggering condition is not met before the power expires, the
plant an idea or false memory in the creature’s mind, the suggested activity isn’t performed. If you or any of your
duration of which depends on the number of saving throws it companions damage the target, the power ends
fails.
You choose whether the idea or memory is trivial (such as Assume Control
“I woke up 5 minutes late today” or “Griffons are majestic 5th-level telepathy

creatures”) or personality-defining (“I deserted my unit in the

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

weapon again”). Range: 30 feet

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

hours. With three failed saving throws, it lasts for 48 hours.

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

to a sentence or two) and a triggering event (such as “when Range: 60 feet

you awake two days from now” or “when you come within Components: A

sixty feet of the local Countess”) to magically influence a Duration: 1 round

creature you are telepathically communicating with.

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.

DARK SUN | PSIONICS


142
At the DM’s option, an affected target that perceives an While a creature is still making saves against this power, it
immediately lethal hazard in the environment may subject acts normally but begins to mimic quirks of your own
itself to that hazard, such as flinging itself off a high cliff or personality. For instance, if you have a habit of ending
diving into a lake of lava. In such cases, the affected creature sentences with “y’know?” the target begins doing so as well,
moves as close as it can to the hazard without subjecting subconsciously.
itself to it, taking the Dash action and provoking opportunity If the parasitic seed germinates, the target’s mind is
attacks if necessary, and then repeats the saving throw. On a replaced with a duplicate of your own. Its Intelligence,
success, this power’s effects end before the target subjects Wisdom, and Charisma scores change to match yours at the
itself to the hazard. On a failure, the affected target uses its time you manifested this power on it. The target loses all
remaining movement to subject itself to the hazard. class levels and class specific NPC traits it might have, and
gains the class levels you had 8 levels ago (in effect, gaining
Mind Probe the same experience and abilities you had 8 levels earlier). Its
7th-level telepathy
physical ability scores, race, and appearance do not change.

Although the target becomes a mental duplicate of you, you


Psi Cost: 10 psi points
have no special control over it, and its personality may
Manifesting Time: 1 minute
diverge from yours over time. The duplicate psyche’s initial
Range: 30 feet
attitude toward you is friendly, but it does not believe itself to
Components: None
be your servant or slave, and it will act as you would if it is
Duration: Concentration, up to 1 minute
treated as such.

Effects that prevent possession prevent you from infecting


You delve into the depths of the mind of a creature you are a target with mind seed, but grant no protection once the
telepathically communicating with. You gain limited access to seed is already implanted.
the complete personal experience of the target, from fleeting An intensified revitalization, greater restoration, or the
memories of everyday events to life-defining moments. For break enchantment effect of dispel evil and good cast on the
the duration, you may use an action to learn the answer to target specifically to cleanse it of a growing mind seed does
one question that the target could answer. You do not actually so only if the caster succeeds on a spellcasting or psionic
converse with the creature, and need not share a language ability check with a DC equal to your power save DC, and
with it. You merely search the target’s psyche for the only if cast on the target before it fails three saves against
information you seek and find it if it is present. mind seed. Once the parasitic seed of your psyche germinates
The target may refuse to give you access to an answer if it in a target, only reality revision, wish, psychic chirurgery, or
succeeds on a Charisma saving throw, but success on this similarly powerful magical effects can restore the target to its
saving throw does not end the power. You may continue to original personality and class levels (if applicable).
seek answers (either to the same question or a different one)
in subsequent rounds of the effect, until the duration ends. Psychic Chirurgery
This power ends early if the target moves out of range. 9th-level telepathy

An unconscious creature automatically provides you

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

conscious on a success. Range: Touch

Components: A,O

Mind Seed Duration: Instantaneous

8th-level telepathy

You telepathically enter the mind of willing creature you


Psi Cost: 11 psi points
touch, and skillfully repair or improve its psyche. When you
Manifesting Time: 1 action
manifest this power, you choose one of the following effects.
Range: Touch
Repair. If the target is charmed or frightened, you instantly
Components: None
end those conditions on the target. You also automatically
Duration: Instantaneous
end any effect that mentally limits or dictates actions the

creature can take (such as id insinuation, ego whip, or the


You touch one humanoid you are telepathically command or confusion spells), possession, permanent
communicating with and infect it with a parasitic seed of your insanity, madness, or a reduction in maximum hit points
own psyche. The target must make a Charisma saving throw caused by an effect that dealt psychic damage. Additionally
immediately when you manifest this power on it, and must you restore the creature’s Intelligence, Wisdom, and
then repeat the saving throw whenever it finishes a long rest. Charisma scores to normal if they were reduced by another
If the target successfully saves against this power three effect.
times, the power ends and the parasitic seed fades away with Improve. If you choose this effect, you begin to
no effect. If it fails its save three times, the parasitic seed of concentrate. If you maintain your concentration for a full
your psyche in the target’s mind germinates. The successes minute, you permanently bestow the target creature with the
and failures don’t need to be consecutive; keep track of both ability to cast one psionic talent that you know.
until the target collects three of a kind.

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143
You also permanently reduce your psi reserve maximum by 2 For the duration of a mystic caravan journey, mystic
each time you manifest this power to improve a creature this travelers must remain within 15 feet of at least one other
way. This reduction applies to any increased maximum psi mystic traveler. If a mystic traveler is out of this formation for
reserve you attain for gaining a level, and it can only be more than 1 round, the mystic traveler power is automatically
reversed with reality revision or wish. dispelled on that creature, and it is sent tumbling through the
rough psychic currents of the Astral Plane. Such creatures
must make a Charisma saving throw, taking 10d6 psychic
Mystic Displacement damage on a failure, or half as much on a success, and are
You bend space to your will, moving creatures from one then transported to a random plane of existence.
location to another with a mere thought.
Psychic Focus.
While focused on this discipline, you can Dissipating Touch
teleport up to 10 feet to an unoccupied space that you can see 2nd-level psychoportation

as a bonus action.

Psi Cost: 3 psi points

Baleful Displacement Manifesting Time: 1 action

1st-level psychoportation
Range: Touch


Components: O

Psi Cost: 2 psi points


Duration: Instantaneous

Manifesting Time: 1 action


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

object in the sphere is moved to an unoccupied space of your

choice within it if the object weighs no more than 100 Psi Cost: 5 psi points

pounds. Manifesting Time: 1 action

Intensify. When you spend extra psi points to manifest this Range: Touch

devotion, the damage increases by 1d6 for every additional Components: O

psi point spent beyond the minimum cost. Duration: Concentration, up to 1 minute

If you spend at least 3 additional psi points to increase this

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

traveler is not affected by you manifesting mystic caravan

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

Duration: Concentration, up to 8 hours

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144
For the duration of this devotion, you mystically anchor your When you manifest this power, you must specify another
body and mind to the underlying fabric of reality on your plane of existence as your destination (and may choose a
current plane of existence. While so anchored, your weight specific location within that plane). Then, all mystic travelers
does not increase but you become next to impossible to are transported to the Astral Plane, where you begin to travel
move. You gain a +20 bonus on ability checks and saving to your destination. This power automatically fails if you are
throws to resist being moved against your will, and you already on the Astral Plane when you manifest it.
cannot voluntarily allow yourself to be moved for the Your journey through the Astral Plane is not instantaneous,
duration. instead taking several days, and arrival at your destination is
While anchored, you automatically fail Dexterity checks not guaranteed. At the end of each day of astral travel, you
and saving throws and cannot take any actions, but you must make a DC 15 Arcana check. Successes bring you
become immune to all bludgeoning, piercing, and slashing closer to your destination and failures lead you further away.
damage. Magical effects that would teleport you, or any effect Your journey ends if you accrue either three successes or
described as “telekinetic” automatically fail when used on three failures. The DM may grant you disadvantage or
you. advantage on these checks, depending on certain factors (the
Intensify. If you spend 5 additional psi points when waxing or waning periods of your destination plane, your
manifesting this devotion, you manifest it as an 8th-level familiarity with your destination, etc.).
power, and may do so as a reaction to any action another The result of your journey depends on how many failures
creature takes, gaining the effects of the devotion before the you accrued before it ends:
other creature’s action. If your journey ends with no failures, all mystic travelers
are transported to your intended plane of existence, within
Mystic Anchor 1d10 miles of your destination on that plane if you specified
4th-level psychoportation
one, or arriving at a random location on that plane if you did

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

back, arriving within 1d10 miles of the location you


You fire a thin purple ray from your brow at a creature you manifested this power. Additionally, all mystic travelers suffer
can see within range. Make a ranged power attack. On a hit, four levels of exhaustion as your astral journey was especially
the target becomes anchored to the plane of existence it is tiring and rough.
currently on for the duration of this power. If your journey ends because you accrued 3 failures, all
While anchored, teleportation and planar travel effects fail mystic travelers run afoul of turbulent psychic currents of the
to work on the target, whether the target is the originator of Astral Plane. Each mystic traveler must make a Charisma
the effect or not. The target is also barred from entering saving throw, taking 10d6 psychic damage on a failed save, or
portals to other locations, whether the portal’s destination is half as much on a successful one. Then, regardless of the
on the same plane, another plane or demiplane, or an result of the saving throw, each mystic traveler suffers two
extradimensional space such as that created by the rope trick levels of exhaustion and is transported to a random plane of
spell. If an anchored creature attempts to pass through such a existence, separated from its fellow travelers.
portal, they find it an impassable barrier. In addition to the pure navigational challenge of the
Intensify. When you spend extra psi points to manifest this journey, the DM may describe additional encounters and
devotion, you may target one additional creature you can see challenges the mystic travelers might face along the way.
within range for every additional psi point spent beyond the
minimum cost. Decerebrate
6th-level psychoportation

Mystic Caravan

5th-level psychoportation
Psi Cost: 9 psi points

Manifesting Time: 1 action

Psi Cost: 7 psi points


Range: 60 feet

Manifesting Time: 1 action


Components: A

Range: Touch
Duration: Instantaneous

Components: O

Duration: Up to 5 days
You focus ominously on a creature you can see within range

and attempt to remove parts of its brain. Roll 15d8. If the


You lead a caravan of two or more willing mystic travelers total you roll equals or exceeds the target’s current hit point
(creatures affected by the mystic traveler power manifested total, you instantly reduce its Intelligence score to 0 and
by you previously, one of which must be yourself) into the teleport a large portion of its brain out of its body to a space
Astral Plane and beyond. within range.

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145
An affected creature is permanently incapacitated and cannot You transport yourself backwards in time. The process of
move or speak. It becomes limp and unresponsive to all regressing yourself to an earlier point in time is exceedingly
outside stimuli. If not provided with care, an affected creature difficult and dangerous. If you are not in combat, you can
will perish in 3 days. These effects end on the target if its attempt to travel backwards in time up to 8 hours, but if you
Intelligence score is restored. manifest this power while in combat, you can only attempt to
Intensify. When you spend extra psi points to manifest this regress time back to the point at which you rolled for
devotion, you roll an extra 1d8 for each additional psi point initiative at the start of the current combat. You must succeed
spent beyond the minimum cost and add it to this devotion’s on a psionic ability check against your own power save DC to
total. successfully travel in time with this power. On a failure, you
remain in the present moment, take 10d6 force damage that
Mystic Diversion cannot be mitigated in any way, and the psi points you spent
7th-level psychoportation
to manifest temporal regression are permanently burned,

reducing your maximum psi reserve by 13 points. This
Psi Cost: 10 psi points
reduction cannot be reversed by mortal means, even with a
Manifesting Time: 1 reaction
wish spell or the reality revision power and it applies to any
Range: 100 feet
increased maximum psi reserve you attain for gaining a level.
Components: O
When you travel back in time, only you retain knowledge of
Duration: Instantaneous
the future in which you lived, but small variances in random

variables can produce different outcomes to the ones you
You manifest this power as a reaction to one creature might expect (for example, a game of chance or sporting
teleporting into, out of, or within range. event you witnessed the first time around might not result in
The teleporting creature must succeed on a Charisma the exact same outcome you first witnessed). The DM has the
saving throw to continue its teleport as normal. final call on the state of the world and the creatures in it after
If the target fails its save, it teleports to a destination of you manifest this power.
your choice instead of its intended destination, provided the Likewise, a combat that you return to the beginning of may
destination you choose is within the normal range of the have wildly different results, necessitating that the entire
teleportation effect. encounter be replayed.
Temporal Reset
8th-level psychoportation
Primal Metabolism

You channel your psionic power, snapping bones and twisting
Psi Cost: 11 psi points
flesh, transforming yourself.
Manifesting Time: 1 action
Psychic Focus. While focused on this discipline, you gain
Range: Self
a bonus to Strength (Athletics) and Dexterity (Acrobatics)
Components: O
checks. The bonus equals your proficiency modifier.
Duration: Instantaneous


Bestial Claws
Your condition returns to what it was at the end of your 1st-level psychometabolism

previous turn, minus the psi cost of manifesting this power.

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

which you return. If you do not have an accurate record of Components: O

such information, the power fails. This power only returns Duration: Instantaneous

your inherent features to their previous state, it has no effect

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

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146
Bestial Transformation Intensify. If you spend 5 additional psi points when
1-level psychometabolism
manifesting this devotion beyond its minimum cost, you

manifest it as a 5th level power, and you become even smaller


Psi Cost: Special
for the duration. While this size, you gain all the regular
Manifesting Time: 1 bonus action
effects of this devotion, plus you gain a +5 bonus to Dexterity
Range: Self
(Stealth) checks, a +5 bonus to AC, you can move through
Components: O
gaps as small as 1 inch across without squeezing, and you
Duration: 1 or more hours
can’t make weapon attacks.

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

psi cost and power level. Psi Cost: 2 psi points

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

level of the devotion.

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

creatures and objects within 10 feet of you, even if you are

blinded. Psi Cost: 3 psi points

Tough Hide (2 psi, level 1). Your skin becomes as tough Manifesting Time: 1 action

as leather; you gain a +2 bonus to AC. Range: Self

Components: A

Caustic Blood Duration: Instantaneous

1st-level psychometabolism

You morph your fingers into claws that inject corrosive


Psi Cost: 2 psi points
venom and sting a creature within your reach.
Manifesting Time: 1 reaction
The target must make a Constitution saving throw, taking
Range: Self (5-foot radius)
2d12 acid damage on a failed save, or half as much damage
Components: A, O
on a successful one.
Duration: Instantaneous
Intensify. When you spend extra psi points to manifest this

devotion, the damage increases by 2d12 for every 2


When you take piercing or slashing damage, you may additional psi points spent beyond the minimum cost.
manifest this devotion to cause acid to spray from your
wound. Each creature within 5 feet of you takes 2d6 acid Titanic Form
damage. 2nd-level psychometabolism

Diminutive Form Psi Cost: 3 psi points

1st-level psychometabolism
Manifesting Time: 1 action

Range: Self

Psi Cost: 2 psi points


Components: O

Manifesting Time: 1 bonus action


Duration: Concentration, up to 1 minute

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.

Additionally, while you concentrate, your reach increases by 5


You become Tiny until your concentration ends. While this feet and your melee weapon attacks deal an extra 1d4
size, you gain advantage on Dexterity (Stealth) checks and bludgeoning damage on a hit.
can move through gaps as small as 6 inches across without
squeezing.
DARK SUN | PSIONICS
147
    Intensify. If you spend 4 additional psi points when You assume the hit points of your new form. When you
manifesting this devotion beyond its minimum cost, you revert to your normal form, you return to the number of hit
manifest it as a 5th level power, you gain an additional 30 points you had before you transformed. If you revert as a
temporary hit points, and you become Huge until your result of dropping to 0 hit points, any excess damage carries
concentration ends, if you’re not already Huge or larger. over to your normal form. As long as the excess damage
While you are Huge, this devotion’s bonus damage to melee doesn't reduce your normal form to 0 hit points, you aren’t
weapon attacks increases to 2d6 extra bludgeoning damage, knocked unconscious.
and your reach increases by 10 instead of 5. You are limited in the actions you can perform by the
nature of your new form, and you can't manifest powers, cast
Breath of the Dragon spells, or take any other action that requires hands or speech.
3rd-level psychometabolism
Your gear melds into the new form. You can't activate, use,

wield, or otherwise benefit from any of your equipment.
Psi Cost: 5 psi points
Intensify. If you spend 6 extra psi points when manifesting
Manifesting Time: 1 action
this devotion to take a beast form, you manifest it as an 8th-
Range: Self (60-foot line, or 90-foot cone)
level power, and you can transform yourself into any kind of
Components: A, O
creature whose challenge rating is equal to or less than your
Duration: Instantaneous
level, not just a beast

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

long. Choose acid or poison damage. Each creature in the

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

on a successful one. Range: Self

Intensify. When you spend extra psi points to manifest this Components: None

devotion, the damage increases by 1d6 for every additional Duration: 1 hour

psi point spent beyond the minimum cost. If you spend at

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

coloration, and distinguishing characteristics, if any. You can

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

duration. Duration: Concentration, up to 1 minute

Beast Form. You transform into the form of a beast. The

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.

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148
Psionic Blast
Psionic Assault 1st-level telepathy

Wielding powerful psionic energy, you mold the minds of

others as you see fit. Psi Cost: 2 psi point

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

intelligence bonus (minimum of 1). Duration: Instantaneous

Disconcerting Lash You unleash a blast of inexorable psychic disruption at one


1st-level telepathy
creature you can see within range. The target automatically

takes 2d6 psychic damage.


Psi Cost: 2 psi point
Intensify. When you spend extra psi points to manifest this
Manifesting Time: 1 action
devotion, the damage increases by 1d6 for every additional
Range: 60 feet
psi point spent beyond the minimum cost.
Components: O

Duration: Instantaneous
Ego Whip

2nd-level telepathy

You inject a sudden, unsettling, and alien feeling in the mind

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

damage and suffers no other effect. A creature is immune to Duration: Instantaneous

this effect if it is immune to being frightened.

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

actions on its next turn. On a successful saving throw, the


Psi Cost: 1 psi points
target takes half as much damage, and its choice of action is
Manifesting Time: 1 action
not limited by this power.
Range: 60 feet
Intensify. When you spend extra psi points to manifest this
Components: A
devotion, you may target 1 additional creature you can see
Duration: Until dispelled
within range for every additional psi point spent beyond the

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

or failure on the saving throw.

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

takes any further damage. While incapacitated, its speed is

halved

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149
Id Insinuation Apathy Impulse
3rd-level telepathy
4th-level telepathy

Psi Cost: 5 psi points


Psi Cost: 6 psi points

Manifesting Time: 1 action


Manifesting Time: 1 action

Range: 60 feet
Range: 60 feet

Components: O
Components: O

Duration: Concentration, up to 1 minute


Duration: Concentration, up to 1 minute

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

creature does nothing this turn.

Psi Cost: 6 psi points

9-10 The creature can act and move normally. Manifesting Time: 1 action

Range: Self (60-foot cone)

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

Range: 60 feet Mind Seize


Components: None
4th-level telepathy

Duration: Instantaneous


Psi Cost: 6 psi points

You cause a 20-foot-radius sphere of intense psionic Manifesting Time: 1 action

disruption to appear, centered on a point within range. Each Range: 60 feet

creature in the area must make a Charisma saving throw. On Components: O

a failed save, a target takes 4d8 psychic damage and suffers Duration: Concentration, up to 1 minute

disadvantage on all saving throws until the end of your next

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.

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150
Telepathic Weight This damage can’t reduce the target’s hit points below 1. If
5th-level telepathy
the target fails the saving throw, its hit point maximum is

reduced for 1 hour by an amount equal to the psychic damage


Psi Cost: 7 psi points
it took. Any affect that imparts immunity to psychic damage
Manifesting Time: 1 action
allows a creature’s hit point maximum to return to normal
Range: 120 feet
before that time passes.
Components: A
Intensify. When you spend extra psi points to manifest this
Duration: Instantaneous
devotion, the damage increases by 1d12 for each additional

psi point spent beyond the minimum cost.


You generate a crushing telepathic presence in a 20-foot cube
within range. Each creature in that area must make a Mental Shutdown
Charisma saving throw. On a failed save, a target takes 7d8 8th-level telepathy

psychic damage, is incapacitated, and has their speed halved

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

effects. Range: 60 feet

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.

You telepathically batter the psyche of a creature you can see,


Shatter Mental Defenses locking them in an unresponsive state. If the target has 150
6th-level psychokinesis
hit points or fewer, it is stunned. Otherwise, the power has no

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

You touch a creature and attempt to annihilate any and all

defenses against mental and psionic effects it may have. The Psi Cost: 13 psi points

target must succeed on a Charisma saving throw or be Manifesting Time: 1 action

affected by this power. Range: 60 feet

Any temporary magical effect on an affected creature that Components: O

grants it resistance or immunity to psychic damage, Duration: Instantaneous

advantage against or immunity to being charmed or

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

and interact with each other and their shared hallucinatory


Psi Cost: 10 psi points
environment, but are in actuality prone, incapacitated, and
Manifesting Time: 1 action
unable to move or speak intelligibly. Affected creatures
Range: 60 feet
believe they are interacting with each other normally, but are
Components: A
in fact telepathically communicating with other affected
Duration: Instantaneous
creatures and hallucinating physical interactions.

Regardless of the number of targets, affected creatures will


You brutally crush the mind of one creature that you can see eventually die of thirst and starvation without external care.
within range. Microcosm’s effects can only be removed by manifesting
The target must make a Charisma saving throw, taking microcosm on the targets a second time, or other by powerful
8d12 psychic damage on a failed save, or half as much effects such as psychic chirurgery, reality revision, or wish.
damage on a successful one.
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151
Ring of Blades
Psionic Weapon 3rd-level metacreativity

You channel psionic energy to lend devastating power to your

attacks. Psi Cost: 5 psi points

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)

psionic energy. While you charge this weapon, it gains a +1 Components: O

bonus to attack rolls and damage rolls. If you use this option Duration: Concentration, up to 10 minutes

on a magic weapon, use the weapon’s bonuses or the

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

Psi Cost: 3 psi points


Range: Self (60-foot line)

Manifesting Time: 1 bonus action


Components: O

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

3rd-level metacreativity Psi Cost: 7 psi points


Manifesting Time: 1 action

Psi Cost: 5 psi points


Range: Self (20-foot radius)

Manifesting Time: 1 bonus action


Components: O

Range: Self
Duration: Instantaneous

Components: O

Duration: Concentration, up to 1 minute


As you strike with your melee weapon or unarmed attack, you

fragment into four duplicates and launch a hurricane of
You refine the shape of a weapon or unarmed attack so that it attacks. When you manifest this power, you may target up to
only exists within two dimensions, producing an absurdly 4 creatures within a 20-foot radius sphere centered on you
sharp cutting edge. For the duration, your attacks score a and make two melee attacks against each target.
critical hit on a roll of 19–20.
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152
While you concentrate, you may use your action to move
Psychic Hammer the object up to 60 feet. You must keep the object within sight
You wield psionic energy to batter your foes with devastating during this movement. If your concentration ends while the
attacks. object is in the air, it falls.
Psychic Focus. While focused on this discipline the range You may also use your action to end your concentration
of thought spear is doubled, and when you deal force damage early and launch the object at a creature you can see within
you deal an additional damage equal to your intelligence range. The target must succeed on a Dexterity saving throw
bonus (minimum of 1). or take 3d8 bludgeoning, piercing, or slashing damage (as
appropriate to the item, chosen by the DM) on a failed save,
Telekinetic Lance or half as much on a successful one.
1st-level psychokinesis
Intensify. When you spend extra psi points to manifest this

devotion, for every additional psi point spent beyond the


Psi Cost: 2 psi point
minimum cost, the damage increases by 2d8, and the
Manifesting Time: 1 action
maximum weight of the object increases by 50 lbs. (4 total
Range: Self (30-foot line)
psi points for 100 lbs., 5 total psi points for 150 lbs., etc.).
Components: O
Telekinetic Clutch
Duration: Instantaneous
2nd-level psychokinesis

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

Intensify. When you spend extra psi points to manifest this

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

Psi Cost: 5 psi points

Psi Cost: 3 psi points


Manifesting Time: 1 action

Manifesting Time: 1 action


Range: 60 feet

Range: 60 feet
Components: A

Components: O
Duration: Instantaneous

Duration: Concentration, up to 1 minute


Choose one creature, object, or magical/psionic effect within


You seize an object with your mind and move it at your range. Any power or spell including a pshchic focus of a level
psychic command. Choose one object you can see within 60 equal to this power’s level or lower on the target ends. For
feet of you that isn’t being worn or carried by another each spell or power of a level higher on the target, make a
creature and that isn’t secured in place. It can’t be larger than psionic ability check using your manifesting ability. The DC
20 feet on a side, and it can weigh no more than 50 lbs. equals 10 + the power or spell level. On a successful check,
the power or spell ends.
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153
Intensify: When you spend extra psi points to manifest this Each creature in the area must make a Constitution saving
devotion, this devotion’s power level increases by a level equal throw, taking 7d8 force damage on a failed save, or half as
to every power level worth of psi points spent. much damage on a successful one. Creatures who fail their
save are also pushed 10 feet directly away from you.
Negate Intensify. When you spend extra psi points to manifest this
3rd-level psychokinesis
devotion, the damage increases by 1d8 for every additional

psi point spent beyond the minimum cost.
Psi Cost: 5 psi points

Manifesting Time: 1 reaction


Telekinetic Puppet
Range: 60 feet
5th-level psychokinesis

Components: O

Duration: Instantaneous
Psi Cost: 7 psi points


Manifesting Time: 1 action

When you visually, audibly, or mentally perceive a creature Range: 60 feet

within 60 feet of you generate a psionic or magic effect, you Components: A, O

attempt to negate their magic or psionic power and stop it Duration: Concentration, up to 1 minute

from coming to fruition. If the target is casting a psionic

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

Range: Self (50-foot radius)

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

Any creature that is invisible due to an effect that does not

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

briefly revealed as a dim outline, which removes its Range: 30 feet

invisibility until the end of your next turn. Components: A

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.

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154
Intensify. When you spend extra psi points to manifest this You create a telepathic field and instill a mote of pure fury
devotion, you may intensify it in one or both of the following within the mind of a creature you can see within range. The
ways, but points spent toward one method do not apply to the target must succeed on a Wisdom saving throw or take 2d6
other. psychic damage and immediately use its reaction to move up
You may target one additional humanoid creature for every to its speed in a straight line toward its nearest enemy. On a
additional psi point spend beyond the minimum cost. failure, the target takes half as much damage and does not
If you spend 4 additional psi points, you may target any suffer any further effect. The save automatically succeeds if
kind of creature within range, instead of humanoids only. the target is immune to being charmed.
Intensify. When you spend extra psi points to manifest this
Empathic Shield devotion, the damage increases by 1d6 for each additional psi
1st-level telepathy
point spent beyond the minimum cost.

Psi Cost: 2 psi point


Discern Hostile Intent
Manifesting Time: 1 action
2nd-level telepathy

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

the start of each of the target’s turns, it must make a Wisdom

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

minimum cost. Psi Cost: 3 psi points

Manifesting Time: 1 minute

Fearful Recall Range: 60 feet


1st-level telepathy
Components: A

Duration: Concentration, up to 1 minute

Psi Cost: 2 psi points


Manifesting Time: 1 action


You spend the manifesting time of this devotion conversing
Range: 60 feet
with one creature you can see within range. If the target
Components: O
converses with you for the full manifesting time, it must
Duration: Concentration, up to 1 minute
succeed on a Wisdom saving throw, or you insidiously infect

it with a sense of overwhelming boredom. At the start of its


You cause a creature in range to perceive you as a next turn, the target sits down (becoming prone) and is
subjectively frightening memory. The target must succeed on incapacitated for the duration. The save automatically
a Wisdom saving throw or become frightened of you for the succeeds if the target is immune to being charmed.
duration. Whenever the frightened target ends its turn in a This effect ends immediately if the target or any of its allies
location where it can’t see you, it can repeat the saving throw, it can see are attacked or take damage. On a successful save,
ending the effect on itself on a success. You gain no the creature is unaffected, with no knowledge of your attempt
knowledge of the specific memory triggered in the target. to ensnare its will.
Incite Fury Fighting Words
1st-level telepathy
2nd-level telepathy

Psi Cost: 2 psi point


Psi Cost: 3 psi points

Manifesting Time: 1 action


Manifesting Time: 1 minute

Range: 60 feet
Range: 60 feet

Components: A
Components: A

Duration: Instantaneous
Duration: Concentration, up to 10 minutes

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155
You spend the manifesting time of this devotion conversing You stoke the rage of a creature you can see within range,
with one creature you can see within range. If the target causing it to attack relentlessly with no thought for its own
converses with you for the full manifesting time, it must safety. The target must make a Wisdom saving throw. On a
succeed on a Wisdom saving throw, or you insert in the failure, whenever the target makes a melee attack while you
target’s mind the urge to do violence against one creature you concentrate, any creature within 5 feet of the target can use a
name or describe to it. If the target sees that creature before reaction to make a melee attack against it. The target
the duration ends, it attacks the creature. If the target was automatically fails the saving throw if it is using a feature or
already hostile towards the creature, it attacks using ability that allows it to benefit from strong emotions of
weapons or magic. If the target is urged to attack a creature it aggression, rage, fury, or similar states of mind (as
was neutral or friendly towards, it will use unarmed strikes. determined by the DM).
Once the target attacks, it continues to do so for 1 minute, at
which point this power ends. Intellect Fortress
This devotion immediately ends if the target or any ally it 3rd-level telepathy

can see is attacked or takes damage from any creature other

than the one it has been incited against. The save Psi Cost: 5 psi points

automatically succeeds if the target is immune to being Manifesting Time: 1 action

charmed. On a successful save, the creature is unaffected, Range: Self (30-foot radius)

and has no inkling of your attempt to bend its will. Components: A

Duration: Concentration, up to 10 minutes

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

Duration: Concentration, up to 1 minute


Pandemonium

3rd-level telepathy

You create a telepathic field and emanate waves of rage and

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

Psi Cost: 5 psi points


Range: 60 feet
Manifesting Time: 1 action
Components: A

Range: 60 feet Duration: 1 minute

Components: O

Duration: Concentration, up to 1 minute

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156
You create a telepathic field and start a sensory feedback Insanity
loop, causing creatures in the area to believe they feel the 6th-level telepathy

pain that they inflict on you. For the duration, whenever a

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

immunities to psychic damage the creature might have. A Range: 60 feet


creature that suffers this damage believes it to be of the same Components: O

type they inflicted on you. Duration: Concentration, up to 1 minute

Intensify. When you spend extra psi points to manifest this

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.

The successes and failures don’t need to be consecutive; keep


Psi Cost: 7 psi points
track of both until the target collects three of a kind.
Manifesting Time: 1 action
If you maintain your concentration on this power for the
Range: 60 feet entire possible duration, the creature is rendered
Components: O
permanently insane. A permanently insane creature can't
Duration: Concentration, up to 1 minute
take actions, can't understand what other creatures say, can't

read, and speaks only in gibberish. Permanent insanity lasts


You create a telepathic field and coalesce it into an until removed by greater restoration, intensified
uncontrollable fear of betrayal, and it seeps into the mind of revitalization, psychic chirurgery, or similar magic.
one creature you can see within range. The target must
succeed on a Wisdom saving throw, or it must target its allies Mindflame
with attacks and other damaging effects for the duration of 7th-level telepathy

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

success. A creature is immune to this ability if it is immune to Manifesting Time: 1 action

being frightened. Range: 30 feet



Components: O

Duration: Instantaneous

You create a telepathic field and ignite it into translucent

purple flames of debilitating mental disruption. Choose any

number of creatures you can see within range. Each creature

with an Intelligence score of 4 or higher must make a

Charisma saving throw.

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157
On a failed save, a creature suffers an effect based on its
current hit points: Sixth Sense
50 hit points or fewer: suffer 1 level of exhaustion that is Your psionic power gives you a prescient sense that improves
removed after 1 minute your reflexive response to danger.
40 hit points or fewer: suffer 2 levels of exhaustion that Psychic Focus. While focused on this discipline, your
are removed after 10 minutes speed increases by 5 feet, and you have advantage on
30 hit points or fewer: paralyzed for 1 hour initiative checks. If you are surprised, you can spend 1 psi
20 hit points or fewer: killed instantly point to no longer be surprised.
Psychic Siphon Destiny Dissonance
8th-level telepathy
1st-level clairsentience

Psi Cost: 11 psi points


Psi Cost: 2 psi points

Manifesting Time: 1 action


Manifesting Time: 1 action

Range: 60 feet Range: Touch

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

or communicate in any intelligent way. It can, however,

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

throw, the power’s effects end. Components: O

This power’s effect on a target can also be ended by greater Duration: Instantaneous

restoration, heal, psychic chirurgery, wish, reality revision, or

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).

Psi Cost: 13 psi points


Discern Position
Manifesting Time: 1 action
1st-level clairsentience

Range: Self (20-foot radius)


Components: None
Psi Cost: 2 psi point

Duration: Concentration, up to 1 minute


Manifesting Time: 1 hour


Range: Self

You alter your telepathic abilities into a concentrated field of Components: A

psychic sympathy. For the duration, whenever you take Duration: Instantaneous

damage from a weapon attack, all creatures in the area take

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.

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158
You may target yourself with this power, learning where you Umbra Sight
are (useful if you find yourself lost or unexpectedly 1st-level clairsentience

transported). If you target yourself, you also gain the

knowledge of which plane of existence you are currently on. Psi Cost: 2 psi points

Manifesting Time: 1 action

Precognition Range: Touch

1st-level clairsentience
Components: O

Duration: 1 hour

Psi Cost: 2 psi points


Manifesting Time: 1 action


You grant yourself or a willing creature you touch the ability
Range: Self
to see in the dark. For the duration, the target has darkvision
Components: O
out to a range of 60 feet.
Duration: Concentration, up to 1 minute

Psychometric Touch
You open your mind to receive momentary insights from the 2nd-level clairsentience

future, improving your odds of success. Until your

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

minimum cost to manifest this devotion, you manifest it as a Components: A

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

from one of the options below:


Psi Cost: 2 psi point

Manifesting Time: 10 minutes


The race, gender, age, and alignment of the last owner of
Range: Self
the object (a creature in personal possession of the object
Components: A
for more than 7 days).
Duration: 1 hour
A vision of the last time the object was touched by

someone other than you or creatures you can see. The


You meditate deeply and contemplate on knowledge you vision is from the perspective of the object, as if it could
seek, pulling the information from the collective unconscious. see as well as a human, in any direction you choose, and
For the duration, you gain proficiency in one of the following lasts for 10 minutes, at the end of which the item was let
skills: Animal Handling, Arcana, History, Medicine, Nature, go.
Performance, Religion, or Survival.
Intensify. When you spend extra psi points to manifest this Whether the item is magical or not and, if it is, all of its
devotion, you may choose one additional skill to gain magical properties, as if you cast identify on it.
proficiency in for every 2 additional psi points spent beyond
the minimum cost. Touchsight
2nd-level clairsentience

Sudden Intuition

1st-level clairsentience
Psi Cost: 3 psi points

Manifesting Time: 1 action

Psi Cost: 2 psi points


Range: Touch

Manifesting Time: 1 reaction


Components: A

Range: Self
Duration: Concentration, up to 1 minute

Components: None

Duration: Instantaneous
You or a willing creature you touch gain the ability to perceive

even the most minute of vibrations through tactile senses.


When you fail an Intelligence check to recall any sort of lore For the duration, the target creature gains tremorsense with
(such as the kind covered by the Arcana, Religion, or Nature a radius of 30 feet.
skill), you may manifest this power to reroll the ability check
with advantage.

DARK SUN | PSIONICS


159
Destiny Deluge You partially open your third eye, or the third eye of a
3rd-level clairsentience
willing creature you touch, granting the target a mystic sense

that allows it to perceive what would not normally be
Psi Cost: 5 psi points
possible. Until your concentration ends, the target can see all
Manifesting Time: 1 action
creatures, including hidden and invisible ones, regardless of
Range: Touch
lighting conditions.
Components: A, O
Intensify. If you spend 1 additional psi points when
Duration: Concentration, up to 1 minute
manifesting this devotion beyond its minimum cost, you

manifest it as a 4th level power, and you open the target
You touch a creature and show them all possible futures, creature’s third eye even wider, granting them this devotion’s
inundating them with more terrible knowledge than they can normal effects and allowing them to see through objects that
bear. The target must make an Intelligence saving throw. On are up to 1 foot thick within 30 feet of them.
a failure, the target takes 6d8 psychic damage and is stunned If you spend a total of 2 additional psi point when
for the duration. On a success, the target takes half damage manifesting this devotion beyond its minimum cost, you
and is not stunned. A stunned target can repeat the saving manifest it as a 5th level power, opening the creature’s third
throw at the end of each of its turns, and is no longer stunned eye completely, granting them this devotion’s 3rd and 4th-
on a success. level effects, plus truesight with a range of 30 feet for the
A target reduced to 0 hit points by this power is duration of the power.
unconscious but stable.
Intensify. When you spend extra psi points to manifest this Xenoglossy
devotion, the damage increases by 1d8 for each additional psi 3rd-level clairsentience

point spent beyond the minimum cost.

Psi Cost: 5 psi points

Sense Link Manifesting Time: 1 action

3rd-level clairsentience
Range: Touch


Components: A

Psi Cost: 5 psi points


Duration: 1 hour

Manifesting Time: 1 action


Range: 200 feet


You tap into the collective unconscious and gain the ability to
Components: A
understand any spoken or written language for the duration.
Duration: Concentration, up to 1 hour
In addition, for the duration, when you speak, all creatures

that can understand a language understand what you say,
You link your senses of sight and hearing to one willing regardless of what language you use.
creature you can see within range. While you concentrate,
you can see through the target’s eyes and hear what it hears, Discern Remote Viewing
gaining the benefits of any special senses that the target 4th-level clairsentience

might have. During this time, you are deaf and blind with

regard to your own senses. Psi Cost: 6 psi points

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)

you hear. Components: None

Intensify. If you spend 2 extra psi points beyond the Duration: Concentration, up to 1 hour

minimum cost to manifest this devotion, you manifest this

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

Psi Cost: 5 psi points

Manifesting Time: 1 action

Range: Touch

Components: O

Duration: Concentration, up to 1 minute

DARK SUN | PSIONICS


160
Discern Teleport You perceive these events as if you were an unnoticed
4th-level clairsentience
bystander anywhere in the area, witnessing them as they

happened. Your “vision” of the event is lightly obscured, as if


Psi Cost: 6 psi points
by dim light or mist, but otherwise you view the event as
Manifesting Time: 1 action
though with truesight, detecting invisible creatures and
Range: Self (60-foot radius)
sensing the apparent and true form of magically disguised
Components: A
creatures. Additionally, you identify the primary emotion left
Duration: Concentration, up to 1 minute
by the event, such as terror, joy, or anger. You can perceive

events only within the limits of the area; your historical


While you concentrate, you can sense disturbances in the “vision” is completely obscured beyond this power’s radius.
fabric of reality, gaining knowledge about teleportation effects Your concentration ends early if you move from your space.
that occur within in range, whether you have line of sight to For every full 10 minutes that you concentrate, you perceive
the effect or not. When you sense a teleportation effect, you one historical event strong enough to leave psychic
know its direction of travel and a general indication of the impressions, starting with the most recent and then going
distance teleported (up to a hundred feet, hundreds of feet, backwards in time. You can sense historical events as far
miles, or interplanar). back as 500 years, assuming your concentration lasts long
Intensify. If you spend 3 extra psi points to manifest this enough to do so.
devotion, you manifest it as a 6th-level power, and you can
sense teleportation effects that have occurred in the area Remote Projection
within the hour prior to manifesting it. 5th-level clairsentience

Thought Projection Psi Cost: 7 psi points

4th-level clairsentience
Manifesting Time: 10 minutes

Range: Self

Psi Cost: 6 psi points


Components: O

Manifesting Time: 1 action


Duration: Concentration, up to 10 minutes

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

a Charisma saving throw, which is modified by how well you


You create a psychic projection within 60 feet of you, know the target and the sort of physical connection you have
hovering in the air. The projection lasts for as long as you to it. If a target knows you're manifesting this power, it can
concentrate and is invisible. It has normal vision and fail the saving throw voluntarily if it wants to be observed.
darkvision with a range of 60 feet and can look in all Knowledge Save Modifier
directions, and you mentally receive visual information from
it. As an action, you can move the projection up to 30 feet in Secondhand (you have heard of the target) +5
any direction. There is no limit to how far away from you the Firsthand (you have met the target) +0
projection can move, but it can’t enter another plane of Familiar (you know the target well) –5
existence.
A solid barrier blocks the projection’s movement, but it can Connection Save Modifier
pass through an opening as small as 1 inch in diameter.
Intensify. If you spend 1 additional psi point beyond the Likeness or picture –2
minimum cost, the projection you create can move through Possession or garment –4
solid objects, but can’t end its movement in one. If it does so, Body part, lock of hair, bit of nail, or the like –10
the power immediately ends.
Psychometric Sense On a successful save, the target isn't affected, and you can't
5th-level clairsentience
use this power against it again for 24 hours.

On a failed save, you create an invisible projection of


Psi Cost: 7 psi points
yourself within 10 feet of the target. You can see and hear
Manifesting Time: 1 action
through the projection as if it were your body. The projection
Range: Self (60-foot radius)
moves with the target, remaining within 10 feet of it for the
Components: A
duration. A creature that can see invisible creatures sees the
Duration: Concentration, up to 1 hour
projection as an indistinct, translucent humanoid

unrecognizable as you. Instead of targeting a creature, you


As you concentrate, you become sensitive to the psychic can choose a location you have seen before as the target of
impressions left by historical events in the area. Normal this power. When you do, the projection appears at that
everyday occurrences do not leave impressions strong location and doesn't move.
enough to sense, rather you perceive events with strong
emotional resonances, such as battles, weddings, murders,
and births.

DARK SUN | PSIONICS


161
Prescient Warning Perfect Clarity
6th-level clairsentience
9th-level clairsentience

Psi Cost: 9 psi points


Psi Cost: 13 psi points

Manifesting Time: 1 reaction


Manifesting Time: 1 minute

Range: 60 feet
Range: Touch

Components: O
Components: None

Duration: Concentration, up to 1 hour


Duration: 8 hours

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

Psi Cost: 11 psi points


Manifesting Time: 1 action

Manifesting Time: 1 action


Range: Self

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

manifest this power, you may ask up to five questions to the

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

At the DM’s discretion, some answers might be so obscure Range: Self

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

on a DC 30 Intelligence check to pull the answer from the

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.

reduced to 0 until the beginning of your next turn. If you



manifest this devotion after you have moved on your turn, it

fails.

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162
Intensify. When you spend extra psi points to manifest this Sudden Step
devotion, the maximum distance you can teleport is 3rd-level psychoportation

increased by 20 feet for each additional psi point spent

beyond the minimum cost. Psi Cost: 5 psi points

Manifesting Time: 1 reaction

Nomadic Slingshot Range: Self

2nd-level psychoportation
Components: O

Duration: Instantaneous

Psi Cost: 3 psi points


Manifesting Time: 1 reaction


When you are hit by an attack, you manifest this devotion to
Range: Self
suddenly teleport out of the way of danger. The triggering
Components: O
attack misses you, and you teleport up to 10 feet to an
Duration: Instantaneous
unoccupied space you can see.

You create a temporary imprint of your location in the fabric Nomadic Recall
of reality, and instantaneously return to it. 4th-level psychoportation

At the start of your turn, you can use your reaction to

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

occupied before teleporting, unless it is now occupied or on a Components: A, O

different plane of existence. Duration: 8 hours

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

next 8 hours, whenever another ability or effect allows you to


Psi Cost: 3 psi points
teleport to a destination, you can instead teleport to the
Manifesting Time: 1 reaction
singularity, regardless of the normal range of the teleport
Range: 60 feet
allowed by the other effect, and regardless of whether you
Components: O
can see the singularity or not.
Duration: Instantaneous
Intensify. If you spend 1 additional psi point beyond the

minimum cost to manifest this devotion, you manifest it as a


You store your potential energy to swap dimensional 5th level power and you can take up to six additional willing
coordinates with an ally. If you have not yet moved on your creatures with you when you teleport to the singularity,
turn, you may choose one willing ally you can see within assuming all targets were also affected by the other ability or
range. You and that ally teleport, swapping places, and your effect that allowed you to teleport.
speed is reduced to 0 for the remainder of your turn. If you
manifest this devotion after you have moved on your turn, or Nomadic Travel
if either you or the target ally can’t fit in the destination space, 4th-level psychoportation

it fails.

Psi Cost: 6 psi points

Baleful Transposition Manifesting Time: 1 action

3rd-level psychoportation
Range: 60 feet

Components: O

Psi Cost: 5 psi points


Duration: Instantaneous

Manifesting Time: 1 action


Range: 120 feet


You and up to six willing creatures of your choice that you
Components: O
can see within range teleport up to 1 mile to a spot you can
Duration: Instantaneous
see. If there isn’t an open space for all the targets to occupy at

the arrival point, this ability fails and is wasted.


You instantly swap dimensional coordinates with a creature Intensify. When you spend extra psi points to manifest this
you can see within range. That creature must make a devotion, the maximum distance you can teleport is
Charisma saving throw. On a failed save, you and that increased by 1 mile for each additional psi point spent
creature teleport, swapping places. This ability fails and is beyond the minimum cost.
wasted if either of you can’t fit in the destination space.

DARK SUN | PSIONICS


163
Nomadic Doorway Intensify. When you spend extra psi points to manifest this
5th-level psychoportation
devotion, the damage increases by 1d10 for each additional

psi point spent beyond the minimum cost.
Psi Cost: 7 psi points

Manifesting Time: 1 action


Prescient Shot
Range: 1 mile
1st-level clairsentience

Components: A, O

Duration: Concentration, up to 1 hour


Psi Cost: 2 psi points


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

devotion, the maximum distance you can teleport is

increased by 1 mile for each additional psi point spent Psi Cost: 2 psi points

beyond the minimum cost. Manifesting Time: 1 action

Range: 60 feet

Components: A

True Shot Duration: Concentration, up to 1 round

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

advantage. Psi Cost: 3 psi points

Assess Foe Manifesting Time: 1 bonus action

1st-level clairsentience
Range: Self


Components: O

Psi Cost: 2 psi points


Duration: Concentration, up to 10 minutes

Manifesting Time: 1 bonus action


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

sleep. To gain the benefits of a long rest, you can spend 8


As part of making a ranged weapon attack with a ranged hours engaged in light activity.
weapon you touch, you may manifest this power to imbue the
weapon’s fired ammunition with a psychokinetic charge that Ablative Hide
seeks the mind of an intelligent target. 1st-level psychometabolism

If the target of your ranged weapon attack has an

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

degrees in order to bypass total cover (for example, firing Components: O

around a corner, or over a wall) provided that you are aware Duration: Instantaneous

of the target’s presence.

When you are hit by an attack, you can instantly transmogrify


Ranged Combat Prescience the outer layer of your skin into a dense metamaterial that
3rd-level clairsentience
absorbs the impact before flaking away. You gain a +3 bonus

to AC until the start of your next turn. This bonus applies


Psi Cost: 5 psi points
against the triggering attack.
Manifesting Time: 1 bonus action
Intensify. When you spend extra psi points to manifest this
Range: Self
devotion, the bonus to AC increases by 1 for each additional
Components: A, O
psi point spent beyond the minimum cost.
Duration: Instantaneous

Acclimatize
You enhance your combat senses, allowing you to exploit 1st-level psychometabolism

opportunities you wouldn’t see otherwise. As part of the

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

Impaling Shot Components: A

3rd-level psychokinesis
Duration: 1 hour

Psi Cost: 5 psi points


You or a creature you touch ignores the effects of high
Manifesting Time: 1 action
altitude, aquatic pressure, and extreme heat or cold (but not
Range: Self
cold or fire damage) for the duration.
Components: O

Duration: Instantaneous
Body Adjustment

1st-level psychometabolism

You line up an impossible shot that pierces through every

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

manifest this power, the power fails. Components: A, O

When you manifest this power, you make one ranged Duration: Instantaneous

weapon attack, and compare the result against the AC of

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.

DARK SUN | PSIONICS


165
Body Equilibrium Quick Burst
1st-level psychometabolism
1st-level psychometabolism

Psi Cost: 2 psi points


Psi Cost: 2 psi point

Manifesting Time: 1 reaction


Manifesting Time: 1 reaction

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

spider’s web or a thin sheet of ice) without sinking or


breaking the surface. Additionally, you gain a climbing speed Stomp
equal to your walking speed for the duration. 1st-level psychometabolism

Iron Endurance Psi Cost: 2 psi points

1st-level psychometabolism
Manifesting Time: 1 action


Range: Self (15-foot cone)

Psi Cost: 2 psi point


Components: A

Manifesting Time: 1 action


Duration: Instantaneous

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

Psi Cost: 2 psi point


Range: 60 feet

Manifesting Time: no action


Components: O

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.

DARK SUN | PSIONICS


166
Energy Adaptation You touch a creature and assimilate their life force and
3rd-level psychometabolism
matter into your body. The target must make a Constitution

saving throw. On a failed save, the target takes 7d6 + 20 force


Psi Cost: 5 psi points
damage and you gain temporary hit points equal to half the
Manifesting Time: 1 action
damage dealt. If this damage reduces the target to 0 hit
Range: Touch
points, the target is completely assimilated.
Components: A
A completely assimilated creature dies and its entire body,
Duration: Concentration, up to 1 hour
including everything it is wearing and carrying, except magic

items, is broken down and absorbed entirely into your body.


You or a creature you touch gains resistance to cold, fire, The creature can be restored to life only by means of true
lightning, or thunder damage (your choice) for the duration. resurrection, reality revision, or similar magic.
Intensify. If you spend 2 additional psi points when When you completely assimilate a creature, your hit point
manifesting this devotion beyond its minimum cost, you maximum increases by 2 for every hit die the target creature
manifest it as a 5th level power, and the target creature possessed. Additionally, you gain a semblance of the
instead gains immunity to cold, fire, lightning, or thunder creature’s form, granting you advantage on ability checks to
damage (your choice) for the duration. impersonate it. Both of these effects last until you finish a
long rest.
Mind Over Matter This power has no effect on undead or constructs.
4th-level psychometabolism
Intensify. When you spend extra psi points to manifest this

devotion, the damage increases by 1d6 for each additional psi


Psi Cost: 6 psi points
point spent beyond the minimum cost.
Manifesting Time: 1 action

Range: Self
Body Rejuvenation
Components: O
6th-level psychometabolism

Duration: Concentration, up to 1 minute


Psi Cost: 9 psi points

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

gain a +1 bonus to your Armor Class and resistance to Components: A, O

bludgeoning, piercing, and slashing damage. Duration: 1 hour

Realized Potential You induce a supernaturally effective healing state in your


4th-level psychometabolism
body. You regain 30 hit points. For the duration of the power,

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

duration of this power, whenever the target makes an ability

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

this power disappear when your concentration ends. Components: A

Duration: Until dispelled or dismissed

Assimilate

5th-level psychometabolism
You descend into a meditative trance so deep your body

enters suspended animation. While in this trance you are


Psi Cost: 7 psi points
paralyzed, but are resistant to all damage and immune to
Manifesting Time: 1 action
poison and disease (although a poison or disease already in
Range: Touch
your system is suspended, not neutralized), and you cease to
Components: O
age. Additionally, while you meditate, divination and
Duration: Instantaneous
clairsentience effects do not recognize that you exist, and are

unable to target you.

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167
For the duration of this power, you are aware of your When you and the original creature separate, you share the
surroundings, but perceive time differently. Events rapidly amount of damage inflicted on the fused being between you,
progress around you, such that every actual year passing as well as expended resources, such as psi points spent or
feels like a day to you. This makes it next to impossible to spell slots used (subtracting evenly from both creatures if
communicate with you, even telepathically, without they share the same resources, or completely from one
extraordinary measures. creature if it is the only one with such a resource).
If you attempt to rouse yourself from your mediation and If a fused creature is killed, it separates back into you and
dismiss this power, it takes you 1 minute to do so. If you have the original creature, both of whom are at 0 hit points, but
taken damage, you can attempt to instantly rouse yourself by alive and stable.
making a Constitution saving throw against your own power
save DC. On a success, you dismiss this power at the end of Impervious Self
your next turn after having taken damage. 9th-level psychometabolism

If your verve psychic focus is dispelled, you rouse instantly

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

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169
Spell Name Level Spell Name Level
Sandstorm 7th Ego whip 4th
Create tree of life 8th Rejuvenate 6th
Psychic crush 6th
Removed Spells
Athasian druids do not have access to the following spells. Doom legion 7th
This is because fey creatures in Dark Sun are not the friendly Sandstorm 7th
forest sprites found in other settings but rather cunning and Create tree of life 8th
often cruel spirits of the wastelands.
Spell Name Level Removed Spells
Summon fey ** 3rd
Athasian wizards and sorcerers lose access to the following
spells.
Conjure woodland beings 4th
Spell Name Level
Conjure fey 6th
Summon fey ** 3rd
Ranger Magic Summon lesser demons * 3rd
Like druids, rangers draw upon the spirits of the land for Summon greater demons * 4th
their magic. They can use any spells from their class lists Summon fiend ** 6th
from both the Player's Handbook, Xanathar's Guide to Tasha's otherworldly guise ** 6th
Everything , and Tasha's Cauldron of Everything except those
noted below. Dream of the blue veil ** 7th

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

Cyclone strike 2nd Range: 30 feet (40' radius)

Components V, S, M (a thorn)

Rejuvenate 5th Duration: 24 hours or until discharged

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
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170
Conflagration Cyclone Strike
1st level evocation 2nd-level transmutation
Casting Time: 1 action
Casting Time: 1 action

Range: 60 feet
Range 10 feet

Components V, S, M (flint and tinder, or a flame)


Components V, M (one or two weapons)

Duration: Concentration, up to 1 minute


Duration: 1 round

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

spellcaster. The caster seeking atonement must be truly Range: Self

repentant and desirous of setting right their destruction of Components V, S

plant life. If the subject defiled while under some sort of Duration: Concentration, up to 10 minutes

magical or psionic compulsion or was otherwise unwilling,

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

Casting Time: 1 hour


Range: 360 feet

Range: Touch
Components: V, S, M (a black gem worth at least 1,000 cp)

Components: V, M, S (a piece of gold wire worth 1,000 cp Duration: Permanent

which is wrapped around the sapling that is to be made into

the tree of life)


This spell creates skeletons or zombies from the remains of
Duration: Permanent
an army defeated in battle. The spell must be cast on the site

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:

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171
Size of Battle Undead Raised Flare
Skirmish 3d12 1st-level evocation
Small Battle 6d12 Casting Time: 1 action

Major Battle 10d20 Range: Self (15-foot cone)

Components: V, S

Animated bodies that are less than 1 yard beneath the Duration: Instantaneous

surface will dig themselves out within one minute of casting

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

5 years 40% Range: Touch

Components: V, S

10 years 30% Duration: Concentration, up to 1 hour

50 years 20%

100 years 10%


You imbue a weapon you touch with elemental power. You
can use your action to make a melee spell attack. On a hit the
Over 100 years 0% elemental blade does an extra 2d8 elemental damage.
Lightning or Thunder damage for Air and Rain. Additional
An army of undead that ignores the caster will not weapon damage for Earth. Fire damage for Fire and Magma.
necessarily attack him, but it will not obey him. It will pursue Poison damage for for Water. Necrotic damage for Silt.
revenge for its defeat, advancing on its previous enemy, even Radiant damage for Sun. If the weapon isn’t already a magic
if that no longer makes sense, considering the passage of weapon, it becomes one for the duration.
time. Should the army not ignore the caster, the undead will As a bonus action on your turn, you can dismiss this spell
consider the spell caster its new leader and will follow him and cause the weapon to emit a burst of energy. Each
until every individual is somehow destroyed. creature of your choice that you can see within 30 feet of you
At Higher Levels. When you cast this spell using a spell must make a Constitution saving throw. On a failed save, a
slot of 8th level or higher you reduce the chance that the creature takes 4d8 element damage, and it is incapacitated
undead created will ignore you by 20% per spell slot level for 1 minute. On a successful save, a creature takes half as
above 7th. much damage and isn’t incapacitated. At the end of each of its
turns, an incapacitated creature can make a Constitution
Ego Whip saving throw, ending the effect on itself on a success.
4th-level enchantment
Heat Exhaustion
Casting Time: 1 action
3rd-level evocation
Range: 30 feet

Components: V
Casting Time: 1 action

Duration: Concentration, up to 1 minute


Range: 60 feet


Components: V, S

You lash the mind of one creature you can see within range, Duration: Instantaneous

filling it with despair. The target must succeed on an

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.

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172
Id Insinuation You conjure magical chains of magma that lurch toward
1st-level enchantment your foes to shackle them. Choose up to five creatures that
you can see within range. Each target must make a Dexterity
Casting Time: 1 action
saving throw. On a failed saving throw, a target is restrained
Range: 60 feet
until the spell ends. At the end of each of your turns while the
Components: V, S
spell lasts, you can choose to pull any number of targets
Duration: Concentration, up to 1 minute
restrained by this spell up to 20 feet closer to you. A creature

restrained by the chains takes 6d8 fire damage at the start of


You unleash a torrent of conflicting desires in the mind of one each of its turns. In addition, it can use its action to make a
creature you can see within range, impairing its ability to Strength or Dexterity check (its choice) against your spell
make decisions. The target must succeed on a Wisdom save DC. On a success, it frees itself.
saving throw or be incapacitated. At the end of each of its At Higher Levels. When you cast this spell using a spell
turns, it takes 1d12 psychic damage, and it can then make slot of 8th level or higher, you can target up to one additional
another Wisdom saving throw. On a success, the spell ends creature for each slot level above 7th.
on the target.
Magma Spray
Lightning Storm 2nd-level transmutation
7th-level evocation
Casting Time: 1 action

Casting Time: 1 action


Range: 40 feet

Range: 150 feet


Components: V, S, M(a pinch of sulfur or a piece of
Components: V,S
brimstone)

Duration: Concentration, up to 1 minute


Duration: Concentration, up to 1 minute

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

Components: V, S, M(a piece if obsidian)


Components: V

Duration: Concentration, up to 1 minute


Duration: 1 round

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

Magma Chains Range: Touch

7th-level conjuration Components: V, S, M (a piece of palm leaf)

Duration: 24 hours

Casting Time: 1 action


Range: 120 feet


This spell cloaks the target in magical shade which provides
Components: V, S, M((a length of chains, at least 10 ft.)
protection against the scorching sun. Once cast, the target
Duration: Concentration, up to 1 minute
gains advantage on saving throws made to resist exhaustion

caused by extreme heat.


DARK SUN | MAGIC
173
Their water requirements are also halved for the duration. Psionic Blast
The individual so protected appears normal, except that he 3rd-level evocation
doesn't sweat as much as expected and his coloration is a bit
gray. Casting Time: 1 action

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

for each spell slot level above 1st. Duration: Instantaneous

Mind Thrust You unleash a destructive wave of mental power in a 30-foot


2nd-level enchantment cone. Each creature in the area must make a Dexterity saving
throw. On a failed save, a target takes 5d8 force damage, is
Casting Time: 1 bonus action
pushed 20 feet directly away from you, and is knocked prone.
Range: 60 feet
On a successful save, a target takes half as much damage and
Components: V, S
isn't pushed or knocked prone.
Duration: 1 round
At Higher Levels. When you cast this spell using a spell

slot of 4th level or higher, the damage increases by 1d8 for
You thrust a lance of psychic disruption into the mind of one each slot level above 3rd.
creature you can see within range. The target must make an
Intelligence saving throw. On a failed save, the target takes Psychic Crush
3d6 psychic damage, and it can’t take a reaction until the end 6th-level enchantment
of its next turn. Moreover, on its next turn, it must choose
whether it gets a move, an action, or a bonus action; it gets Casting Time: 1 action

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

effects. Duration: 1 minute

At Higher Levels. When you cast this spell using a spell

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)

Duration: Concentration, up to 1 minute


Rejuvenate

5th-level alteration
Molten geysers erupt out from the earth in a 40 foot cube
centered on a point on the ground that you can see within Casting Time: 1 action

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

as much damage on a success.

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

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174
Revenge of the land Thought Shield
5th level evocation 2nd-level abjuration
Casting Time: 1 action
Casting Time: 1 action

Range: Self (30' radius)


Range: Touch

Components V, S, M (a live seed pushed into the ground at Components: V, S

your feet)
Duration: 8 hours

Duration: Concentration, up to 1 minute


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

Sand Spray Range: 150 feet

3rd-level evocation Components: V, S, M (a small piece of obsidian)

Duration: Concentration, up to 10 minutes

Casting Time: 1 action


Range: Self (30-foot cone)


You create a wall of lava on a solid surface within range. You
Components: V, S, M (a bit of sand)
can make the wall up to 100 feet long and 30 feet high, or a
Duration: Instantaneous
ringed wall up to 50 feet in diameter and 30 feet high. The

wall is 3 feet thick. It is opaque, sheds dim light for 30 feet,


You exhale a spray of sand in a 30 foot cone in front of you. and lasts for the duration.
Each creature in the cone must make a Dexterity saving When the wall appears, each creature within its area must
throw. On a failure, a creature takes 8d6 necrotic damage, make a Dexterity saving throw. On a failed saving throw, a
and it is blinded until the start of your next turn. On a creature takes 8d8 fire damage and is restrained by the wall.
success, a creature takes half damage and is not blinded. On a success, it takes half damage and it is pushed out of the
At Higher Levels. When you cast this spell using a spell wall's space. Any creature that ends its tum within 5 feet of
slot of 4th level or higher, the damage dealt increases by ld6 the wall takes 4d8 fire damage.
for each slot level above 3rd. Creatures can enter and move through the wall but they
must spend 6 feet of movement for every 1 foot moved
Sandstorm through it. A creature that enters the wall's space for the first
7th-level conjuration time on a turn or ends its turn there takes 8d8 fire damage
and must succeed on a Strength saving throw or be
Casting Time: 1 action
restrained by the wall. A restrained creature can use its
Range: 500 feet
action to make a Strength check against your spell save DC.
Components: V, S, M (a bit of sand and a mummified On a success, it frees itself.
scorpion tail)
This spell ignites flammable objects in the area that aren't
Duration: Concentration, up to 1 hour
being worn or carried

You call a swirling column of sand down to fill a 150 foot-


radius, 100-foot-high cylinder that spreads around comers
centered on a point you can see within range.
For the duration, the area is difficult terrain and heavily
obscured, creatures in the area are deafened, and any ranged
weapon attacks that pass in or out of the area are made with
disadvantage. The sand disperses any vapor, gas, and fog that
can be dispersed by strong wind, and it extinguishes
unprotected flames if they're Large sized or smaller.
If you're within range of the cylinder, you can move it up to
60 feet as a bonus action on your turn.
At Higher Levels. If you cast this spell using a spell slot of
8th level the range is 1 mile. If you use a spell slot of 9th level
the range is sight.

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Detect Magic
Special Rules A detect magic spell can determine a psionic school of magic
In addition to the spell list adjustments provided earlier in as easily as a normal school.
this chapter, there are a couple of rules to keep in mind when
playing a spellcaster in a Dark Sun campaign. Dispel Magic
This spell equally affects psionics and will dispel psychic
Metal Spell Components focuses.
The rarity of metal on Athas means that spellcasters have Globe of Invulnerability
adapted most spells that require metallic components to use This Spell affects psionics equally.
more commonly found materials. Any spell that requires a
metal component can be assumed to have a non-metal Goodberry
alternative. For example, your DM may rule that the 50 gp Goodberry now requires an additional material component.
worth of powdered iron and silver needed to cast magic circle You must have up to ten berries to cast this spell.
can be replaced with 50 cp worth of powdered jade or
obsidian. Plant Growth
This spell has no effect on the trees of life or potion fruit
Water and Ice Magic trees. Since defiled areas have no plant life left, this spell
Spells that create water or ice, summon these materials doesn't work in those areas.
directly from the Elemental Plane of Water or Rain. Like Prismatic Wall
Athas, the elemental planes are dying and none more so than The orange layer will prevent ranged psionic attacks. The
the Plane of Water and Rain, the rulers of which are careful Indigo layer prevents any psionics from being cast through
to take back their element once the spell is complete. This the wall.
means that water and ice created by most spells is magically
transported back to the Plane of Water or Rain once the Water Breathing
duration is finished or the spell otherwise ends. This even This spell will allow creatures to breath in silt until the spell
applies to water consumed before the expiration of a spell, ends.
giving the imbiber no benefit. A few select spells are exempt
from this rule, as described below. Water Walking
This spell also grants the ability to walk on silt.
Antimagic Field
This spell equally affects psionics.
Create or Destroy Water
The create water application of this spell permanently
summons water, however the amount created is drastically
reduced. The spell creates only 2 gallons of water or enough
rain to fill a 1-foot cube per spell slot level expended. The
destroy water application of the spell is unchanged.
Create Food and Water
When you cast this spell, you only create 15 gallons of water
on the ground or in a container within range.
Control Weather
This powerful spell is capable of causing real rain to fall from
the sky instead of gating it from the Plane of Rain. That
means that any rain created will last normally. The downside
to this spell is that the rain created is essentially stolen from
elsewhere on Athas, meaning that while the caster is bringing
water where they want, somewhere else in the region will
end up missing the much needed rainfall. Because of this
clerics, druids, and preservers are careful in their usage of
this spell. Unfortunately, defilers and the templars are not.
Counterspell
This spell affect Psionics if they have an observable, auditory,
or verbal component to their casting.

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Roll Potion Fruits
Magic Items 1 no fruits
For the most part magic items follow the same rules as 2-4 1 fruit
presented in the Dungeon Master's Guide with the following
exceptions. 5-6 2 fruits

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.

Potion Fruit Creation


Spellcasters can create potion fruits in one of two ways.
Magical Enchantment follows the same rules for magic item
creation found in the Dungeon Master's Guide, while
botanical enchantment allows a magic user to use one
enchanted fruit to possibly grow more.
Botanical Enchantment
The original potion fruit must be planted unused. From this
seed a magical tree grows very quickly, producing a full-sized
fruit tree that grows in 1d6 weeks. Once the magical tree is
grown, a d6 is rolled to determine how many potion fruits
appear.

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Trees of Life
A tree of life is a mighty and magical tree, enchanted by a
powerful cleric, druid or wizard. The magical life forces of
these trees make them virtually eternal. The greatest trees of
life are ancient: many solitary trees predate the villages
around them and others stand in entire groves, a quiet
testimony to the great wizards of a bygone age. Present-day
priests and wizards still create new trees to enrich the world
or, in the case of the defilers, to pervert their powerful life
forces to further their destructive, evil ambitions.
A tree of life
is, in essence, a living magical item. It stores
and channels
energies from all four elemental planes. Thus,
though
wizards can create a tree of life, only clerics and
druids can
tap its special powers.
Special Powers
A cleric or druid in contact with a tree of life can cast the
following spells: commune with nature, divination, heal, and
scrying. Once cast, a spell cannot be used again by any cleric
or druid until the next dawn.
Destroying a Tree of Life
A tree of life has two distinct parts: its physical form and its
life force.
Physical Form. The stump, branches, roots, or leaves of a
tree of life make up its physical form, and are not inherently
magical. The same things that would destroy a normal tree
will destroy the physical form of a tree of life (e.g., chopping it
down, burning it) with one exception. Neither climate nor
terrain effect a tree of life. One will flourish in the middle of
the desert or on a rocky mountain face, regardless of drought,
severe weather, natural lightning, earthquakes, and so forth.
Life Force. Destroying the tree's life force is much more
difficult. A tree of life, at any stage of growth (even a sprout)
has 100 hit points that can only be affected by necrotic
damage targeting the tree.
Defiler magic also affects a tree's life force. Every level of a
spell empowered with arcane defilement cast within 300 feet
of a tree of life drains 10 hit points of life force from the tree.
This negates the effect the spell would otherwise have on
surrounding vegetation. The life force of a tree of life is
completely snuffed if it falls below zero hit points. The tree
cannot recover if damaged this badly, both the physical form
and lfie energy of the tree will die.
Regeneration. Both a tree of life's physical form and its life
force regenerate. If the tree's physical form is damaged or
destroyed, it will grow back, to full size. The tree will regrow
at a rate of one quarter of its full size per week. A sprout will
appear in one day, grown to a sapling in one week. It will
grow to a young tree in two weeks, then to a full-sized adult
tree in three. After four weeks, the tree of life will revert to its
true form: an ancient and mighty tree. No matter how many
times the physical form of the tree is destroyed it will always
grow back.
The life force of a tree of life regenerates one level (10 hit
points) per hour. It regenerates even if the life force reaches
0
hit points, but not if it goes below 0.

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Chapter 9: Friends and Enemies
Beasts of Athas Rasclinn *
Rubbish Slug *
The wastelands of Athas are home to beasts both familiar
and strange. Many animals that would be commonplace in a Warthog *
standard D&D campaign have been driven to extinction and Weezer, Soldier *
replaced by exotic creatures more adapted to the harsh Wrab *
environment of Athas.
The following pages lists creatures that are unique to the Xerichou *
Dark Sun campaign setting as well as provides a listing of
creatures from the Monster Manual that are appropriate for Beasts of the Wastelands
the setting
The list on the next page details all of the beasts that can be
Beasts and Psionics found in Athas. Entries marked with an asterisk ( * ) are
detailed in this sourcebook, entries marked with two asterisk
Several creatures described in this sourcebook possess the ( ** ) can be found in Monster Manual Expanded under the
power to utilize psionics. Each entry lists which talents and section Appendix A: Miscellaneous Creatures . All others
devotions the creature knows as well as their Psi Points and are found in the Monster Manual under the section Appendix
Psi Limit. Unless otherwise stated, creatures with psionic A: Miscellaneous Creatures
abilities should be treated as Wild Talents rather than a full
Psionicist unless otherwise noted.
Psionics and Shapechanging
Creatures or characters that use wild shape, spells, magic
items or other abilities to take the form of a creature with
psionic abilities do not gain the use of those abilities unless it
is specifically stated otherwise. Psionic ability lies in the
mind of a creature, not its form.
On the other hand, this means that creatures or characters
that possess psionic abilities of their own keep those abilities
when they shapechange into any form.

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

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180
Creature CR Creature CR
Raven 0 Swarm of Quippers 1
Rhynox * 2 Swarm of Rats 1/4
Rocktopus * 1 Swarm of Ravens 1/4
Rubbish Slug * 1/4 Swarm, Baazrag * 1/2
Sandcrawler * 0 Swarm, Silt Spider * 1
Sand Howler * 2 Sygra * 1/8
Sand Shark * 2 Sygra, Giant * 1/2
Scorpion 0 Tagster * 2
Scorpion, Barbed * 5 Takis * 3
Scorpion, Gold * 1 Tigone * 3
Silt Eel * 1 Warthog * 1/4
Silt Serpent * 1/2 Warthog, Giant * 1
Sitak * 0 Watroach (War Beetle) * 8
Slimahacc * 9 Weezer, Brood Queen * 1/2
Sloth, Athasian * 5 Weezer, Soldier * 1/4
Spider 0 Weezer, Worker * 1/8
Strine * 3 Wrab * 1/4
Swarm of Bats 1/4 Xerichou * 1/4
Swarm of Insects 1/2 Zhackal * 1/8
Swarm of Poisonous Snakes 2 Z'tal * 0

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181
Antloid, Worker Antloid, Soldier
Large beast, unaligned Large beast, unaligned

Armor Class 13 (natural armor) Armor Class 15 (natural armor)


Hit Points 17 (2d10 + 6) Hit Points 30 (4d10 + 8)
Speed 30ft., Burrow 20ft. Speed 40ft., burrow 20ft.

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)

Skills Perception +2 Skills Perception +3


Senses darkvision 60 ft., tremorsense 30ft., passive Senses darkvision 60 ft., tremorsense 30ft., passive
Perception 12 Perception 13
Languages — Languages —
Challenge 1/2 (100 XP) Challenge 2 (450 XP)

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.

They have evolved through adaptive specialization, which


gives some certain powers. There are four types of antloids:
dynamis, soldiers, workers, and the queens, each having their
own tasks in antloid society.
Antloids frequently come into conflict with the other
colonizing insects of the Athasian desert, namely wild kanks,
giant ants and giant termites. These conflicts almost always
end up as wars of attrition – whoever has the most soldiers
wins (although the psionic powers of the dynamis breed gives
the antloids a bit of an edge).
All antloid warrens share one characteristic: a water
source, usually located at or near the bottom of the warren.
Should
this water source dry up, a mass antloid exodus will
result and the entire warren will move elsewhere.
Giants are known for their passionate hatred of antloids
and will almost never pass up a chance to throw boulders at
an
antloid warren.
All antloids have six legs, and segmented bodies. They also
Antloid have an exoskeleton that protects from weapons and
A species of giant ant, this creature has six legs and a dehydration, and sharp mandibles used for cutting, carrying,
segmented exoskeleton. It has sharp mandibles and moves or combat. They have 180 degree vision and darkvision up to
with a rapid, scuttling motion. 60 feet. Their antennae allow them to sense any vibration
Antloids are giant colonial insects resembling ants that within 30 feet.
inhabit warrens in the Athasian desert.
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182
Antloid, Dynamis Antloid, Queen
Large beast, unaligned Huge beast, unaligned

Armor Class 14 (natural armor) Armor Class 11 (natural armor)


Hit Points 32 (5d10 + 5) Hit Points 95 (10d12 + 30)
Speed 30ft., Burrow 20ft. Speed 10ft.

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

3/day each: ego whip, missive, enmity Feedback, Actions


intellect fortress Bite. Melee Weapon Attack: +7 to hit, reach 5ft.,
Keen Smell. The antloid has advantage on Wisdom one target. Hit 19 (4d6 + 5) bludgeoning damage.
(Perception) checks that rely on smell. If the target is a Medium or smaller creature, it is
grappled (escape DC 15).
Actions Pheromones (1/Day). The queen emits a cloud of
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., pheromones.
one target. Hit 9 (2d6 + 2) bludgeoning damage. If
the target is a Medium or smaller creature, it is Each hostile creature within 60 feet of the queen
grappled (escape DC 12). must succeed on a DC 13 Constitution saving
throw or take 21 (6d6) psychic damage and
Command Antloids (Recharge 5-6). The antloid become frightened. A creature immune to
telepathically commands up to five antloids with an poison automatically passes its saving throw.
Intelligence score of 4 or less that it can see within
30 feet of it. The commanded antloids can use Reaction
their reaction to make a single weapon attack. Redirect Attack. When a creature the antloid queen
can see targets it within an attack, the queen
chooses another antloid within 5 feet of her that is
Worker also within 5 feet of the attacker. The antloid takes
Each antloid worker spends its entire life doing one specific the damage instead.
job: finding and carrying water and food back to the warrens,
caring for the queen, repairing and making additions to the
warren, etc. Solely responsible for the warrens, worker They are the leaders and managers of the warren,
antloids can consume sand and then regurgitate it as a supervising the workers, making sure that the soldiers
strong, brick-like substance that forms the walls of the continue hunting and guaranteeing that the queen is
warren. Worker antloids have three easily defined, sapphire- comfortable and safe.
blue body segments that reach about eight feet in total length. Dynamis are gray-black in color and slightly smaller than
the workers, reaching only six feet in length.
Soldier
Soldiers grow to be 10 ft. in length and have a mottled blue- Queen
green-gray exoskeleton. They are the second strongest Antloid warrens generally just have one queen, who serves
antloid in their warren, second-best to workers. They are only one purpose: to lay eggs. She lives in the deepest parts
sleeker, and have a devastating poison attack. of the warren, laying 10-20 eggs a week. These eggs are
cared for by workers, and the queen herself is tended by
Dynamis young, immature queens (treat as workers) and guarded by
Dynamis' bodies house large brains, which give them their her most powerful soldiers. An antloid queen is a fat, bloated
psionic abilities. creature that ranges in color from warm apricot to deep red.
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183

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

Armor Class 14 (natural armor)


Hit Points 37 (5d8 + 15)
Speed 40ft.

STR DEX CON INT WIS CHA


17(+3) 10 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-3)

Senses passive Perception 8 Baazrag


Languages — Small beast, unaligned
Challenge 2 (450 XP)
Armor Class 14 (natural armor)
Charge. If the boar moves at least 20 feet straight Hit Points 5 (1d6 + 2)
toward a target and then hits it with a tusk attack Speed 40ft.
on the same turn, the target takes an extra 7 (2d6)
slashing damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be STR DEX CON INT WIS CHA
knocked prone. 13 (+1) 15 (+2) 15 (+2) 2 (-4) 12 (+1) 6 (-2)
Keen Senses. The aprig has advantage on Wisdom
(Perception) checks that rely on hearing or smell. Senses darkvision 30 ft., passive Perception 11
Languages —
Relentless (Recharges after a Short or Long Rest). If Challenge 1/8 (25 XP)
the boar takes 10 damage or less that would reduce
it to 0 hit points, it is reduced to 1 hit point Keen Smell. The baazrag has advantage on Wisdom
instead. (Perception) checks that rely on smell.
Actions Actions
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage. Bite. Melee Weapon Attack: +3 to hit, reach 5ft.,
one target. Hit: 3 (1d4 + 1) piercing damage plus 1
point of poison damage.

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184
The tail of the Baazrag is about 5 inches long. Newborns
are red-brown, green, yellow, or orange, but the color fades
Baazrag, Boneclaw gradually to a sandy gray at old age.
Large beast, unaligned Noble families of Tyr and Balic domesticate the baazrag to
rid their households of unwanted pests and insects. The
Armor Class 15 (natural armor) families also organize teams of the creatures to pull wagons.
Hit Points 51 (6d10+ 18) Each baazrag can pull as much as 50 pounds of cargo and
Speed 40ft. transport.
Baazrag flesh can be eaten. Each adult has 25 pounds of
STR DEX CON INT WIS CHA meat. The fluid sac beneath the shell on its back contains
1d4 pints of water, but it is tainted with the same toxin that
20 (+5) 15 (+2) 17 (+3) 12 (+1) 16 (+3) 7 (-1) causes the poisoned condition if consumed, no save, for 1d6
hours. Captured wild baazrags can be sold in various
Senses darkvision 60 ft., passive Perception 13 markets as pets or team animals. Undamaged specimens
Languages — bring 10 cp in the marketplaces around Tyr.
Challenge 3 (700 XP)
Boneclaw
Innate Psionic Powers. The boneclaws’s psionic Once in a very great while, a baazrag litter consists of only
ability is Wisdom (power save DC 13, +5 to hit one young, much larger than normal. This creature is a
with power attacks). The boneclaw can innately use boneclaw. The boneclaw stands more than 8 feet tall and
the following powers: weighs 700 pounds. The boneclaw’s head is protected by a
At will: mind thrust (5th level), mind meld
bony covering. The upper body and back are covered with a
3/day each: intellect fortress, share pain hard shell that deflects all normal missiles smaller than a
javelin. Its shell has sharp serrated edges everywhere except
Keen Smell. The boneclaw has advantage on around the mouth and eyes. The boneclaw is a dull brown
Wisdom (Perception) checks that rely on smell. color, with sand-colored claws and red eyes that glow in the
Pounce. If the boneclaw moves at least 20 feet dark.
straight toward a creature and then hits it with a They live only to eat and to kill anything that gets in their
claw attack in the same turn, the target takes an way. Boneclaws may be slain and eaten. Each creature has
extra 9 (2d8) slashing damage from the boneclaw's 125 pounds of edible flesh, but it is tough and stringy.
shell. That target must succeed on a DC 15
Strength saving throw or be knocked prone. If the
target is prone the boneclaw can make one bite
attack against it as a bonus action.

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.
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Bear, Athasian
Huge beast, unaligned

Armor Class 20 (natural armor)


Hit Points 207 (18d12 + 90)
Speed 40ft.

STR DEX CON INT WIS CHA


26 (+8) 12 (+1) 21 (+5) 4 (-3) 12 (+1) 10 (+0)

Saving Throws Str +12, Con +9, Wis +5


Skills Perception +5
Senses darkvision 60ft., passive Perception 15
Languages —
Challenge 12 (8,400 XP)

Innate Psionic Powers. The Athasian Bear’s psionic


ability is Wisdom (power save DC 13, +5 to hit
with power attacks). The athasian bear can innately
use the following powers:
At will: brute strike, mind thrust(17th level)

3/day each: intellect fortress, mind blast, telekinetic


wave
Keen Smell. The athasian bear has advantage on
Wisdom (Perception) checks that rely on smell.

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.

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Beetle, Screamer Beetle, Shaqat
Medium beast, unaligned Tiny beast, unaligned

Armor Class 15 (natural armor) Armor Class 13 (natural armor)


Hit Points 19 (3d8 + 6) Hit Points 2 (1d4)
Speed 20ft. Speed 10ft.

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)

Senses dark vision 60ft., passive Perception 11 Skills Stealth +3


Languages — Senses passive Perception 9
Challenge 1/4 (50 XP) Languages —
Challenge 1/8 (25 XP)
Actions Camouflage. The shaqat has advantage on Dexterity
Bite. Melee Weapon Attack: +2 to hit, reach 5ft., (Stealth) checks in natural terrain.
one target. Hit: 4 (1d8) slashing damage.
Sonic Blast (Recharge 5-6). The screamer beetle Actions
emits a sonic blast in a 30-foot cone. Each creature Blood Drain. Melee Weapon Attack: +3 to hit, reach
in that area must make a DC 11 Dexterity saving 5ft., one target. Hit: 3 (1d4+1) piercing damage
throw, taking 4 (1d8) sonic damage and is stunned and the shaqat beetle attaches to the target. While
for 1 round on a failed save. On a successful saving attached, the shaqat beetle doesn't attack. Instead,
throw they take half damage and are not stunned. at the start of each of the shaqat beetle's turns, the
target loses 3 (1d4 + 1) hit points due to blood
loss.
Screamer Beetle The shaqat beetle can detach itself by spending 5
This hard-shelled, larger-than-normal insect has a feet of its movement. It does so after it drains 10
multicolored shell. However, once it sees you, it lets out an hit points of blood from the target or the target
ear-piercing screech, letting you know where it got its name. dies. A creature, including the target, can use its
Screamer beetles are beautiful but deadly giant insects. action to detach the beetle.
Their multi-colored chitinous shells are greatly prized by
art
collectors and alchemists. Whole packs of them are usually
found deep within caverns and rocky areas. Shaqat Beetle
Screamer beetles earned their name from their ear- Only six inches across, this beetle nevertheless grips you with
piercing blasts of sound that they generate from their surprising tenacity. It extends a slender proboscis
from
abdomen when hunting, thus making them deadly beneath its black and orange-striped shell and starts nosing
combatants. about for soft flesh to pierce.
Shaqat beetles would be little more than annoying pests,
were it not for their bite and the fact that the beetle can be
frustratingly hard to remove once it has attached itself and
begun to feed.
The beetle dwells in the grasslands and mudflats of Athas,
lurking near game trails or watering holes. It seeks to attach
itself to warm-blooded prey and feed as quickly as possible.
Shaqat beetles are also used as delivery systems for
parasites or disease. The beetle is infected and allowed to
bite the intended target, who then runs a risk of catching the
infection or parasite.

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187
Carru
A strain of humped cattle with a bony skull and drab hide,
Carru, Bull these animals move in a wandering herd, long horned males
Large beast, unaligned protecting short-horned females and young.
With many products and resources being derived from it,
Armor Class 12 (natural armor) the carru is a staple of Athasian life. The females produce a
Hit Points 38 (4d10 + 16) nourishing, creamy milk (as much as three gallons per day),
Speed 30ft. and both sexes are slaughtered for their meat. A male can
yield as much as 250 lbs. of meat. This is less for females
STR DEX CON INT WIS CHA (only 200 lbs.), but they are seldom killed for their meat, as
they are potentially much more valuable as milk producers.
20 (+5) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 5 (-3) Carru make excellent beasts of burden, dragging plows and
turning water and grain mills. Carru hide is soft and supple
Senses passive Perception 11 and holds a dye well, so it is used in the making of clothing,
Languages — furniture, tents and the like. The thicker hide of the skull is a
Challenge 2 (450 XP) component in many leather and hide armors and is also
highly suited as a shield covering.
Charge. If the carru moves at least 20 feet straight The carru‘s hump, though used for water storage, does not
toward a target and then hits it with a gore attack
on the same turn, the target takes an extra 9 (2d8)
inflate or deflate like a camel‘s. The average hump holds
piercing damage. If the target is a creature, it must
1d6+2 pints of water at any given time and can be used to
succeed on a DC 15 Strength saving throw or be
make a waterskin of similar capacity. The leather will rot in
knocked prone.
contact with alcohol, however, so carru hide is unsuitable for
the fashioning of wineskins.
Actions The adult carru is ten feet long and weighs as much as 400
pounds. Their soft hide is furred and colored in varying
Gore. Melee Weapon Attack: +7 to hit, reach 5ft., shades of dun gray or brown.
one target Hit: 14 (2d8 + 5) piercing damage.

Carru, Cow
Large beast, unaligned

Armor Class 12 (natural armor)


Hit Points 15 (2d10 + 4)
Speed 50ft.

STR DEX CON INT WIS CHA


18 (+4) 11 (+0) 14 (+2) 2 (-4) 10 (+0) 4 (-3)

Senses passive Perception 10


Languages —
Challenge 1/4 (50 XP)

Charge. If the carru moves at least 20 feet straight


toward a target and then hits it with a gore attack
on the same turn, the target takes an extra 7 (2d6)
piercing damage.

Actions
Gore. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target Hit: 7 (1d6 + 4) piercing damage.

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188
Conashellae Critic
Tiny beast, unaligned Tiny beast, unaligned

Armor Class 13 (natural armor) Armor Class 13 (natural armor)


Hit Points 5 (1d4 + 3) Hit Points 3 (1d4 + 1)
Speed 5ft., burrow 30 ft. Speed 30ft.

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)

Skills Perception +3 Senses darkvision 30ft., passive Perception 6


Senses dark vision 60ft., passive Perception 13 Languages —
Languages — Challenge 0 (10 XP)
Challenge 1/4 (50 XP)
Danger Sense. The critic has advantage on initiative
Actions rolls. Additionally, if it is surprised at the beginning
of combat and isn’t incapacitated, it can act
Multiattack. The conashellae makes two attacks with normally on its first turn, but only if it uses the
its pseudopods. Dash action before doing anything else on that turn
Pseudopods. Melee Weapon Attack: +3 to hit, reach
5ft., one target. Hit: 3 (1d4 + 1) plus 3 (1d6) acid. Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 1 piercing damage.
Conashellae
Shuffling through the shallow silt is a tiny crustacean with a
hard shell covering its top and a soft underbelly.
Two rows of Critic
pseudopods jut out from the creature’s front, one set This tiny lizard has a spiny back, a multicolored hide, and a
dexterous and probing the dust like sensory
organs, the other small, toothy mouth.
hard as bone, pointed, and strong, used for burrowing. Usually reluctant houseguests, critics are innately psionic
Conashellae, also called shell-diggers, are hardy shellfish and tune themselves to their feeders. Critics change color
that exist mostly in the silt or sandy wastes.
They do not each year after molting. Critics use body language when
deplete the sand and silt of minerals, as their digestive communicating with other critics. Magical or psionic contact
process breaks minerals into base components
and expelling is possible, but the critic always reacts/answers in a paranoid
the rest that is leftover, creating a liquid byproduct that or anxious way.
doubles the mineral content in its wake. Critics are considered a good luck charm for most
Conashellaes are a viable food source; their flesh can be households. They would prefer to be fed rather than hunt on
boiled and eaten, while the juices of the creature can be
used their own. They are usually caught young and brought to a
as a water substitute. The juice from one conashellae household. They adjust to their new surroundings at their
represents one-third of the normal water requirements for a own pace. Within a week the creature will let its owner know
Medium character; one-eighth the normal water it has adapted to its new environment; it will either stay, or
requirements for Large characters. The flesh and juices of run away. The lizard stays in a constant state of alarm if
the conashellae is very potent and removes any exhaustion caged or chained.
that may have been onset through starvation or thirst.
Exhaustion returns if the character does not meet the food
and water requirements of their size.
The carapace of the conashellae is prized by some tribes of
feral halflings. They use the shells as decorations, household
items, and tools. Some have also utilized the shells as
weapons, armor, and shields. When thrown as a weapon they
do damage equal to a small chatkcha, and if wielded as a
melee weapon the shell deals damage as a small dagger. A
conashellae ranges from three inches to just over two feet
across in size

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189
Crodlu Crodlu, Heavy
Large beast, unaligned Large beast, unaligned

Armor Class 13 (natural armor) Armor Class 16 (natural armor)


Hit Points 19 (3d10 + 3) Hit Points 47 (5d10 + 20)
Speed 50ft. Speed 40ft.

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)

Skills Acrobatics +3, Athletics +4 Skills Acrobatics +4, Athletics +7


Senses passive Perception 10 Senses passive Perception 11
Languages — Languages —
Challenge 1/4 (50 XP) Challenge 2 (450 XP)

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.

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190
Drik Actions
Gargantuan beast, unaligned
Multiattack. The drik makes a bite and a claw attack.
Armor Class 19 (natural armor) Bite. Melee Weapon Attack: +9 to hit, reach 10ft., one
Hit Points 192 (11d20 + 77) target. Hit: 27 (4d10 + 5) piercing damage. If the
Speed 20ft. target is a Large or smaller creature, it must succeed on
a DC 17 Dexterity saving throw or be swallowed by the
drik. A swallowed creature is blinded and restrained,
STR DEX CON INT WIS CHA has total cover against attacks and damage outside of
21 (+5) 13 (+1) 24 (+7) 2 (-4) 8 (-1) 3 (-4) the drik, and takes 17 (5d6) acid damage a the start of
each of the drik’s turns.
Saving Throws Str +9, Con +11, Wis +3 The drik’s gullet can hold up to two creatures at a time.
Skills Perception +3 If the drik takes 30 damage or more on a single turn
Senses darkvision 60ft., passive Perception 13 from a creature inside it, the drik must succeed on a
Languages — DC 22 Constitution saving throw at the end of that
Challenge 10 (5,900 XP) turn or regurgitate all swallowed creatures, each of
which falls prone in a space within 10 feet of the drik.
Charge. If the drik moves 20 feet straight toward a If the drik dies, a swallowed creature is no longer
target and then hits it with a claw attack on the same restrained by it and can escape from the corpse using
turn, the target takes an extra 19 (3d12) bludgeoning 20 feet of movement, exiting prone.
damage. If the target is a creature, it must succeed on a
Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one
DC 17 Strength saving throw or be knocked prone.
target. Hit: 18 (3d8 + 5) slashing damage

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.

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191
Dunecrab Dustgull
Medium beast, unaligned Tiny beast, unaligned

Armor Class 15 (natural armor) Armor Class 14 (natural armor)


Hit Points 16 (3d8 + 3) Hit Points 7 (3d4)
Speed 30ft. Speed 10ft., fly 50 ft.

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)

Skills Perception +3, Stealth +3 Skills Perception +6


Senses darkvision 60ft., passive Perception 13 Senses darkvision 60ft., passive Perception 16
Languages — Languages —
Challenge 1/4 (50 XP) Challenge 1/8 (25 XP)

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.

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192
Erdlands don't provide much in usable material. They do
provide the savage halflings that inhabit the jungles of Athas
Erdland with a major meat source. Erdlands can provide up to 700
Large beast, unaligned pounds of meat.
Armor Class 14 (natural armor) Erdlu
Hit Points 25 (3d10 +9) A tall, flightless bird with heavy scales or rough feathers, this
Speed 30ft. creature is as tall as an elf. It has a long neck, large beak and
stands on two tough, sinewy legs.
STR DEX CON INT WIS CHA Erdlu are large, flightless birds often used as livestock.
They can weigh up to two hundred pounds and stand almost
19 (+4) 13 (+1) 16 (+3) 4 (-3) 13 (+1) 5 (-3) seven feet tall. Erdlu are covered in thick, flexible, scale-like
feathers, ranging in color from dust-gray to soft reddish-
Senses passive Perception 11 brown. An erdlu's legs are long and strong, propelling it
Languages — rapidly over the desert sands; the head, at the end of a long
Challenge 2 (450 XP) neck, is rounded, with a wicked, wedge shaped beak.
The omnivorous erdlu is a very common herd animal with
Innate Psionics. The Erdland's psionic ability is many uses. Aside from its value as a meat animal, the erdlu's
Wisdom (power save DC 11, +3 to hit with power beak, wing scales, and claws all find their way into various
attacks). The erdland can innately use the following weapon heads and tools, and the egg of an erdlu is an
powers: excellent source of food and water. Cooked, a single large egg
At will: mind meld, mind thrust can provide about three days' worth of food for a human.
3/day: aura of comfort
Raw, the egg's liquid contents can be substituted for about
1/day: aura of awe one gallon of water.
Actions
Multiattack. The erdland makes two beak attacks.
Beak. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 8 (1d8 + 4) piercing damage.

Erdlu
Medium beast, unaligned

Armor Class 14 (natural armor)


Hit Points 16 (3d8 + 3)
Speed 40ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 13 (+1) 2 (-4) 12 (+1) 3 (-4)

Senses passive Perception 11


Languages —
Challenge 1/4 (50 XP)

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.
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193
Giant Beetle Giant Beetle
(Bombardier) (Rhinoceros)
Small beast, unaligned Large beast, unaligned

Armor Class 14 (natural armor) Armor Class 16 (natural armor)


Hit Points 22 (4d6 + 8) Hit Points 60 (8d10 + 16)
Speed 30ft. Speed 20ft.

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)

Senses passive Perception 8 Senses passive Perception 8


Languages — Languages —
Challenge 1/2 (100 XP) Challenge 3 (700 XP)

Actions Charge. If the beetle moves at least 20 feet straight


toward a target and then hits it with a gore attack
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., on the same turn, the target takes an extra 10
one prone target Hit: 5 (1d8 + 1) slashing damage. (3d6) damage. If the target is a creature it must
succeed on a DC 14 Strength saving throw or be
Corrosive Spray (Recharge 5-6). The beetle sprays a knocked prone
cloud of burning acid in a 40-foot cone. Each
creature in that cone must make at a DC 12
Dexterity saving throw, taking 10 (3d6) acid Actions
damage on a failed saving throw, or half as much on Multiattack. The rhinoceros beetle makes two
a success. attacks: one with its bite and one with its gore.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target Hit: 13 (2d8 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Giant Beetle (Boring) one target. Hit: 11 (2d6 + 4) piercing damage.
Large beast, unaligned

Armor Class 15 (natural armor) Bombardier Beetle


Hit Points 51 (6d10 + 18) The bombardier beetle is usually found above ground in
Speed 20ft. burrow 20ft. wooded areas. It primarily feeds on offal and carrion,
gathering huge heaps of the stuff in which to lay its eggs.
STR DEX CON INT WIS CHA
Boring Beetle
18 (+4) 11 (+0) 16 (+3) 1 (-5) 12 (+1) 10 (+5) Boring beetles are a species of burrowing beetle that feeds
upon rotting wood, mulch and other organic matter. Usually
Senses passive Perception 11 found within immense rotted trees or underground tunnel
Languages —
Challenge 2 (450 XP)
networks, they instinctively husband slimes, molds and other
fungal plants as foodstuffs and guards. Boring beetles have a
hive mind that allows them to cooperate on levels
Actions unparalleled amongst other species of beetle.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target Hit: 17 (3d8 + 4) slashing damage. Rhinoceros Beetle
The rhinoceros beetle is a 12-foot long beetle that inhabits
jungles and rainforests. It feeds on fruits and vegetables but
will crush and kill anything that gets in the way of its feeding
– or anything that it feels is likely to get in its way. Belligerent
and powerful, rhinoceros beetles are nevertheless hunted for
their brilliantly colored carapaces, which are used as
decorations and ornaments of the highest value.

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194
Gorak
A herd of small, 3-foot long reptilian beasts travels through
Gorak the sandy wastes. The reddish creatures have a colorful
Medium beast, unaligned dorsal fin and short legs that end in large claws. A loud
hissing noise can be heard from the beasts.
Armor Class 13 (natural armor) Goraks are herd animals, used by many in the Tablelands
Hit Points 19 (3d8 + 6) as sources of food. Many herds roam free, while some have
Speed 40ft. been domesticated. Quick and agile, goraks group together to
attack prey. They are known for their good eyesight as well as
STR DEX CON INT WIS CHA their keen sense of smell. Domesticated herds have been
known to number as many as 50 beasts but wild herds rarely
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2) boast more than 20 individuals because of the scarcity of
food throughout most of Athas. The herd will be led by the
Skills Perception +3 largest male (known as the alpha), a position that comes
Senses passive Perception 13 under challenge frequently. If food becomes scarce for some
Languages — reason, the alpha male culls the herd of other males. Herds
Challenge 1/2 (100 XP) do not accept goraks from outside the herd and attack and
kill outsiders on first contact.
Pack Tactics. The gorak has advantage on an attack
roll against a creature if at least one of the gorak's
Typically, goraks are three feet in length and weigh 150 lbs.
allies is within 5 feet of the creature and that ally is
Their skin ranges in color from red-brown to sandy beige and
not incapacitated.
they have a colorful fanlike dorsal fin that they extend to cool
their bodies in the hot Athasian sun. A second, less colorful
fin surrounds their heads.
Actions Goraks will group together to attack a single target, using
Multiattack. The gorak makes two attacks: one with their hypnotic trance to dazzle their prey while their sharp
its bite and one with its claws. claws rip the target to shreds. When excited or threatened,
goraks emit a loud hissing noise as a warning and extend
Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
target Hit: 7 (2d4 + 2) piercing damage.
their fins in an attempt to appear larger and more
threatening. When extended, the patterns on the dorsal fin
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., can induce a trance in the gorak‘s target.
one target. Hit: 5 (1d6 + 2) slashing damage.
Hypnotic Trance. The gorak‘s colorful dorsal fin can
mesmerize creatures. Any creature adjacent to the
gorak must make a DC 11 Wisdom saving throw or
be hypnotized. A hypnotized creature is
incapacitated and their speed is reduced to 0. An
affected creature repeats the saving throw at the
end of each of its turns, ending the effect on itself
on a successful save.

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195
Hatori, greater Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one
target. Hit: 22(3d10 + 6) piercing damage, and the
Huge beast, unaligned
target is grappled (escape DC 17). Until this grapple
Armor Class 17 (natural armor) ends, the target is restrained, and the hatori can't bite
Hit Points 126 (12d12 + 48) another target.
Speed 40ft., burrow 20ft. Tail. Melee Weapon Attack: +9 to hit, reach 10ft., one
target not grappled by the hatori. Hit: 15(2d8 + 6)
bludgeoning damage. It the target is a creature it must
STR DEX CON INT WIS CHA succeed on a DC 17 Strength saving throw or be
22 (+6) 9 (-1) 18 (+4) 2 (-4) 11 (+0) 7 (-2) knocked prone.
Swallow. The hatori makes one bite attack against a
Skills Perception +3, Stealth +5 Medium or smaller target it is grappling. If the attack
Senses darkvision 30ft., passive Perception 13 hits, the target is swallowed, and the grapple ends. The
Languages — swallowed target is blinded and restrained, it has total
Challenge 6 (450 XP) cover against attacks and other effects outside the
hatori, and it takes 10 (3d6) acid damage at the start of
Ambusher. In the first round of combat, the hatori has each of the hatori's turns. The hatori can have only one
advantage on attack rolls against any creature it has Medium target or two Small targets swallowed at a
surprised. time.
Desert Camouflage. The hatori has advantage on If the hatori takes 20 damage or more on a single turn
Dexterity (Stealth) checks made to hide in sandy from a creature inside it, the hatori must succeed on a
terrain. DC 14 Constitution saving throw at the end of that
turn or regurgitate all swallowed creatures, which fall
Hold Breath. The hatori can hold its breath for 30 prone in a space within 10 feet of the hatori. If the
minutes. hatori dies, a swallowed creature is no longer restrained
by it and can escape from the corpse by using 5 feet of
Actions movement, exiting prone.
Multiattack. The hatori makes two attacks: one with its
bite and one with its tail.

Hatori, lesser Languages —


Challenge 1/2 (100 XP)
Large beast, unaligned

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.

STR DEX CON INT WIS CHA


Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 4 (-3) target. Hit: 7 (1d10 + 2) piercing damage, and the
target is grappled (escape DC 12). Until this grapple
Skills Stealth +2 ends, the target is restrained, and the hatori can't bite
Senses darkvision 30ft., passive Perception 10 another target.

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.

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196
Hyena, Spotted Hyena, Striped
Medium beast, unaligned Medium beast, unaligned

Armor Class 13 (natural armor) Armor Class 11


Hit Points 11 (2d8 + 2) Hit Points 5 (1d8 + 1)
Speed 40ft. Speed 50ft.

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)

Skills Perception +3, Stealth +4 Skills Perception +3


Senses passive Perception 13 Senses passive Perception 13
Languages — Languages —
Challenge 1/4 (50 XP) Challenge 0 (10 XP)

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

Armor Class 14 (natural armor)


Hit Points 37 (5d10 + 10)
Speed 50ft.

STR DEX CON INT WIS CHA


17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +4


Senses passive Perception 13
Languages —
Challenge 1 (200 XP)

Keen Hearing and Smell. The hyena has advantage on


Wisdom (Perception) checks that rely on smell.
Pack Tactics. The hyena has advantage on an attack
roll against a creature if at least one of the hyena's
allies is within 5 feet of the creature and that ally is
not incapacitated.

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.

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Hurrum Inix
Tiny beast, unaligned Huge beast, unaligned

Armor Class 11 Armor Class 15 (natural armor)


Hit Points 1 (1d4 -1) Hit Points 57 (6d12 + 18)
Speed 10ft., climb 10 ft. Speed 40ft.

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)

Senses blindsight 30 ft., passive Perception 9 Senses passive Perception 11


Languages — Languages —
Challenge 0 (0 XP) Challenge 3 (700 XP)

Sunlight Hypersensitivity. If the hurrum starts its Actions


turn in sunlight, it must make a DC 9 Constitution
saving throw. On a failed saving throw, the hurrum Multiattack. The inix makes two attacks: one with its
takes 1 point of radiant damage. While in sunlight, bite and one with its tail.
the hurrum has disadvantage on ability checks. Bite. Melee Weapon Attack: +7 to hit, reach 5ft.,
A hurrum has no effective attacks. It feeds on small one target. Hit: 9 (1d8 + 5) piercing damage.
insects and is often kept as pets in wealthy trading Tail. Melee Weapon Attack: +7 to hit, reach 10 ft.,
houses. one target. Hit: 12 (2d6 + 5) bludgeoning damage.
If the target is a creature, it must succeed on a DC
15 Strength saving throw or be knocked prone.
Hurrum
A tiny beetle with a beautifully colored shell, this insect
produces a mellifluous humming noise as it beats its Inix
translucent wings. An inix is a large lizard that weighs about two tons and grows
These brightly colored beetles are prized for their
pleasant to lengths of 16 feet. The inix’s back is protected by a thick
humming sounds. Although flightless, hurrums
can change shell, while flexible scales cover its underside. Inixs make
their shell color along with the harmony they
produce from spirited mounts. They move at a steady pace for as much as a
their wing beats. Halflings find hurrums
extremely pleasing, full day and night without needing rest and can carry as much
though when hungry they also find
them delicious. as a ton of passengers and cargo.
Inix riders often travel in howdahs, small boxlike carriages
strapped to the lizard’s back. The major drawback to the inix
is that it needs large amounts of vegetation and must forage
every few hours to maintain its strength. If an inix doesn’t get
enough to eat, it becomes nearly impossible to control. For
this reason, these lizards aren’t used on trips where forage
land is scarce.

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Jankx Jhakar
Tiny beast, unaligned Small beast, unaligned

Armor Class 12 Armor Class 13 (natural armor)


Hit Points 10 (3d4 + 3) Hit Points 11 (2d6 + 4)
Speed 20ft., burrow 30 ft. Speed 30ft.

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)

Senses passive Perception 10 Skills Perception +5


Languages — Senses passive Perception 15
Challenge 1/4 (50 XP) Languages —
Challenge 1/4 (200 XP)
Actions Keen Smell. The jhakar has advantage on Wisdom
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., (Perception) checks that rely on smell.
one target. Hit: 3 (1d2 + 2) slashing damage, and
the target must make a DC 11 Constitution saving Pack Tactics. The jhakar has advantage on an attack
throw, taking 2 (1d4) poison damage on a failed roll against a creature if at least one of the jhakar's
save, or half as much on a successful one. allies is within 5 feet of the creature and that ally is
not incapacitated.

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.

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199
Kank, soldier Kank, Worker
Large beast, unaligned Large beast, unaligned

Armor Class 16 (natural armor) Armor Class 15 (natural armor)


Hit Points 34 (4d10 + 12) Hit Points 15 (2d10 + 4)
Speed 40ft. Speed 40ft.

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.

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201
Kes'trekel Kes'trekel Blood Flock
Small beast, unaligned Large swarm of Small beast, unaligned

Armor Class 12 Armor Class 12


Hit Points 7 (2d6) Hit Points 44 (8d10)
Speed 10ft., fly 60ft. Speed 10ft., fly 60ft.

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)

Skills Perception +3 Skills Perception +3


Senses passive Perception 13 Damage Resistances bludgeoning, piercing, slashing
Languages — Condition Immunities Charmed, Frightened,
Challenge 1/8 (25 XP) Grappled, Paralyzed, Petrified, Prone, Restrained,
Stunned
Keen Sight. The kes'trekel has advantage on Senses passive Perception 13
Wisdom (Perception) checks that rely on sight. Languages —
Challenge 3 (700 XP)
Pack Tactics. The kes'trekel has advantage on an
attack roll against a creature if at least one of the Innate Psionics. The blood flock's psionic ability is
kes'trekel's allies is within 5 feet of the creature and Wisdom (power save DC 11, +3 to hit with power
that ally is not incapacitated. attacks). The block flock can innately use the
following powers:
Actions
1/day: energy wave
Beak. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target Hit: 4 (1d4 + 2) piercing damage. Keen Sight. The blood flock has advantage on
Wisdom (Perception) checks that rely on sight.
Swarm. The swarm can occupy another creature's
space and vice versa, and the swarm can move
Kes'trekel through any opening large enough for a Small
A scrawny black bird squawks as it circles around overheard, Kes'trekel. The swarm can't regain Hit Points or
looking for a meal. A blood-red patch on its head is its only gain Temporary Hit Points.
distinguishable feature.
The kes‘trekel is a carrion eater, constantly on the search Actions
for dead prey. Cowardly birds, they usually shy away from
large targets, but have been known to assemble in packs to Blood Drain. Melee Weapon Attack: +4 to hit, reach
attack larger prey. In large numbers, the kes‘trekel can 5 ft., one creature in the swarms space. Hit: 22
sometimes muster enough collective psychic energy to (8d4 + 2) piercing damage, and the swarm attaches
to the target. At the start of each of the swarm's
manifest the psionic power of Energy Wave. turns, the target loses 22 (8d4 + 2) hit points due
Kes‘trekels are extremely territorial and use their psionics to blood loss.
to scare trespassers away from their nesting areas. They pair
only long enough to mate. They are often captured and used The swarm can detach itself by spending 5 feet of
as guards, as their nervous territorial squawking reveals the its movement. It does so after it drains 80 hit
presence of all but the stealthiest intruders. Their eggs are points of blood from the target or the target dies. A
considered a delicacy in Nibenay (if procured within two creature, including the target, can use its action to
weeks of laying), and their eyes are sometimes eaten by the attempt to detach the swarm with a DC 12
barbaric tribes of the Ringing Mountain in the belief that they Strength check
grant enhanced vision.
The foot-long bird has a three-foot wingspan with black
plumage; the only spot of color is a crimson patch on its head.
Feral kes'trekel have a life span of approximately 15 years,
while domestic kes'trekel sometimes live as long as
25 years.

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Kip Kirre
Small beast, unaligned Large beast, unaligned

Armor Class 17 (natural armor) Armor Class 14 (natural armor)


Hit Points 3 (1d6) Hit Points 102 (12d10 + 36)
Speed 20ft., burrow 10ft. Speed 40ft.,climb 40 ft.

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)

Skills Perception +3 Saving Throws Dex +4, Cha +4


Senses passive Perception 13 Skills Perception +5, Stealth +4
Languages — Damage Resistances psychic
Challenge 0 (10 XP) Senses darkvision 60ft., passive Perception 10
Languages —
Keen Smell. The kip has advantage on Wisdom Challenge 5 (1,800 XP)
(Perception) checks that rely on smell.
Danger Sense. The kirre has advantage on initiative
Actions rolls.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., Innate Psionics. The kirre's psionic ability is Wisdom
one target. Hit: 1 slashing damage. (power save DC 13, +5 to hit with power attacks).
The kirre can innately use the following powers:
Pheromone Cloud (1/Day). The kip emits an apathy-
inducing cloud in a 10-foot cone. Each creature in At will: mind meld, thought spear(11th level)

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.
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203
Kivit Klar
Tiny beast, unaligned Large beast, unaligned

Armor Class 13 Armor Class 17 (natural armor)


Hit Points 2 (1d4) Hit Points 68 (8d10 + 24)
Speed 40ft., climb 30 ft. Speed 40ft.

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)

Skills Perception +3, Stealth +5 Skills Perception +5


Senses passive Perception 13 Senses dark vision 60ft., passive Perception 15
Languages — Languages —
Challenge 0 (10 XP) Challenge 5 (1,800 XP)

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)

a successful one. 1/day: aura of awe, telekinetic puppet


Keen Smell. The klar has advantage on Wisdom
Actions (Perception) checks that rely on smell.
Claws. Melee Weapon Attack: +0 to hit, reach 5ft.,
one target. Hit: 1 slashing damage. Actions
Multiattack. The klar makes a bite and a claw attack.
Bite. Melee Weapon Attack: +9 to hit, reach 5ft.,
Kivit one target. Hit: 11 (1d10 + 6) piercing damage.
Crouched on the ground before you is a tiny feline with soft,
grayish fur and large, dark eyes. Claw. Melee Weapon Attack: +9 to hit, reach 5ft.,
Kivits are tiny, wild cats that dwell in areas of heavy one target. Hit: 13 (2d6 + 6) bludgeoning damage.
undergrowth. They secrete a poisonous musk through their Reactions
fur that can be fatal in large enough doses. A kivit‘s paws are
even more dexterous than an ordinary housecat‘s. Inertial Barrier. When taking acid, cold, fire,
lightning, or thunder damage, it can use its reaction
Klar to gain resistance to damage of that type, including
The klar looks much like a large kodiak bear with a head that the triggering damage, until the end of its next turn.
seems a little too large for the body. Its back is covered with a
chitinous plate It has a thick, stump of a tail that aids its
balance when it stands erect.
The klar is large, towering over An adolescent klar occasionally annihilates its own brain. As
most Athasian fauna when standing fully erect. Its thick, a result, the klar grow particularly fierce when trespassers
sandy-colored fur grows as much as six inches long. invade while the young are maturing. The klar fears that
Klars communicate with each other through loud growls, moving the den will upset the youth.
though they use their psionics when they wish to be silent or Most creatures prefer to avoid klar caves for obvious
contact each other over great distances. They have never reasons. Those that are brave enough to face a klar, and
attempted to speak with humans or demihumans, assuming powerful enough to slay it, can earn quite a sum by taking the
them to be too stupid to understand a klar. The few who have skin to a tanner. Its chitinous shell is impossible to shape
bothered to investigate the town of Salt View are beginning without magical aid and is of little use.
to change their views about the humans and their kind.
Several psionicists have contacted klar and were able to
communicate before being ripped to shreds.
The klar is not particularly territorial. It is confident
enough to know it can find a home anywhere in the
mountains by killing other cave-dwellers. In the first several
years of a klars life, its intense psionic potential tends to
overpower its young, untrained mind.

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Kluzd mate when their mudflats dry across the surface to
become a broken, hard crust. The female lays a clutch of eggs
Kluzd (1d8 in number) that will hatch and grow to full size in six
Large beast, unaligned weeks. Until the young leave the mud pond, their parents will
protect them. The young do not hunt. Rather the parents
Armor Class 12 attack creatures that cross the dried surface of the mud flat,
Hit Points 30 (4d10 + 8) dragging them under to feed their children.
Speed 30ft., burrow (mud only) 30ft.

STR DEX CON INT WIS CHA


17 (+3) 14 (+2) 14 (+2) 1 (-5) 10 (+0) 3 (-4)

Skills Stealth +6
Senses tremorsense 10ft., passive Perception 10
Languages —
Challenge 1/2 (100 XP)

Submerge. A kluzd in mud has three-quarters cover


when ambushing, half cover when fighting, and full
cover if it burrows.

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.

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Korinth
A large, gray-colored lizard carries on its back a small
Korinth structure, from which you can see several humanoids.
Gargantuan beast, unaligned The slow moving beast obeys all commands as it travels
along the dunes. Its long muscular tail leaves sinewy trails
Armor Class 20 (natural armor) upon the sand.
Hit Points 198 (12d20 + 72) Korinths are large, gray-colored lizards, with huge 25-foot
Speed 20ft. high spikes jutting out from their backs. These hulking
quadrupeds have a long neck and relatively small head. They
STR DEX CON INT WIS CHA serve as patrol mounts by the Draji, who use
them to patrol
the sandy wastes around Draj.
24 (+7) 9 (-1) 22 (+6) 5 (-2) 10 (+0) 13 (+1) These huge beasts are very hard to find, and it is
unknown
where the Draji capture them. They have a
feeble mind and
Saving Throws Dex +3, Wis +4 are easily controlled by psion handlers.
Skills Perception +4
Senses darkvision 60ft., passive Perception 14
Languages —
Challenge 12 (8400 XP)

Trampling charge. If the korinth moves at least 20


feet straight toward a creature and then hits it with
a stomp attack on the same turn, that target must
succeed on a DC 19 Strength saving throw or be
knocked prone. If the target is prone, the korinth
can make one bite attack against it as a bonus
action.

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.

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Lirr Pack Tactics. The lirr has advantage on an attack roll
against a creature if at least one of the lirr's allies is
Large beast, unaligned
within 5 feet of the creature and that ally is not
Armor Class 14 (natural armor) incapacitated.
Hit Points 26 (4d10 + 4) Pounce. If the lirr moves at least 20 feet straight toward
Speed 50ft. a creature and then hits it with a claw attack on the
same turn, that target must succeed on a DC 13
Strength saving throw or be knocked prone. If the
STR DEX CON INT WIS CHA target is prone, the lirr can make one bite attack against
17 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1) it as a bonus action.

Skills Perception +3, Stealth +6 Actions


Senses passive Perception 13 Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
Languages — target. Hit: 7 (1d8 + 3) piercing damage.
Challenge 1 (200 XP)
Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one
Keen Smell. The lirr has advantage on Wisdom target. Hit: 6 (1d6 + 3) slashing damage.
(Perception) checks that rely on smell. Disorienting Roar (Recharge 5-6). The lirr emits a loud,
vertigo-inducing sonic attack in a 20 foot cone. Any
creature that can hear the roar must succeed at a DC
11 Wisdom saving throw or be stunned for one round.

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.

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Lizard, Jastrak Lizard, Minotaur
Large beast, unaligned Huge beast, unaligned

Armor Class 15 (natural armor) Armor Class 16 (natural armor)


Hit Points 84 (8d10 + 30) Hit Points 115 (10d12 + 50)
Speed 30ft., burrow 10ft. Speed 4ft.

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)

Skills Perception +4 Skills Perception +4


Senses blindsight 60ft., passive Perception 14 Senses darkvision 30ft., passive Perception 14
Languages — Languages —
Challenge 4 (1100 XP) Challenge 5 (1800 XP)

Keen Hearing and Smell. The jastrak lizard has Actions


advantage on Wisdom (Perception) checks that rely
on hearing or smell. Multiattack. The minotaur lizard makes two attacks,
one with its bite, and one with its claw.
Pounce. If the jastrak lizard moves at least 20 feet
straight toward a creature and then hits it with a Bite. Melee Weapon Attack: +8 to hit, reach 5ft.,
claw attack on the same turn, that target must one target. Hit: 15 (3d6 + 5) piercing damage, and
succeed on a DC 15 Strength saving throw or be the target is grappled (escape DC 16). Until this
knocked prone. If the target is prone, the jastrak grapple ends, the target is restrained.
lizard can make one bite attack against it as a bonus Claw. Melee Weapon Attack: +8 to hit, reach 5ft.,
action. one target. Hit: 12 (2d6 + 5) slashing damage.
Swallow. The minotaur lizard makes one bite attack
Actions against a Large or smaller target it is grappling. If
Multiattack. The jastrak lizard makes four attacks, the attack hits, the target is swallowed, and the
two with its bites, one with its claw, and one tail grapple ends. The swallowed target is blinded and
slap. restrained, it has total cover against attacks and
other effects outside the minotaur lizard, and it
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., takes 14 (4d6) acid damage at the start of each of
one target. Hit: 9 (1d8 + 5) piercing damage, and the minotaur lizard's turns.
the target is grappled (escape DC 15). Until this
grapple ends, the target is restrained. The jastrak If the minotaur lizard takes 20 damage or more on
lizard has two heads, each of which can bite and a single turn from a creature inside it, the minotaur
grapple only one target. lizard must succeed on a DC 16 Constitution
saving throw at the end of that turn or regurgitate
Claw. Melee Weapon Attack: +7 to hit, reach 5ft., all swallowed creatures, which fall prone in a space
one target. Hit: 8 (1d6 + 5) slashing damage. within 10 feet of the minotaur lizard. If the
Tail Slap. Melee Weapon Attack: +7 to hit, reach minotaur lizard dies, a swallowed creature is no
10ft., one target. Hit: 9 (1d8 + 5) bludgeoning longer restrained by it and can escape from the
damage. corpse by using 10 feet of movement, exiting
prone.

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

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Mastyrial, Black Mastyrial, Desert
Small beast, unaligned Medium beast, unaligned

Armor Class 17 (natural armor) Armor Class 18 (natural armor)


Hit Points 78 (12d6 + 36) Hit Points 75 (10d8 + 30)
Speed 30ft., burrow 10ft. Speed 40ft., burrow 10ft.

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.

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Mekillot
Mekillots are mighty lizards weighing up to six tons. They
Mekillot have huge, mound-shaped bodies growing to lengths of 30
Gargantuan beast, unaligned feet. A thick shell covers the back and head of a mekillot,
Mekillots have savage dispositions, but their size and great
Armor Class 13 (natural armor) strength make them excellent caravan beasts. A hitched pair
Hit Points 124 (8d20 + 40) of mekillots can pull a wagon weighing up to 20 tons at a
Speed 20ft. slow, plodding pace.
Caravan leaders must be prepared for their unpredictable
STR DEX CON INT WIS CHA natures, however. As they can never be truly tamed, the
stubborn creatures have been known to turn off the road and
24 (+7) 8 (-1) 20 (+5) 2 (-4) 14 (+2) 7 (-2) go wandering for no apparent reason-still drawing their
loaded wagons. Mekillots are also noted for eating their
Senses passive Perception 12 handlers and other members of a caravan team.
Languages —
Challenge 6 (2300 XP)

Trampling Charge. If the mekillot moves at least 20


feet straight toward a creature and then hits it with
a stomp attack on the same turn, that target must
succeed on a DC 18 Strength saving throw or be
knocked prone. If the target is prone, the mekillot
can make a bite attack against it as a bonus action.

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.

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Mole Boar Raakle
Small beast, unaligned Large beast, unaligned

Armor Class 14 (natural armor) Armor Class 14 (natural armor)


Hit Points 10 (3d6) Hit Points 51 (6d10 + 18)
Speed 40ft. Speed 10ft., fly 70ft.

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)

Skills Perception +3, Stealth +4 Skills Perception +3


Senses darkvision 60ft., passive Perception 13 Senses darkvision 60ft., passive Perception 13
Languages — Languages —
Challenge 1/4 (50 XP) Challenge 3 (700 XP)

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.

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Ramphor Rasclinn
Tiny beast, unaligned Medium beast, unaligned

Armor Class 12 Armor Class 16 (natural armor)


Hit Points 2 (1d4) Hit Points 22 (3d8 + 9)
Speed 10ft., fly 60ft. Speed 50ft.

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)

Skills Perception +4 Skills Perception +6, Stealth +6


Senses passive Perception 14 Damage Immunities poison
Languages — Condition Immunities poisoned
Challenge 0 (10 XP) Senses darkvision 60ft., passive Perception 16
Languages —
Flyby. The ramphor doesn't provoke opportunity Challenge 1/4 (50 XP)
attacks when it flies out of an enemy's reach.
Psionic Resistance. The rasclinn has advantage on
Keen Sight. The ramphor has advantage on Wisdom Intelligence, Wisdom, and Charisma saving throws.
(Perception) checks that rely on sight.
Rage. Once the rasclinn takes damage it flies into a
Actions rage. The rasclinn gains advantage on all melee
attack rolls, but attack rolls against it have
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., advantage.
one target. Hit: 1 piercing damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
Ramphor one target. Hit: 5 (1d6 + 2) piercing damage.
The ramphor is a raptor that hunts large insects and small
lizards in the Athasian wilderness. It relies on its powerful
dives to catch its prey by surprise, spearing it with a sharp
beak then carrying it aloft to be eaten. Rasclinn
A ramphor is about 18 inches long with a three to four-foot The rasclinn is a small dog-like creature that feeds on almost
wingspan. It weighs about 2 pounds. any vegetation that grows in the Athasian badlands. They
extract trace metals from the plants, which gives them an
almost metallic hide. They are avidly hunted for their hides,
but they are tough to kill.
The rasclinn is a small animal, growing only 3 feet at the
shoulder and weighing up to 50 pounds. Its metallic hide
gives it a silvery color, although the pups are usually brown,
white, or a combination of the two.
Rasclinn have no language of their own, but they do
communicate by barks and yelps. These warn the young to
flee or indicate if a rasclinn has found food or water.

Credit: Silver Rathalos

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Rhynox Rocktopus
Large beast, unaligned Large beast, unaligned

Armor Class 14 (natural armor) Armor Class 14 (natural armor)


Hit Points 45 (6d10 + 12) Hit Points 32 (5d10 + 5)
Speed 40ft. Speed 30ft., climb 20ft.

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)

Senses passive Perception 11 Skills Perception +4, Stealth +5


Languages — Senses darkvision 60ft., passive Perception 14
Challenge 2 (450 XP) Languages —
Challenge 1 (200 XP)
Charge. If the rhynox moves at least 20 feet straight
toward a target and then hits it with a gore attack Camouflage. The rocktopus has advantage on
on the same turn, the target takes an extra 9 (2d8) Dexterity (Stealth) checks in natural terrain.
damage. If the target is a creature it must succeed
on a DC 14 Strength saving throw or be knocked Actions
prone.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one grappled target. Hit: 6 (1d6 + 3) piercing
Actions damage, and the target must make a DC 11
Gore. Melee Weapon Attack: +6 to hit, reach 5ft., Constitution saving throw, taking 9 (2d8) poison
one target. Hit: 17 (3d8 + 4) bludgeoning damage. damage on a failed save, or half as much on a
successful one.
Tentacles. Melee Weapon Attack: +5 to hit, reach
Rhynox 15ft., one target. Hit: 10 (2d6 + 3) bludgeoning
Rhynox large, muscular quadrupeds native to the Athasian damage. If the target is a creature it is grappled
scrub plains. Though naturally herbivores, a starved rhynox (escape DC 13). Until this grapple ends, the target
can become a ravenous meat-eater and change its skin color is restrained. The rocktopus can grapple up to two
to a deep red, while normally they are brown, gray, or creatures at a time.
sometimes yellow. Those bred in the Tyrian arena are
purposely fed meat in order to increase their overall
aggression. Rocktopus
They sport three large horns that are used for head-locking The rocktopus evolved from the common octopus as the seas
in combat with another rhynox as a show of dominance and of Athas retreated and disappeared. This massive cephalopod
for fending off the few predators large and foolish enough to haunts a wide range of terrains, blending in with background
threaten them. thanks to its chameleon-like camouflage.

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Rubbish Slug Sandcrawler
Small beast, unaligned Tiny beast, unaligned

Armor Class 13 (natural armor) Armor Class 12


Hit Points 16 (3d6 + 6) Hit Points 3 (1d4 + 1)
Speed 20ft., burrow 10ft. Speed 15ft., burrow 30ft.

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)

Skills Stealth +3 Senses passive Perception 11


Senses blindsight 60ft., passive Perception 10 Languages —
Languages — Challenge 0 (10 XP)
Challenge 1/4 (50 XP)
Implant larva. Once a hosts flesh is numb the
Actions sandcrawler will implant a larva with its needlelike
ovipositor. This process takes 5 minutes to deposit
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., the egg. Each day the host must make a DC 11
one target. Hit: 4 (1d6 + 1) piercing damage. constitution save or suffers one level of exhaustion.
After four days the larva bursts forth dealing 9
(2d8) necrotic damage and the host must make a
Rubbish Slug DC 11 constitution save or pass out due to the
Rubbish slugs inhabit the garbage that inevitably collects in pain.
the poorer quarters of Athas‘ city-states. The four-foot long Eggs can be found with a DC 16 Wisdom (spot or
vermin are common in silt-side cities like Balic.

medicine) check. Anyone can attempt to remove



the egg with a successful DC 15 Wisdom

(medicine) check or can be destroyed with a lesser

restoration spell. Each attempt causes 1 piercing

damage to the host.


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.

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Sand Howler
This heavy-set, doglike quadruped has a broad head sporting Sand Howler
a nest of eight eyes and a pair of curving tusks. Its semi- Medium beast, unaligned
reptilian body is muscled and bears armored plates along the
spine. Armor Class 14 (natural armor)
Sand howlers are canine-like creatures that roam the Hit Points 37 (5d8 + 15)
deserts in packs, unleashing bloodcurdling screams when Speed 30ft.
pursuing prey. Mercenaries are known to capture and train
young howlers to capture runaway slaves. A sand howler‘s
appearance is unnerving; though doglike, it has eight eyes STR DEX CON INT WIS CHA
that can paralyze prey with a glance. A howler‘s oversized 16 (+3) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 14 (+2)
head also sports large yellow tusks. Its scaly body ranges
from dark to light brown, though rare white specimens have Skills Perception +5
been noted. Senses darkvision 60ft., passive Perception 15
Sand howlers live as a pack in subterranean dens and are Languages —
ruled over by a dominant male. They dwell in desolate areas, Challenge 2 (450 XP)
as they do not like to compete with other creatures for
resources. Keen smell. The sand howler has advantage on
Sand howler pups can be trained as guards or tracking Wisdom (Perception) checks that rely on smell.
beasts. Their hunting skills are remarkable and their keen
sense of smell makes them among the best desert trackers Paralyzing Gaze. When a creature that can see the
available. Many mercenaries in Athas capture them and train sand howler's eyes starts its turn within 30 feet of
them to chase down runaway slaves. In the Tableland they the sand howler, the sand howler can force it to
have been hunted to near extinction in the last few years by make a DC 12 Charisma saving throw if the sand
those who fear them and those who would domesticate them. howler isn't incapacitated and can see the creature.
The pelts of white sand howlers often bring about 150 cp A creature that fails the save is paralyzed for 2d4
rounds. A creature that can't be frightened
because of their rarity, beauty, and protection they provide automatically succeeds on this save. Unless
from heat. surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. If the creature
does so, it can't see the sand howler until the start
of its next turn, when it can avert its eyes again. If
the creature looks at the sand howler in the
meantime, it must immediately make the save.

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.

Credit: Tom Fowler

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Sand Shark Blood Frenzy. The sand shark has advantage on melee
attack rolls against any creature that doesn't have all its
Large beast, unaligned
hit points.
Armor Class 13 (natural armor) Keen Smell. The shark has advantage on Wisdom
Hit Points 45 (6d10 + 12) (Perception) checks that rely on smell.
Speed 10ft., burrow 40ft.
Sand Swimmer. The sand sharks burrowing ability works
in sand, silt, and other loose ground. When necessary it
STR DEX CON INT WIS CHA can travel through harder soil, but not rock, at a burrow
speed of only 10 feet.
18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3)
Actions
Skills Perception +4
Senses darkvision 60ft., tremorsense 60ft., passive Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one
Perception 14 target. Hit: 13 (2d8 + 4) piercing damage and the
Languages — target is grappled (escape DC 14). Until this grapple
Challenge 2 (450 XP) ends, the target is restrained, and the sand shark can't
bite another target.
Ambusher. The shark has advantage on attack rolls
against any creature it has surprised.

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

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Scorpion, Barbed Scorpion, Gold
Large beast, unaligned Tiny beast, unaligned

Armor Class 17 (natural armor) Armor Class 13 (natural armor)


Hit Points 105 (14d10 + 28) Hit Points 17 (5d4 + 5)
Speed 50ft. Speed 20ft.

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)

Barbed Hide. Any creature attacking a barbed Actions


scorpion within 5ft., takes 3 (1d6) piercing
damage. At the start of each of its turns, the barbed Sting. Melee Weapon Attack: +4 to hit, reach 5 ft.,
scorpion deals 3 (1d6) piercing damage to any one creature. Hit: 4 (1d4+2) piercing damage. The
creature grappling it. target must make a DC 11 Constitution saving
throw, taking 10 (3d6) poison damage and become
poisoned for 1 minute on a failed save or half
Actions damage and is not poisoned on a successful save.
Multiattack. The barbed scorpion makes three The target can repeat the saving throw at the end of
attacks: two claws, and one with its sting. each of its turns, ending the effect on itself on a
success.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) bludgeoning damage.
The target is grappled (Escape DC 15) The scorpion
has two claws, each of which can grapple only one Gold Scorpion
target. A golden scorpion the length of a man’s arm scuttles out of
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft.,
the shadows, the sun glimmering off its carapace.
one creature. Hit: 7 (1d6 + 4) piercing damage. The The gold scorpion is a breed of scorpion found throughout
target must make a DC 13 Constitution saving Athas, named for its shining exoskeleton. It prefers to secret
throw, taking 16 (3d10) poison damage on a failed itself in a hidden nook and then rush forward to strike with
save, or half as much damage on a successful one. its stinger. The gold scorpion has a well-deserved reputation
for fatalities, but this is as much derived from its lairing
habits as it is from the strength of its venom.
Barbed Scorpion
An incredibly large scorpion the color of gray sand, this
creature sports wicked barbs that jut from its exoskeleton at
all manner of angles, cloaking the beast in a protective
swathe of spines.
Barbed scorpions are enormous predators that hunt alone
or in packs throughout the deserts of the Tablelands. They
are covered with protruding spikes that can inflict terrible
injuries on those that come too close or are snared in the
scorpion‘s deadly claws. The den of a barbed scorpion may
sometimes contain remnants of undigested meals or their
equipment, and canny travelers know that daring the
shortsword-sized stinger of a barbed scorpion can sometimes
yield profitable results.
An adult barbed scorpion grows to be a dozen feet long,
with a dusty gray or tan carapace. They make a clacking
racket as they move, their spines hammering one against the
other.

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Silt Eel Silt Serpent
Medium beast, unaligned Small beast, unaligned

Armor Class 14 (natural armor) Armor Class 16 (natural armor)


Hit Points 22 (4d8 + 4) Hit Points 14 (4d6)
Speed 0 ft., swim 50ft. Speed 10ft., climb 10ft., swim 10ft.

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)

Skills Perception +3, Stealth +5 Skills Perception +3, Stealth +4


Senses tremorsense 30ft., passive Perception 13 Senses darkvision 60ft., tremorsense 60ft., passive
Languages — Perception 13
Challenge 1 (200 XP) Languages —
Challenge 1/2 (100 XP)
Ambusher. In the first round of combat, the silt eel
has advantage on attack rolls against any creature it Innate Psionics. The silt serpent's psionic ability is
surprised. Wisdom (power save DC 11, +3 to hit with power
attacks). The silt serpent can innately use the
Slippery. The silt eel has advantage on ability checks following powers:
and saving throws made to escape a grapple.
3/day: aura of charm, and ego whip
Actions Keen smell. The silt serpent has advantage on
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., Wisdom (Perception) checks that rely on smell.
one target. Hit: 10 (2d6 + 3) piercing damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage plus
Silt Eel 3(1d6)poison damage. The target must make a DC
This long, black eel has oily scales and a ridge of spiked fins 10 Constitution saving throw, taking the poison
along its spine. Its serpentine body weaves through the silt, damage on a failed save, or half as much damage on
its wedge-shaped head scouting for prey. a successful one.
Silt eels live in the Sea of Silt or in inland silt basins. They
hunt small creatures dwelling in the silt and rarely attack
humans. A silt eel measures 4-5 feet long from the end of its
spiny tail to the tip of its bullet-shaped head. Silt Serpent
Silt serpents are precisely that – serpents that have adapted
to live in the shallows of the Sea of Silt. As with many of
Athas‘ denizens, they have evolved basic psionic abilities to
help them to cope with life under the dark sun. Small and
timid, they nevertheless possess a venomous bite that can
bring down all but the hardiest of opponents.
Silt serpents are carnivores that dwell alone or in family
nests in reefs and rocky ruins in the shallow silt. They are
hunted for their flesh, which is succulent and tasty. Giants of
the silt archipelagoes were among the first to prepare the
creatures as food, but it is the Sky Singer elf tribe that has
become most famous for their dish known as alrasb,
prepared over an open flame from the sizzling meat of the
serpents.
An adult silt serpent can grow to be four feet in length.
Their young, laid in clutches of 2-12 eggs, are thin and
slender, but with a more potent venom than their parents.

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An adult sitak is one foot long and usually has bright green
or red plumage with yellow feathers at the throat, although
Sitak light blue, gray, white, or black varieties are not uncommon.**
Tiny beast, Unaligned

Armor Class 13
Hit Points 2 (1d4)
Speed 10ft., fly 40ft.

STR DEX CON INT WIS CHA


3 (-4) 16 (+3) 10 (+0) 2 (-4) 14 (+2) 4 (-3)

Senses Passive Perception 12


Languages —
Challenge 0 (10 XP)

Innate Psionics. The sitak can innately use the


following powers:
At will: mind meld (30ft.)
Sitak fever. Any creature that bites a sitak or ingests
sitak flesh or blood must make a DC 10
Constitution saving throw or suffer the effects of
the ailment known as Sitak Fever. Sitak Fever’s
incubation period is 24 hours. When the incubation
is complete, the victim reduces their hit point
maximum by 3 (1d6), and becomes poisoned until
the disease is cured. Every 24 hours that elapse, the
infected must repeat the Constitution saving throw,
reducing their hit point maximum by 3 (1d6) on a
failure.
A victim cannot recover from sitak fever naturally
for as long as it remains in forested terrain. Leaving
the forest allows a victim to cure the disease. A
remove disease spell functions normally.

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.

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Slimahaccs are a sinuous species of reptile with uncertain
heritage. They are also sometimes known as sand drakes, but
Slimahacc it is unknown if they are truly related to drakes or are instead
Huge beast, unaligned some sort of native reptilian or worm offshoot. They roam the
deserts, using stealth and speed to overrun and devour their
Armor Class 18 (natural armor) prey.
Hit Points 94 (9d12 + 36) Pterrans sometimes domesticate slimahaccs as riding
Speed 40ft., burrow 20ft. animals or beasts of burden. While the riding position
directly behind their head and an additional 10 feet of the
STR DEX CON INT WIS CHA back are relatively safe, cargo and passengers further down
their back are occasionally mistaken for parasites and
22 (+6) 12 (+1) 18 (+4) 2 (-4) 16 (+3) 7 (-2) casually removed by the slimahacc.
In the wild, slimahaccs normally lead solitary lives hunting
Skills Perception +7, Stealth +5 and sleeping. In sandy or gravelly areas, they burrow under
Senses tremorsense 30ft., passive Perception 17 the loose matter to a depth of about 2 feet to avoid both the
Languages — heat of the day and any predators. While burrowing,
Challenge 9 (5000 XP) slimahaccs possess tremorsense with a range of 30 ft. Above
ground, the slimahacc's hearing is extremely acute. The horn-
Keen hearing. The slimahacc has advantage on like scalp protrusions are actually powerful aural amplifiers
Wisdom (Perception) checks that rely on hearing. whose wide degree of separation allows the slimahacc to
triangulate the source of any sound that it can hear. It is not
Actions unusual for pterran riders to psionically link their hearing to
Multiattack. The slimahacc makes two attacks, one the slimahacc they are riding in order to augment their
with its bite, and one with its constrict. hunting and defensive abilities.
Although rarely available for sale, a trained slimahacc will
Bite. Melee Weapon Attack: +10 to hit, reach 10ft., sell for as much as 40 gold pieces, ten times the price of a
one target. Hit: 20 (4d6 + 6) piercing damage. If war crodlu. Slimahacc eggs are relatively rare and fetch a
the target is a creature, it is grappled (escape DC market price of 2 gp as a culinary delicacy. The horns of a
18). Until this grapple ends, the target is restrained, slimahacc are actually composed of strong, hollow bone, and
and the slimahacc cannot bite another target. sections are sometimes used in constructing datchi clubs and
Constrict. Melee Weapon Attack: +10 to hit, reach inix yokes. Slimahacc meat is edible, though tough and
5ft., one target. Hit: 19 (3d8 + 6) bludgeoning muddy tasting. An adult slimahacc can grow to be over 30
damage. The target is grappled (escape DC 18) feet in length.
Until this grapple ends, the creature is restrained,
and the Slimahacc can't constrict another target.
Swallow. The Slimahacc 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 Slimahacc, and it takes 14 (4d6) acid
damage at the start of each of the Slimahacc's
turns.
If the slimahacc takes 20 or more damage on a
single turn from a creature inside it, the slimahacc
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 slimahacc. If the slimahacc
dies, a swallowed creature is no longer restrained
by it and can escape from the corpse using 10 feet
of movement, exiting prone

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.

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Sloth, Athasian Strine
Large beast, unaligned Medium beast, unaligned

Armor Class 15 (natural armor) Armor Class 17 (natural armor)


Hit Points 114 (12d10 + 48) Hit Points 52 (8d8 + 16)
Speed 60ft., climb 30ft. Speed 10ft.

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)

Skills Perception +4, Stealth +6 Skills Perception +2


Damage Resistances poison Senses passive Perception 12
Condition Immunities poisoned Languages —
Senses passive Perception 14 Challenge 3 (700 XP)
Languages —
Challenge 5 (1800 XP) Actions
Forest Camouflage. The athasian sloth has advantage Multiattack. The strine makes two bite attacks or
on Dexterity (Stealth) checks in forest terrain three spine attacks.

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.

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Swarm, Baazrag Swarm, Silt Spider
Medium swarm of Tiny beasts, unaligned Medium swarm of Tiny beasts, unaligned

Armor Class 13 (natural armor) Armor Class 12


Hit Points 22 (5d8) Hit Points 36 (8d8)
Speed 40ft. Speed 30ft., climb 20ft., swim 30ft.

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)

Damage Resistances bludgeoning, piercing, slashing Skills Stealth +6


Condition Immunities charmed, frightened, Damage Resistances bludgeoning, piercing, slashing
paralyzed, petrified, prone, restrained, stunned Condition Immunities charmed, frightened,
Senses blindsight 10 ft., darkvision 30 ft., passive paralyzed, petrified, prone, restrained, stunned
Perception 11 Senses darkvision 60ft., tremorsense 30ft., passive
Languages — Perception 10
Challenge 1/2 (100 XP) Languages —
Challenge 1 (200 XP)
Keen Smell. The baazrag swarm has advantage on
Wisdom (Perception) checks that rely on smell. Silt Camouflage. The silt spider swarm has
advantage on Dexterity (Stealth) checks in silt
Swarm. The swarm can occupy another creature's terrain.
space and vice versa, and the swarm can move
through any opening large enough for a Tiny Spider Climb. The swarm can climb difficult
baazrag. The swarm can't regain hit points or gain surfaces, including upside down on ceilings,
temporary hit points. without needing to make an ability check.
Swarm. The swarm can occupy another creature's
Actions space and vice versa, and the swarm can move
Bites. Melee Weapon Attack: +3 to hit, reach 0ft., through any opening large enough for a Tiny silt
one creature in the swarm's space. Hit: 10 (4d4) spider. The swarm can't regain hit points or gain
piercing damage plus 2 (1d4) poison damage, or 5 temporary hit points.
(2d4) piercing damage and 1 poison damage if the
swarm has half of its hit points or fewer. Actions
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft.,
one target in the swarm's space. Hit: 7(2d4+2)
piercing damage or 4(1d4+2) piercing damage if
the swarm has half of its hit points or fewer. The
target must make a DC 10 Constitution saving
throw, taking the 7 (2d6) poison damage on a
failed save, or half as much damage on a successful
one. If the poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1
hour, even after regaining hit points, and is
paralyzed while poisoned in this way.

Silt Spider Swam


A swarming nest of tiny pale spiders barely distinguishable
from the shifting silt that is their home, these creatures rush
towards you in a single heaving mass.
Silt spiders are tiny creatures that dwell in Athas‘ silt seas
and basins. Easily able to camouflage themselves within and
swim though the silt, they are a hazard wherever they are
encountered. Although their bite and accompanying poison is
not overly dangerous, their sheer numbers often mean that a
target will be devoured by the swarm before he has a chance
to regain consciousness.
Individual silt spiders rarely reach six inches in size but
can swarm in scores or hundreds

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Sygra Tagster
Small beast, unaligned Medium beast, unaligned

Armor Class 13 (natural armor) Armor Class 12


Hit Points 10 (3d6) Hit Points 45 (7d8 + 14)
Speed 40ft. Speed 40ft.

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)

Senses passive Perception 11 Skills Perception +5, Stealth +6


Languages — Senses darkvision 60ft., passive Perception 15
Challenge 1/8 (25 XP) Languages —
Challenge 2 (450 XP)
Charge. If the sygra moves at least 20 feet straight
toward a target and then hits it with a ram attack on Innate Psionics. The tagster's psionic ability is
the same turn, the target takes an extra 2 (1d6) Wisdom (power save DC 13, +5 to hit with power
bludgeoning damage. If the target is a creature it attacks). The tagster can innately use the following
must succeed on a DC 10 Strength saving throw or powers:
be knocked prone
At will: blind spot, discern moods, sixth sense,
    read thoughts

Actions 3/day: aura of charm, body equilibrium, nomadic


Ram. Melee Weapon Attack: +4 to hit, reach 5ft.,     travel.
one target Hit: 4 (1d4 + 2) bludgeoning damage. Keen Smell. The tagster has advantage on Wisdom
(Perception) checks that rely on smell.
Pounce. If the tagster moves at least 20 feet
Sygra straight toward a creature and then hits it with a
Sygra are cloven-hooved quadrupeds with short, hairy coats claw attack on the same turn, that target must
that can be any mixture of black, brown, and white. Their succeed on a DC 13 Strength saving throw or be
heads sport two horns. Males have larger horns than female knocked prone. If the target is prone, the tagster
can make one bite attack against it as a bonus
action
Sygra, giant Psionic Resistance. The tagster has advantage on
Intelligence, Wisdom, and Charisma saving throws.
Large beast, unaligned

Armor Class 13 (natural armor) Actions


Hit Points 19 (3d10 + 3) Multiattack. The tagster makes two attacks: one
Speed 40ft. with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
STR DEX CON INT WIS CHA one target. Hit: 8 (1d10 + 3) piercing damage.
17 (+3) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) Claw. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 7 (1d8 + 3) slashing damage.
Senses passive Perception 11
Languages — Reaction
Challenge 1/2 (100 XP) Ablative Hide (Recharge 5-6). When the tagster is hit
by an attack, it can instantly transmogrify its skin in
Charge. If the sygra moves at least 20 feet straight a dense metamaterial that absorbs the impact
toward a target and then hits it with a ram attack on before flaking away. Until the start of its next turn it
the same turn, the target takes an extra 5 (2d4) gains a +5 bonus to AC.
bludgeoning damage. If the target is a creature it
must succeed on a DC 13 Strength saving throw or
be knocked prone
Tagster
Actions The tagster is a great cat endowed with psionic abilities that
enhance its stealth and movement. The creature has short
Ram. Melee Weapon Attack: +5 to hit, reach 5ft., yellowish-brown fur with whitish underparts.
one target Hit: 8 (2d4 + 3) bludgeoning damage.

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Takis Tigone
Large beast, unaligned Large beast, unaligned

Armor Class 15 (natural armor) Armor Class 14 (natural armor)


Hit Points 57 (6d10 + 24) Hit Points 59 (7d10 + 21)
Speed 40ft. Speed 30ft.

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)

Skills Perception +4 Skills Perception +4, Stealth +5


Senses passive Perception 14 Senses darkvision 60ft., passive Perception 14
Languages — Languages —
Challenge 3 (700 XP) Challenge 3 (700 XP)

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.

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Warthog Warthog, Giant
Medium beast, unaligned Large beast, unaligned

Armor Class 11 (natural armor) Armor Class 12 (natural armor)


Hit Points 11 (2d8 + 2) Hit Points 25 (3d10 + 9)
Speed 40ft. Speed 40ft.

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)

Senses passive Perception 9 Senses passive Perception 8


Languages — Languages —
Challenge 1/4 (50 XP) Challenge 1 (200 XP)

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

Tusk. Melee Weapon Attack: +5 to hit, reach 5ft.,

one target Hit: 10 (2d6 + 3) slashing damage.

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Watroach
This walking hive is supported by six short legs extending
Watroach (War Beetle) from its central limb cluster, and has a very wide, low
Gargantuan beast, unaligned hanging head ringed with sharp teeth and flanked by deadly
pincers.
Armor Class 18 (natural armor) This very large insect, which has a black or deep purple
Hit Points 155 (10d20 + 50) exoskeleton, is broken up into three sections: head, hive
Speed 20ft. chamber, and thorax. It also has a very sticky, hollow tongue,
which it uses to attack and consume its prey, which is mostly
STR DEX CON INT WIS CHA insects ranging in size from Small to Large. It is able to use
its tongue to grab insects that hide under rocks or in crevices,
23 (+6) 9 (-1) 20 (+5) 1 (-5) 13 (+1) 3 (-4) while it can also suck smaller insects through the hollow part
of its tongue and straight into its gullet.
Senses darkvision 60ft., passive Perception 11 The thorax is a storehouse of digested foods and liquids for
Languages — the adult watroach, and is connected to the central hive
Challenge 8 (3900 XP) chamber where millions of infant, drone watroaches, each
less than one-inch long serve the gestating protoadult at the
Trampling charge. If the watroach moves at least 20 center of the hive.
feet straight toward a creature and then hits it with
a slam attack on the same turn, that target must
Watroaches have no language of their own and don‘t notice
succeed on a DC 17 Strength saving throw or be
other passing adults. The only way to communicate to a
knocked prone. If the target is prone, the watroach
watroach is via psionics or magic.
can make one bite attack against it as a bonus
The adult watroach lives only to feed, so that the hive
action. chamber is fruitful when it dies. The drones bath, feed, and
otherwise maintain the proto-adult until the adult gets too old
Actions to move. Once this happens the proto-adult grows rapidly to
full size, which takes about three days. When doing this it
Multiattack. The watroach makes two attacks, one ingests the remaining nutrients of its parent‘s thorax and
with its bite, and one slam attack. most of the hive material, literally eating its way out of the
Bite. Melee Weapon Attack: +9 to hit, reach 10ft.,
hive chamber. The proto-adult is nearly full-grown after this,
one target. Hit: 28(4d10 + 6) piercing damage, and
having its own hive chamber filled with drones and a new
the target is grappled (escape DC 17). Until this proto-adult inside. The remaining original drones go on to
grapple ends, the target is restrained, and the serve the new adult, but most perish with the birth of the new
watroach can't bite another target. adult.
Watroachs are solitary creatures in one sense and entire
Slam. Melee Weapon Attack: +9 to hit, reach 10ft., communities in yet another. Adults don‘t travel or hunt
one target not grappled by the watroach. Hit: together. In truth, however, each adult carries millions of
19(3d8 + 6) bludgeoning damage. It the target is a
creature it must succeed on a DC 17 Strength
drones and a proto-adult within itself, making it a complete
saving throw or be knocked prone.
walking, self-sustaining, community.
For King’s Ages Sorcerer-Kings have used animated giant
Swallow. The watroach makes one bite attack beetles to wage war against one another, especially in areas
against a Huge or smaller target it is grappling. If so parched that mekillots, driks, and other mighty war beasts
the attack hits, the target is swallowed, and the would die of exposition.
grapple ends. The swallowed target is blinded and
restrained, it has total cover against attacks and
other effects outside the watroach, and it takes 14
(4d6) acid damage at the start of each of the
watroach's turns. A Gargantuan watroach‘s interior
can hold 2 Huge, 4 Large, 8 Medium, 32 Small,
128 Tiny, or 512 Diminutive or smaller opponents.
If the watroach takes 30 damage or more on a
single turn from a creature inside it, the watroach
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 watroach. If the watroach dies,
a swallowed creature is no longer restrained by it
and can escape from the corpse by using 10 feet of
movement, exiting prone.

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Weezer, Brood Queen Weezer, soldier
Medium beast, unaligned Medium beast, unaligned

Armor Class 15 (natural armor) Armor Class 13 (natural armor)


Hit Points 32 (5d8 + 10) Hit Points 13 (3d8)
Speed 15ft. Speed 15ft., fly 30ft.

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)

Senses passive Perception 12 Senses passive Perception 10


Languages — Languages —
Challenge 1/2 (100 XP) Challenge 1/4 (50 XP)

Hive Mind. The brood queen is the psychic nexus Actions


for every weezer in her hive. She is aware of the
direction and distance to all members of the hive, Stinger. Melee Weapon Attack: +4 to hit, reach 5ft.,
can telepathically communicate with them when one target. Hit: 4 (1d4 + 2) piercing damage plus
they are within 1 mile, and can sense what they 3(1d6) poison damage. The target must make a DC
sense when they are within 100 feet of her. 10 Constitution saving throw for half poison
Weezers from her hive that travel more than 1 damage. If the poison reduces the target to 0 hit
miles away instinctively know the direction and points, the target is stable but poisoned for 1 hour,
distance to the hive and try to return. even after regaining hit points, and is paralyzed
while poisoned in this way.
Actions
Stinger. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 9 (2d6 + 2) piercing damage and
the target must make a DC 12 Constitution saving
throw or be implanted with an egg. Each day the
Weezer, worker
host must make a DC 12 constitution save or Medium beast, unaligned
suffers one level of exhaustion and reduces their hit
point maximum by 4 (1d8) on a failure. After five Armor Class 13 (natural armor)
days the larva will emerge to eat the host. Anyone Hit Points 13 (3d8)
can attempt to remove the egg with a successful Speed 15ft., fly 30ft.
DC 15 Wisdom (medicine) check or can be
destroyed with a lesser restoration. Each attempt STR DEX CON INT WIS CHA
causes 3 (1d6) piercing damage to the host.
10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 3 (-4)

Senses passive Perception 10


Weezer Languages —
Weezers are enormous flying insects that make underground Challenge 1/8 (25 XP)
hives in the desert tablelands. Though of animal intelligence,
they are highly social creatures, structured into several Actions
distinct classes by both social function and physical
characteristics. Stinger. Melee Weapon Attack: +4 to hit, reach 5ft.,
Worker, and soldier weezers all have wings, multifaceted one target. Hit: 4 (1d4 + 2) piercing damage
eyes, and six thin limbs extending from their abdomen.
Soldiers are slightly larger, and are colored a shade of yellow
brighter than their fellows. The brood queen is much larger. Workers fly in the vicinity of the colony in search of water.
The brood queen has a huge abdomen for laying the hive’s They either store water directly in wax balls, or they use
eggs. water to create honey that they store the same way. They
Weezers build colonies beneath the sands where they hang both types of wax balls in the colony chambers to feed
protect the brood queen and allow her to lay eggs. From the the rest of the adults and to nurture the young. Each sphere
surface, their hives appear to be a series of domes that vary contains one gallon of either honey or water. The contents
from three to eight feet tall, but that are all about five feet in are apparent by the shade of the sphere (water is light, honey
diameter. The domes are constructed by the workers, made is dark). A character that eats at least a quart of honey will
from sand glued together with a bonding resin they secrete. heal an additional 1d8 hit points after a long rest.
Only one dome actually has an entrance from the surface that
leads into the rest of the tunnels.
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227
Wrab Xerichou
Tiny beast, unaligned Tiny beast, unaligned

Armor Class 13 Armor Class 15 (natural armor)


Hit Points 10 (4d4) Hit Points 12 (5d4)
Speed 10ft., fly 40ft. Speed 20ft., fly 60ft.

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)

Skills Stealth +5 Skills Stealth +5


Senses darkvision 60ft., passive Perception 11 Senses darkvision 60ft., passive Perception 10
Languages — Languages —
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)

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:

Actions At will: blind spot, body adjustment, mind thrust,


    nomadic slingshot
Blood Drain. Melee Weapon Attack: +5 to hit, reach
5 ft., one creature. Hit: 5 (1d4 + 3) piercing Psionic Resistance. The xerichou has advantage on
damage. The wrab attaches to the target. While Intelligence, Wisdom, and Charisma saving throws.
attached, the wrab doesn't attack. Instead, at the
start of each of the wrab's turns, the target loses 5 Actions
(1d4 + 3) hit points due to blood loss. Wing slash. Melee Weapon Attack: +5 to hit, reach
The wrab can detach itself by spending 5 feet of its 5ft., one target. Hit: 6 (1d6 + 3)
movement. It does so after it drains 10 hit points
of blood from the target or the target dies. A
creature, including the target, can use its action to Xerichou
detach the wrab. The xerichou is a winged predator that is found in most parts
of Athas. Long and slender, with six clawed limbs and a pair
of broad wings, xerichous travel in flocks, swarming their
Wrab prey. Xerichous are psionic and intelligent enough to make
You see a winged serpent, two feet long, with scales of jet effective use of their abilities in combat.
black. Xerichous begin life as relatively inoffensive larvae. These
Wrabs are airborne blood-drinkers, winged serpents that tiny, armored worms eventually climb and cling to cliffs or
flap silently through the gloom of Athas‘ woodlands and other elevated rock faces in order to pupate. Often mistaken
crypts. The beasts are quiet enough to sneak up on anyone for part of the rock itself, the pupa eventually hatches into the
and clever enough to find their way inside tents and through adult xerichou, which is then driven to seek out its ancestral
cracks in shuttered windows. nesting ground in order for the breeding cycle to begin again.
Measuring up to two feet long, wrabs fold their reptilian An adult xerichou is a foot long, with a three-foot wingspan.
wings around themselves for camouflage and protection It is deep brown to deep red in color and has a tough,
while perched. leathery hide with tufts of wiry hair sprouting at the joints.
The Tyrian Council uses wrabs for their innate ability to The larvae are only four inches long, with a dozen tiny legs.
detect surface emotions. A trained wrab senses which
council member has the greatest attention of the audience,
flying to that speaker‘s hand and placing its head in a nook
formed by the speaker‘s thumb and index finger.

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228
Zhackal Z'tal
Small beast, unaligned Small beast, unaligned

Armor Class 12 Armor Class 12


Hit Points 5 (1d6 + 2) Hit Points 9 (2d6 + 2)
Speed 40ft. Speed 30ft.

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)

Skills Stealth +6 Condition Immunities charmed


Senses passive Perception 11 Senses passive Perception 11
Languages — Languages —
Challenge 1/8 (25 XP) Challenge 1/8 (25 XP)

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.

DARK SUN | BEASTS OF ATHAS


229
Heightened Faculties. The eidolon’s Intelligence,
Eidolons Wisdom, and Charisma scores increase to 12 if not already
An eidolon is a construct made from pure thoughts. Eidolons higher, and it gains proficiency in Intelligence, Wisdom, and
may exist independently in the Astral Plane but typically they Charisma saving throws.
are created through the use of the project eidolon psionic Improved Darkvision. The range of the eidolon’s
power. Eidolons can appear in a variety of forms, but most darkvision increases to 60 ft.
often appear generally humanoid. When an eidolon is Improved Function. The eidolon’s proficiency bonus
reduced to 0 hit points, it winks out of existence, increases from +2 to +4.
disappearing without a trace. Massive Form. The eidolon’s Strength and Constitution
Constructed Nature. An eidolon doesn’t require air, food, scores increase to 18. Additionally, it becomes Large sized
drink, or sleep. and its melee reach extends to 10 feet. If the eidolon is
created with this ability through the manifestation of the
Creating an Eidolon project eidolon power and there is not a 10-foot cube of
When a psionic character manifests the project eidolon unoccupied space around the psicrystal, the manifestation of
power, they choose one or more abilities from the following project eidolon fails.
menu lists, as noted in the power. An eidolon that exists Mighty Slams. When the eidolon hits with a Slam attack,
independently on the Astral Plane might also exhibit any of it deals bludgeoning damage equal to 1d12 + its Strength
the following abilities. Unless otherwise noted, an ability from modifier, and the target of the attack must succeed on a
either list may only be taken once. Strength saving throw or be pushed 10 feet. The DC is equal
When creating an independent eidolon to challenge player to 8 + the eidolon’s proficiency bonus + its Strength modifier.
characters, its challenge rating must be calculated from Multiattack. The eidolon can use its action to make two
scratch using the method for creating monsters in chapter 9 melee weapon attacks.
of the Dungeon Master’s Guide. Resilient Form. The eidolon's maximum hit points
increase by 10. This ability can be taken more than once,
Lesser Eidolon Abilities increasing the eidolon’s maximum hit points by 10 each time.
The following is a menu of abilities available to all eidolons. Sinuous Shape. The eidolon has an elongated body,
Armored Form. The eidolon gains a +3 bonus to the AC allowing it to make a Constrict attack as an action. A
provided by its natural armor. Constrict attack is a melee weapon attack. When the eidolon
Acute Perception. The eidolon’s Wisdom score increases hits with a Constrict attack, it deals bludgeoning damage
to 10 if it is not already higher, and it gains proficiency with equal to 1d10 + its Strength modifier, and the target is
the Perception skill. It applies double its proficiency bonus to grappled (escape DC 10 + the eidolon’s proficiency + its
Wisdom (Perception) checks and its passive Perception Strength modifier). Until the grapple ends, the target is
score, instead of its normal proficiency bonus. restrained, and the eidolon can’t constrict another target.
Celerity. The eidolon’s walking speed increases by 20 feet.
Charge. If the eidolon moves at least 20 feet straight Greater Eidolon Abilities
toward a target and then hits it with a slam attack on the The following is a menu of abilities available to eidolons that
same turn, the target takes an extra 9 (2d8) bludgeoning have acquired five or more abilities from the Lesser Eidolon
damage. It the target is a creature, it must succeed on a Abilities menu. Some abilities from this menu require an
Strength saving throw (DC 8 + the eidolon’s proficiency eidolon to have an ability from the Lesser Eidolon Abilities
bonus + its Strength modifier) or be knocked prone. menu before it can be selected.
Claws. The eidolon’s appendages develop sharp claws, Flight. The eidolon gains a flying speed of 60 feet.
allowing it to make attacks with them. An attack with its Greater Energy Attacks. Prerequisite: Energy Attacks.
Claws is a melee weapon attack. When the eidolon hits with The energy around the eidolon’s appendages intensifies,
an attack using its Claws, it deals slashing damage equal to dealing an additional 2d6 damage when it hits with a melee
2d4 + its Strength modifier. weapon attack. This extra damage is of one of the following
Energy Attacks. The eidolon’s appendages are wreathed in types, chosen when this ability is selected, and need not be of
energy, dealing 1d6 extra damage when it hits with a melee the same damage type chosen for the Energy Attacks ability
weapon attack. This extra damage is of one of the following from the Lesser Eidolon Abilities menu: acid, cold, fire,
types: acid, cold, fire, lightning, psychic, or thunder, chosen lightning, psychic, or thunder.
when this ability is selected. Greater Energy Resistance. The eidolon gains resistance
Energy Beam. The eidolon’s Charisma score increases to to three types of damage from the following list: acid, cold,
16 and it gains the ability to fire a beam of coherent energy as fire, lightning, psychic, or thunder. This ability can be taken
a ranged power attack against one creature it can see within twice, and the second time the eidolon gains immunity to the
60 feet of it as an action, using Charisma for the attack roll. damage types chosen the first time this ability was taken.
On a hit, the beam deals 3d6 damage of one of the following Heightened Prowess. The eidolon’s Strength, Dexterity,
types: acid, cold, fire, lightning, psychic, or thunder, chosen and Constitution scores increase to 20 and it gains
when this ability is selected. proficiency in Strength, Dexterity, and Constitution saving
Energy Resistance. The eidolon gains resistance to one throws. This ability can be taken a second time, increasing
type of damage from the following list: acid, cold, fire, the eidolon’s Strength, Dexterity, and Constitution scores to
lightning, psychic, or thunder. This ability can be taken twice, 24.
and the second time the eidolon gains immunity to the
damage type chosen the first time this ability was taken.
DARK SUN | EIDOLONS
230
Impervious Form. Prerequisites: Armored Form, Resilient
Form. The eidolon gains resistance to bludgeoning, piercing,
and slashing damage dealt by nonmagical attacks. This Shaper's 1st-Level
ability can be taken a second time, granting the eidolon Eidolon
immunity to the above types of damage instead of resistance.
Improved Multiattack. Prerequisite: Multiattack. The Small construct (eidolon), neutral
eidolon can use its action to make three melee weapon Armor Class 12
attacks. Hit Points 5 (1d6 + 2)
Inexorable Senses. The eidolon gains blindsight with a Speed 30ft.
range equal to the range of its darkvision.
Perfect Function. Prerequisite: Improved Function. The
eidolon’s proficiency bonus increases from +4 to +6. STR DEX CON INT WIS CHA
Pounce. Prerequisite: Claws. If the eidolon moves at least 12 (+1) 14 (+2) 14 (+2) 6 (-2) 6 (-2) 6 (-2)
20 feet straight toward a creature and then hits it with a claw
attack on the same turn, that target must succeed on a Damage Immunities poison
Strength saving throw (DC 8 + the eidolon’s proficiency Condition Immunities poisoned
bonus + its Strength modifier) or be knocked prone. If the Senses darkvision 30 ft., passive Perception 8
target is prone, the eidolon can make another claw attack Languages understands one language (one its
against it as a bonus action. creator knows if created with project eidolon),
but can’t speak
Eidolon Statistics Challenge 1/8 (25 XP)
The statistics of a base eidolon, an eidolon before any
abilities have been added to it, are given below. Following Actions
these base statistics, stats for a Shaper psion’s 1st-level
eidolon are presented with all of its penalties already applied. Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Following the above, statistics for sample eidolons created one target. Hit: 5 (1d8 + 1) bludgeoning damage
with the project eidolon power at power levels 3 through 9
are provided, each with the maximum number of abilities
applied for each level. These are presented for ease of use,
and represent only one possible combination of abilities for
each level. 3rd-Level Projected
Eidolon
Base Eidolon Medium construct (eidolon), neutral
Medium construct (eidolon), neutral Armor Class 14 (natural armor)
Hit Points 32 (3d8 + 9 plus 10)
Armor Class 14 (natural armor) Speed 50ft.
Hit Points 22 (3d8 + 9)
Speed 30ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 6 (-2) 6 (-2) 6 (-2)
16 (+3) 16 (+3) 16 (+3) 6 (-2) 6 (-2) 6 (-2)
Damage Immunities poison
Condition Immunities poisoned
Damage Immunities poison Senses darkvision 30 ft., passive Perception 8
Condition Immunities poisoned Languages understands one language (one its
Senses darkvision 30 ft., passive Perception 8 creator knows if created with project eidolon),
Languages understands one language (one its but can’t speak
creator knows if created with project eidolon), Challenge 1/2 (100 XP)
but can’t speak
Challenge 1/2 (100 XP) Eidolon Abilities. Celerity, Resilient Form

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

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231
4th-Level Projected 5th-Level Projected
Eidolon Eidolon
Medium construct (eidolon), neutral Large construct (eidolon), neutral

Armor Class 17 (natural armor) Armor Class 17 (natural armor)


Hit Points 32 (3d8 + 9 plus 10) Hit Points 38 (3d10 + 12 plus 10)
Speed 50ft. Speed 50ft.

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)

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 1 (200 XP) Challenge 3 (700 XP)

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.

6th-Level Projected Languages understands one language (one its creator


knows if created with project eidolon), but can’t
Eidolon speak
Large construct (eidolon), neutral Challenge 4 (1,100 XP)

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 Actions


20 (+5) 20 (+5) 20 (+5) 6 (-2) 6 (-2) 6 (-2) Multiattack. The eidolon makes two melee weapon
attacks.
Saving Throws Str +7, Dex +7, Con +7 Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Damage Immunities poison target. Hit: 9 (1d8 + 5) bludgeoning damage plus 3
Condition Immunities poisoned (1d6) psychic damage.
Senses darkvision 30 ft., passive Perception 8

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232
7th-Level Projected 8th-Level Projected
Eidolon Eidolon
Large construct (eidolon), neutral Large construct (eidolon), neutral

Armor Class 19 (natural armor) Armor Class 19 (natural armor)


Hit Points 41 (3d10 + 15 plus 10) Hit Points 41 (3d10 + 15 plus 10)
Speed 50ft. Speed 50ft.

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.

9th-Level Projected Senses darkvision 30 ft., passive Perception 8


Languages understands one language (one its creator
Eidolon knows if created with project eidolon), but can’t
Large construct (eidolon), neutral speak
Challenge 7 (2,900 XP)
Armor Class 19 (natural armor)
Hit Points 41 (3d10 + 15 plus 10) Eidolon Abilities. Armored Form, Celerity, Energy
Speed 50ft. Attacks (Psychic), Greater Energy Attacks (Psychic),
Heightened Prowess, Impervious Form, Improved
Multiattack, Massive Form, Multiattack, Resilient Form
STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 6 (-2) 6 (-2) 6 (-2) Actions
Multiattack. The eidolon makes three melee weapon
Saving Throws Str +7, Dex +7, Con +7 attacks.
Damage Resistances bludgeoning, piercing, and
slashing damage from nonmagical attacks Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Damage Immunities poison target. Hit: 9 (1d8 + 5) bludgeoning damage plus 10
Condition Immunities poisoned (3d6) psychic damage.

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233
NPCs of Athas Arcane Hunter
This section contains statistics for various humanoid Medium humanoid (any race), any alignment
nonplayer characters (NPCs) that adventurers might
encounter during a Dark Sun campaign, including lowly Armor Class 16 (studded leather)
slaves, templars, or mighty defilers. These stat blocks can be Hit Points 65 (10d8 + 20)
used to represent both human and nonhuman NPCs. Speed 30ft.
NPC Features
Race Features STR DEX CON INT WIS CHA
Aarakocra Speed 25ft., Fly 50ft., Talons 12 (+1) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 10 (+0)
Dray Born of Fire, Tooth and Claw, Darkvision
Saving Throws Str +4, Dex +7, Wis +5
Dwarf Speed 25ft., Darkvision, Magic Resistance, Skills Arcana +7, Perception +8, Stealth +7, Survival
Superior Resilience +5
Elf Speed 35ft., Darkvision, Keen Senses, Nomadic Senses passive Perception 18
Life Languages any three languages
Challenge 5 (1,800 XP)
Half-Elf Darkvision, Nomadic Life
Half- Speed 35ft., Colossal Resilience, Giant Enchant Weapon (1/turn). The hunter deals an extra
Giant Heritage, Giant Toughness, Long-limbed 9 (2d8) damage with its weapon attack if it hits a
Halfling Speed 25ft., Halfling Nimbleness, Halfling creature that uses psionics or magic.
Resilience, Halfling Athleticism, Innately
Stealthy, Savage Attacks Hunter's Mark. As a bonus action the Arcane Hunter
may cast Hunter's Mark with a duration of 1
Mul Darkvision, Relentless Endurance, Inexhaustible, minute.
Superior Resilience
Spellcasting. The hunter is a 9th level spellcaster. Its
Thri- Speed 40ft., Natural Armor, Hunting Minds, spellcasting ability is Wisdom (spell save DC 13). It
Kreen Chameleon Armor, Thri-Kreen claws, Venomous has the following ranger spells prepared:
bite
1st level (4 slots): detect magic, ensnaring strike,
    hunter's mark, shield

2nd level (3 slots): magic weapon, silence, spike


    growth

3rd level (2 slots): conjure barrage, counterspell,


    dispel magic, lightning arrow
Stealthy. On each of its turns, the hunter can use a
bonus action to take the Hide action.
Trained Resistance. The arcane hunter has advantage
on saving throws against powers and spells.

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.

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234
Arcane Hunter, Elite Bandit
Medium humanoid (any race), any alignment Medium humanoid (any race), any non-lawful
alignment
Armor Class 18 (chitin breastplate)
Hit Points 150 (20d8 + 60) Armor Class 12 (leather armor)
Speed 30ft. Hit Points 11 (2d8 + 2)
Speed 30ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 16 (+3) 14 (+2) 16 (+3) 12 (+1)
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Saving Throws Str +4, Dex +8, Wis +6
Skills Arcana + 8, Perception +9, Stealth +8, Survival Senses passive Perception 10
+6 Languages any one language (usually common)
Senses passive Perception 19 Challenge 1/8 (25 XP)
Languages any four languages
Challenge 8 (3,900 XP) Actions
Enchant Weapon (1/turn). The hunter deals an extra Bone Sabre. Melee Weapon Attack: +3 to hit, reach
13 (3d8) damage with its weapon attack if it hits a 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
creature that uses psionics or magic. This damage Light Crossbow. Ranged Weapon Attack: +3 to hit,
is considered magical. range 80/320 ft., one target. Hit: 5 (1d8 + 1)
Hunter's Mark. As a bonus action the Arcane Hunter piercing damage.
may cast Hunter's Mark with a duration of 1
minute.
Spellcasting. The hunter is a 14th level spellcaster.
Its spellcasting ability is Wisdom (spell save DC
14). It has the following ranger spells prepared:
1st level (4 slots): detect magic, ensnaring strike,
    hunter's mark, shield

2nd level (3 slots): magic weapon, silence, spike


    growth

3rd level (3 slots): conjure barrage, counterspell,


    dispel magic, lightning arrow

4th level (1 slot): freedom of movement, locate


    creature, grasping vine
Stealthy. On each of its turns, the hunter can use a
bonus action to take the Hide action.
Trained Resistance. The arcane hunter has advantage
on saving throws against powers and spells.

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.

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235
Bandit Captain Barbarian
Medium humanoid (any race), any non-lawful Medium humanoid (any race), any non-lawful
alignment
Armor Class 13 (hide)
Armor Class 15 (studded leather) Hit Points 39 (6d8 +12)
Hit Points 65 (10d8 + 20) Speed 40ft.
Speed 30ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 8 (-1)
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
Saving Throws Str +6, Con +4
Saving throws Str +4, Dex +5, Wis +2 Damage Resistances bludgeoning, piercing and
Skills Athletics +4, Deception +4 slashing (raging)
Senses passive Perception 10 Senses passive Perception 10
Languages any two languages Languages any one language (usually common)
Challenge 2 (450 XP) Challenge 3 (700 XP)

Actions Rage (recharges after a Short or Long Rest). As a


bonus action, the barbarian can rage. He gains
Multiattack. The bandit captain makes three melee advantage on Strength checks and Strength saving
attacks: two with its scimitar and one with its throws. Resistance to bludgeoning, piercing, and
dagger. Or the bandit captain makes two ranged slashing damage. +2 damage to melee attacks
attacks with its daggers. (included in stats)
Obsidian Scimitar. Melee Weapon Attack: +5 to hit, Reckless. At the start of its turn, the berserker can
reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing gain advantage on all melee weapon attack rolls
damage. during that turn, but attack rolls against it have
Bone Dagger. Melee or Ranged Weapon Attack: +5 advantage until the start of its next turn.
to hit, reach 5 ft. or range 20/60 ft., one target. Hit:
4 (1d3 + 3) piercing damage. Actions
Multiattack. The barbarian makes two greatsword
Reactions attacks or two longbow attacks.
Parry. The bandit captain adds 2 to its AC against Obsidian Greatsword. Melee Weapon Attack: +6 to
one melee attack that would hit it. To do so, the hit, reach 5ft., one target. Hit: 9 (2d4 + 4) slashing
captain must see the attacker and be wielding a damage or 11 (2d4 + 6) slashing damage while
melee weapon. raging.
Longbow. Ranged Weapon Attack: +3 to hit, range
150/600 ft., one target. Hit: 5 (1d8 +1) piercing
damage.

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236
Bard
Medium humanoid (any race), any alignment

Armor Class 15 (studded leather)


Hit Points 65 (10d8 + 20)
Speed 30ft.

STR DEX CON INT WIS CHA


11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 16 (+3)

Saving Throws Dex +6, Int +4


Skills Acrobatics +6, Deception +6, Perception +3,
Performance +9, Sleight of Hand +6, Stealth +9
Damage Resistance poison
Senses passive Perception 13
Languages any three languages
Challenge 6 (2300 XP)

Assassinate. During its first turn, the bard has


advantage on attack rolls against any creature that
hasn't taken a turn. Any hit the bard scores against
a surprised creature is a critical hit.
Cunning Action. The bard can take the Dash,
Disengage, or Hide action as a bonus action on
each of its turns.
Evasion. If the bard is subjected to an effect that
allows it to make a Dexterity saving throw to take
only half damage, the assassin instead takes no
damage if it succeeds on the saving throw, and only
half damage if it fails.
Sneak Attack (1/Turn). The bard deals an extra 10
(3d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when
the target is within 5 ft. of an ally of the bard that
isn't incapacitated and the bard doesn't have
disadvantage on the attack roll.

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.

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237
Bard, Master Sneak Attack (1/Turn). The master bard deals an extra
31 (9d6) damage when it hits a target with a weapon
Medium humanoid (any race), any alignment
attack and has advantage on the attack roll, or when the
Armor Class 17 (studded leather) target is within 5 ft. of an ally of the master bard that
Hit Points 135 (18d8 + 54) isn't incapacitated and the master bard doesn't have
Speed 30ft. disadvantage on the attack roll.

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.

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238
Bodyguard Bounty Hunter
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 19 (chitin plate, shield) Armor Class 15 (studded leather)


Hit Points 71 (11d8 + 22) Hit Points 32 (5d8 + 10)
Speed 30ft. Speed 30ft.

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.

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239
Bounty Hunter, Elite Brute
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 16 (studded leather) Armor Class 13 (scale shirt)


Hit Points 84 (13d8 + 26) Hit Points 58 (9d8 + 18)
Speed 30ft. Speed 30ft.

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.

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240
Captain Cliff Gliders
Medium humanoid (any race), any alignment Medium Humanoid (any race), chaotic neutral

Armor Class 17 (scale armor, shield) Armor Class 14 (studded leather)


Hit Points 39 (6d8 + 12) Hit Points 39 (6d8 + 12)
Speed 30ft. Speed 5ft., Fly 30ft.

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)

Saving Throws Str +5, Con +4 Skills Acrobatics +4, Perception +4


Skills Perception +3 Senses passive Perception 14
Senses passive Perception 13 Languages any one language (usually Common)
Languages any one language (usually Common) Challenge 1 (200 XP)
Challenge 2 (450 XP)
Flyby. The cliff Glider doesn't provoke opportunity
Actions attacks when it flies out of an enemy's reach.

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.

DARK SUN | NPCs OF ATHAS


241
Combat Mage Defiler
Medium humanoid (any race), any alignment Medium Humanoid (any race), any evil

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)

Skills Acrobatics +4, Arcana +5 Saving Throws Int +6, Wis +3


Senses passive Perception 10 Skills Arcana +6 , Deception +2
Languages any three languages Senses passive Perception 11
Challenge 3 (700 XP) Languages any two languages
Challenge 4 (1,800 XP)
Spellcasting. The combat mage is an 5th-level
spellcaster. Its spellcasting ability is Intelligence Arcane Defilement. After casting the defiler may roll
(spell save DC 13, +5 to hit with spell attacks), it a D20. On 11+ the spell slot is not used.
has the following wizard spells prepared:
Sculpt Spells. When you cast an evocation spell that
Cantrips (at will): bonfire, control flames, fire bolt, affects other creatures that you can see, you can
    light
choose a number of them equal to 1 + the spell’s
1st level (4 slots): absorb elements, burning hands, level. The chosen creatures automatically succeed
    detect magic, mage armor
on their saving throws against the spell, and they
2nd level (3 slots): continual flame, pyrotechnics, take no damage if they would normally take half
    scorching ray
damage on a successful save.
3rd level (2 slots): fireball, haste Spellcasting. The defiler is an 8th level spellcaster,
its spellcasting ability is Intelligence (spell save DC
Actions 14 saves, +6 to hit with spell attacks), it has the
Obsidian dagger. Melee Weapon Attack: +4 to hit, following wizard spells prepared:
reach 5ft., one target. Hit: 3 (1d3 + 2) piercing Cantrips (at will): blade Ward, fire bolt, mage hand,
damage.     true strike

1st Level (4 Slots): mage armor, magic missile,


Reactions     shield, sleep

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.

DARK SUN | NPCs OF ATHAS


242
Defiler, Acolyte Druid, Athasian
Medium humanoid (any race), any evil Medium humanoid (any race), any alignment

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)

Skills Arcana +4 Skills Medicine +4, Nature +3, Perception +4


Senses passive Perception 10 Senses passive Perception 14
Languages any two languages Languages Druidic plus any two languages
Challenge 1 (200 XP) Challenge 2 (450 XP)

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.

DARK SUN | NPCs OF ATHAS


243
Elemental Cleric, Air Elemental Cleric,
Medium humanoid (any race), any alignment
Earth
Armor Class 14 (studded leather) Medium humanoid (any race), any alignment
Hit Points 27 (5d8 + 5)
Speed 30ft. Armor Class 15 (scale armor)
Hit Points 32 (5d8 + 10)
Speed 30ft.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 13 (+1) 16 (+3) 13 (+1) STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 13 (+1) 16 (+3) 13 (+1)
Skills Medicine +7, Persuasion +3, Religion +5
Senses passive Perception 13
Languages any two languages Skills Medicine +7, Persuasion +3, Religion +5
Challenge 2 (450 XP) Senses passive Perception 13
Languages any two languages
Dance of the winds (recharge 5-6). As a bonus action Challenge 2 (450 XP)
the Air Cleric can teleport up to 30 feet to an
unoccupied space that they can see. Grasp of the Earth (1/day). As an action the earth
cleric causes tendrils of earth to erupt from the
Spellcasting. The air cleric is a 5th-level spellcaster. ground and wrap themselves around any number of
Its spellcasting ability is Wisdom (spell save DC 13, targets within 10 feet of the earth cleric. All target
+5 to hit with spell attacks). The air cleric has the creatures must succeed on a strength saving throw
following cleric spells prepared: DC 13 or be restrained (Escape DC 13).
Cantrips (at will): gust, light, thaumaturgy, toll the Spellcasting. The earth cleric is a 5th-level
    dead
spellcaster. Its spellcasting ability is Wisdom (spell
1st level (4 slots): cure wounds, feather fall, fog save DC 13, +5 to hit with spell attacks). The earth
    cloud, guiding bolt, sanctuary
cleric has the following cleric spells prepared:
2nd level (3 slots): dust devil, gust of wind, lesser
    restoration, spiritual weapon
Cantrips (at will): light, thaumaturgy, toll the dead
3rd level (2 slots): dispel magic, fly, spirit 1st level (4 slots): cure wounds, earth tremor,
    guardians, wind wall     guiding bolt, sanctuary, shield

2nd level (3 slots): lesser restoration, spider climb,


Wind's guidance (1/day). When the air cleric makes a     spike growth, spiritual weapon

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.

DARK SUN | NPCs OF ATHAS


244
Elemental Cleric, Fire Elemental Cleric,
Medium humanoid (any race), any alignment
Water
Armor Class 14 (studded leather) Medium humanoid (any race), any alignment
Hit Points 55 (10d8 + 10)
Speed 30ft. Armor Class 14 (studded leather)
Hit Points 32 (5d8 + 10)
Speed 30ft.
STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 13 (+1) 16 (+3) 13 (+1) STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 13 (+1) 16 (+3) 13 (+1)
Skills Medicine +7, Persuasion +3, Religion +5
Senses passive Perception 13
Languages any two languages Skills Medicine +7, Persuasion +3, Religion +5
Challenge 3 (700 XP) Senses passive Perception 13
Languages any two languages
Destructive Wrath (1/day). When rolling fire damage Challenge 2 (450 XP)
they can deal maximum damage instead of rolling.
Disciple of life. When the water cleric uses a spell of
Fire Shaping. When the fire cleric casts any fire 1st level or higher to restore hit points to a
spells they can choose a number of creatures that creature, that creature gains additional hit points
they can see within the spells area of effect equal to equal to 2 + the spell's level.
1 + the spell's level. The chosen creatures
automatically succeed on their saving throws Preserve life (1/day). As an action, the water cleric
against the spell and take no damage if they would can choose any number of creatures within 30 feet.
normally take half damage on a successful save. The water cleric heals 25 hit points divided
amongst those creatures.
Spellcasting. The fire fleric is a 5th-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 13, Spellcasting. The Water Cleric is a 5th-level
+5 to hit with spell attacks). The fire cleric has the spellcaster. Its spellcasting ability is Wisdom (spell
following cleric spells prepared: save DC 13, +5 to hit with spell attacks). The priest
has the following cleric spells prepared:
Cantrips (at will): light, thaumaturgy, produce flame,
    toll the dead
Cantrips (at will): light, thaumaturgy, shape water,
1st level (4 slots): burning hands, cure wounds,     toll the dead

    guiding bolt, sanctuary, searing smite


1st level (4 slots): create or destroy water, cure
2nd level (3 slots): aganazzar's Scorcher, flame     wounds, guiding bolt, sanctuary

    blade, lesser restoration, spiritual weapon


2nd level (3 slots): lesser restoration, protection
3rd level (2 slots): dispel magic, fireball, flame     from poison, spiritual weapon

    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.

DARK SUN | NPCs OF ATHAS


245
Ex-slave Thug Gladiator, Veteran
Medium humanoid (any race), any non-good Medium humanoid (any race), any alignment
alignment
Armor Class 17 (chitin breastplate, dragon's paw)
Armor Class 12 (hide) Hit Points 165 (22d8 + 66)
Hit Points 52 (8d8 + 16) Speed 30ft.
Speed 30ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 16 (+3) 13 (+1) 12 (+1) 15 (+2)
15 (+2) 10 (+0) 14 (+2) 11 (+0) 9 (-1) 12 (+1)
Saving Throws Str +7, Con +6
Skills Intimidation +3, Perception +3, Sleight of Skills Athletics +7, Acrobatics +5, Performance +5,
hand +4 Perception +4
Senses passive Perception 13 Senses passive Perception 14
Languages any three languages Languages any one language (usually Common)
Challenge 1 (200 XP) Challenge 7 (2,900 XP)

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.

DARK SUN | NPCs OF ATHAS


246
Gladius Guard
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 15 (hide, shield) Armor Class 16 (scale shirt, shield)


Hit Points 82 (11d8 + 33) Hit Points 11 (2d8 + 2)
Speed 35ft. Speed 30 ft.

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)

Skills Athletics +5, Acrobatics +3, Performance +3 Skills Perception +2


Senses passive Perception 13 Senses passive Perception 12
Languages any one language (usually Common) Languages any one language (usually Common)
Challenge 3 (700 XP) Challenge 1/8 (25 XP)

Deadly Strike. Any hit with a melee weapon attack Actions


the gladius scores against a prone creature deals
critical damage. Obsidian Spear. Melee or Ranged Weapon Attack:
+3 to hit, reach 5ft. or range 20/60 ft., one target.
Fleet of Foot. The gladius can take the Dash action Hit: 3 (1d4 + 1) piercing damage, or 4 (1d6 + 1)
as a bonus action on its turn. piercing damage if used with two hands to make a
melee attack.
Actions
Multiattack. The gladius makes three spear attacks.
If it has a shortsword drawn, it can also make a
shortsword attack.
Bone shortsword. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing
damage.
Obsidian spear. Melee or Ranged Weapon Attack:
+5 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d4 + 3) piercing damage or 6 (1d6 + 3)
piercing damage if used with two hands to make a
melee attack.

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.

DARK SUN | NPCs OF ATHAS


247
Guard, Senior Hunter
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 18 (carapace armor) Armor Class 16 (studded leather)


Hit Points 37 (5d8 + 15) Hit Points 84 (13d8 + 26)
Speed 30ft. Speed 30ft.

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

2nd level (3 slots): silence, spike growth

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.

DARK SUN | NPCs OF ATHAS


248
Hustler Marshal
Medium humanoid (any race), any non-good Medium humanoid (any race), any alignment
alignment
Armor Class 18 (chitin Breastplate, shield)
Armor Class 16 (studded leather) Hit Points 78 (12d8 + 24)
Hit Points 44 (8d8 + 8) Speed 30ft.
Speed 30ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 14 (+2) 12 (+1) 12 (+1) 10 (+0)
12 (+1) 18 (+4) 12 (+1) 12 (+1) 14 (+2) 16 (+3)
Saving Throws Str +6, Con +5, Wis +4
Saving Throws Dex +6 Skills Perception +4, Survival +4
Skills Deception +5, Insight +4, Perception +4, Senses passive Perception 14
Persuasion +5, Sleight of Hand +6, Stealth +6 Languages any two languages
Senses passive Perception 14 Challenge 5 (1,800 XP)
Languages Any one language (usually Common)
Challenge 3 (700 XP) Marshal Allies. Unless the marshal is incapacitated, it
and creatures of its choice withing 30 feet of it
Evasion. If the hustler is subjected to an effect that have advantage on saving throws against being
allows it to make a Dexterity saving throw to take charmed or frightened.
only half damage, the hustler instead takes no
damage if it succeeds on the saving throw, and only Rallying Cry (1/day). As an action, each creature of
half damage if it fails. the marshal's choice that is within 30 feet of it, can
hear it, and not already affected by Rallying Cry gain
Light-Footed. The hustler can take the Dash or advantage on attack rolls and saving throws until
Disengage action as a bonus action. the start of the marshal's next turn. The marshal can
then make one attack as a bonus action.
Sneak Attack (1/Turn). The hustler deals an extra 7
(2d6) damage when it hits a target with a weapon Actions
attack and has advantage on the attack roll, or when
the target is within 5 ft. of an ally of the hustler that Multiattack. The marshal can make three melee
isn't incapacitated and the hustler doesn't have attacks or three ranged attacks. It can use its
disadvantage on the attack roll. Command or Maneuver Allies in place of one
attack.
Actions Steel Longsword. Melee Weapon Attack: +6 to hit,
Multiattack. The hustler makes three melee or three reach 5ft., one target. Hit: 7 (1d8 + 3) slashing
ranged weapon attacks damage, or 8 (1d10 +3) slashing damage if used
with two hands.
Obsidian Dagger. Melee or Ranged Weapon Attack:
+6 to hit, reach 5 ft. or range 20/60 ft., one target. Longbow. Ranged Weapon Attack: +5 to hit, range
Hit: 5 (1d3 + 4) piercing damage. 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
Command. The marshal targets one ally it can see
within 30feet of it. If the target can see and hear
the marshal, the target can make one weapon
attack as a reaction.
Maneuver Allies (Recharge 5-6). Up to four allies
within 60 feet of this marshal that can hear it can
each use their reaction to move up to half their
speed without provoking opportunity attacks.

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.

DARK SUN | NPCs OF ATHAS


249
Martial Arts Novice Mindblade Adept
Medium humanoid (any race), any lawful Medium humanoid (any race), any alignment

Armor Class 13 (unarmored defense) Armor Class 16 (unarmored defense)


Hit Points 16 (3d8 + 3) Hit Points 60 (11d8 + 11)
Speed 40ft. Speed 40ft.

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.

Reactions Mindblade adepts are monastic students who channel their


Deflect Missile. In response to being hit by a ranged ki into blades of solidified psionic potential. The monasteries
weapon attack, the novice deflects the missile. The nestled into the mountainous refuge of Athas train all martial
damage it takes from the attack is reduced by 1d10 students with burgeoning psionic talents in the art of
+ 2. If the damage is reduced to 0, the novice manifesting and wielding mindblades, but only a rare few are
catches the missile if it's small enough to hold in
one hand and the novice has a hand free.
ever able to finish their training.

DARK SUN | NPCs OF ATHAS


250
Paraelemental Cleric, Paraelemental Cleric,
Magma Rain
Medium humanoid (any race), any evil alignment Medium humanoid (any race), any alignment

Armor Class 14 (scale armor) Armor Class 14 (studded leather)


Hit Points 65 (10d8 + 20) Hit Points 27 (5d8 + 5)
Speed 30ft. Speed 30ft.

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)

Saving Throws Con +4 Skills Medicine +7, Persuasion +3, Religion +5


Skills Medicine +7, Persuasion +3, Religion +5 Damage Resistances lightning
Damage Resistances fire Senses passive Perception 13
Damage Vulnerabilities cold Languages Any two languages
Senses passive Perception 13 Challenge 2 (450 XP)
Languages Any two languages
Challenge 2 (450 XP) Destructive Wrath (1/day). When rolling for lightning
or thunder damage they ignore resistance to either.
Enduring Spirit. The magma cleric has advantage on In addition, they can treat any roll of a 1 as a 2 for
all Constitution saving throws. damage.

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.

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251
Paraelemental Cleric, Paraelemental Cleric,
Silt Sun
Medium humanoid (any race), any non-good Medium humanoid (any race), any alignment
alignment
Armor Class 14 (studded leather)
Armor Class 15 (shifting silt) Hit Points 55 (10d8 + 10)
Hit Points 55 (10d8 + 10) Speed 30ft.
Speed 30ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
13 (+1) 14 (+2) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Skills Medicine +7, Persuasion +3, Religion +5
Skills Medicine +7, Persuasion +3, Religion +5 Senses passive Perception 13
Senses passive Perception 13 Languages Any two languages
Languages Any two languages Challenge 2 (450 XP)
Challenge 3 (700 XP)
Crimson Smite (1/day). As an action all magical
Invoke Duplicity (1/day). As an action, silt clerics can darkness of 3rd level or lower is dispelled.
create a perfect illusion of themselves that lasts for Additionally, each hostile creature within 30 feet
1 minute, or until they lose concentration. This must make a Constitution saving throw DC 13. A
illusion appears in an unoccupied space within 30 creature takes 16 (2d10 + 5) radiant damage on a
feet of the cleric. As a bonus action, the cleric can failed save, and half as much damage on a
move the illusion up to 30 feet to a space they can successful one. A creature with total cover is not
see, but it must remain within 120 feet of the silt affected.
cleric. For the duration, the cleric can cast spells as
though they were in the illusion's space. Spellcasting. The sun cleric is a 5th-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 13,
Pact of Silt. Silt clerics are immune to the effects of +5 to hit with spell attacks). The sun cleric has the
the gray death and may walk across or under silt as following cleric spells prepared:
if in difficult terrain. Cantrips (at will): light, thaumaturgy, toll the dead,
Shifting Silt. The silt cleric's AC equals 13 +dexterity     word of radiance

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.

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252
Pickpocket Psion (kineticist)
Medium humanoid (any race), any non-good Medium humanoid (any race), any alignment
alignment
Armor Class 10 (15 with inertial armor)
Armor Class 14 (leather) Hit Points 39 (6d8 + 12)
Hit Points 45 (10d8) Speed 30ft.
Speed 30ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 9 (-1) 11 (+0) 14 (+2) 17 (+3) 12 (+1) 11 (+1)
8 (-1) 16 (+3) 10 (+0) 10 (+0) 14 (+2) 15 (+2)
Saving Throws Int +6, Wis +4
Skills Deception +4, Perception +4, Sleight of Hand Skills Arcana +6, Insight +4
+5, Stealth +5 Damage Resistance lightning
Senses passive Perception 14 Senses passive Perception 11
Languages Any one language (usually Common) Languages any two languages
Challenge 2 (450 XP) Challenge 5 (1,800 XP)

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)

Psionic Assault: mind storm(5)

Actions Kinesis: cold snap(1+), cryo wave (3), energy


    wave(5), pyrokinesis(1+), pyrokinetic
Obsidian Dagger. Melee or Ranged Weapon Attack:     detonation(3), synaptic leap(5)
+5 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d3 + 3) piercing damage. * This power is manifested and intensified before
combat. The psion has 29 psi points remaining.

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.

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Psion (telepath) Psychic Warrior
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

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)

Inertial Manipulation: accelerate(5), inertial Verve: body adjustment(1+), psionic leap(1+),


    armor*(3+)
    stomp(2+)
Mindlink: absolute terror(5+), compel
    confession(2), metaconcert(1+), mislead(2), pry Actions
    memories(5), read thoughts(3)
Multiattack. The psychic warrior makes two attacks
Psionic Assault: ego whip(3+), id insinuation(5+), with its glaive or two ranged attacks.
    mind blast(6), mind storm(5+), psionic blast(1+),
    telepathic weight(7)
Obsidian Glaive. Melee Weapon Attack: +6 to hit (or
Psychic Hammer: negate(5+) +7 to hit with psychokinetic weapon), reach 10 ft.,
* This power is manifested and intensified before one target. Hit: 7 (1d8 + 3) slashing damage, or 8
combat. The psion has 52 psi points remaining. (1d8 + 4) magical slashing damage with
psychokinetic weapon.
Actions Longbow. Ranged Weapon Attack: +4 to hit, range
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 150/600, one target. Hit: 5 (1d8 + 1) piercing
5 ft., one target. Hit: 2 (1d6 – 1) bludgeoning damage.
damage, or 3 (1d8 – 1) bludgeoning damage if
wielded with two hands.

DARK SUN | NPCs OF ATHAS


254
Raid Leader Savage
Medium humanoid (any race), any neutral Medium humanoid (any race), any alignment

Armor Class 16 (scale shirt) Armor Class 13 (leather)


Hit Points 65 (10d8 + 20) Hit Points 22 (5d8)
Speed 30ft. Speed 30ft.

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)

Skills Stealth +6, Perception +4 Skills Stealth +4, Survival +3


Senses passive Perception 14 Senses passive Perception 11
Languages any two languages Languages Any one language (usually Common)
Challenge 4 (1,100 XP) Challenge 1/2 (100 XP)

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.

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Scout Sergeant
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 13 (leather armor) Armor Class 16 (scale armor, shield)


Hit Points 16 (3d8 + 3) Hit Points 19 (3d8 + 6)
Speed 30ft. Speed 30ft.

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.

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Skirmisher Skirmisher, advanced
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 15(studded leather) Armor Class 15(studded leather)


Hit Points 16 (3d8 + 3) Hit Points 55 (10d8 + 10)
Speed 30ft. Speed 30ft.

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)

Skills Perception +3, Stealth +5 Skills Perception +3, Stealth +5


Senses passive Perception 13 Senses passive Perception 13
Languages any one language (usually Common) Languages any one language (usually Common)
Challenge 1 (200 XP) Challenge 3 (700 XP)

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.

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Slave Pit Master Slaver
Medium humanoid (any race), lawful evil Medium humanoid (any race), any evil alignment

Armor Class 17 (unarmored defense) Armor Class 14 (leather armor)


Hit Points 65 (10d8 + 20) Hit Points 33 (6d8 + 6)
Speed 40ft. Speed 30ft.

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)

Saving Throws Con +4 Skills Athletics +4, Intimidation +4, Perception +3


Skills Athletics +5, Intimidation +2, Perception +4 Senses passive Perception 13
Senses passive Perception 14 Languages any one language (usually common)
Languages any one language (usually Common) Challenge 1/2 (100 XP)
Challenge 3 (700 XP)
Expert Wrestler. The slaver has advantage on
Mighty Blow. When the slave pit master scores a Strength (Athletics) checks made to initiate a
critical hit, it automatically deals maximum damage grapple. Furthermore, it has advantage on attack
for the attack. rolls against the grappled opponent.

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.

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258
Spy
Medium humanoid (any race), any alignment

Armor Class 12
Hit Points 27 (6d8)
Speed 30ft.

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)

Skills Deception +5, Insight +4, Investigation +5,


Perception +6, Persuasion +5, Sleight of Hand
+4, Stealth +4
Senses passive Perception 16
Languages any two languages
Challenge 1 (200 XP)

Cunning Action. On each of its turns, the spy can


use a bonus action to take the Dash, Disengage, or
Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7
(2d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when
the target is within 5 feet of an ally of the spy that
isn't incapacitated and the spy doesn't have
disadvantage on the attack roll.

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.

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259
Templar, Devastator Sculpt Spells. When the templar casts an evocation
spell that forces other creatures it can see to make a
Medium humanoid (any race), any non-good alignment
saving throw, it can choose a number of them equal to
Armor Class 16 (chitin breastplate) 1 + the spell's level. These creatures automatically
Hit Points 60 (8d8 + 24) succeed on their saving throws against the spell. If a
Speed 30ft. successful save means a chosen creature would take
half damage from the spell, it instead takes no damage
from it.
STR DEX CON INT WIS CHA Spellcasting. The templar is an 6th-level spellcaster. Its
13 (+1) 14 (+2) 16 (+3) 15 (+2) 14 (+2) 17 (+3) spellcasting ability is Charisma (spell save DC 13, +5 to
hit with spell attacks). Each spell is cast as a 3rd level
Saving Throws Wis +4, Cha +5 spell and the templar regains its expended spell slots
Skills Arcana +4, Religion +4 when it finishes a short or long rest. It knows the
Senses passive Perception 12 following templar spells:
Languages any three languages Cantrips (at will): eldritch blast, light, mind sliver, ray of
Challenge 4 (1,100 XP)     frost, shocking grasp, thaumaturgy

1st - 3rd level (2 3rd-level slots): burning hands,


Aspect of the moons. The templar no longer needs to     counterspell, detect magic, dispel magic, fire bolt,
sleep and can't be forced to sleep by any means.     lightning bolt, mind spike, ray of enfeeblement
Leeching Arcana. When the templar reduces a hostile Actions
creature to 0 hit points they gain 9 temporary hit
points. Multiattack. The templar makes one melee or two
ranged attacks
Bone mace. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120
ft., one target. Hit: 8 (1d10 +3) force damage and one
of the target's speed is reduced by 10 feet until the
end of the templar's next turn.

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260
Templar, Senior Power Surge (1/turn). When dealing damage with a spell
the templar deals an extra 6 force damage.
Devastator Sculpt Spells. When the templar casts an evocation
Medium humanoid (any race), any non-good alignment spell that forces other creatures it can see to make a
saving throw, it can choose a number of them equal to
Armor Class 17 (chitin plate armor) 1 + the spell's level. These creatures automatically
Hit Points 120 (16d8 + 48) succeed on their saving throws against the spell. If a
Speed 30ft. successful save means a chosen creature would take
half damage from the spell, it instead takes no damage
STR DEX CON INT WIS CHA from it.

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.

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Templar, High Sculpt Spells. When the templar casts an evocation
spell that forces other creatures it can see to make a
Devastator saving throw, it can choose a number of them equal to
Medium humanoid (any race), any non-good alignment 1 + the spell's level. These creatures automatically
succeed on their saving throws against the spell. If a
Armor Class 17 (chitin plate armor) successful save means a chosen creature would take
Hit Points 180 (24d8 + 72) half damage from the spell, it instead takes no damage
Speed 30ft. from it.
Spellcasting. The templar is an 18th-level spellcaster. Its
STR DEX CON INT WIS CHA spellcasting ability is Charisma (spell save DC 17, +9 to
hit with spell attacks). Each spell is cast as a 5th level
15 (+2) 14 (+2) 17 (+3) 18 (+4) 16 (+3) 20 (+5) spell and the templar regains its expended spell slots
when it finishes a short or long rest. It knows the
Saving Throws Con +7, Wis +6, Cha +9 following templar spells:
Skills Arcana +7, Intimidation +9, Religion +7 Cantrips (at will): eldritch blast, light, mind sliver, ray of
Senses passive Perception 13     frost, shocking grasp, thaumaturgy, toll the dead

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.

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Templar Enforcer Spellcasting. The templar is an 12th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to
Captain hit with spell attacks). Each spell is cast as a 5th level
Medium humanoid (any race), any non-good alignment spell and the templar regains its expended spell slots
when it finishes a short or long rest. It knows the
Armor Class 20 (chitin plate armor, defense, shield) following templar spells:
Hit Points 136 (16d8 + 64) Cantrips (at will): booming blade, eldritch blast,
Speed 30ft.     green-flame blade, thaumaturgy

1st - 5th level (3 5th-level slots): absorb elements,


STR DEX CON INT WIS CHA     cause fear, charm person, charm monster,
    counterspell, dimension door, dispel magic,
15 (+2) 14 (+2) 18 (+4) 14 (+2) 14 (+2) 18 (+4)     enervation, hold monster, hold person, suggestion

Saving Throws Wis +5, Cha +7 Actions


Skills Deception +7, Intimidation +7, Investigation +5, Multiattack. The templar makes three melee or three
Perception +5, Persuasion +7, ranged weapon attacks
Damage Resistance psychic
Condition Immunities charmed Conjure Pact Weapon. The templar conjures a pact
Senses passive Perception 15 weapon in its empty hand, with which it is proficient
Languages any four languages and uses its charisma modifier for attack and damage.
Challenge 8 (3,900 XP) This weapon functions as a magical weapon.
Pact Longsword +1. Melee Weapon Attack: +8 to hit,
Dragon's Smite (1/turn). When the templar hits a reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing
creature with its pact weapon, it can expend a templar damage plus 4 necrotic damage.
spell slot to deal an extra 1d8 force damage to the
target, plus another 1d8 per level of the spell slot, and Eldritch Blast. Ranged Spell Attack: +7 to hit, range 300
knocks the target prone if it is Huge or smaller. ft., one target. Hit: 9 (1d10 + 4) force damage.

Innate Spellcasting. The templar's innate spellcasting Reactions


ability is Charisma, it can innately cast the following
spells (spell save DC 15), requiring no material Defensive Guard. When the templar takes damage, they
components. can use their reaction to expend one spell slot and
reduce that damage by an amount equal to five times
At will: detect magic
the spell's slot level.
1/day: Mass Suggestion

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Templar Enforcer Cantrips (at will): eldritch blast, green-flame blade,
    thaumaturgy

Patrolman 1st - 3rd level (2 3rd-level slots): charm person,


Medium humanoid (any race), any non-good alignment     counterspell, detect magic, dispel magic, hold
    person, suggestion
Armor Class 19 (chitin breastplate, defense, shield)
Hit Points 68 (8d8 + 32) Actions
Speed 30ft. Multiattack. The templar makes two melee or two
ranged weapon attacks
STR DEX CON INT WIS CHA Conjure Pact Weapon. The templar conjures a pact
15 (+2) 14 (+2) 18 (+4) 12 (+1) 14 (+2) 17 (+3) weapon in its empty hand, with which it is proficient
and uses its charisma modifier for attack and damage.
Saving Throws Wis +4, Cha +5 This weapon functions as a magical weapon.
Skills Intimidation +5, Investigation +3 Pact Longsword. Melee Weapon Attack: +5 to hit, reach
Senses passive Perception 12 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Languages any three languages
Challenge 3 (700 XP) Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120
ft., one target. Hit: 8 (1d10 + 3) force damage.
Dragon's Smite (1/turn). When the templar hits a Reactions
creature with its pact weapon, it can expend a templar
spell slot to deal an extra 1d8 force damage to the Defensive Guard. When the templar takes damage, they
target, plus another 1d8 per level of the spell slot, and can use their reaction to expend one spell slot and
knocks the target prone if it is Huge or smaller. reduce that damage by an amount equal to five times
the spell's slot level.
Spellcasting. The templar is an 6th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to
hit with spell attacks). Each spell is cast as a 3rd level
spell and the templar regains its expended spell slots
when it finishes a short or long rest. It knows the
following templar spells:

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Templar High Enforcer Mental Bulwark. The templar's thoughts can't be read by
any means unless they allow it. Also, they can't be
Medium humanoid (any race), any non-good alignment
compelled to speak the truth by any means such as a
Armor Class 21 (carapace, defense, shield) zone of truth spell.
Hit Points 204 (24d8 + 96) Spellcasting. The templar is an 18th-level spellcaster. Its
Speed 20ft. spellcasting ability is Charisma (spell save DC 17, +9 to
hit with spell attacks). Each spell is cast as a 5th level
spell and the templar regains its expended spell slots
STR DEX CON INT WIS CHA when it finishes a short or long rest. It knows the
15 (+2) 14 (+2) 18 (+4) 16 (+3) 16 (+3) 20 (+5) following templar spells:
Cantrips (at will): booming blade, eldritch blast,
Saving Throws Int +7,Wis +7, Cha +9     green-flame blade, thaumaturgy

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.

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Templar Inquisitor At will: detect magic, disguise self
Medium humanoid (any race), any non-good alignment Spellcasting. The templar is an 6th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to
Armor Class 16 (chitin breastplate) hit with spell attacks). Each spell is cast as a 3rd level
Hit Points 60 (8d8 + 24) spell and the templar regains its expended spell slots
Speed 30ft. when it finishes a short or long rest. It knows the
following templar spells:
STR DEX CON INT WIS CHA Cantrips (at will): eldritch blast, friends, message, minor
    illusion, prestidigitation, thaumaturgy

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.

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Templar, Senior At will: detect magic, disguise self, silent image, speak
    with dead

Inquisitor 1/day: polymorph, soul cage


Medium humanoid (any race), any non-good alignment Spellcasting. The templar is an 12th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to
Armor Class 16 (chitin breastplate) hit with spell attacks). Each spell is cast as a 5th level
Hit Points 105 (14d8 + 42) spell and the templar regains its expended spell slots
Speed 30ft. when it finishes a short or long rest. It knows the
following templar spells:
STR DEX CON INT WIS CHA Cantrips (at will): eldritch blast, friends, message, minor
10 (+0) 14 (+2) 16 (+3) 17 (+3) 16 (+3) 18 (+4)     illusion, prestidigitation, thaumaturgy

1st - 5th level (3 3rd-level slots): absorb Elements,


    banishment, compulsion, counterspell, darkness,
Saving Throws Wis +6, Cha +7     detect magic, dispel magic, dominate person, hex,
Skills Arcana +6, Deception +7, Investigation +6,     nondetection, synaptic statis
Persuasion +7
Senses passive Perception 13
Languages Common, telepathy, plus any three
Actions
languages Multiattack. The templar makes one melee or three
Challenge 6 (2,300 XP) ranged weapon attacks.
Steel Dagger Melee Weapon Attack: +5 to hit, reach 5
Draconic Sight. The templar can see normally in ft. or 20/60 feet, one target. Hit: 4 (1d4 + 2) piercing
darkness, both magical and nonmagical, to a distance damage.
of 120 feet.
Eldritch Blast. Ranged Spell Attack: +7 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 15), requiring no material
components.

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267
Templar, High Inquisitor Spellcasting. The templar is an 18th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 17, +9 to
Armor Class 16 (chitin breastplate) hit with spell attacks). Each spell is cast as a 5th level
Hit Points 180 (24d8 + 72) spell and the templar regains its expended spell slots
Speed 30ft. when it finishes a short or long rest. It knows the
following templar spells:
Cantrips (at will): eldritch blast, friends, message, minor
STR DEX CON INT WIS CHA     illusion, prestidigitation, thaumaturgy

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

1/day: feeblemind, polymorph, power word: pain, soul


    cage, true polymorph

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Thug Thug, Veteran
Medium humanoid (any race), any non-good Medium humanoid (any race), any non-good
alignment alignment

Armor Class 13 (leather) Armor Class 14 (hide)


Hit Points 32 (5d8 + 10) Hit Points 52 (7d8 + 21)
Speed 30ft. Speed 30ft.

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)

Skills Intimidation +2 Skills Intimidation +5, Perception +3


Senses passive Perception 10 Senses passive Perception 13
Languages any one language (usually common) Languages any one language (usually common)
Challenge 1/2 (100 XP) Challenge 2 (450 XP)

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.

Stone Mace. Melee Weapon Attack: +4 to hit, reach Actions


5ft., one target. Hit: 4 (1d4 + 2) bludgeoning
damage. Multiattack. The thug makes two melee attacks
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, Obsidian Battleaxe. Melee Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 7 (1d10 +2) reach 10ft., one target. Hit: 10 (2d6 + 3) slashing
piercing damage. damage or 12 (2d8+3) slashing damage if used
two-handed.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit,
range 100/400 ft., one target. Hit: 7 (1d10 +2)
piercing damage.

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Veteran Warrior
Medium humanoid (any race), any alignment Medium humanoid (any race), any neutral

Armor Class 17 (bone armor) Armor Class 14 (leather)


Hit Points 58 (9d8 + 18) Hit Points 19 (3d8 + 6)
Speed 30ft. Speed 30ft.

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)

Skills Athletics +5, Perception +2 Skills Perception +1, Survival +1


Senses passive Perception 12 Senses passive Perception 11
Languages any one language (usually common) Languages any one language (usually common)
Challenge 3 (700 XP) Challenge 1/2 (100 XP)

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.

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Appendix A: Survival Rules

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

Healing and survival


While in the wilderness the rules for short rest and long rest
have been altered.
Short Rest
A character can only spend a Hit Dice for recovery after one
application of a healer's kit to bandage and treat the
character's wounds over 15 minutes. Characters can also
gain this benefit if an ally spends 15 minutes treating the
wounds and rolls a DC 10 Medicine check.
Long Rest
Characters don't regain hit points at the end of a long rest.
Instead, a character can spend Hit Dice to heal at the end of a
long rest, just as with a normal short rest. Characters regain
only one third of their hit dice back after a long rest rounded
down.
Extended Rest
Characters regain all of their hit dice and all hit points after
resting for 7 days.
Water
A Medium size creature needs one gallon of water per day.
Athasians are adapted to temperatures up to 115 degrees.
Once the temperature climbs higher they must begin making
Constitution saves. On a failed save they must either drink a
quart of water or suffer one level of exhaustion. The DC is 5
for the first hour and increases by 5 for each additional hour.
Athas's extreme temperature lasts for 4 hours during the day.
Creatures wearing medium or heavy armor, or who are clad
in heavy clothing, have disadvantage on the saving throw.
Creatures with resistance or immunity to fire damage
automatically succeed on the saving throw.
Food
A Medium size creature needs two pounds of food per day. A
character can go 3 + her Constitution modifier in days
without food before she begins to starve. At the end of each
day beyond that limit, she suffers one level of exhaustion.
Each day a starving character eats her full daily
requirement for food, she removes two levels of exhaustion
due to starvation.

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271
Appendix B: Change Log and Credits

Change Log     2.5


    2.0 Table of contents update
Dray added to available races Page numbering change
Half Giant colossal resistance changed 2.6
Removed Psion and Psychic warrior
Added Empath and Psion Updated feats (revised and added)
Added Lurk, Adamant, and Soul Knife sub classes revised table of contents
Updated defiling rules formatting and errors corrected
Scribe Background added added Talent Versatility to Psionic classes
Background Features added to all backgrounds Added additional Spells
Weapon Breakage rule updated Updated the Cleric spell lists
Double weapon off- hand damage updated Added further NPCs
All weapons damage modified due to non-metal 3.0
Multiclassing Psion rules added
New Feats included Added dark vision to Muls
New Psion rules added removed Psionic Dampener
New Spells added Updated Cleric cantrips and spells
Formatting and errors corrected Formatting / clerical updates
2.1 Added Psionic power dissipate
Updated Psionic power Negate
Weapon Breakage rule updated Updated removed list of Sorcerer/Wizard spells
Empath and Psion Talents/ Augments / Psi points Revised Psion/ Empath psionics
increased due to wild talents Revised Adamant/Lurk psionics
Formatting and errors corrected Updated Psionic Power cost
Removed Wild Talent psionic and moved powers to other
2.2 disciplines
resolved page formatting issue Updated rules for create food and water and Plant Growth
added 4-9th level psionics removed detect psionics and psionic dampener
errors corrected updated rules for detect magic, globe of invulnerability,
and anti-magic field
2.3 updated magma pact
revised Shifting Silt
Changed Channel Divinity to Channel Element removed psion slayer and added mystic slayer
formatting changes added spells flare and lightning storm
added back cover picture
reformatted table of contents 3.1.2
added beasts of Athas Revised table of contents
updated Beast Master companions formatting, spelling, and errors corrected
Ranger class changes Revised Weapon Master Feat
half-elf animal friend update Added Exotic weapon proficiency to Fighter and Ranger
2.4 revised psionic talents and psychic focus
Psionic powers costs adjusted for 1st level powers
updated stat modifiers for Elf, Dwarf, and Halfling Ranger updated
Corrected PSI points for Psions 5 new psionic cantrips added
Added new Feats for Aarakocra and Half Giant
formatting changes Credits
added Psion augment Autonomic restoration
revised casting times for Imbue Psicrystal, Mindlink, Sixth Inspiration from Marcus Scott - 5th edition campaign
Sense, and Verve, Correspond, Discern Moods, Iron setting
Endurance, Metaconcert, Mind Over Matter, and Inspiration from Zontoxira - dark sun reconstruction
Precognition project
Revised manifesting time of Aura of Comfort, Consuming Anonymous on athas.org - dark sun player's guide
Rage, Courageous Recall, Gravitic Field, Immolate Self, Inspiration from Animals of Athas by ?
Mindflame, Psychic Prowess, Savage Presence, Soothing Templar rules pulled from unknown source
Impulse, Temporal Reset, Titanic Form, True Metabolism, The Korranberg Chronicle: Psion's Primer - A Complete
Unsettling Presence, Urgent Charge, Urgent Movement Psionics System by Korranberg Chronicle, Anthony Turco
Updated Wild shape options
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272

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