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Dark Sun Campaign Guide

CONTENTS

INTRODUCTION 3
CHARACTER CREATION 5
RACES
Dwarf .................................................................................................. 6
Elf .........................................................................................................8
Eldhel (Half-Elf) ............................................................................. 10
Goliath (Half-Giant) ....................................................................... 12
Hin (Halfling) .................................................................................. 14
Human ..............................................................................................16
Mul (Half-Dwarf) ............................................................................17
Thri-kreen ........................................................................................21

CHARACTER CLASSES
Barbarian .........................................................................................23
Warden .............................................................................................24
Druid .................................................................................................28
Fighter ..............................................................................................30
Gladiator .......................................................................................... 31
Monk .................................................................................................35
Psion .................................................................................................36
Orders ...........................................................................................40
Order Disciplines ....................................................................... 42
Lesser Disciplines ......................................................................47
Talents ...........................................................................................52
Ranger ..............................................................................................55
Rogue ................................................................................................55
Athasian Bard ..............................................................................56
Wizard ..............................................................................................57
Defiling rules ............................................................................... 58
Druid anti-defiling ...................................................................... 60

WILD TALENTS 61
PERSONALITY AND BACKGROUND 62
FEATS 64
EQUIPMENT 65
Currency ..................................................................................... 65
Weapons .......................................................................................... 67
Armor ............................................................................................... 69
Adventuring gear, Mounts, Lodging ........................................... 71
Athasian poisons ............................................................................73
Trinketss .......................................................................................... 74
MAGIC 76
SURVIVAL 77
HOUSE RULES 78
ERRATA 79

2
INTRODUCTION
3. METAL IS SCARCE
ATHAS Most weapons and armor are made of bone, stone, wood, and
“I live in a world of fire and sand. The crimson sun similar materials. Mail or plate armor exists only in the
scorches the life from anything that crawls or flies, treasuries of the sorcerer-kings. Steel blades are nearly
and storms of sand scour the foliage from the priceless; many heroes never see such weapons during their
barren ground. This is a land of blood and dust, lifetime.
where tribes of feral elves sweep out of the salt
plains to plunder lonely caravans, mysterious 4. ARCANE MAGIC DEFILES THE WORLD
singing winds call travelers to slow suffocation in Reckless use of arcane magic during ancient wars reduced
the Sea of Silt, and selfish kings squander their Athas to a wasteland. To cast an arcane spell, a magic user
subjects’ lives building gaudy palaces and garish siphons power from the living world. Nearby plants wither to
tombs. This bleak wasteland is Athas, and it is my ash, crippling pain wracks animals and people, and the soil is
home.” —The Wanderer’s Journal permanently sterilized. It is possible to cast spells with care,
avoiding any more damage to the world, but defiling is easier
and faster than preserving. As a result, sorcerers, wizards,
Beneath a crimson sun lie wastelands of majestic desolation and other wielders of arcane magic are reviled and
and cities of cruel splendor, where sandal clad heroes battle persecuted across Athas regardless of whether they preserve
ancient sorcery and terrible monsters. This is Athas, the or defile. Only the most powerful spellcasters can use their
world of the DARK SUN campaign setting, a dying planet of arcane abilities without fear of reprisal.
savagery and desolation. Life hangs by a thread in this barren
land, it is unforgiving to the weak, and now it is up to you to 5. SORCERER KINGS RULE THE CITIES
write your own story in blood and glory. Terrible defilers of immense power rule all the city-states.
These mighty spellcasters have held their thrones for
Eight Characteristics of centuries; no one alive remembers a time before the sorcerer-
kings. Some claim to be gods, and some profess to serve
Athas gods. Some are brutal oppressors, while others are subtle in
their tyranny. The sorcerer kings govern through priesthoods
1. THE WORLD IS A DESERT or bureaucracies of greedy, ambitious templars, who channel
From the first moments of dawn until the last twinkling of their power. In all appearances, they are gods of this world.
dusk, the crimson sun shimmers in the olive-tinged sky like a
fiery lake of blood. It climbs toward its zenith and the 6. THERE ARE NO GODS, AND LIMITED
temperature rises relentlessly: 100 degrees by midmorning, CONNECTION TO OTHER PLANES.
110 at noon, 130 - sometimes even 150 - by late afternoon. A Athas is a world without deities. No clerics, no paladins, and
man cannot drink fast enough to replenish the fluids he loses. no prophets live here. Religious orders are dedicated to
As the days drag on, he feels sick and feeble. If he does not sorcerer-kings who claim godhood. Old shrines and
have enough water, he grows too weak to move. His mouth crumbling temples lie amid ancient ruins, testimony to a time
becomes dry and bitter, his lips, tongue, and throat grow when unknown agents spoke to the people of Athas. Those
swollen. Before long, his blood is thick and gummy, and his who lay claim to clerical powers do so through worship of the
heart must work hard to circulate it. Finally his system elements: the sun, the sand, the storm, and the rarest of all,
overheats, leaving him dead and alone in the sands. water.
There are no rivers or lakes and pockets of civilization are
concentrated in isolated oases where water is more precious 7. FIERCE MONSTERS ROAM THE WORLD
than life. But, this is not all a wasteland. Under the sands lie The desert planet has its own deadly ecology. Many creatures
ancient ruins, testament to a time before the desert, and the that are familiar sights on milder worlds have long since died
city-states are a wonder in and of themselves. out or never existed on Athas. The world has no cattle, swine,
or horses; instead, people tend flocks of erdlus, ride on kanks
2. THE WORLD IS SAVAGE or crodlus, and draw wagons with inixes and mekillots. Wild
Life on Athas is brutal and short. Bloodthirsty raiders, greedy creatures such as lions, bears, and wolves are almost
slavers, and hordes of merciless savages overrun the deserts nonexistent. In their place are terrors such as the id fiend, the
and wastelands. The cities are not much safer; each choke in baazrag, and the tembo. Perhaps the harsh environment of
the grip of an immortal tyrant. Slavery is widespread on Athas breeds creatures tough and vicious enough to survive
Athas, and many unfortunates spend their lives in it, or maybe the touch of ancient sorcery poisoned the
chains,toiling for brutal taskmasters. Every year, hundreds of wellsprings of life and inflicted monster after monster on the
slaves, perhaps thousands, are sent to their deaths in bloody dying world. Either way, the deserts are perilous, and only a
arena spectacles. Charity, compassion, kindness—these fool or a lunatic travels them alone.
qualities exist, but they are rare and precious blooms. Only a
fool hopes for such riches.

3
8. FAMILIAR RACES AND CLASSES AREN'T
WHAT YOU EXPECT
Typical fantasy stereotypes don't apply to Athasian heroes. In
many fantasy settings, elves are wise, benevolent forest-
dwellers who guard their homelands from intrusions of evil.
On Athas, elves are nomadic herders, raiders, peddlers, and
thieves. Halflings aren't amiable river-folk; they're xenophobic
headhunters and cannibals who hunt and kill trespassers in
their mountain forests. New races thrive here: the monstrous
half-giant, the insectoid thri-kreen, the half-breed mul. There
are no paladins, bards serve as assassins, and the mental
force of psions can be found even amongst the lowliest
beggar and slave.

THE CALL
“Athas is an endless wasteland, yet it has a majestic
and stark beauty. When first light casts its emerald
hues over the Sea of Silt, or when sunset spreads
its orange flame over the Mekillot Mountains, the
world’s feral beauty stirs the untamed heart in each
of us. It is a call to take up spear and dagger, to flee
the cities, to go and see what lurks out in the
barrenness.” - The Wanderer’s Journal

PLAYER TIP
The DARK SUN setting isn't a place for your typical bearded
dwarf with a love of beer and gems, cherubic halfling, or
charging knights and gnome wizards. In this setting, some
races don't exist, and the dwarf might instead be a hairless
devotee to the sun, the halfling a stealthy cannibalistic hunter,
and any wizard likely hides her spellcasting lest a mob hang
her for defiling what precious life clings to the earth. Half-
giants and thri-kreen are part of the dominant races, and the
scarcity of metal leads crafters to creative uses of alternative
materials and an entirely different economy. This book
expands your usual options and will help you and your friends
create characters uniquely invested in this world.

Athas waits to challenge you. Whether you are a mul


gladiator, competing for the cheers of thousands, or the elven
trickster selling contraband goods as part of your cover for the
Veiled Alliance, or a thri-kreen hunter enthralled by the
irregular behaviors of humanoids, you will face the same basic
question: are you here simply to survive, or do you dare to do
more?

4
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PART 1
CHARACTER CREATION

1. CHOOSE A RACE 6. ASSIGN WILD TALENT


This guide provides the racial traits and roleplay aspects of the Psionics are common on Athas, though few consciously
eight available classes: dwarf, elf, edhel (half-elf), goliath (half- master the "Will and the Way." Player characters may opt to
giant), hin (halfling), human, mul, ssuran, and thri-kreen. have a Wild Talent. 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.
2. CHOOSE A CLASS Templars need a sorcerer king. Wardens must pray to the
The traditional classes and archetypes may have been elements. Wizards leech life from plants. Soldiers need
modified or do not exist. This Guide lists any changes to each someone to make and maintain armaments. Consult the Wild
class. The classes of Athas are: barbarian, druid, fighter, Talent section in Part 4 if you are a non-psionic character.
gladiator (new), monk, psion (new), ranger, rogue, and wizard.
The Warden is similar to the Cleric. The Bard, Paladin, Sorcerer,
Warden, and Warlock do not exist. The Athasian Bard is a 7. COME TOGETHER
Rogue sub-class. This campaign starts with the party members on the road to
Tyr, a city-state that has recently had an uprising that deposed
Kalak, the city's Sorcerer-King. Your character should have a
3. DETERMINE ABILITY SCORES reason for traveling to Tyr: it could be for new business or
Roll 4d6 and drop the lowest roll, or use the Standard array trade opportunities; to flee a bad situation in Urik; to gather
(15, 14, 13, 12, 10, 8), or point-cost variant (PHB 13) if information on the new 'Free City' for a merchant house;
permitted. perhaps a gladiator is seeking a new arena and new crowds to
entertain.

4. DESCRIBE YOUR CHARACTER


Literacy is banned in cities, so consult the DM when 8. OPTIONAL RULES
choosing a background as to whether your social class xxxxx
enables your character to read and write.
This guide contains new Ideals, Bonds, and Flaws unique to
Athas.

5. CHOOSE EQUIPMENT
Consult this Guide's Equipment section in Part 6 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.

5
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PART 2RACES OF ATHAS

DWARF
, SHORT AND STOUT
Short and powerful, dwarves stand between 4 ½ and 5 feet
tall. Their frames are massive and an average dwarf weighs in
the vicinity of 200 pounds. Life in the Athasian wastes makes
them rugged, tanned, and callused. Dwarves are hairless and
most find the very idea of hair repulsive.
THE FOCUS
A dwarf’s relation is often a function of his focus. Those who
help him are respected, sensible companions. Those who
hinder him are obstacles that must be removed. There is very
little room for compromise in a dwarven mind.

FOCUS
Focus is the central point of your existence, and no
simple job will suffice. We can work together to
come up with a starting focus and a new one after
the first is completed. None should be easy to
complete and should take at least a few months or
longer to finish to be worthwhile.

For example, Grelak, protector of his village, makes the


retrieval of a sacred book stolen by raiders his focus. After a
week of gathering clues, he sets out to liberate the artifact
from its current owner in a trading post weeks away. On the
way there, he gains the benefit of his dwarven focus for
“The worst thing you can say to a dwarf is ‘It can’t be done.’ If anything that would slow him because he is trying to reach
he’s already decided to do it, he may never speak to you again. the book. Later, he stops in Nibenay to rest and gets in a
If he hasn’t decided to take up the task, he may commit brawl. He doesn’t receive any bonuses because he isn’t
himself to it simply out of spite. ‘Impossible’ is not a concept actively pursuing his focus.
most dwarves understand. Anything can be done, with
enough determination.” - Sha’len, Nibenese trader DWARVEN SOCIETY
Dwarves are close-knit, formed around clans and focused on
family. Ties of blood are honored above all but the focus.
On Athas, dwarves are not subterranean miners but rather, a Family honor or dishonor is passed down to generations. A
long-lived, slowly dying race known for their relentless focus community is led by the Urhnomous (over-leader), and each
on a task to the single exclusion of all others. A dwarf’s chief clan by an uhrnius (leader). There are 3 main dwarven
love is toil, and one is never happier when tasked with a settlements in the Tablelands: Kled, near Tyr, and the twin
cause he can approach with a stoic, single-mindedness for villages of North and South Ledopolus on the southwestern
weeks, months, years, or even decades. Once his mind is edge. Dwarven oral tradition shares that they were once a
committed to a task, it is near impossible to sway him away mighty people living in vast cities, and many of these ancient
from it as he will fail to listen to reason. Dwarves live for their ruins are still out there, buried and forgotten.
focus, for those who die unable to complete a focus return
from the dead to haunt their unfinished work. A dwarf rarely
divulges his focus to anyone.

6
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DWARF NAMES
Names are granted by the clan leader, the uhrnius, after ROLEPLAYING A DWARF
completing one's first focus. Dwarves do not have a surname Remember the intensity of your focus. Breaking it
and like many on Athas prefer just one name, using a town has social, philosophical, and spiritual
(Drog of Kled) if distinction is needed. repercussions. If you die before completion, your
Male Names: Baranus, Biirgaz, Bontar, Brul, Caelum, spirit will return as a banshee and you will have
Caro, Daled, Drog, Fyra, Ghedran, Gralth, Gram, Jurgan, shamed your clan for generations to come. For
Lyanius, Murd, Nati, Portek, Rkard, Sa’ram, Sult, Veso. someone to intentionally stand in the way of your
Female Names: Ardin, Erda, Ghava, Greshin, Gudak, focus is an assault on you. Your greatest
Lazra, N’kadir, Palashi, Vashara. satisfaction is completing the focus. Keep a serious
attitude always. The only time you show your
DWARF TRAITS festive side (you have one) is when you have
Dwarves are nonmagical by nature and tend to shun arcane recently fulfilled a focus or between setting a new
casters. Their wardenss lean towards steady earth and avoid one. At this time, your full joy and humor show, but
chaotic air, and they take to psionics with a vengeance. you are vulnerable in some ways because you are
lost in purpose.
Dwarves leave villages at times to further a focus and to
search for ancient dwarven ruins. They are highly prized as
mercenaries because once contracted, their loyalty will never
change.
Ability Score Increase. Your Constitution score increases
by 2, and you choose to increase your Strength or Wisdom by
1.
Age. Dwarves mature around age 35 and live up to 250
years, though the dangers of Athas often claim them well
before this time.
Alignment. Dwarves tend lawful and good to neutral. Their
devotion to an established hierarchy in villages means they
tend to follow rules even to the point of ridicule.
Size. A typical dwarf stands about 4 ½ to 5 feet tall and
weighs 200 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. You are not
slowed by wearing heavy armor.
Darkvision. Despite living aboveground, your heritage
allows you to see in dim light within 60 feet of you as if in
bright light, and in darkness as if it were dim light. You can't
discern color in darkness, only shades of gray.
Dwarven Focus. When making an ability check or saving
throw directly related to your Focus, you are considered
proficient.
Dwarven Resilience. You have Advantage on poison saves
and resistance to poison damage.
Tool Proficiency. You gain proficiency with the artisan's
tool of your choice: smith's tools, brewer's supplies, or
mason's tools.
Dwarven Toughness. Your hit point maximum increases
by 1 and it increases by 1 every time you gain a level.
Languages. You can speak Common and Dwarvish. Your
character might be able to read Dwarvish with an appropriate
background. Dwarves keep a long and proud oral history, and
they have an old written language mostly used for writing
history that they will never share to outsiders. Their native
language is deep and throaty, full of guttural sounds and
harsh exclamations that cause most non-dwarves to get raw
throats if spoken for long.

7
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ELF
LONG AND LEAN
Elves are long-limbed sprinters who stand between 6 ½ and 7
½ feet tall with slender yet muscular builds, averaging 175
pounds. They have deeply etched features with rugged skin
as varied as the other races of Athas. They grow no facial hair
but the locks atop their heads comes in from lightest blond to
darkest black. They dress in garb designed to protect them
from the elements.
TRUST IS FOR FOOLS
Elves keep to their own tribe – and the rare friend- unless
there’s an angle to be gained. Strangers are potential enemies
waiting to take advantage of an elf, so they look to get the
advantage first. If a companion shows promise, the elf
devises a series of “tests” of trust that allows them to prove
their friendship is “stronger than the bonds of death,” as elves
"Honor? The word does not exist in the elven language.” – say. Once gained, one is forever a friend, but if that trust is
Tharak, human guard betrayed, it is gone forever. In the tribe, elves are all equals,
“Better to die with a spear in your hands than to live with except the Chief. The Chief is elected and rules for life,
shackles around your wrist.” – Elven adage making all major decisions for the tribe, and elves are
expected to tithe a choice piece of loot. Holding out suggests
a lack of loyalty to the tribe.
Athas’ wilderness is home to the long-limbed elves, a race of
traders, herders, and fast moving raiders. Running is the key THE RUN
to acceptance and respect amongst them. Elves who are Those who cannot keep up die, and freedom in all
injured and cannot run are often left behind to die. Most matters is life. Most elves don't lie, cheat, or steal
rarely stay in one place for long, both physically and out of malice, but rather out of opportunity- the
emotionally, and this is seen as a sign of strength in their gullible get taken advantage of. In their culture, an
people - an absolute freedom. elf is rewarded for being faster, both in wit and
Elf culture, while savage, is also rich and diverse. They running. If you stop running, if you settle down,
have turned celebrating into an art form, and elf song and you wither.
dance is captivating and seductive to non-elves. Elven war
parties are greatly feared in the deserts, for they are a deadly
force of endurance and maneuverability. HOME IS WHERE YOU RUN
Others see elves as dishonest scoundrels, but that is a Elves are nomads by nature, though they maintain semi-
misinterpretation of their insurlar ways. Elves are generally permanent settlements in the wilderness. Their ability to
distrustful of non-elves, and an elf will test a non-elf for cover vast distances makes them master raiders, and they
trustworthiness when forming a friendship or business consider anywhere their legs can take them as their territory
relationship. No self-respecting elf will ride an animal, and it to take from as they see fit.
is a severe dishonor to do so. Elves prefer to live short, happy Elves may flippantly adventure for wanderlust, but those
lives rather than long, boring ones. Unlike traditional who persist often do so for a desire for profit, glory, revenge,
settings, Athasian elves rarely live past 140 years. Seeing the or loyalty. They like to boast about their accomplishments,
future as a dark, deadly place, they prefer to live in the “here weaving these into song. Elves often take keepsakes from
and now.” They thrive in open spaces and tend to wither in memorable raids and sew these into their cloaks. Elves are
captivity, making them poor choices on the slave block. pleased by flaunting a stolen item before an owner. Elven
custom dictates the victim congratulate the thief on his
possession of such an attractive item (those who don’t are
poor sports).

8
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Unlike most other races, elves have no issue with defiling Elf Run. You add your Constitution score to the number of
magic and arcane practice, and some tribes specialize in miles you can travel in a day. You have advantage on forced
trading spell components and scrolls. march saves.
Languages. You can speak Common and Elvish. Each
ELF NAMES tribe has a distinct dialect. The language is filled with short,
Naming of young runners is a sacred responsibility, given clipped words, run with a rapid staccato pace difficult for
after the first interesting thing the child does while learning others to pick up. They disdain the slow, tedious languages of
to run. With the right name, an elf child can grow to others but condescend to learn Common. Elves that learn
greatness, but the wrong name may cause one to vanish in other tongues hide it to gain advantage.
the wastes. A child’s name can be changed because of an
extraordinary deed performed during the rite of passage.
Elves take the surname of their tribe. ROLEPLAYING AN ELF
Male Names: Botuu (Water Runner), Coraanu (First Elf, Rely on guerilla combat skills – distance,
the Warrior Thief), Dukkoti (Wind Fighter), Haaku (Two maneuverability and speed. The elven philosophy is
Daggers), Lobuu (First Runner), Mutami (Laughs at Sun), never to stand up in a fair fight, and running is
Nuuko (Sky Hunter), Traako (Metal Stealer). prized, whether it be from an equal combat, an
awkward situation, or a pregnant lover. When
Female Names: Alaa (Bird Chaser), Ekee (Wild Dancer), someone professes to be your friend, dismiss them
Guuta (Singing Sword), Hukaa (Fire Leaper), Ittee (Dancing at first then offer them a test of trust (don’t tell
Bow), Nuuta (Quiet Hunter), Utaa (Laughing Moon) them). Ask them to give you a prized possession or
Tribe (Clan) Names: Clearwater Tribe (Fireshaper, see if they take one of yours left out in a
Graffyon, Graystar, Lightning, Onyx, Sandrunner, Seafoam, conspicuous place. Pretend to sleep and listen to
Silverleaf, Songweaver, Steeljaw, Wavedivers, Windriders what they say about you. Maybe allow yourself to
clans); Night Runner Tribe (Dark Moons, Full Moons, Half be captured and see if this presumed friend will
Moons, Lone Moons, New Moons, Quarter Moons clans); rescue you!
Shadow Tribe; Silt Stalker Tribe (Fire Bow, Fire Dagger, Fire
Sword clans); Silver Hand Tribe; Sky Singer Tribe
(Dawnchaser, Dayjumper, Twilightcatcher clans); Swiftwing
Tribe; Water Hunter Tribe (Raindancer, Poolrunner,
Lakesinger clans); Wind Dancer Tribe (Airhunter,
Breezechaser clans)
ELF TRAITS
Elves tend to any profession and trade that let's them act
freely. This makes them poor students of the rigorous study
of psionics, and rarely does anything but Air draw them to
become a Warden.
Ability Score Increase. Your Dexterity score increases by
2, and you choose to increase your Intelligence or Charisma
by 1.
Age. Elves reach physical maturity at the same rate as
humans but must pass the tribe’s rites of initiation before
being recognized as adults, typically around 20. Elves can live
to 140 years.
Alignment. Elves tend chaotic because of their love of
freedom, variety and self-expression. They tend neutrality,
though they tend good (self-sacrifice) when the tribe is
concerned. Although they will steal everything in sight, they
are not murderous and avoid unnecessary violence.
Size. A typical elf stands about 6 1/2 to 7 1/2 feet tall and
around 175 pounds. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Burst of Speed. Your heritage allows you to move in
sprints. When you move on your turn in combat, you can
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 one of
your turns.
Elven Resilience. You are conditioned to the extreme
weather of the wastelands and have advantage on all saves
against extreme heat and cold.
Mask of the Wild. You can attempt to hide even when you
are only lightly obscured by terrain, weather, or other natural
phenomena.

9
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EDHEL
HALF AND HALF
Edhels are taller than most humans, standing 6 to 6 1/2 feet
tall, bulkier than elves and able to pass themselves off more
as humans than full elves. The men can grow beards and they
have a full range of skin tones and hair colors. Some enjoy
proving themselves better than humans or elves at a task, and
others simply turn to different cultures, such as thri-kreen or
muls, for friendship. They rarely maintain a friendship for
long as it is their experience that everyone is going to let you
down or betray you eventually, but at times it is necessary to
ally or simply not be alone.
NO CULTURE
Edhels don't form communities despite their numbers, and
they can reproduce with either parent race. Most will never
know their elven parent and they aren't welcome in elven
tribes, seen as an embarrassment who can't keep up. Their
affinity to beasts leads them to be valuable animal handlers.
Some find acceptance in the ranks of templars, where service
to the sorcerer king or queen provides a welcome home. In
adventuring parties, they tend to be aloof because it's likely to
be a short-lived experience.
EDHEL NAMES
Most have human names as they cannot run as elves to gain a
given name, nor an accepted tribal name. Some warp the
elvish custom and simply take a name, much to the anger of
elves. Like most races, edhel use only one name, though they
may adopt a city or village surname, or a profession, to
distinguish themselves.
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.
EDHEL TRAITS
"People are no good. You can only trust animals and the Edhel are influenced by both parents, even if not accepted by
bottle.” – Delmao, Edhel thief. either race.
Ability Score Increase. Your Wisdom score increases by
Born from two worlds but not welcome in either, Edhel (Half- 2, and two other ability scores of your choice increase by 1.
Elves) often find an attraction to the solitary wastes. In Age. Edhel mature as humans, reaching adulthood around
conjunction with a lack of unifying culture, most turn into 20, and some live to 130 years.
lonesome, self-sufficient folk. Elves have no tolerance for Alignment. Lawful and neutral Edhel labor for acceptance
them (the mother is expected to get rid of the child or be cast from a parent race while chaotic ones have given up,
out) and most, though not all, humans believe their ears make rejecting a society that has rejected them.
them just another lazy thief and trickster. When everyone Size. A typical edhel stands close to 6 ½ feet tall and
sees you as the worst quality of your parent race, the edhel weighs 140 pounds. Your size is Medium.
turns away and has found a kinship in the animal world Speed. Your base walking speed is 30 feet.
unmatched by either of their parent races. Nomadic Life. You have proficiency in the Survival and
Animal Handling skills.

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Speak with Animals. You can communicate simple ideas
with medium size or smaller beasts using sounds and
gestures. This does not make the animal friendly to you or ROLEPLAYING AN EDHEL

able to respond in kind. You don’t consider yourself a separate race. You
pride yourself on your self-reliance and refuse
Animal Affinity. At 3rd level, you can you can use an Action patronizing offers to help you. You'll do fine on
to attempt to charm a medium size or smaller beast with your own, thank you very much. Take any chance to
Intelligence 3 or lower. You must be able to touch and talk to show humans you're just as talented as them or
the beast. If your or your companions are fighting the beast, it elves you're just as clever. If others view your
cannot be charmed. It must pass a Wisdom save or be attempts as irrational, well, they get to be wrapped
charmed for 24 hours. The saving throw is 8 + your in the blankets of racial acceptance. You're left out
proficiency bonus + your Wisdom modifier. If you or your in the cold. Praise should be viewed with suspicion
companions do anything harmful to the beast, the charm because no one hands that out without an angle in
ends. You cannot use this trait again until you complete a mind. Other edhel don't interest you by default.
long rest. Just because they have the same ears doesn't mean
Languages. You can speak Common and Elvish, and if a you suddenly have anything in common. In an
city dweller, likely you adopt the distinct dialect of your home. adventuring group, you don't need charity and
don't need someone else to cook your food or take
your watch.
This does not mean you'll never form a lasting
friendship. But it's hard to get over a lifetime of
being on the outside and being constantly
reminded of that. This is why you feel affinity with
the beast. They're simple. They don't judge, and
they don't act with malice.

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GOLIATH
BIG AND STRONG
Goliaths are enormous individuals, generally 10 to 12 feet
high and weighing in upwards of 1600 pounds. Though they
have human features, these tend to be exaggerated in some
ways. Skin tones range from light tan to deep brown, like
sand. They vary in hair color and tend to wear whatever hair
style or fashion they currently are emulating. Absent that,
their giant heritage makes for thick hair amenable to braids.
There is no economy for goliath stature, so their clothing
would likely consist of several human-sized articles of
clothing stitched together. A tavern would charge extra for
filling enough plates for a goliath sized appetite, and any
armor would have to be specially crafted. Most nobles,
templars, and merchant houses feel the investment is worth
the return when they have 1500 pounds of enforcement at
their command.
IMPRESSIONABLE
The strongest warriors on Athas, goliaths seem content to
dwell in humanity’s shadow and drift towards charismatic
leaders of all races. For example, if a goliath village is near
elven raiders, they are likely to emulate the guerilla tactics of
the elves. However, this innate need to fit in is more than a
whim. It is inherent to the goliath's creation. A goliath
farmer's village might be raided, and he may soon adopt the
morals of the invaders because they seem to know what
they're doing.

ALIGNMENT ON A WHIM
“Mind of a child, strength of three grown men. I’ve seen a One axis of your alignment will be fixed and the
goliath tear the walls out of a building because he wanted a other subject to change based on influential events
better look at the tattoos on a mul inside.” – Daro, human or persons around you that you find a reason to
trader emulate or admire. You will try out their morals or
philosophies and perhaps stick with it for a time if
you're good at it. This does not mean goliaths are
Legend holds in ages past a sorcerer king or queen used unreliable - the influence must be strong for them
wizardry to beget a union of giant and human to make a race to change, and they have a core philosophy that is
of powerful slaves. Whatever the truth, the goliath (half-giant) fairly unchanging. A goliath soldier might see a
dwarven cleric of the sun and be impressed by her
race has thrived, able to reproduce with one another, and are unflappable devotions. He may try shaving himself
sought out as gladiators, soldiers, guards and mercenaries and praying to the sun until he finds he cannot
across the tablelands. stare at the sun without hurting his eyes and
Because of their artificial origins, there is no goliath cannot make fire appear.
culture, tradition, or homeland. They readily imitate customs
and cultures of those they admire or associate with. They are This can make role-playing a goliath a challenge.
very imitative, eager to fit into a world that is not built for
their size. One observing a dwarf quarry might watch for a
time then try his hand at it, moving on if he does not excel at GOLIATH NAMES
it.
Slaves are given human names while free goliaths will take
names based off the adopted culture. See other races for
GOLIATHS ON ATHAS name suggestions.
A goliath is indeed a half-giant. It is not the
competitive, mountain-dwelling, pebble-skinned
goliath of standard D&D settings.

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GOLIATH TRAITS
Goliaths inherit a solid balance of their giant and human ROLEPLAYING A GOLIATH
lineages. Always remember how much bigger and heavier
Ability Score Increase. You have 4 points to split between you are than everyone else. Take advantage of your
your Strength and Constitution scores. Your Strength score height in combat, but remember the
may reach a maximum of 22 instead of 20. Your Intelligence disadvantages. Between your size and your lesser
and Wisdom scores are decreased by 2 each. wits (even if you are a relatively intelligent goliath
Age. Goliaths mature around 24 years of age and can live people will assume you to be dull), you find
up to 220 years. yourself an object of comic relief. You are used to
Alignment. Your alignment may fluctuate as described in being teased and will endure more witty remarks
Alignment on a Whim. You begin with one fixed alignment than most people, but when you have been pushed
too far your personality can suddenly shift, and you
axis (good-neutral-evil or lawful-neutral-chaotic) that will can unleash astonishing violence on your
never change. The other axis may change depending on who tormentors and any who stand in your way.
you are emulating. Subject to DM approval, when imitating a Remember you are influenced by powerful
charismatic leader, select an appropriate Ideal or Flaw and personalities, and can shift your personality and
replace your current one. If the new Ideal is tied to a non- ethics. You tend to imitate the tactics, clothes and
fixed axis of your alignment, change that aspect of your demeanor of your “little master.”
alignment.
Size. A typical goliath stands 10 to 12 feet tall and weighs
1,600 pounds. You occupy a 10-foot by 10-foot space and have
a 10 foot reach. Your size is Large.
Speed. Your base walking speed is 35 feet.
Giant Body. You cannot wear ordinary gear sized for
smaller creatures such as boots, gloves, and backpacks. All
clothing, armor, meals, and lodging cost double for you.
Large Hands. You may wield versatile and two-handed
melee weapons with one hand.
Colossal Endurance. Your immense body mass allows
you to occasionally shrug off injury. When you take damage,
you can use your reaction to reduce that damage by your
Constitution score. After using this trait, you cannot use it
again until you finish a short or long rest.
Giant’s Toughness. Your hit point maximum increases by
2 and it increases by 2 every time you gain a level.
Languages. You can speak Common.

FOOD AND WATER NEEDS


Large creatures require four times the daily amount
of water and food needed for a small creature
(DMG p111).

SIZE AND MAGIC ITEMS


Magical gear adjusts for the size of the wearer from
Small to Large. A goliath or hin (halfling) can wear
the same pair of boots if magical, but ordinary
leather boots sized for a human simply won't fit.
For creatures with an alien physique, such as a thri-
kreen, certain items like boots will never work,
magical or not. Armor can be altered by a trained
crafter (PHB 144). The goliath still pays to resize
the armor, which begins at 10% to 40% of the
armor price, reflecting the extra materials needed.

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HIN
SMALL AND SAVAGE
Hin are small creatures, standing only about 3 1/2 feet tall
and weighing 50 to 60 pounds. Rarely affected by age, hin
faces are often mistaken for the faces of human children,
even the elderly among them. Uncivilized forest hin rarely
tend to their hair, and some let it grow to great lengths,
though it can be unkempt and dirty.
ANCIENT CULTURE
Hin culture dominates their relations with others and
predates human civilization. Rarely will they ever draw the
blood of another hin. Hin of different tribes share a tradition
of song, art and poetry, which serves as a basis of
communication. Creatures that do not know these cultural
expressions are often at a loss to understand a hin’s
expressions, analogies and allusions to well–known tales.
Hin can easily become frustrated with such “uncultured”
creatures lose patience with outsider intolerance of their
ways, such as eating other humanoids. They abhor slavery
and most hin will starve themselves rather than accept
slavery.
FEAR OF OUTSIDERS
Hin have no desire to see their home become like the rest of
Athas. They are fierce and merciless in its defense, uncaring
about the struggles and excuses of other races. The hin’s
bond with nature extends into most aspects of their culture. A
shaman or witch doctor, who also acts as a spiritual leader,
often rules their clans. This leader is obeyed without
“Be wary of the forest ridge. The hin who live there would as question. Hin fighters willingly sacrifice themselves to obey
soon eat you alive as look at you. Chances are you won’t even their leader, leaving outsiders to perceive them as fanatics
notice them until you’ve become the main course.” ―Mo’rune, when hin dearly love and enjoy life.
half‐Elven ranger Exploring the Tablelands gives curious hin the opportunity
to learn other customs. Although they may at first have
difficulty in understanding the numerous practices of the
Hin are masters of the jungles of the Ringing Mountains. races of the Tablelands, their natural curiosity enables them
They are small, quick and agile creatures steeped in an to learn and interact with others. Other hin may be criminals,
ancient and rich culture that goes back far into Athas’ past. renegades or other tribal outcasts, venturing into the
Although they are not common in the Tablelands, some hin Tablelands to escape persecution by their kin. Most tribes
leave their homes in the forests to adventure under the dark reject arcane magic, but a few have preserver chieftains who
sun. While omnivores, hin prefer flesh and let no meat go to would sacrifice an entire tribe to keep one defiler out.
waste, including that of enemies, humans, and other sentient HIN NAMES
creatures. Hin have only one name assigned at birth.
Hin have difficulty understanding others’ customs or points Male Names: Basha, Cerk, Derlan, Drassu, Entrok,
of view, but curiosity helps some hin overcome their Kakzim, Lokee, Nok, Pauk, Plool, Sala, Tanuka, Ukos, Zol.
xenophobia. Little concerned with material wealth, hin are Female Names: Alansa, Anezka, Dokala, Grelzen, Horga,
more concerned with how their actions will affect other hin. Jikx, Joura, Nasaha, Vensa.

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HIN TRAITS
Hin traits reflect their savage nature. ROLEPLAYING A HIN
Ability Score Increase. Your Dexterity score increases by Remember to consistently take your height into
2 and your Wisdom score by 1. account. Role–play the hin culture described
Age. Hin reach adulthood at the same rate as humans and above: eating opponents, treating fellow hin with
live to be about 120 years old. trust and kindness, suspicion of big people, and
Alignment. Hin tend towards law and neutrality. general lack of interest in money. Conquest and
Uncomfortable with change, hin tend to rely on intangible plundering have no place in your society; rather the
constants, such as racial identity, family, clan ties and most important value is the ability of the inner self
personal honor. Hin generally have little understanding of the as it harmonizes with the environment. You should
morals of the big people. be sickened by the landscape of the Tablelands and
desperately want to avoid any risk that devastation
Size. Hin average around 3 ½ feet tall and 50 to 60 ever spreading to your homelands in the Forest
pounds. Your size is Small. Ridge. You will learn about other cultures, but you
Speed. Your base walking speed is 25 feet. should firmly believe hin culture to be innately
Hin Nimbleness. You can move through the space of any superior to all others. However, you don’t try to
creature that is of larger size than yours. change other’s cultures, no more than you would
Savage Attacks. When you score a critical hit with a melee try to convince a tembo to change its diet. While
attack, you can roll one of the weapon's damage dice one omnivorous, you vastly prefer meat and view
additional time and add it to the extra damage of the critical everything is a source of food.
hit.
Fury of the Small. When you damage a creature at least
one size larger than you with an attack or spell, you can cause
the attack to add extra damage equal to your level. Once you
use this trait, you cannot use it again until you finish a short
or long rest.
Languages. You can speak Hin and Common. Your culture
uses drawings and tales rather than a written language. Hin
rarely teach others their language, but some individuals of
the Tablelands have learned the wild speech. Hin found in the
Tablelands learn Common to survive, but it is generally
unknown past the Ringing Mountains.

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HUMAN
A BROAD SPECTRUM
Humans average 6 feet tall and 200 pounds. They tend to
have dark skin and bronzed tones with darker hair, though all
colors exist with nobility tending to the greatest variety.
Humans are prone to mutations, and it is not uncommon to
find exaggerated features, webbed feet, or even extra digits
on hands and feet.
MUTATIONS
Centuries of abusive magic have taken their toll on the
human body. Some humans have marked alterations to their
appearance, such as a bizarre symmetry, exaggerated facial
feature, pointed ears, no facial hair, unusual skin coloration
like copper or gray, etc. Humans are familiar and generally
unsurprised by such differences. Ultimately, these give no
benefits or hindrances in gameplay and are for flavor.
HUMAN NAMES
Human names vary by region. For most a single name
suffices. A noble will have a family surname but often revert
to use of one name. Freemen occasionally refer to their
occupations to avoid being taken for laborers or slaves, such
as “Barek the Weaver.”
Tyr/Urik Male Names: Agis, Amilanu, Baal, Banoc, Duzi,
Ea, Gulkishar, Igigi, Markduk, Rim-Sin, Sargon, Silani,
“Humans are fools and hopelessly naïve as well. They Tithian, Utuaa, Zu
outnumber us; they are everywhere, and yet they have no Tyr/Urik Female Names: Amata, Bau, Belili, Damkina,
more sense of their strength than a rat. Let us hope that the Gula, Ishtar, Kishar, Mummu, Mylitta, Neeva, Ninsunu,
Datto stay that way.” ―Dukkoti Nightrunner, elven warrior Rubati, Shala, Zakiti.
HUMAN TRAITS
Humans are the dominant culture in the explored parts of Humans are hard to generalize.
Athas, known for their versatility and adaptability. Most tend Ability Score Increase. Your ability scores all increase by
to be ambitious and individualistic; even the tyranny of 1.
sorcerer kings hasn’t stamped out this diversity. Other races Age. Humans tend to reach adulthood in their late teens
often don’t know what to expect when meeting a human for and can live to around 80 years.
the first time because predicting their behavior based on Alignment. Humans tend to no particular alignment. The
cultural norms is difficult. “It’s human nature” is a common best and worst are found among them.
saying when humans appear to take action for no apparent Size. Men average 6 feet tall and 200 pounds while women
reason.
Humans tend to get along well with races they comingle range around 5 ½ feet tall and 140 pounds. Your size is
with (most often dwarves and muls). Goliaths and thri-kreen Medium.
are seen as dangerous monsters. Elves and edhel are Speed. Your base walking speed is 30 feet.
considered flighty and untrustworthy. Hin are exotic. Humans Languages. Common and one other language of your
often serve as a go-between when one race deals with choice.
another.
HUMAN VARIANT (OPTIONAL)
Instead of increasing all ability scores, you may
increase two different ability scores by 1, gain
proficiency in a skill, and gain one feat.

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MUL
Born from the unlikely parentage of dwarves and humans, a
mul (pronounced “mull”, from the dwarven word
“mulzhennedar” which means “strength”; “mule” is used as a
derogatory pronunciation) combines the height and
adaptable nature of humans with the musculature and
resilience of dwarves. Muls enjoy traits that are uniquely their
own, such as their robust metabolism and almost
inexhaustible capacity for work. The hybrid has
disadvantages in a few areas as well: sterility, and the social
repercussions of being created for a life of slavery. Humans
and dwarves are not typically attracted to each other. The
only reason that muls are so common in the Tablelands is
because of their value as laborers and gladiators: slave-sellers
force-breed humans and dwarves for profit.
While mul-breeding practices are exorbitantly lucrative,
they are often lethal to both the mother and the baby.
Conception is difficult and impractical, often taking months to
achieve. Even once conceived, the mul takes a full twelve
months to carry to term; fatalities during this period are high.
As likely as not, anxious overseers cut muls from the dying
bodies of their mothers.
STRENGTH AND ENDURANCE
Second only to the goliath, the mul is the strongest of the
common humanoid races of the tablelands. Muls grow as
high as seven feet, weighing upwards of 250 pounds, but
carry almost no fat at all on their broad muscular frames.
Universal mul characteristics include angular, almost
protrusive eye ridges, and ears that point sharply backwards
against the temples. Most muls have dark copper–colored
“See, the trick is to break their will. Not too much, mind skin and hairless bodies. They are always sterile.
you. Nobody wants to watch a docile gladiator, and muls are
too expensive to waste as labor slaves. But, you don’t want BRED TO SLAVERY
them trying to escape every other day. Would you like to tell Muls are bred to fight or labor. Most mul laborers master the
the arena crowd that their favorite champion will not be conventions of slave life, figuring out through painful
appearing in today’s match because he died trying to escape experience who can be trusted and who cannot. Muls learn
your pens?" ―Gaal, Urikite arena trainer from their mistakes in the slave pits to a greater extent than
other races not because they are cleverer, but because unlike
slaves of other races they tend to survive their mistakes,
while other slave races are less expensive and therefore
disposable. Only the most foolish and disobedient mul would
be killed. Most masters will sell a problem mul slave rather
than kill him. Their mastery of the rules of slave life and their
boundless capacity for hard work allows them to gain favor
with their masters and reputation among their fellow slaves.
LIFE OF A SLAVE
All gladiators who perform well in the arenas receive some
degree of pampered treatment, but muls receive more
pampering than others. Some mul gladiators even come to
see slavery as an acceptable part of their lives, being given
good food, good housing, and mates.
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However, those that acquire a taste of freedom will fight for it.
Stoic and dull to pain, muls are not easily intimidated by the
lash. Masters are loath to slay or maim a mul who tries ROLEPLAYING A MUL

repeatedly to escape, although those who help the mul’s Born to the slave pens, you never knew love or
affection; the taskmaster’s whip took the place of
escape will be tormented in order to punish the mul without loving parents. As far as you have seen, all of life’s
damaging valuable property. Once a mul escapes or earns his problems that can be solved are solved by sheer
freedom, slavery remains a dominant part of his life. Most brute force. You know to bow to force when you
muls are heavily marked with tattoos that mark his see it, especially the veiled force of wealth, power
ownership, history, capabilities and disciplinary measures. and privilege. The noble and templar may not look
Even untattooed muls are marked as a potential windfall for strong, but they can kill a man with a word. You
slavers: it is clearly cheaper to “retrieve” a mul who slavers tend towards gruffness. In the slave pits, you knew
can claim had run away, than to start from scratch in the some muls that never sought friends or
breeding pits. companionship, but lived in bitter, isolated
servitude. You knew other muls who found
MUL NAMES friendship in an arena partner or co– worker. You
Muls are given names, and for gladiators, Draji names with are capable of affection, trust and friendship, but
harsh tones are favored to strike fear. Lacking families, a mul camaraderie is easier for you to understand and
might use a place for a surname, such as “Mersten of express – warriors slap each other on the shoulder
Nibenay.” after a victory, or give their lives for each other in
Male Names: Aram, Athalak, Borthomar, Bost, Darok, battle. You don’t think of that sort of event as
Darus, Durn, Eben, Erekard, Gard, Harask, Marok, Morg, “friendship” – it just happens.
Rikard, Sanozar, Tomak, Uskan, Zedath, Zorus. Muls dislike what they fear, and they fear wizards.
Female Names: Aisa, Aivel, Brithis, Callia, Demosis, Elina, They resent that a wizard’s power comes from
Faivel, Himithis, Laivi, Mersten, Narisel, Raina, Reshel, without, with no seeming effort on the wizard’s
Saditha, Tirshel, Uisel, Zerima. part, while the mul’s power is born of pain and
labor. You may never have been exposed to psionic
MUL TRAITS study or clerical ways, but there is nothing
The mul is bred for physical attributes but can inherit a preventing you from learning.
parent's quick mind. A mul cannot be an arcane caster, having
inherited their dwarven heritage.
Ability Score Increase. Your Strength score increases by
2 and your Constitution and Wisdom by 1.
Age. A mul ages like humans, tending to reach adulthood a
year or two year earlier and given their lot in life rarely reach
the age of 85.
Alignment. Muls tend towards neutrality with respect to
good and evil, but run the gamut with respect to law or chaos.
Many lawful muls adapt well to the indignities of slavery,
playing the game for the comforts that they can win as valued
slaves. A few ambitious lawful muls use the respect won from
their fellow slaves to organize rebellions and strike out for
freedom. Chaotic muls, on the other hand, push their luck
and their value as slaves to the breaking point, defying
authority, holding little fear for the lash.
Size. A typical mul is 7 feet tall and weighs over 250
pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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 Forced March saves
and all saves to resist non-magical exhaustion. If you spend 1
minute focusing yourself, you can remove one level of non-
magical exhaustion. Once you use this trait, you can't use it
again until you finish a long rest.
Languages. You can speak Common plus a language of
your choice.

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Ssurran
As lizard folk of the desert, they have adapted to the heat of
the Athasian day and are active even during the blazing mid-
day heat. Ssurran are usually found in nomadic tribes or
settlements, and infrequently in the city-states.

REPTILIAN MINDSET
As a people, they tend to be practical-minded survivalists, and
they do not differentiate between male and female outside of
reproduction. Ssurran thought and desires are driven by a
different set of principles than those of warm-blooded
creatures, and their emotional spectrum largely revolves
around taking cues from other races. If a ssurran and a
human see a megapide, the human will feel fear and react
accordingly. The ssaurran will see that the megapide is
something dangerous and to be avoided if possible. The
ssuarran is not afraid of the monster, it understands that it is
fearsome and react accordingly. They do not get 'angry' at
another creature, they are aggressive toward prey they want
to eat, creatures that threaten them, etc. 'Pleasure' is safety,
security and access to more situations that are helpful or
benign.
It's no wonder that the warm-blooded races describe the
ssurran as lacking emotion and empathy. Everything is a
matter of utility and survival. To the ssurran, a fallen comrade
was once a fierce warrior, but now the body is a source of
food. However, ssurran recognize and respect the emotions of
others and know that even though the fallen mate is more
useful as meat, this would provokes aggression in the other
humanoids and makes them less helpful in battle.
SSURRAN NAMES
Ssurran tend to use names granted by the tribe that are
descriptive of one's deeds or actions. For example, Ketesk
may translate to 'sand-colored', a name given to a tribe
member who's role is to lie just beneath the sand before
ambushing an animal.
Ssurran Names: Achuak, Aryte, Baeshra, Darastrix,
Garurt, Irthos, Jhank, Kethend, Korth, Sosj, Liztrix, Mirik,
Othokent, Sauriv, Throddin, Thurkear, Usk, Valignat,
Vargach, Vethika, Vyth.
SSURRAN TRAITS
Your ssurran character has the following traits:
Ability Score Increase. Your Constitution score increases
by 2 and your Wisdom score increases by 1.
Age. Ssurran reach maturity by 14 years and rarely live
longer than 60 years.

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Size. Ssurran are a little bulkier and taller than humans and
their frill makes them appear taller. Your size is Medium.
Bite. Your fanged maw is a naatural weapon, which you
can use to make unarmed strikes. If you hit with it, you deal
piercing damage equal to 1d6+your strength modifier.
Cunning Artisan. As part of a short rest, you can harvest
bone and hide from a slain beast, monstrosity, or plant
creature Small or larger to create one of the following items:
a shield or buckler, a club, a javelin, or 1d4 darts or blowgun
needles. To use this trait, you need a blade and the
appropriate artisan's tools.
Hunter's Lore. You gain proficiency with two of the
following skills of choice: Animal Handling, Nature,
Preception, Stealth, and Survival.
Natural Armor. You have tough, scaly skin. When you
aren't wearing armor, your AC is 13+ your Dexterity modifier.
A shield's benefits apply as normal when you use your natural
armor.
Tail Flick. You can use a bonus action to to make an attack
with your tail as an unarmed strike. You can choose to do 1d4
bludgeoning damage or you can choose to force the target to
make a strength saving throw or be tripped prone.

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THRI-KREEN
Many wear leg or armbands, or bracelets. Some attach
rings on different places on their chitin, though this requires
careful work by a skilled artisan. While most thri-kreen
appear identical to non-kreen, their nuances of exoskeleton
development render them quite unique in their view.
Pheromones release modifies their eye coloration: light for
pleasant feelings and dark for distress. They are carnivores
and become sick if eating plants, the only exception being a
handful of common spices and fruit-based potions.
NO SLEEP REQUIRED
Since Thri‐kreen do not require sleep, they have difficulty
understanding this state of “laziness” in others. Other
behaviors of humanoids seem unnecessarily complex. A
keen’s life is simple: hunt prey. Kreen live for the hunt, and
own only what they can carry. Their knowledge is largely
passed by an instinctual racial memory shared with the
clutch. At birth, they already know what animals make the
best prey and ways to catch them.
A DIFFERENT PERSPECTIVE
The pack mentality dominates a keen’s relation with others.
Kreen hunt in small groups and will move to other areas
“This one does not speak with the quivering soft shells that rather than depopulate an area of prey. A kreen that joins a
lay about all night. This one might eat you, but never speak.” group of humanoids will often try to establish dominance in
―Tu’tochuk the group. This can be disconcerting to those unaware of the
keen’s behavior, since establishing dominance usually means
making threatening gestures. Once the matter is settled, they
Thri‐kreen ("kreen" for short) are the strangest of the will abide by the outcome. Thri‐kreen view humanoids as
intelligent races of the Tablelands. These insectoid beings possible sources of food but rarely hunt them as humanoids
born from eggs possess a mindset very different from any are not simple prey. Many kreen have a particularly fond taste
humanoid being encountered. They roam the wastes in for elves; as such, meetings between these two races are
packs, hunting for food day and night, since they require no often tense. However, once part of a clutch, Thri‐kreen will
sleep. Thri‐kreen are quick and agile and make fearsome never turn on their humanoid friends, even in the worst of
fighters, feared throughout the wastes. They refer to thri- situations.
kreen who have become city dwellers as “tohr-kreen,” Kreen have a severe fear of any water smaller than a
meaning “settled person,” whereas thri-kreen means puddle as they cannot swim or float. They have no idea how
“wanderer-person.” to ride another creature and find the concept alien and non-
sensical.
INSECT BODY
Mature Thri‐kreen stand about 7 feet tall, with a rough body RACIAL MEMORY
length of 11 feet. Their four arms end in claws; their two legs Contrary to the variety of humans, thri-kreen are largely
are extremely powerful, capable of incredible leaps. However, predisposed to tasks due to their racial memory. They have
kreen are unable to jump backwards. Their body is covered no wizards; their lack of natural sleep and need to hunt
with a sandy– yellow chitin, a tough exoskeleton that grants makes it impractical, but kreen take to psionics as a way of
the Thri‐kreen protection from blows. Their head is topped life and the hunt. They revere the elements and ancestral
with two antennae, and their two eyes are compound and memory causes them to revere the Great One, a legendary
multifaceted. The kreen mouth consists of small pincers. leader from many clutches past.
Male and female Thri‐kreen are physically indistinguishable.
Thri‐kreen usually do not wear clothing, but wear some sort
of harness to carry weapons and food.

21
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THRI-KREEN NAMES Naturally Psionic. A Thri-kreen psion's Psi Point
The Kreen language is very different from those of the other maximum increases by 2 and by another 2 at 5th level. A non-
intelligent races. They have no lips or tongues, and so cannot psion Thri-kreen gains an additional Wild Talent at 1st level
make the same sounds humanoids make. Kreen language is and a third at 10th level.
made up of clicks, pops, or grinding noises. They do not Languages. You can speak Thri-Kreen and Common. Thri-
distinguish male and female names. Kreen is a language composed of clicks and whirring,
Names: Cha'ka, Chuka-tet, Drasna, Drik-chkit, Hakka, antennae movements, and pheromone emissions that non-
Ka'cha, Ka'tho, Klik-chaka'da, Lakta-cho, Qhak'cha, Qhik-ik- kreen find too difficult to interpret and impossible to
cha, Sa'Relka, T'Chai, Tak-tha. duplicate. When you speak other languages, you use a high-
pitched voice.
THRI-KREEN TRAITS
Kreen physiology gives it several natural advantages that ROLEPLAYING A THRI-KREEN
compensate for not being able to utilize items commonly You tend to rely on your natural attacks and special
worn by other races. kreen weapons. Everything you kill is a potential
Ability Score Increase. Your Dexterity score increases by dinner. You have a strong need for a party leader –
2, and your Wisdom score increases by 1. obedience to this leader in the party is important
Age. A thri-kreen is born from an egg and becomes fully to you. If you seem to be the most powerful and
mature at 6 years. They demonstrate no effect of aging until capable, then you will assume leadership; if
they reach the end of their life cycle around 30 years. Sensing someone challenges your authority then you will
their death, such thri-kreen go on a final hunt. wish to test whether they are in fact stronger than
Alignment. Most Thri‐kreen are chaotic, acting in you. It is not a question of vanity; you won’t want
whatever fashion benefits the pack mentality, and this rarely to fight to the death, but merely to ascertain who is
leads them to philosophies of good and evil. worthy to lead the party. You do not have the focus
Size. A typical thri-kreen is 7 feet tall, 11 feet long, and of a dwarf to complete a project, but you would
weighs 450 pounds. Unlike other races, variation in height give your life to protect your companions. If you
did not trust and honor them as your own family,
and weight is nominal and a few inches or pounds at most. then you would not travel with them and work
You occupy a 10 foot by 10 foot space and have 5 foot reach. together with them. You do not understand the
Your size is Large. concept of sleep. It disturbs you that your dra
Speed. Your base walking speed is 40 feet. (sentient meat creatures like humans) companions
Carapace. Your chitinous plates provide a natural armor lie unconscious for a third of their lifetimes. Spend
class of 13 + Dexterity modifier. You cannot wear armor but your rest periods watching them in this state. You
you may carry a shield. own only what you can carry, caring little for money
Thri-kreen Physiology. You only require 1 gallon of water or other items that other races consider as
per week. You cannot swim. You cannot wear items fitted for treasure.
humanoids (boots, armor gloves/gauntlets, helmets/hats or
robes); however you can wear bracers, cloaks/capes, and
rings.
Sleepless. You require no sleep and are immune to sleep
effects. You need only 4 hours of light activity to gain the
benefits of a long rest. You are not required to make saves for
a Forced March.
Thri-kreen Weapon Training. You are proficient with the
gythka, chatkcha, and your claws and bite.
Claws. Your claws can be used to make a single natural
attack for 1d4 + Strength modifier slashing damage. At 5th
level, this increases to 2d4.
Bite. Your bite can be used to make a natural attack for
1d4 + Strength modifier piercing damage. At 5th level, you
add thri-kreen venom to your bite. A target must make a
Constitution save or be poisoned for 1 minute; if failed by 5
or more, the target is paralyzed for the duration. The target
repeats the save at the beginning of its turn to end the effect.
The DC is 8 + proficiency bonus + Constitution modifier.
Additional Arms. You have two ancillary arms below your
main ones. Each of these weaker arms can hold items but not
effectively wield weapons or shields. You may use your extra
arms to stow or retrieve one item each turn without using an
action and may freely swap items between your arms without
using an action.
Leap. At 3rd level, your legs have grown powerful enough
to jump 50 feet forward or 20 straight up, without a running
start. You cannot jump backwards.
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PART 3
CHARACTER CLASSES

BARBARIAN

M
ost barbarians hail from slave tribes
and hunter-gatherer cultures from PATH OF THE ZEALOT (XANATHAR)

beyond the Tablelands. Life among Does not exist.


slave tribes is often brutal and short. A
barbarian might be a sole survivor of a
raid or monster attack. She might be PROHIBITED CLASSES
an exile or returned to her tribe to find The Artificer, Bard, Cleric, Paladin, Sorcerer, and Warlock do
it gone. Barbarian hin tribes that draw power from the spirits not exist as player classes in Dark Sun. The Paladin was
can be found in the forest ridge, and no matter their location, removed in the original AD&D setting as this is not a world of
all share a common manifestation of fury. For some, it comes
from within, amplified by horrific life events, and for others, it gods and divine warriors. The Warden class is akin to the
may come from unity with ancient spirits, contacted through traditional Cleric, though a Warden draws its power from
rituals whose ways are documented only in oral tradition, to nature and not a divine source. The sorcerer, with its arcane
be lost if the tribe is ever lost. bloodline does not fit into the makeup of Athas. The
Use the default rules for barbarians unless a change is otherworldly patrons that power a Warlock do not exist in this
indicated below. Dark Sun setting.
CHANGES
PATH OF THE TOTEM.

Replace Bear with Klar, a massive Kodiak bear with


chitinous plate on the back, a stub tail that helps it balance
when standing, and covered in thick sandy fur. It is one of
the most feared predators in the land.
Replace Eagle with Kes-trekel, a deadly carrion bird with
black plumage and crimson red head whose croak is
considered a harbinger of death.
Replace Wolf with Dagorran, a fearsome frog-like reptilian
pack hunter able to track prey psionically for days or week
without relenting.
PATH OF THE STORM HERALD (XANATHAR)

No changes to Desert.
Replace "Sea" with "Air." At 6th, replace breathe
underwater and swim features with “you take half damage
from falling.” At 14th, replace “struck with wave” with
“struck by a powerful gust of wind.”
Replace "Tundra" with “Mountains.” At 3rd level, change
“icy spirits” to “earthen spirits.” At 6th, replace resistance
to cold with force. Replace immunity to extreme cold with
“gain advantage against effects that would knock you
prone.” Replace make ice with “as an action, you can
touch sand or silt and turn a 5 foot square of it into a solid,
non-difficult terrain that can support any amount of weight
for 1 minute. At 14th, replace “magical frost” with
“magical stone.”

23
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WARDEN (CLERIC)

T
here are no clerics that inhabit the wastes of AIR WARDENS
Athas. No one prays to patron deities, for they Wardens who tap into the energies from the Plane of Air are
have no deities. Instead, some people beneath perhaps the most misunderstood of all the elemental
the dark sun pledge themselves to the very wardens. They are wanderers, diviners, travelers, and
powers that dwell on the elemental planes, mystics. Like the winds, their minds are constantly
learning rituals that allow them to wield the wandering, and they rarely seem focused on a current
power of the wind, rock, rain, and blazing sun. problem or situation.
Like the Athasian deserts, the elemental powers are neither Air wardens prize freedom over all. They loathe restriction
benevolent nor malevolent, caring only that their natural in movement, personalities, beliefs, practices, clothing, and
forms are preserved in the material world. Those who tap any attempt to impose limitations. This makes them enemies
into those elemental powers coursing through the world are of bondage and slavery. The growing power of the sun has
called Wardens. made the air angry, dry and lifeless, unable to power
The Wardens who harness the power of the elements are a hurricanes and typhoons. Air wardens are obligated to
varied lot. Some teach crop rotation in order to protect and protect earth and water in the hopes mighty forests might
restore the earth of the harsh planet. Others command the sway again and raging oceans fill the silt basins, bringing
power of flame for little more than vengeance’s sake. back unbridled freedom.
Whatever their motivations, each warden is bound and sworn
to preserve her patron element in the physical world.
Use the default rules for clerics unless a change is AIR INITIATION
indicated below. The test of the air cleric is perhaps the most
terrifying of the elemental initiations. A cleric and
CLASS CHANGES her mentor meditate for up to two weeks atop the
New Domains. Wardens revere all aspects of nature but will highest mountain they can find. When the initiate
devote herself to learning how to shape the forces of one feels ready, she walks to an overhand and leaps
element in particular. Typically a warden will study their craft from the precipice, throwing off the shackles of
with other wardens of their kind and will undergo a ritual to the earth and giving herself completely to the wind.
prove their faith in the power of their chosen element. The As she falls, the air spirits may speak with her and
traditional domains are replaced with Air (also known as forge a pact of air, lowering her softly to the
wind), Earth (sand), Fire (sun) and Water (rain). ground. If not, she likely dies.
Holy Symbol. Traditional symbols are replaced with a
physical embodiment of your element. Earth wardens
commonly use small chunks of granite, quartz, or precious Air can be destructive and powerful, but it also can distract
metal, and those with resources may mount it in a staff or and obscure. Choose either the Tempest or Trickery domain
medallion. A water warden likely has a vial of pure water from the PHB, adjusted as follows:
worn around the neck, though a waterskin of untainted water
would suffice. Fire wardens prefer obsidian stone, often
carved into the shape of flames. Air wardens are the most Air Weapon Proficiencies: At 1st level you gain proficiency
fortunate, not tied by material possessions, and may use a with all ammunition weapons. This replaces the Tempest
gentle puff of their own breath as a holy symbol. bonus proficiency and is added to the Trickster domain.
Bonus Language. You can speak the Primordial language TEMPEST (FURY OF THE STORM) DOMAIN SPELLS
of your element at 1st level.
Spell changes: Create or Destroy Water affects and Warden
produces only 1 gallon per casting and at each higher spell Level Spells
slot. Only Water wardens can learn this spell. The spell 1st feather fall, thunderwave
Create Food and Water does not exist.
Turn Undead. The elements are the fabric of life, creation, 3rd gust of wind, shatter
and destruction; thus Wardens have an understanding of the 5th call lightning, fly
undead and the corrupt energies that animate them.
conjure minor elementals (air), freedom of
7th
movement
9th conjure elemental (air), destructive wave

24
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Warden
TRICKSTER (THE ELUSIVE WIND) DOMAIN SPELLS
Level Spells
Warden Earthguard (shield of faith), thunderous
Level Spells 1st
smite
1st disguise self, unseen servant magic weapon, Elemental ally (spiritual
3rd
3rd mirror image, silence weapon)
5th blink, dispel magic 5th elemental weapon (acid), spirit guardians
conjure minor elementals (air), dimension 7th conjure minor elementals (earth), stoneskin
7th
door 9th conjure elemental (earth), wall of stone
9th conjure elemental (air), mislead
Channel Nature's Essence: Replace Guided Strike with
Trickster Storm Strike: replace poison damage with "Rock Solid." You can use your reaction when being hit to
lightning damage. gain resistance to all damage from that hit except psychic
damage, and you are immune to effects from that hit that
would knock you prone or shove you. At 6th level, rename
EARTH WARDENS War God's Blessing to "Earth Fury."
Closely tied to nature, earth wardens understand the true NATURE (THE CYCLE OF CREATION) DOMAIN SPELLS
nature of the cycle of life. When something dies, its organic
material is returned to the soil to provide life for another, and Warden
in another form. Therefore, the earth warden's outlook on life Level Spells
is a utilitarian one. The death of a comrade, though tragic, is 1st animal friendship, speak with animals
simply one stage in nature’s endless chain of creation and 3rd barkskin, spike growth
annihilation.
Because air, fire, and water all depend on growing things 5th plant growth, meld into stone
for their enrichment, and because earth alone must sustain conjure minor elementals (earth), grasping
itself, it is the earth wardens who must carry on the burden of 7th
vine
preventing the environmental holocaust looming over Athas,
such as teaching proper agricultural techniques and slaying 9th conjure elemental (earth), insect plague
defilers who would turn usable elements to ash. For, if they
do not preserve the land, will not the death of Athas weigh Replace Master of Nature with "Avatar of Earth." At 17th
upon their shoulders? level, you gain resistance to bludgeoning, piercing, and
slashing damage from non-magical sources.
EARTH INITIATION GRAVE (THE CYCLE OF ANNIHILATION) DOMAIN SPELLS
When a mentor believes that a disciple is ready,
after meditation, the initiate is buried alive in a Warden
fertile land at dawn and must commune with the Level Spells
spirits of the earth to sustain her. When the sun 1st bane, false life
goes down, the novice either emerges, unscathed
and empowered, or likely she dies and feeds the 3rd gentle repose, ray of enfeeblement
earth. 5th revivify, vampiric touch
conjure minor elementals (earth), death
7th
ward
All things return to the earth and all elements are dependent
on the earth. This gives Earth clerics diversity in their 9th antilife shell, conjure elemental (earth)
selection of powers. Choose from the War, Nature, or Grave
(Xanathar) domains, adjusted as follows:
WAR (THE SLOW ANGER) DOMAIN SPELLS

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FIRE WARDENS WATER WARDENS
Fire is the feared domain of destructive power, rarely seen as Water is the rarest of domains, life-giving and life-taking, with
nurturing and life-giving. Most fire wardens are impulsive and a severe and unforgiving animosity to any who would defile a
destructive like their element, and seen as madmen who well or plants. Wardens of water instinctively sense a duty to
randomly destroy precious organic material. Yet, fire wipes perform an age-old function of being healer and bringer of life
away the old so the land can grow back stronger. They regardless of the morals of the target, and they bear a
sometimes jest “to destroy the world is to destroy the sadness to the moisture that has been lost by defilement.
defilers,” and no one is quite sure if they are truly joking. Fire Some eventually go insane, consumed by the thirst of this
wardens are expected to preserve Athas so it can be land and an inability to quench it. They worship by finding the
destroyed again and grow back stronger. They encourage the dew of the morning and encouraging it, or keeping the
growth of forests, cities, and fields. This pact leads them to lifeblood from needlessly spilling onto barren land (if it falls
directly oppose all defilers and sorcerer kings, but their ways on fertile land, that is another matter). Because water can be
are too eccentric to form lasting alliances with druids, who found in all living things, they have access to powers that can
share the same goal. restore, or manipulate, beings.

FIRE INITIATION WATER INITIATION


When a mentor feels her student is ready, she When a mentor feels a student is ready, they begin
takes her to a clearing and burns her in a massive the long journey to a rare body of water such as
bonfire at nightfall. If accepted, the novice remains Lake Island or the Lake of the Golden Dreams. For a
in the inferno through the night as it burns and day they meditate on the lake’s edge, and at dusk,
infuses her through the flames. If not accepted, she the student enters the water and surrenders to the
is violently expelled an in explosion of fire, usually depths. If accepted, the initiate spends the night in
fatal. the dark water forging a pact with babbling spirits.
If not, the student likely drowns.

Fire is a destroyer and creator. Choose from the Light (sun)


or Forge (Xanathar) domains, adjusted as follows: Water nourishes and is a part of all beings. Choose from the
Life or Knowledge domains, adjusted as follows:
LIGHT (THE SEARING FORCE) DOMAIN SPELLS

Warden Level Spells


Quench Thirst. At first level, you can chew on nearly
1st burning hands, hellish rebuke anything to extract moisture. Your water needs are halved.
3rd flaming sphere, scorching ray LIFE (THE HEALING WATERS) DOMAIN SPELLS

5th daylight, fireball Warden


7th conjure minor elementals (fire), wall of fire Level Spells

9th conjure elemental (fire), flame strike create or destroy water (modified), cure
1st
wounds
Bonus Cantrip. Replace light with produce flame. 3rd
lesser restoration, Elemental Ally (spiritual
weapon)
5th beacon of hope, revivify
FORGE (THE FIRE THAT CREATES) DOMAIN SPELLS
conjure minor elementals (water), death
7th
Warden ward
Level Spells
conjure elemental (water), mass cure
9th
1st continual flame, searing fury wounds
3rd heat metal, magic weapon
Deluge Strike. Replace radiant damage with cold damage.
elemental weapon (fire), protection from
5th
enegy
7th conjure minor elementals (fire), wall of fire
9th conjure elemental (fire), creation

Channel Nature's Essence. Replace Artisan's Blessing


with "Fiery Defense." At 2nd level, as an action, you channel
fiery energy into an ally that you can see within 30 feet of you.
The first time that ally is hit by an attack within the next
minute, the attacker takes fire damage equal to 2d10 + your
cleric level.

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KNOWLEDGE (THE WATER WITHIN) DOMAIN SPELLS

Warden
Level Spells
command, create or destroy water
1st
(modified)
3rd augury, suggestion
5th nondetection, speak with dead
7th conjure minor elementals (water), confusion
9th conjure elemental (water), scrying

Channel Nature's Essence. Modify Knowledge of the


Ages. You may also gain proficiency with a weapon or armor
that you touch.
Visions of the Past. Modify: object reading also functions
as an identify spell.

27
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ATHASIAN SPELL NAMES
THe following spell names are different from those in the
PHB to reflect the forces of nature rather than divine power.
Also, add the listed spells to the Cleric spell list in the PHB.
Warden
Level Spells
Cantrips Sacred Flame= Searing Flame
Shield of Faith= Earthguard; Add Heroism, Searing Fury (Searing Smite), Thundering Fury (Thundering Smite),
1st
Warden's Grasp (Arms of Hadar)
2nd Prayer of Healing= Nature's Abundance, Spiritual Weapon= Elemental Ally, Add: Branding Fury (Smite),
3rd Bestow Curse= Heat Exhaustion, Water Walk= Silt Walk, Aura of Vitality, Blinding Fury (Smite)
4th Guardian of Faith= Elemental Guardian
5th Hallow= Purify, Add: Banishing Fury (Smite), Destructive Fury (Smite), Commune with Nature
7th Conjure Celestial= Conjure Elemental, Divien Word= Nature's Savagery
8th Holy Aura= Nature's Aura

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DRUID

U
nlike Athasian wardens, druids are solitary ARCHETYPE CHANGES
creatures. They live off the land, within the Circle of Land. The terrain of Athas is much different than
land, and they have sacrificed their entire lives that of most D&D worlds. Remove Arctic, Coast is renamed
for the land. But, unlike wardens, druids Oasis, Forest includes jungles, Grassland includes savannah,
concentrate their considerable abilities in a scrublands, and verdant belts, Swamp includes mud flats and
single area: their guarded lands. A barren salt marshes, Underdark is renamed Cave.
stretch of desert, a sparse section of scrub Circle of the Moon. No changes except to Wild Shape
land, or perhaps a oasis, that is the home of the druid, and his beasts.
source of power. One small preserve, protected from the dark
magic of the defilers.
They are the bane of sorcerer kings, eternally at war with Circle of Dreams (Xanathar). Does not exist.
them, but hunted to small enough numbers to no longer be
considered a viable threat. The few druids bide their time,
training and rebuilding their ranks. It is said one day the Circle of the Shepherd (Xanathar). Remove all references
druids will rise from the earth with their fallen brothers and to Fey. Modify Speech of the Woods. Remove ability to
erase the sorcerer kings from Athas. understand Sylvan. Modify Spirit Totem. Rename Bear as
Klar (see barbarian), Hawk as Kes’trekel (see barbarian), and
DRUID PACT
Unicorn as Spirit of the Land. A Spirit of the Land is an
Unlike wardens, druids are not bound by the enigmatic force that infuses particular lands. Only a select
desires of the elements but are tasked with few druids know how to tap into the energies of these silent,
defending the raw elements of the world. They do ancient powers.
not undergo rites of initiation but instead
apprentice under other druids. Months may pass
before a mentor believes the initiate is ready to
speak with the elements. At that time, the student
is allowed to commune in a deep trance with the
spirits. There are very few rejections as druids tend
to carefully weed and groom candidates before
ever allowing them to commune. In such events,
the student is generally killed and returned to the
earth.

Use the default rules for druids unless a change is indicated


below.

GUARDED LAND
Choose one specific geographic feature to be your Guarded
Land. This may be a particular stretch of desert, an oasis, a
cave, a belt of scrub grass, and so on. While you are within the
boundaries of your Guarded Land, you are under a constant
pass without trace effect and can speak with animals at will.

CLASS CHANGES
See the Beast Shapes section for Wild Shape options.
Replace Religion skill option with Stealth.
The spell goodberry does not exist. Create or destroy
water only affects 1 gallon per casting, and another gallon
per slot above 1st.

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WILD SHAPE FORMS
CR Form
2nd Level
0 Animal, herd (kip, z'tal, jankx)
0 Bat (fly)
0 Giant fire beetle
0 Scorpion
0 Spider
1/8 Poisonous snake (swim)
1/8 Yallix (fly)
1/4 Constrictor snake (swim)
1/4 Flying snake (fly)
1/4 Giant bat (fly)
1/4 Giant centipede
1/4 Giant poisonous snake
1/4 Kank, drone
1/4 Kes'trekel (fly)
1/4 Blossomkiller
1/4 Bloodletter Thornbush

WILD SHAPE AND PSIONICS


The challenge rating of beasts include their innate
psionic abilities, which are assumed when the
druid takes that form.

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FIGHTER

T
he fighter is universal no matter what world
she may be found. Most serve as gladiators,
soldiers, merchant guards, or mercenaries.
Most gladiators are slaves, but some can make
a lucrative living as freemen, training a stable
or earning prizes. The city-states rely on slave
conscripts for the bulk of their forces, but all
maintain a core of elite, trained soldiers such as the all-
female Shadow Consorts of Nibenay or Urik’s Obsidian
Guard. The merchant houses employ their own armies to
protect trade, including well-trained cavalry and foot soldiers.
Nobles keep their own bodyguards and small forces,
considered a fairly easy job since most nobles are content to
avoid conflict. Soldiers of fortune can be found in all settings,
and a few have united to form small units operating from
fortified bases, such as the Black Reavers outside of Urik.

Fighters function as in the PHB with changes as below:


ARCHETYPE CHANGES

Arcane Archer, Eldritch Knight, Gunslinger, and Samurai


(Xanathar) Do not exist.

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GLADIATOR

G
ladiators are slaves of the city-states or
merchant houses, specially trained to
participate in brutal physical contests for the THE GLADIATOR
enjoyment of the masses. Disciplined in many
diverse forms of hand-to-hand combat and Proficiency
skilled in the use of dozens of different Level Bonus Features
weapons, gladiators are among the most 1st +2 Arena Combat
dangerous warriors on Athas.
Gladiators are specialized warriors trained for combat in 2nd +2 Fighting Style, Expert Brawler
the arenas. They are skilled in the use of many obscure 3rd +2 Gladiator Archetype
weapons and combat techniques, including those peculiar to
specific combat games and exhibitions popular among the 4th +2 Ability Score Improvement
general populace. 5th +3 Extra Attack
QUICK BUILD 6th +3 Armor Optimization
You can make a gladiator quickly by following these
suggestions. First, make Strength or Dexterity your highest 7th +3 Gladiator Archetype feature
ability score, depending on whether you want to focus on 8th +3 Ability Score Improvement
heavy, brutal combat or light, finesse weapons. Your next
highest score should be Charisma. 9th +4
Unarmed Strike Improvement
(d6)
Class Features 10th +4 Gladiator Archetype feature
As a gladiator, you gain the following class features. 11th +4 Extra Attack (2)

HIT POINTS 12th +4 Ability Score Improvement


Hit Dice: 1d10 per gladiator level Unarmed Strike Improvement
Hit Points at 1st level: 10 + your Constitution modifier 13th +5
(d8)
Hit Points at higher levels: 1d10 (or 6) + your Consitution
modifier per gladiator level after 1st 14th +5 Toughened
PROFICIENCIES 15th +5 Gladiator Archetype feature
Armor: All armor, shields 16th +5 Ability Score Improvement
Weapons: Simple weapons, martial weapons, improvised
weapons 17th +6 By Popular Demand
Tools: None 18th +6 Gladiator Archetype feature
Saving Throws: Strength, Wisdom
Skills: Choose two skills from Acrobatics, Athletics, Insight, 19th +6 Ability Score Improvement
Intimidation, Performance and Perception 20th +6 Unsurpassed
EQUIPMENT
You start with the following equipment, in addition to the
equipment granted by your background:
(a) hide armor or (b) leather armor and sling with 20 ARENA COMBAT
bullets
(a) a martial weapon and a shield or (b) two martial At 1st level, you learn to utilize gladiatorial stunts that are
weapons fueled by your performance in the arena. You can only use
(a) two simple weapons or (b) a net one trick per turn.
Gladiatorial Stunt. You can use this feature a number of
times equal to 1 + your Charisma (Performance) modifier
(minimum of 1). You regain all expended stunts when you
finish a short or long rest.
Saving Throws. Some stunts require your target to make
a saving throw. Select the ability modifier to use. This choice
is permanent. The saving throw’s DC is calculated as follows:
Stunt save DC = 8 + your proficiency bonus + your
Strength, Dexterity or Charisma modifier (your choice)

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GLADIATORIAL STUNTS Pushing attack. When you hit a creature with a weapon
The stunts are presented in alphabetical order. attack, you can expend one stunt to attempt to drive the
Ambush. When you make a Dexterity (Stealth) check or an target back. You add your Charisma (Performance) modifier
initiative roll, you can use one gladiatorial stunt to add your to your attack’s damage roll, and if the target is Large or
Charisma modifier to the roll, provided you aren’t smaller, it must succeed on a Strength saving throw or be
incapacitated. pushed up to 15 feet away from you.
Brace. When a creature you can see moves into the reach Quick Toss. As a bonus action, you can expend one
you have with the melee weapon you’re wielding, you can use gladiatorial stunt and make a ranged attack with a weapon
your reaction to use one gladiatorial stunt and make one that has the thrown property. You can draw the weapon as
attack against the creature, using that weapon. If the attack part of making this attack. If you hit, add your Charisma
hits, add your Charisma modifier to the weapon’s damage modifier to the weapon’s damage roll.
roll. Reverse End.* When you take the Attack action with a
Cheap Shot. On a hit, you can expend one stunt to force weapon that has the reach property, you can expend one
the target to make a Constitution saving throw. On a failure, stunt to use a bonus action to make an attack with the
the target has disadvantage on all Saving Throws until the opposite end of the weapon. Use the same ability modifier as
end of your next turn. the primary attack, dealing is 1d4 bludgeoning damage. The
Cleave. When you hit a creature with a melee weapon target must also make a Constitution save or lose its reaction
attack, you can expend one gladiatorial stunt to attempt to until the end of your next turn.
damage another creature with the same attack. Choose a Trip attack. When you hit a creature with a weapon attack,
number of creatures equal to your Charisma modifier that you can expend one stunt to attempt to knock the target
are within 10' of the original target. If the original attack roll down. You add your Charisma (Performance) modifier to
would hit the additional creatures, they take damage equal to your attack’s damage roll, and if the target is Large or smaller,
your Charisma (Performance) modifier. The damage is of the it must succeed on a Strength saving throw or be knocked
same type dealt by the original attack. prone.
Cover Strike. When you are hit with a melee weapon and
you have a shield in one hand and a melee weapon in the FIGHTING STYLE
other, you can expend one stunt to use your reaction to make At 2nd level, you adopt a particular style of fighting as your
a melee weapon attack against the attacker that hit you. Add specialty. Choose one of the following options. You can’t take
your Charisma modifier to the damage roll. a Fighting Style option more than once, even if you later get
Disarming attack. When you hit a creature with a weapon to choose again.
attack, you can expend one gladiatorial stunt and force it to EXOTIC WEAPON MASTER
drop one item of your choice that it’s holding. You add your When you are wielding a cahulak, chatkcha, dragon-paw,
Charisma (Performance) modifier to the attack’s damage roll, gythka, net, talid, or whip and no other weapons, you gain a
and the target must succeed on a Strength saving throw or it +2 bonus to attack rolls with that weapon.
drops the object you choose. The creature must spend its
next action picking up the object, if it chooses so. GREAT WEAPON FIGHTING
Evasive footwork. When you move, you may expend one When you roll a 1 or 2 on a damage die for an attack you
gladiatorial stunt and add your Charisma (Performance) to make with a melee weapon that you are wielding with two
your AC until you stop moving. hands, you can reroll the die and must use the new roll, even
Feinting attack. You can expend one stunt and use a if the new roll is a 1 or 2. The weapon must have the two-
bonus action on your turn to feint, choosing one creature handed or versatile property for you to gain this benefit.
within 5 feet of you as your target. You have advantage on MARKSMANSHIP
your next attack roll against that creature, if you choose to You gain a +2 bonus to attack rolls you make with ranged
attack on your next turn. If that attack hits, add your weapons.
Charisma (Performance) modifier to the attack's damage roll.
Hamstring. On a successful attack, add your Charisma TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add your
modifier to the damage roll. You can expend one stunt to ability modifier to the damage of the second attack.
force the target to make a Constitution saving throw or have
its speed reduced by half and the target can take no reactions
until the end of your next turn.
Menacing attack. When you hit a creature with a weapon
attack, you can expend one stunt to attempt to frighten the
target. You add your Charisma (Performance) modifier to
your attack’s damage roll, and the target must succeed on a
Wisdom saving throw or be frightened of you until the end of
your next turn.
Parry. When another creature damages you with a melee
weapon attack, you can use your reaction and expend one
stunt to reduce the damage by your Charisma (Performance)
modifier + your Dexterity modifier.

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EXPERT BRAWLER BY POPULAR DEMAND
At 2nd level, your intense training in unarmed combat has At 17th level, when you roll initiative and have no gladiatorial
rewarded you with combat skills that make great use of your stunts remaining, you regain 2 uses.
unarmed strikes. While you’re unarmed or wielding simple
melee weapons that don’t have the two-handed or heavy UNSURPASSED
property, you are not wearing medium or heavy armor or At 20th level, when you make an attack with a weapon you
wielding a shield, you gain the following benefits: have proficiency with, you ignore all of the targets's
resistances and immunities.
When you use the Attack action with an unarmed strike or
a melee weapon on your turn, you can make one unarmed
strike as a bonus action. Gladiator Archetypes
You can use Dexterity instead of Strength for the attack Different gladiators choose different approaches to perfecting
and damage rolls of your unarmed strikes. their fighting prowess. The gladiator archetype you choose to
You roll a d4 in place of the normal damage of your emulate reflects your approach.
unarmed strikes.
If you score a critical hit with an unarmed strike, the ARENA CHAMPION
target must succeed on a Strength saving throw or be The arena champions are gladiators whose greatest desire is
knocked prone. to practice their blood sport in arenas filled with thousands of
The damage of your unarmed strikes increases to d6 at 9th screaming fans. They risk their lives for fame, wealth, and
level and to d8 at 13th level. adoration. These great warriors can rise from the ranks of
average and ordinary citizens, and so they serve their role as
GLADIATOR ARCHETYPE heroes of the societies.
At 3rd level, you choose an archetype that you strive to MASTER OF THE CROWD
emulate in your combat styles and techniques. Choose Arena At 3rd level, you gain proficiency in one of the following:
Champion or Pit Fighter, all detailed at the end of the class Deception, Intimidation, or Persuasion.
description. The archetype you choose grants you features at
3rd level and again at 7th, 10th, 15th, and 18th level. EXTRA GLADIATORIAL STUNTS
You gain three additional gladiatorial stunts suited to your
ABILITY SCORE IMPROVEMENT archetype.
When you reach 4th level, and again at 8th, 12th, 16th, and Finishing move. When you attack with a melee weapon a
19th level, you can increase one ability score of your choice creature that has no more than half of its hit points left and
by 2, or you can increase two ability scores of your choice by it’s prone, frightened, restrained or otherwise incapacitated,
1. As normal, you can't increase an ability score above 20 you may expend a stunt to turn your attack roll into a
using this feature. A goliath can increase their Strength score devastating blow. If your attack hits, you deal critical hit and
to 22. also add your Charisma (Performance) modifier to your
attack’s damage roll.
EXTRA ATTACK Sweeping Attack. When you hit a creature with a melee
Beginning at 5th level, you can attack twice, instead of once, weapon with the reach property, you can expend one
whenever you take the Attack action on your turn. gladiatorial stunt to attempt to damage another creature with
The number of attacks increases to three when you reach the same attack. Choose another creature within the
11th level in this class. weapon's reach. If the original attack roll would hit the
second creature, it takes damage equal to your Charisma
ARMOR OPTIMIZATION modifier. The damage is of the same type dealt by the original
At 6th level, you gain an understanding on how to put your attack.
armor in better use. You gain a +1 bonus to AC, if you’re Showstopper. When you score a critical hit with a melee
wearing any type of armor or carrying a shield. weapon attack on a creature, you can expend one trick to
force it to make a Constitution saving throw. On a failed save,
TOUGHENED the creature is stunned until the end of its next turn.
Your body is toned against the mundane effects of weapons. TAUNT
Starting at 14th level, you gian resisitance to non-magical At 7th level, your words can injure even the most enduring
slashing and bludgeoning damage. warriors. Choose one creature you can see. The target must
be able to hear you and make a Wisdom saving throw. On a
failed save, the target suffers psychic damage equal to your
Charisma (Performance) modifier and its next attack against
you is made with disadvantage. You can use this feature again
after you finish a short or long rest.

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ADDITIONAL FIGHTING STYLE
At 10th level, you can choose a second option from the ADRENALINE RUSH
Fighting Style class feature. At 7th level, you get short boosts of stamina as your
RIPOSTE
endurance begins to wear down and defeat is imminent. At
Starting at 15th level, when a creature misses you with a the start of your turn, if you have no more than half of your hit
melee attack, you can use your reaction to make a melee points left, you can use your bonus action to regain hit points
weapon attack against it. If you hit, you add your Charisma equal to 1d8 + your Constitution modifier. You don’t gain this
(Performance) modifier to the attack’s damage roll. benefit if you have 0 hit points. You can use this feature again
after you finish a short or long rest.
ARE YOU NOT ENTERTAINED?
At 18th level, when you kill a creature or score a critical hit, EYE FOR AN EYE
you can use your reaction to select one creature within 60' of Starting at 10th level, when you take damage from a creature
you. You force that creature to make a Charisma saving throw that is within 5 feet of you, you can use your reaction to make
or be unable to take any actions until the end of your next an unarmed attack against that creature. You must have a
turn. One a successful save, the creature is unable to take free hand.
bonus actions or reactions. IRON WILL

PIT FIGHTER
At 15th level, you gain advantage on saving throws against
being frightened. Additionally, your unrelenting will keeps you
Pit fighters tend to be some of the strongest, toughest, and fighting despite grievous wounds. If you drop to 0 hit points
most dangerous adversaries in the arena. Battling for survival while in combat and don’t die outright, you can make a DC 10
has been the only constant in their violent lives; they have Constitution saving throw. If you succeed, you drop to 1 hit
little to lose or gain except their lives. Usually regarded as point instead. Each time you use this feature after the first,
property to be bought and sold, these brutal warriors have the DC increases by 5. When you finish a short or long rest,
nothing to fear and always lunge into battle. the DC resets to 10.
DIRTY FIGHTING DAUNTLESS
At 3rd level, you learn how to distract your opponent and gain Your hulking body intimidates others. Starting at 18th level,
the upper hand, using various methods of trickery. Choose you are immune to being frightened and gain proficiency in
one creature within 5 feet of you and use your bonus action. Intimidation. If you already have proficiency with this skill,
That creature must succeed a Wisdom saving throw or will double your proficiency bonus.
have disadvantage on attack rolls, ability checks and saving
throws until the end of its next turn. You may use this feature
again once you finish a long rest.
EXTRA GLADIATORIAL STUNTS
You gain three additional gladiatorial stunts, suited to your
archetype.
Counterattack. When a creature misses you with a
weapon attack, you can expend one gladiatorial stunt to
attempt to knock the creature prone. The target must make a
Strength saving throw or be knocked prone. This ends the
creature's turn.
Furious attack. Immediately after you take the Attack
action on your turn, you can expend one stunt to make two
unarmed strikes as a bonus action.
Lunging strike. On your turn, you can expend one trick to
make a long jump and attack immediately with a melee
weapon. If you hit, you add your Charisma (Performance)
modifier to your attack’s damage roll.

GLADIATOR | THE CLASS


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MONK

T
here are no monasteries on Athas. Rather, a
style of fighting emerged from the gladiator
pits in response to a demand for unarmed
combat, and from those combatants, nobles
and templars bred in psionic abilities to create
masters of the body. Due to their popular
crowd appeal, enough have been granted
freedom that they have spread out and trained others, or
sought greater fame and fortune in the sands. A master monk
is as rare as steel and just as dangerous.
Psionic monk gladiators are considered by their owners to
be less trouble than a true psion because their powers tend to
stay restricted to the physical form. A monk who displays a
greater array of powers might be put down instead.

Monks function as in the PHB with changes as below:


ARCHETYPE CHANGES

Way of the Shadow, Way of the Cobalt Soul, Way of the


Drunken Master, Way of the Four Elements. Do not exist.

Way of the Kensei becomes Way of the Nomad with the


following changes:
Replace 'Kensei' with 'Nomad'.
Way of the Brush provides proficiency with painter's
supplies, not calligrapher's supplies.

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PSION

P
sionics are a daily part of life in Athas and all
living creatures will have exposure to it. It is not A Rare Path
unexpected that the local smith might have
some latent talent to bend leather in a Although thousands of Athasians command a unique talent,
particular way that improves the product. Even true masters of the Way are still rare. It takes exceptional
the beasts of the desert likely have some ability ability and dedication to take up the study of the Way, and
that improves their survivability. Every sorcerer many do not progress far. Less than one person in one
king and most merchant houses keep a stable of powerful hundred who formally study the Way can be considered a
psionic users on staff, and in cities those who display a true mindbender.
greater degree of power are carefully watched for signs of Because trained psionicists are scarce, they are highly
disloyalty. valued by many elements of Athasian society. Unlike wizards,
psionicists are free of the taint of magic and need not
disguise their calling. They owe no loyalty to the sorcerer-
THE WILL AND THE WAY kings, unlike the templars. Even clerics and druids have
The "Will" is one's innate psionic ability, and the elemental powers and guarded lands that they must place
"Way" is the art of studying psionics. Each psion or first.
empath refers to herself through her focus of Any psionicist willing to sell her services will find there is
study, and to the common folk, all are commonly great demand for someone skilled in the mental arts.
called "mindbenders." Merchant houses, psionic schools, nobles, and templars
routinely employ mindbenders to help them against their
enemies. In fact, it is unusual to encounter a mindbender
Every city has psionic trainers and schools of study, and it is who has no patron or employer. They are often seen as
said there is an Order of mindbenders powerful enough to troublemakers.
challenge a sorcerer-king, though if such an Order exists, its
agenda has yet to be known. All races accept and have affinity QUICK BUILD
You can make a psion quickly by following these suggestions.
for psionics. Even so, laws of the cities take into account First, make Intelligence your highest ability score, followed
psionic powers. Crimes committed by a compelled person by Dexterity or Constitution.
are punished as if the psionic user committed them, and
mind-reading against non-slaves is forbidden.
When people learn to use psionics, they're taught to create Class Features
a nexus - a point in the center of their beings where physical, As a psion, you gain the following class features
mental, and spiritual energy can be harnessed. It is the union
of these powers that allows mindbenders to perform the HIT POINTS
remarkable feats they're capable of. Hit Dice: 1d8 per psion level
While many beings can discover the strength of the Will Hit Points at 1st Level: 8 + your Constitution modifier
within themselves, most who go on to study the Way require Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
guidance from a teacher. There are schools of the Way in modifier per psion level after 1st
every city of Athas, and merchant houses and noble families PROFICIENCIES
often pay dearly to have their scions educated by the best. Armor: Light armor
Rarely, the academies waive tuition for a promising student of Weapons: Simple weapons
the free classes. Slaves are never formally instructed in the Tools: None
Way. Saving Throws: Intelligence, Wisdom
In addition to the formal schools, there are wandering Skills: Choose two skills from Arcana, History, Insight,
teachers or tribal elders who take it upon themselves to Investigation, Medicine, Nature, Perception, and Psionics
instruct those who show promise. Even field slaves may be
instructed by an older, wiser slave in secret sessions. Most of EQUIPMENT
these tutors can't provide the quality of training that a formal You start with the following equipment, in addition to the
curriculum can, but some wandering masters are very equipment granted by your background:
capable and can provide an unrivaled education in the (a) a spear or (b) a quabone
psionic arts. (a) leather armor or (b) desert clothes and a buckler
(a) a short bow and 20 arrows or (b) any simple weapon
(a) a nomad's pack or (b) a dune trader's pack
Alternatively, you can ignore the equipment here and in
your background, and buy 5d4 × 10 gp worth of equipment
from chapter 5 in the Player's Handbook.

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THE PSION

Proficiency Talents Lesser Disciplines Order Disciplines Psi Psi


Level Bonus Features Known Known Known Points Limit
1st +2 Psionics, Psionic Order 2 2 — 4 2
2nd +2 Telepathy 2 2 1 6 2
3rd +2 Psionic Order feature 2 3 1 14 3
Ability Score
4th +2 3 3 1 17 3
Improvement
5th +3 Potent Psionics 3 3 2 27 5
6th +3 Psionic Order feature 3 3 2 32 5
7th +3 Strength of Mind 3 3 2 38 6
Ability Score
8th +3 3 3 2 44 6
Improvement
9th +4 — 3 4 3 57 7
10th +4 Psionic Order feature 4 4 3 64 7
11th +4 Psychic Barrier 4 4 3 64 7
Ability Score
12th +4 4 4 3 64 7
Improvement
13th +5 Truth Sense 4 4 4 64 7
14th +5 Psionic Order feature 4 5 4 64 7
15th +5 Mental Bombardment 4 5 4 64 7
Ability Score
16th +5 5 5 4 64 7
Improvement
17th +6 Mind Ward 5 5 5 64 7
18th +6 — 5 6 5 71 7
Ability Score
19th +6 5 6 5 71 7
Improvement
20th +6 Psionic Body 5 6 5 71 7

PSIONICS Each lesser discipline contains an at-will power and three


As a student of psionics, you can master and use psionic augmentations of said power that you can activate using psi
talents and disciplines, the rules for which appear at the end points. You choose to augment a lesser discipline when you
of this document. Psionics is a special art that involves activate it, before any of its effects occur, except when the
tapping into the mind's true power, distinct from magic. discipline says otherwise.
Each Order discipline contains three separate powers you
PSIONIC TALENTS can activate using psi points. They are each associated with a
A psionic talent is a minor psionic effect you have mastered. specific Psionic Order, and they often contain stronger effects
At 1st level, you know two psionic talents of your choice. You compared to lesser disciplines.
learn additional talents of your choice at higher levels. The At 1st level, you know two lesser discipline of your choice.
Talents Known column of the Psion table shows the total The Lesser Disciplines Known and Order Disciplines Known
number of talents you know at each level; when that number columns of the Psion table shows the total number of
goes up for you, choose a new talent. disciplines you know at each level; when one of those
PSIONIC DISCIPLINES numbers goes up for you, choose a new discipline as
A psionic discipline is a rigid set of mental exercises that appropriate. In addition, whenever you gain a level in this
allows a psion to manifest psionic power. A psion masters class, you can replace one discipline you know with a
only a few disciplines at a time. different one of your choice, as long as the new discipline is
of the same type.

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PSI POINTS POTENT PSIONICS
You have an internal reservoir of energy that can be devoted Starting at 5th level, when you deal damage with a psionic
to psionic disciplines you know. This energy is represented by talent or a lesser discipline, you can add your psionic ability
psi points. Each psionic discipline describes effects or modifier to the damage. Additionally, whenever you spend psi
augmentations you can create with it by spending a certain points to augment a lesser discipline that deals damage on a
number of psi points. Psionic talents and the at-will effects of failed save, the target takes half as much damage on a
lesser disciplines require no psi points. successful save, but it suffers none of the other effects of the
The number of psi points you have is based on your psion discipline.
level, as shown in the Psi Points column of the Psion table. STRENGTH OF MIND
The number shown for your level is your psi point maximum.
Your psi point total returns to its maximum when you finish a Starting at 7th level, you can swap out your proficiency in
long rest. The number of psi points you have can't go below 0 Wisdom saving throws whenever you finish a short or long
or over your maximum. rest. To do so, choose an ability with which you do not have
proficiency in saves for. You gain proficiency in saves using
PSI LIMIT that ability, instead of Wisdom. This change lasts until you
Though you have access to a potent amount of psionic finish your next short or long rest.
energy, it takes training and practice to channel that energy. PSYCHIC BARRIER
There is a limit on the number of psi points you can spend to
activate a psionic discipline. Starting at 11th level, you can shield yourself from harm
The limit is based on your psion level, as shown in the Psi using the psi energy you use to power your psionic
Limit column of the Psion table. For example, as a 3rd-level disciplines.
psion, you can spend no more than 3 psi points on a Immediately after you spend psi points on a psionic
discipline each time you use it, no matter how many psi discipline on your turn, you can use your bonus action to gain
points you have. temporary hit points equal to 3 x the number of psi points
you spent.
PSIONIC ABILITY
Intelligence is your psionic ability for your psionic disciplines. TRUTH SENSE
You use your Intelligence modifier when setting the saving Starting at 13th level, you have advantage on Insight checks
throw DC for a psionic discipline or when making an attack and you gain Proficiency in Insight. If you already have
roll with one. proficiency with Insight, you can double your proficiency.
MIND WARD
Discipline Save DC = 8 + your proficiency bonus + At 17th level, you learn to mentally ward yourself against
your Intelligence modifier attacks. You gain resistance to psychic damage and have
advantage on saving throws against psionic effects.
Discipline attack modifier = your proficiency bonus +
your Intelligence modifier MENTAL BOMBARDMENT
Starting at 15th level, immediately after using a psionic
PSIONIC ORDER talent, you can spend 1 psi point to manifest another talent.
At 1st level, you choose a Psionic Order: the Order of the
Seer, the Order of the Empath, or the Order of the Shaper, PSIONIC BODY
each of which is detailed at the end of the class description. At 20th level, your mastery of psionic power causes your
Each order specializes in a specific approach to psionics. mind to transcend the body. Your physical form is infused
Your order gives you features when you choose it at 1st level with psionic energy. You gain the following benefits:
and additional features at 3rd, 6th, 10th, and 14th level. You gain resistance to bludgeoning, piercing, and slashing
TELEPATHY damage from nonmagical attacks.
At 2nd level, your mind awakens to the ability to You no longer age.
communicate via telepathy. You can telepathically speak to You are immune to disease, poison damage, and the
any creature you can see within 120 feet of you in this poisoned condition.
manner. You don't need to share a language with the creature If you die, roll a d20. On a 15 or higher, you discorporate
for it to understand your telepathic messages, but the with 0 hit points, and instead of dying, and you fall
creature must be able to understand at least one language or unconscious. You and your gear disappear. You appear at a
be telepathic itself. spot of your choice 1d4 days later on the plane of
existence where you died, having gained the benefits of
ABILITY SCORE IMPROVEMENT one long rest.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20
using this feature.

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Discipline Rules DISCIPLINES THAT CAST SPELLS
When a discipline or talent has you cast a spell
The following sections go into more detail on using a (including a cantrip), the spell uses your discipline
discipline. Psionic disciplines aren't magical, but they attack modifier or discipline save DC. Additionally,
function similarly to spells. the effect counts as magical for the purpose of
EFFECT OPTIONS AND PSI POINTS
overcoming resistance and immunity to
A discipline provides different options for how to use it with nonmagical attacks and damage. However, your
your psi points. Each effect option has a name, and the psi casting of the spell is not actually considered to be
point cost of that option appears in parentheses after its a magical effect. You are merely duplicating the
name. You must spend that number of psi points to use that effect of the spell with your mind; as such, the
spell uses a display instead of its normal
option, while abiding by your psi limit. If you don't have components, and the effect counts as a psionic
enough psi points left, or the cost is above your psi limit, you effect and not a spell for the purpose of resolving
can't use the power. effects like antimagic field and counterspell.
Some options show a range of psi points, rather than a
specific cost. To use that option, you must spend a number of
points within that point range, still abiding by your psi limit. DURATION
Some options let you spend additional psi points to increase An effect option in a discipline specifies how long its effect
a discipline's potency. Again, you must abide by your psi limit, lasts.
and you must spend all the points when you first use the Instantaneous. If no duration is specified, the effect of the
discipline; you can't decide to spend additional points once option is instantaneous.
you see the discipline in action. Concentration. Some options require concentration to
Each option notes specific information about its effect, maintain their effects. Concentrating on a discipline follows
including any action required to use it and its range. the same rules as concentrating on a spell. This rule means
BONUS ACTIONS you can't concentrate on a spell and a discipline at the same
While you have access to a great reservoir of psychic energy, time, nor can you concentrate on two disciplines at the same
the rate at which you can expend this energy is limited. When time.
you spend psi points using your bonus action, you can't spend TARGETS AND AREAS OF EFFECT
psi points on your action during the same turn, and vice Psionic disciplines use the same rules as spells for
versa. determining targets and areas of effect, as presented in
COMPONENTS AND DISPLAYS chapter 10, "Spellcasting," of the Player's Handbook.
Disciplines don't require the components that many spells SAVING THROWS AND ATTACK ROLLS
require. Using a discipline requires no spoken words, If a discipline requires a saving throw, it specifies the type of
gestures, or materials, as the power of psionics comes from save and the results of a successful or failed saving throw.
the mind. However, when a psionic power is manifested, a The DC is determined by your psionic ability.
display may accompany the primary effect. This secondary Some disciplines require you to make a psychic attack to
effect may be auditory and/or visual, such as a greenish glow determine whether the discipline's effect hits its target. The
around the psionicist or a faint humming noise originating attack roll uses your psionic ability, and is the same as a
from the psionicist's forehead. No power's display is ranged spell attack for the purpose of other game effects.
significant enough to create consequences for the psionicist
or any other creatures during combat. COMBINING PSIONIC EFFECTS
While the specifics of a display may be left up to the player The effects of different psionic disciplines add together while
(with the approval of the DM), they always allow the psionicist the durations of the disciplines overlap. Likewise, different
to be identified as the source of a psionic discipline (as it is options from a psionic discipline combine if they are active at
with spell components), both during and after the discipline the same time. However, a specific option from a psionic
takes effect. discipline doesn't combine with itself if the option is used
multiple times.
Instead, the most potent effect—usually dependent on how
many psi points were used to create the effect— applies while
the durations of the effects overlap.
Psionics and spells are separate effects, and therefore their
benefits and drawbacks overlap. A psionic effect that
reproduces a spell is an exception to this rule.

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ORDER OF THE EMPATH
Psionic Orders Psions of the Order of the Empath delve into the world of
Each Order discipline (sometimes called Greater disciplines) emotion, mastering their inner life to such an extent that they
has several ways you can use it, all contained in its can manipulate and amplify the emotions of others with the
description. The discipline specifies the type of action and same ease that an artist shapes clay. These psions vary from
number of psi points it requires for each power. It also details tyrants to inspiring leaders.
whether you must concentrate on its effects, how many Empaths can bring out extreme emotions in the people
targets it affects, what saving throws it requires, and so on. around them. For their allies, they can lend hope, ferocity,
Greater disciplines were each discovered by different orders and courage, transforming a fighting band into a deadly,
and tend to reflect their creators' specialties. unified force. For their enemies, they bring fear, disgust, and
trepidation that can make even the most hardened veteran
ORDER OF THE SEER act like a shaky rookie.
Psions dedicated to the Order of the Seer seek to unlock the
full potential of the mind. By transcending the physical, Seers, BONUS PROFICIENCIES
At 1st level, you gain proficiency with medium armor, shields,
referred to as 'the Awakened' by some, hope to attain a state and martial weapons.
of being focused on pure intellect and mental energy.
The Seers are skilled at bending minds and unleashing MANIFEST EMOTION
devastating psionic attacks, and they can read the secrets of Starting at 3rd level, you are able to create a physical
the world through psionic energy. Seers who take to manifestation of an emotion of your choosing. As a bonus
adventuring excel at perception beyond the physical senses, action, you can expend 2 psi points to manifest an emotion in
solving puzzles, and defeating monsters by turning them into a form of your choosing (an imp, a storm cloud, an orb of
unwilling pawns. radiance, etc) in an unoccupied square within 60'. As your
emotion given form, it is not a sentient creature, but rather a
AWAKENED TALENT floating, spectral reflection of yourself.
At 1st level, choose two of your skill proficiencies. You gain When you manifest an emotion, it can make an attack using
expertise with each skill, which means your proficiency bonus your psionic attack modifier against a creature within 5' of it.
is doubled for any ability check you make with it. The skills On a hit, the target takes psychic damage equal to 1d8+ your
you choose mustn't already benefiting from a feature, such as Intelligence modifier.
Expertise, that doubles your proficiency bonus with it. As a bonus action on your turn, you can move the
PRECOGNITION manifestation up to 20' and reapeat the attack against a
At 3rd level, you can grant your allies temporary hit points creature within 5' of it.
equal to your Psion level, and you and your allies cannot be The damage increases to 2d8 at 5th level, 3d8 at 10th, and
surprised. This lasts for one hour. You can use this ability 4d8 at 15th level.
again after a long rest. TRANQUIL MEDITATION
FUTURE INSIGHT At 6th level, when you take a short rest and expend hit dice,
At 6th level, once per long rest, you can roll a d6 and add the both you and any allied creatures that takes a short rest
result to your next d20 roll. within 60 feet of you regains additional hit points equal to the
number of hit dice you expend (not the value rolled) + your
COMPELLED QUERY
At 10th level, you can focus your telepathic powers on a intelligence modifier.
creature and ask it a question. It must make an Intelligence MIND OVER MATTER
saving throw, or it conjures a short mental thought or image Starting at 10th level, you can spend 2 psi points to use your
that answers your question to the best of its ability that you Intelligence saving throw in place of a Strength, Dexterity, or
can perceive telepathically. If a character passes a saving Consitution save. You can do this again after a long rest.
throw against this ability, they have advantage on saving
throws against it for next 24 hours. You can use this ability a UNSETTLING PRESENCE
At 14th level, as a bonus action, you can create an aura of bad
number of times per day equal to your Intelligence modifier. vibes within 20' of yourself that lasts for 1 hour. A hostile
AURA SIGHT creature takes 1d8 psychic damage whenever it first enters or
At 14th level, as a bonus action, you gain the ability to see starts its turn in your aura, and the creature's speed is halved.
auras even of invisible or hidden creatures. For 1 hour or The damage increases to 2d8 at 5th level, 3d8 at 10th, and
until your concentration ends, you can see the aura of all 4d8 at 15th level.
creatures within 120 feet of you, including hidden and
invisible ones. You also know the type of creature and its
general state of mind (afraid, distressed, aggressive).

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ORDER OF THE SHAPER Sustain (1+ psi point): At the start of your turn, you can
The Shaper takes what is in his mind and gives it physical sustain an existing command (Solidify, Grow, maintain a
form in the outside world. Shapers create weapons and Replicate, or to maintain a Grab) for an additional round and
constructs of a shimmering, ethereal energy that they can also spend psi points to issue an additional command (Grow,
control. No mereconjurers borrowing the powers of other Relocate, Solidify, or Strike) to one of your constructs. This
planes, a Shapermanifests things from nothing but their own costs 1 psi point for each effect sustained. Sustaining solidify
mind, weavingtheir creations into existence through the refreshes the construct's hit points to its maximum.
exertion of rawpsionic power and imagination. ASTRAL METASTABILITY
Starting at 6th level, when you use your Psionic powers to
PROJECT WEAPON
At first level, you can use your action to create a weapon in create an Astral Construct, it does not require concentration
your empty hand. You can choose the form that this melee to maintain it or its replicas.
weapon takes each time you create it. You are proficient with BOUNDLESS IMAGINATION
it while you wield it. This weapon counts as magical for the At 10th level, when you manifest your Astral Construct, you
Purpose of overcoming Resistance and immunity to can apply one of the following powers to it:
nonmagical attacks and damage. Devastating Weapon. You imagine more deadly
Your manifested weapon disappears if it is more than 5 feet armaments, causing your Astral Construct to become more
away from you for 1 minute or more. It also disappears if you deadly. The Astral Construct's damage becomes 1d12.
use this feature again, if you dismiss the weapon (no action Psionic Conduit. You can use your Psionic powers
required), or if you die. through your Astral Construct, as if you were where it is.
ASTRAL CONSTRUCT
Vivid Existence. Your Astral Construct fully materializes
At 3rd level, you manifest an ethereal creation from your and automatically uses Solidify at the start of its turn without
mind taking the shape of a medium or smaller creature, requiring a command to do so. You can change which benefit
weapon, or other object. This requires Concentration. you grant it for the duration of the effect as a bonus action.
This creation is clearly ethereal in nature. When you create IMAGINARY MOUNT
it, and on subsequent turns using your action to mentally At 14th level, as an action, you can create any number of
control it, you can move it up to 30 feet in any direction and Medium or Large sized ethereal creatures equal to 4+ your
attack; so long as it does not move beyond 60' of you. To Intelligence modifier that you can use for transportation. The
attack with it, use your psion ability to make a melee attack. mounts are ethereal in nature, have an AC of 16 and hit
On a hit, the target takes 1d8 force damage. This damage die points equal to 5x your Psion level with a walking and flying
increases by 1 at 5th, 10th, and 15th level. speed of 60'. The mounts ignore difficult terrain. The
While the Astral Construct is active, you can use a Bonus creatures use your saving throws. The mounts cannot attack,
action to spend Psi Points up to your per use limit to issue and they obey your commands only.
commands that effect and empower your construct. A You can use this ability once per long rest.
construct disappears if the Psion does not use an Action or
Bonus action to control it.
Grab (2 psi points): Your construct solidifies and attempts
to grab a target within 5 feet of it. The target must make a
Strength saving throw or become restrained by the construct.
At the end of the creatures turns it can repeat the saving
throw. The condition ends if the construct becomes ethereal
again.
Grow (1 psi points): Your construct increases by one size,
and its number of damage dice increases by one. It returns to
its normal size at the start of your next turn unless Sustained.
Relocate (1 psi point): The construct disappears and
reappears anywhere within 60 feet of you.
Replicate (3 psi points): You use Relocate, but the original
does not disappear. Until the end of your turn, you have
another construct and can control both individually
(movement and targets) with the same action. Pick one
construct to fade at the start of your next turn or use Sustain
to keep both.
Solidify (1 psi point): Your construct becomes solid,
blocking its space until the start of your next turn. You can
only use this command if it is not in another creature's space.
It has an armor class of 16 and hit points equal to your 10 +
half of your HP Maximum. The construct becomes ethereal
again if it drops to zero hit points.
Strike (2 psi points): The construct makes an attack (even
if it has already attacked).

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PSYCHIC ASSAULT
Order Disciplines Greater Discipline (Seer)
Each Order discipline is associated with a Psionic Order. You wield your mind like a weapon, unleashing salvos of
These may be switched out with a different Order Discipline psionic energy.
whenever the Psion gains a new Psion level. Mind Cannon (5 psi; conc., 1 min.). When you activate
this power using your bonus action, and as a bonus action on
ORDER OF THE SEER each of your turns until your concentration ends, you can
INTELLECT FORTRESS target one creature you can see within 90 feet of you. The
Greater Discipline (Seer) target must make an Intelligence saving throw, taking 2d10
You forge an indomitable wall of psionic energy around your psychic damage on a failed save, or half as much damage on
mind, allowing you to defend yourself from both physical and a successful one.
psychic attacks. Psychic Blast (6 psi). As an action, you unleash
Psychic Parry (2 psi). As a reaction, you can impose devastating psychic energy in a 60-foot cone. Each creature
disadvantage on an attack roll against you if you can see the in that area must make an Intelligence saving throw, taking
attacker. If the attack still hits you, the attacker takes 2d10 8d6 psychic damage on a failed save, or half as much damage
psychic damage. on a successful one.
Psychic Redoubt (5 psi; conc., 10 min.). As an action, you Psychic Crush (7 psi). As an action, you create a 20-foot
emanate a 30-foot radius aura of protective psychic energy. cube of psychic energy within 120 feet of you. Each creature
Until your concentration ends, you and allies within the aura in that area must make an Intelligence saving throw, taking
have resistance to psychic damage and can roll a d4 when 7d6 psychic damage on a failed save, or half as much damage
making a saving throw and add the number rolled to the total. on a successful one. On a failed save, a creature is also
Counter Psionics (5 psi). You use your reaction to attempt stunned until the end of your next turn.
to interrupt a creature within 60 feet of you that you can see PSYCHIC DISRUPTION
from activating a psionic discipline or talent. Make a Greater Discipline (Seer)
contested Psionics check (your Psionics skill bonus) against
the creature. On a success, the creature's activation fails and You create psychic static that disrupts other creatures' ability
has no effect. to think clearly.
Daze (3 psi). As an action, choose one creature you can
HARBINGER
Greater Discipline (Seer) see within 60 feet of you. That creature must make an
Intelligence saving throw. On a failed save, the target is
By analyzing information around you, from subtle hints to incapacitated until the end of your next turn or until it takes
seemingly disconnected facts, you learn to weave a string of any damage. A creature is immune to this power if it is
probabilities in an instant that gives you extraordinary immune to being stunned.
insights. Mind Storm (5 psi). As an action, choose a point you can
Precognitive Hunch (2 psi; conc., 1 min.). As a bonus see within 60 feet of you. Each creature in a 20-foot-radius
action, you open yourself to receive momentary insights that sphere centered on that point must make an Intelligence
improve your odds of success; until your concentration ends, saving throw, taking 5d6 psychic damage on a failed save, or
whenever you make an attack roll, a saving throw, or an half as much damage on a successful one. On a failed save, a
ability check, you roll a d4 and add it to the total. creature also has muddled thoughts until the end of your next
Sense Threat (5 psi; conc., 8 hr.). As an action, you create turn. During that time, it rolls a d6 and subtracts the number
a psychic model of reality in your mind and set it to show you rolled from all its attack rolls and ability checks, as well as its
a few seconds into the future. Until your concentration ends, Constitution saving throws to maintain concentration.
you can't be surprised, attack rolls against you can't gain Null Psionics (2-6 psi). As an action, choose up to 3
advantage, and you gain a +5 bonus to initiative. creatures, objects, or psionic effects within 60'. You spend 2
Victory Before Battle (7 psi). When you roll initiative, you psi points per effect you are attempting to nullify. For each
can use this power to grant yourself and up to five creatures psionic effect on the target, make a Psionics skill check. The
of your choice within 60 feet of you a +5 bonus to initiative. DC equals 10 + the Psionics skill bonus of the creature that
origniated the effect. On a successful check, the effect ends
immediately.

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NOMADIC MIND Blind Rage (4 psi). As an action, choose up to 3 creatures
Greater Discipline (Seer) you can see within 60 feet of you. The targets must succeed
on a Charisma saving throw or take 3d6 psychic damage.
You dispatch part of your psyche into the ether, the collective Choose one target that failed its save. That target must
vista of minds and knowledge possessed by living things. immediately use its reaction to move up to half its speed and
Dream Stride (3 psi; conc., 1 hr.). As an action, you make a single melee attack against a target you choose.
separate your spirit from your body. Your spirit appears next Flash of Anger (6 psi). When you are hit by an attack, you
to you as a ghostly, translucent copy of your physical form. can use your reaction to force the attacker to re-roll the
This separation lasts until your concentration ends. During attack.
this time, you are deaf and blind with regard to your own
senses; instead, you can see through your spirit's eyes and MANTLE OF COMMAND
hear what it hears. Your spirit has the same senses that you Greater Discipline (Empath)
do, and also has darkvision and can see into the Ethereal You exert an aura of trust and authority, enhancing the
Plane out to 60 feet. You control your spirit telepathically. coordination among your allies.
Your spirit is incapacitated and cannot interact with anything Command to Strike (2 psi). When you take the Attack
for the duration, with the exception that it can't move through action, you can choose one ally you can see within 60 feet of
creatures, objects, or other physical barriers. Your spirit has a you. That ally can use its reaction to immediately make one
flying speed of 30 feet, and it can hover. weapon attack.
Your spirit's AC equals 10 + your psionic ability modifier. If
your concentration ends or an attack hits your spirit, your Commander's Sight (5 psi; conc., 1 min.). As an action,
spirit returns to your body, and the effect ends. Your spirit choose one creature you can see within 60 feet of you. Until
ignores all other damage and effects. your concentration ends, your allies have advantage on attack
Psychic Speech (5 psi). As an action, you attune your rolls against that target. You can use your bonus action on
mind to the psychic imprint of all language. For 1 hour, you subsequent turns to target a different creature with this
gain the ability to understand any language you hear or effect. When you do so, the previous target is no longer
attempt to read. In addition, when you speak, all creatures affected this by this power.
that can understand a language understand what you say, Overwhelming Attack (7 psi). When you take the Attack
regardless of what language you use. action, you can choose up to four allies you can see within 60
Watchful Eye (7 psi; conc., 10 min.). After concentrating feet of you. Each of those allies can use its reaction to
for 10 minutes, as an action, you can manifest the abilities of immediately make one weapon attack.
the scrying spell. MANTLE OF FEAR

THIRD EYE
Greater Discipline (Empath)
Greater Discipline (Seer) You tap into a well of primal fear and turn yourself into a
You create a third, psychic eye in your mind, which you cast beacon of terror to your enemies.
out into the world. It channels thoughts and knowledge back Intimidating Aura (5 psi; conc., 1 hr.). As a bonus action,
to you, greatly enhancing your senses. you cloak yourself in unsettling psychic energy. Until your
Tremorsense (2 psi; conc., 1 hr.). As a bonus action, you concentration ends, any hostile creature within 60 feet of you
gain tremorsense with a radius of 30 feet, which lasts until that can see you has disadvantage on attack rolls against you.
your concentration ends. Such a creaure must spend 1 extra foot of movement for
Piercing Sight (3 psi; conc., 1 min.). As a bonus action, every foot it moves toward you. A creature ignores this effect
you gain the ability to see through objects that are up to 1 if immune to being frightened.
foot thick within 30 feet of you. This sight lasts until your Incite Panic (6 psi; conc., 1 min.). As an action, you incite
concentration ends. panic in up to eight creatures you can see within 90 feet of
Truesight (5 psi; conc., 1 min.). As a bonus action, you you that can see you. Until your concentration ends, a target
gain truesight with a radius of 30 feet, which lasts until your must make a Wisdom saving throw at the start of each of its
concentration ends. turns. On a failed save, the target is frightened of you until the
start of its next turn and must take the Dash action to move
ORDER OF THE EMPATH away from you by the safest available route. This effect ends
CROWN OF RAGE for a target when it succeeds on three saving throws against
Greater Discipline (Empath) it.
You place a mote of pure fury within a creature's mind,
causing its bloodlust to overcome its senses and for it to act
as you wish it to.
Clouded by Anger (2 psi). You cause anger and fear to
well up in a creature. As an action, choose one creature you
can see within 60 feet of you. The target must succeed on a
Wisdom saving throw or it takes 1d8 psychic damage and,
until the end of your next turn, has disadvantage on attacks
and saves.

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MANTLE OF FURY Wracked with Doubt (5 psi; conc., 1 min.). As an action,
Greater Discipline (Empath) you can force up to six creatures you can see within 60 feet of
you to make Charisma saving throws. A creature with an
You allow the primal fury lurking deep within your mind to Intelligence score of 4 or less isn't affected. On a failed save, a
burst forth, catching you and your allies in an implacable target can't use reactions, its speed is halved, and it can't
bloodthirst. make more than one weapon attack on its turn. In addition,
Aura of Bloodletting (5 psi; conc., 1 min.). As a bonus the target can take either an action or a bonus action on its
action, you unleash an aura of rage. Until your concentration turn, not both. These effects last for 1 minute. A target can
ends, you and any ally within 60 feet of you has advantage on repeat the saving throw at the end of each of its turns, ending
melee attack rolls. the effect on itself on a success.
Unstoppable Onslaught (6 psi; conc., 1 min.). As a bonus Crushing Despair (7 psi). As an action, you choose one
action, choose up to three allies you can see within 60 feet of creature you can see within 60 feet of you. It must succeed on
you. Until your concentration ends, a melee weapon deals a Charisma saving throw, or it is incapacitated and has a
one extra die of its damage when you or a targeted ally hits speed of 0 for 1 minute. It can repeat this saving throw at the
with it. Additionally, you and the targeted allies gain end of each of its turns, ending the effect on itself on a
advantage on Strength checks and saving throws until your success.
concentration ends.
Mindless Charge (7 psi; conc., 1 min.). As a bonus ORDER OF THE SHAPER
action, choose up to three allies you can see within 60 feet of BRUTE FORCE
you. You and each of the targeted allies gain an additional Greater Discipline (Shaper)
action to use on each of your respective turns before your
concentration ends. A creature can use that action only to You augment your natural strength with psionic energy,
make one weapon attack or to move up to its speed toward a granting you the ability to achieve incredible feats of might.
hostile creature that it can see. Knock Back (1-7 psi). When you hit a target with a melee
attack, you can activate this power as a reaction. The target
MANTLE OF JOY must succeed on a Strength saving throw or be knocked 10
Greater Discipline (Empath) feet away from you per psi point spent. The target moves in a
You tap into the joy within you, radiating it outward in straight line. If it hits an object, this movement immediately
soothing, psychic energy that brings hope, comfort, and good ends and the target takes 1d6 bludgeoning damage per psi
health to creatures around you. point spent.
Soothing Presence (1-7 psi). As a bonus action, choose Mighty Leap (1-5 psi). As part of your movement, you
up to three creatures you can see within 60 feet of you. Each jump in any direction up to 20 feet per psi point spent.
target gains 3 temporary hit points per psi point spent on this Brute Strike (5 psi; conc., 1 min.). As a bonus action, you
effect. imbue your strikes with devastating power. Whenever you hit
Comforting Aura (5 psi; conc., 1 min.). As a bonus action, a creature with a melee attack before your concentration
you emanate an aura of comforting energy until your ends, the target must make a Strength saving throw. On a
concentration ends. Each non-hostile creature within 30 feet failed save, the target takes an additional 2d8 damage and is
of you (including you) can roll a d4 when making a saving knocked prone. On a successful save, the target takes half
throw and add the number rolled to the total. damage and is not knocked prone.
Beacon of Recovery (6 psi; conc., 1 min.). As an action, MASTERY OF FORCE
you emanate an aura of soothing energy until your Greater Discipline (Shaper)
concentration ends. Each non-hostile creature within 30 feet
of you (including you) has advantage on saving throws against As a student of psionic power, you perceive the potential
effects that inflict any of the following conditions: blinded, energy that flows through all things. You reach out with your
deafened, exhaustion, frightened, paralyzed, poisoned, and mind, transforming the potential into the actual. Objects and
stunned. creatures move at your command.
YOKE OF DESPAIR
Greater Discipline (Empath)
You have learned to harvest seeds of despair in a creature's
psyche, wracking it with self-doubt and inaction.
Overwhelming Sorrow (3 psi; conc., 1 min.). As an
action, you attempt to inflict one creature of your choice that
you can see within 60 feet of you with overwhelming sadness.
The target must succeed on a Wisdom saving throw or fall
prone, becoming incapacitated and unable to stand up until
your concentration ends. A creature with an Intelligence
score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes
damage, the target can make another Wisdom saving throw.
The target has advantage on the saving throw if it's triggered
by damage. On a success, the effect immediately ends.

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Move (2-7 psi). Choose one object you can see within 60 feet Transposition (3 psi). If you haven't moved yet on your
of you that isn't being worn or carried by another creature turn, choose a willing creature you can see within 90 feet of
and that isn't secured in place. It can't be larger than 20 feet you. As a bonus action, you and that creature teleport,
on a side, and its maximum weight depends on the psi points swapping places, and your speed is reduced to 0 until the end
spent on this ability, as shown below. of the turn. This power fails and is wasted if either of you
As an action, you move the object up to 60 feet, and you can't fit in the destination space.
must keep the object within sight during this movement. If Nomad's Gate (7 psi; conc., 1 hr.). As an action, you
the object ends this movement in the air, it falls. If the object create a 5-foot cube of dim, gray light within 5 feet of you. You
would fall on a creature, the creature must succeed on a DC create an identical cube at any point of your choice within 1
10 Dexterity saving throw or take damage as listed on the mile that you have viewed within the past 24 hours. Until
table below. your concentration ends, anyone entering one of the cubes
immediately teleports to the other one, appearing in an
Psi Spent Maximum Weight Bludgeoning Damage unoccupied space next to it. The teleportation fails if there is
2 25 lbs. 2d6 no space for the creature to appear in.
3 50 lbs. 4d6 PSIONIC RESTORATION
Greater Discipline (Shaper)
5 250 lbs. 6d6
6 500 lbs. 7d6
You wield psionic energy to cure wounds and restore health
to yourself and others.
7 1,000 lbs. 8d6 Mend Wounds (1-7 psi). As an action, you can spend psi
points to restore hit points to one creature you touch. The
Psionic Flight (5 psi; conc., 10 min.). As a bonus action, creature regains 1d8 hit points per psi point spent.
you direct your telekinetic focus on yourself and raise Restore Life (3 psi). As an action, you touch one creature
yourself into the air. You gain a flying speed of 60 feet, which that has died within the last minute. The creature returns to
lasts until your concentration ends. life with 0 hit points and is stabilized. This power can't return
Telekinetic Barrier (7 psi; conc., 10 min.). As an action, to life a creature that has died of old age, nor can it restore a
you create a transparent wall of telekinetic energy, at least creature missing any vital body parts.
one portion of which must be within 60 feet of you. The wall Restore Vigor (5 psi). As an action, you can touch one
is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts creature and choose one of the following: remove any
until your concentration ends. Each 10-foot section of the reductions to one of its ability scores, remove one effect that
wall has an AC of 15 and 50 hit points. reduces its hit point maximum, or reduce its exhaustion level
NOMADIC ARROW
by one.
Greater Discipline (Shaper) ASTRAL WARBAND
Greater Discipline (Shaper)
You imbue a ranged weapon with a strange semblance of
sentience, allowing it to unerringly find its mark. You use psionics to create astral allies and to control the
Speed Dart (1-7 psi). As a bonus action, you imbue one battlefield terrain.
ranged weapon you hold with psionic power. The next attack Astral Vanguard (2+ psi) When you use Replicate, you
you make with it that hits before the end of the current turn can create one additional Astral Construct per 2 psi points
deals an extra 1d10 psychic damage per psi point spent. you spend. The additional Astral Construct(s) is created and
Seeking Missile (2 psi). When you miss with a ranged can be controlled with the same action (commands still only
weapon attack, you can use your reaction to reroll the attack affect one Astral Construct of your choice). Each additional
roll against the same target. construct lasts until the start of your next turn and are able to
Faithful Archer (5 psi; conc., 1 min.). As a bonus action, be sustained.
you imbue a ranged weapon with a limited sentience. Until Shape the Battlefield (5 psi, Conc, 1 hour) It takes you
your concentration ends, you can make an extra ranged one uninterrupted minute to shape the terrain of an area up
attack with the weapon at the start of each of your turns (no to 100' square. The area will look, sound, smell, and even feel
action required). If it is a thrown weapon, it returns to your like some other sort of terrain. Similarly, you can alter the
grasp each time you make any attack with it. appearance of structures, or add them where none are
present. The discipline doesn't disguise, conceal, or add
NOMADIC STEP
Greater Discipline (Shaper) creatures. You can additionally create up to five hazardous
spaces on the ground that are 5 foot squares. These can be
You exert your mind on the area around you, twisting the fires, spikes, biting mouthes, or whatever you choose, but
ethereal pathways you perceive to allow instantaneous travel. regardless of its form if a creature takes 4d4 + 4 psychic
Step of a Dozen Paces (1-7 psi). If you haven't moved yet damage when it enters the effect's area for the first time on a
on your turn, you take a bonus action to teleport up to 20 feet turn or starts its turn there. Each of these hazards must be at
per psi point spent to an unoccupied space you can see, and least 10 feet from another hazard.
your speed is reduced to 0 until the end of the turn.

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Astral Army (7 psi, Conc, 10 minutes) With an action, you
manifest a number of ethereal allies that appear in
unoccupied spaces that you can see within range. They
manifest and can act on the same turn. You control each
construct individually with your action in subsequent rounds.
Choose one of the following options for what appears. All
constructs are Medium creatures with AC 15 and 25' walking
speed.
2 constructs: 60hp, +2 saves, +4 to attack, 10 force
damage
4 constructs: 45hp, +1 saves, +3 to attack, 7 force damage
8 constructs: 30hp. +3 to attack, 4 force damage

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LESSER DISCIPLINES

E
ach lesser discipline has a base power that Knock Back (1-7 psi). On a failed save, a target is pushed
you can activate at will. When you activate up to 10 feet per psi point spent in a straight line away from
the effect, but before any of its effects occur, you, and it takes an additional 1d6 damage per psi point
you can spend psi points to augment the spent.
power in some way as described below the Pressure Wave (1-7 psi). The damage and radius of the
power, except when the discipline states discipline increases by 1d6 and 5 feet per psi point spent,
that it works differently. You can only spend respectively.
psi points on one augmentation at a time. Staggering Blow (3 psi). On a failed save, a target is also
knocked prone.
LESSER DISCIPLINE DESCRIPTIONS
The lesser disciplines are presented here in alphabetical DISRUPT THOUGHTS
order. Lesser Discipline
BATTLE ASPECT As an action, you can target one creature within 60 feet of
Lesser Discipline you that you can communicate with via telepathy. The target
must succeed on a Wisdom saving throw or take 1d4 psychic
As an action, you use psionic energy to protect yourself from damage and have disadvantage on the next attack roll it
physical harm. Until the end of your next turn, you have makes before the end of its next turn.
resistance to bludgeoning, piercing, and slashing damage This discipline's damage increases by 1d4 when you reach
dealt by weapon attacks. 5th level (2d4), 11th level (3d4), and 17th level (4d4).
When you use this discipline, you can also spend psi points When you use this discipline, you can also spend psi points
to augment the effect, choosing from the options below. to augment the effect, choosing from the options below.
Psionic Vigor (1-7 psi). You gain 5 temporary hit points Ego Whip (2 psi). On a failed save, the target is filled with
per psi point spent. self-doubt. The target can't take reactions and has
Steadfast Stanchion (2 psi). You can't be unwillingly disadvantage on ability checks until the end of its next turn.
moved or knocked prone for the duration. Distracing Figment (3 psi). On a failed save, the target
Warding Shield (5 psi). Allies within 10 feet of you also thinks it perceives a threatening creature just out of its sight;
benefit from the same resistances for the duration. until the end of your next turn, melee attack rolls against it
BLIND SPOT
and checks made to grapple or shove it have advantage.
Lesser Discipline Dread Spiral (5 psi). On a failed save, the target has
disadvantage on Intelligence, Wisdom, and Charisma saving
As an action, you erase your image from the mind of one throws until the end of your next turn.
creature you can see within 120 feet of you; the target must
succeed on a Wisdom saving throw, or you are invisible to it DECELERATION
Lesser Discipline
until the end of your next turn.
When you use this discipline, you can also spend psi points As an action, you alter time around one creature you can see
to augment the effect, choosing from the options below. within 60 feet of you. The target must make a Wisdom saving
Memory Hole (2 psi). On a failed save, the target also can't throw. On a failed save, the target's speed is halved until the
hear you, and any tracks or other traces of your passage are end of your next turn.
invisible to it for the duration. This discipline targets more creatures when you reach
Clouded Vision (3 psi). On a failed save, the target has higher levels: two creatures at 5th level, three creatures at
disadvantage on Wisdom (Perception) checks and attack 11th level, and four creatures at 17th level.
rolls that rely on sight for the duration. When you use this discipline, you can also spend psi points
Veil of the Mind's Eye (5 psi). On a failed save, each ally to augment the effect, choosing from the options below.
within 15 feet of you is also invisible to the target for the Weakened Defenses (2 psi). On a failed save, a target's
duration. ability to defend itself is crippled. For the duration, it takes a
CONCUSSION BURST
-2 penalty to AC and Dexterity saving throws.
Lesser Discipline
As an action, you emit a wave of pummeling force. Each
creature within 5 feet of you, other than you, must succeed on
a Constitution saving throw or take 1d6 thunder damage.
This discipline's damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).
When you use this discipline, you can also spend psi points
to augment the effect, choosing from the options below.

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Temporal Sabotage (3 psi). On a failed save, a target's ability HYPNOTIC PULSE
to act is crippled. For the duration, it can't take reactions or Lesser Discipline
bonus actions, and it can't make more than one melee or As an action, you sear one creature within 60 feet of you with
ranged attack during its turn. an ebony ray of psychic compulsion. The target must make a
Time Thief (4 psi). Until the end of your next turn, your Wisdom saving throw. On a failed save, the target takes 1d4
speed is doubled. Additionally, you can take an additional psychic damage, and it must use its reaction to move up to 5
action immediately after activating this discipline to feet in a direction of your choice.
Disengage, Dodge, Hide, or Use an Object. This discipline targets more creatures when you reach
DISSOLVE THE FLESH higher levels: two creatures at 5th level, three creatures at
Lesser Discipline 11th level, and four creatures at 17th level.
You focus on the matter making up one creature within 60 When you use this discipline, you can also spend psi points
feet of you. The target must succeed on a Constitution saving to augment the effect, choosing from the options below.
throw, or you destabilize its body, and the target begins to Soul Break (2 psi). On a failed save, a target is charmed
dissolve away. The target takes 1d10 necrotic damage, and it by you until the end of your next turn.
can't regain hit points until the start of your next turn. If the Daggers of Pain (3 psi). On a failed save, a target has
target dies to this damage, its body fades away into disadvantage on the next saving throw it makes before the
nothingness, leaving behind its equipment and items. end of your next turn.
This discipline's damage increases by 1d10 when you Psychic Enervation (5 psi). On a failed save, a target
reach 5th level (2d10), 11th level (3d10), and 17th level suffers one level of exhaustion. Any levels of exhaustion
(4d10). caused by this effect go away after 1 hour.
When you use this discipline, you can also spend psi points INERTIAL SCREEN
to augment the effect, choosing from the options below. Lesser Discipline
Thought of Unmaking (2 psi; conc., 1 min.). On a failed As an action, you create a 10-foot-by-10-foot vertical panel of
save, the target continues to dissolve over time. Until your force centered on a point you choose within 90 feet of you. It
concentration ends, the target can't regain hit points, and can't cut through a creature's space when it appears. This
whenever the target takes damage that isn't psychic damage screen appears to be a transparent wall that slightly
for the first time on a turn, it takes an additional 1d4 necrotic shimmers when light hits it. It is 6 inches thick, and creatures
damage. and objects have difficulty passing through it. The screen
Semi-Corporeal Form (3 psi; conc., 1 min.). On a failed provides half cover against attacks and effects that pass
save, the target deals only half damage with weapon attacks through it, and the barrier's space is difficult terrain for any
that use Strength until your concentration ends. The target creature passing through it. The screen fades away at the
can make a Constitution saving throw at the end of each of its start of your next turn.
turns, ending the effect on a success. This discipline creates more barriers when you reach
Fragile Existence (5 psi). On a failed save, the target has higher levels: two panels at 5th level, three panels at 11th
disadvantage on Strength, Constitution, and death saving level, and four panels at 17th level. Each panel must be
throws until the end of your next turn. contiguous with at least one other panel.
FORCE PUNCH When you use this discipline, you can also spend psi points
Lesser Discipline to augment the effect, choosing from the options below.
As an action, you can attack one creature you can see within Through the Walls (2 psi). One side of the screen that you
120 feet of you with a hand crafted from telekinetic energy. choose has no effect. Creatures don't gain cover from attacks
The target must make a Strength saving throw. On a failed and effects that pass through this side and come out the
save, the target takes 1d6 force damage, and if it is Large or other side, and creatures that pass through this side of the
smaller, you can move it up to 10 feet in a straight line in a screen have their movement unaffected.
direction of your choice. You can't lift the target off the ground Mind Shroud (3 psi). One side of the screen that you
unless it is already airborne or underwater. choose displays an image of your choice. This image is static
The discipline's damage increases by 1d6 when you reach and can't change, and it heavily obscures everything behind it.
5th level (2d6), 11th level (3d6), and 17th level (4d6). Viewers behind the image can see through the screen as
normal.
When you use this discipline, you can also spend psi points
to augment the effect, choosing from the options below.
Push (1-7 psi). On a failed save, the target takes an
additional 1d6 damage per psi point spent, and you can move
it an additional 10 feet per point spent.
Crushing Bludgeon (2 psi). On a failed save, the target is
also knocked prone if it is Huge or smaller, and it can't stand
up until the end of your next turn.
Tear the World (5 psi). Each creature of your choice
within 20 feet of the target must also succeed on a Strength
saving throw or be affected by the discipline. You must move
each affected creature in the same direction as the original
target.

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Physical interaction with the image reveals it to be an PSIONIC SHIELD
illusion, because this interaction reveals the presence of the Lesser Discipline
inertial screen. A creature that uses its action to examine the
image can determine that it is an illusion with a successful As an action, you protect yourself or an ally within 30 feet of
Intelligence (Investigation) check against your discipline save you with a veil of psychic energy. Attack rolls against the
DC. If a creature discerns the illusion for what it is, the target have disadvantage until the end of your next turn.
creature can see through the image. This discipline's range increases by 10 feet when you reach
Hand of Caution (5 psi; conc., 1 min.). The screen 5th level (40 feet), 11th level (50 feet), and 17th level (60 feet).
continues to persists unti your concentration ends. Until When you use this discipline, you can also spend psi points
then, whenever an attack or effect would pass through the to augment the effect, choosing from the options below.
screen, you can use your reaction to harden the screen into a Scripture of Steel (2 psi). The target also gains advantage
barrier, preventing the attack or effect from passing through on attack rolls for the duration.
it. Submerge the Will (3 psi). The target also gains
advantage on saving throws for the duration.
KINETIC TRAWL
Lesser Discipline Power of One (5 psi). For the duration, allies within 10
feet of the target also gain the same protection, and the
As an action, you throw out a 5-foot-radius net of constricting original target gains advantage on ability checks and
force at a point within 60 feet of you. Each creature in the immunity to being charmed or frightened.
area must make a Strength saving throw. On a failed save, a PSIONIC WEAPON
creature's speed is reduced by 10 feet until the start of your Lesser Discipline
next turn.
This discipline's radius increases by 5 feet when you reach As a bonus action, you can imbue psionic energy into a one-
5th level (10 feet), 11th level (15 feet), and 17th level (20 feet). handed melee weapon you are holding. For 1 minute, the
When you use this discipline, you can also spend psi points weapon can't be forced from your grasp, and you can choose
to augment the effect, choosing from the options below. to use a d8 instead of the weapon's normal damage die. The
Telekinetic Bombard (1-7 psi). On a failed save, a weapon is also considered magical, if it wasn't already. This
creature takes 1d8 force damage per psi point spent. effect ends if you activate it again or if you let go of the
Gravity Well (2 psi). On a failed save, a creature is also weapon.
knocked prone. While this effect persists, you can also spend psi points to
Telekinetic Clasp (3 psi). Creatures in the targeted area augment the effect (no action required), choosing from the
automatically have their speed reduced by 10 feet. On a failed options below.
save, a creature is restrained until the start of your next turn. Winged Weapon (1-7 psi). When you activate this
discipline, you can choose to seize control of the weapon
MIND THRUST using telekinesis. For the duration, the weapon doesn't
Lesser Discipline require a free hand to use, and its reach increases by 5 feet
As an action, you target one creature you can see within 90 per psi point spent. Attacks with the weapon are treated as if
feet of you. The target must succeed on an Intelligence saving they were made with one hand for the purpose of the
throw or take 1d8 psychic damage. versatile property. Lethal Strike (1-7 psi). When you hit a
This discipline's damage increases by 1d8 when you reach creature with an attack made with this weapon, you can force
5th level (2d8), 11th level (3d8), and 17th level (4d8). it to make a Constitution saving throw. On a failed save, the
When you use this discipline, you can also spend psi points target takes 1d6 force damage per psi point spent.
to augment the effect, choosing from the options below. Revealing Strike (2 psi). When you hit a creature with an
Psychic Spear (1-7 psi). On a failed save, the target takes attack made with this weapon, you can highlight the target's
an additional 1d8 psychic damage per psi point spent. weaknesses. The next attack roll made against the target
before the end of your next turn has advantage.
Mental Trauma (3 psi; conc., 1 min.). On a failed save,
the target can't benefit from resistance to psychic damage PSYCHIC GRIP
until your concentration ends. During this time, whenever the Lesser Discipline
target takes psychic damage for the first time on a turn, it You attempt to grasp a creature in telekinetic energy and hold
takes an additional 2d6 psychic damage. it captive. As an action, choose one creature that is no more
Psychic Overload (5 psi). On a failed save, the target is than one size larger than you that you can see within 30 feet
also stunned for 1 minute. The target can repeat the saving of you. The target must succeed on a Strength saving throw
throw at the end of each of its turns, ending the effect on a or be grappled by you for 1 minute, until your concentration
success. ends, or until the target leaves your reach, which is 30 feet for
this grapple.

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The grappled target can escape by succeeding on a Strength PSYCHIC LEECH
(Athletics) or Dexterity (Acrobatics) check contested by your Lesser Discipline
psionic ability plus your proficiency bonus.
This discipline's range and reach increase by 10 feet when As an action, you can target one creature you can see that you
you reach 5th level (40 feet), 11th level (50 feet), and 17th can communicate with via telepathy. The target must make a
level (60 feet). Wisdom saving throw. On a failed save, the target takes 1d4
While a target is grappled in this manner, you can create psychic damage, and you can add a d4 to the next
one of the following effects as an action: Intelligence, Wisdom, or Charisma check or saving throw you
Crush (1-7 psi). The target takes 1d8 bludgeoning damage make before the end of your next turn.
per psi point spent. This discipline targets more creatures when you reach
Move (1-7 psi). You move the target up to 10 feet per psi higher levels: two creatures at 5th level, three creatures at
point spent. You can move it in the air and hold it there. It 11th level, and four creatures at 17th level.
falls if the grapple ends. When you use this discipline, you can also spend psi points
Crisis of Breath (4 psi). The target becomes restrained to augment the effect, choosing from the options below.
until the end of your next turn, and it must make a Intellect Leech (2 psi). On a failed save, a target can't take
Constitution saving throw. On a failed save, the target is also reactions until the end of your next turn. During this time, it
suffocating and can't speak or breath for the same duration. must subtract a d4 from any Intelligence, Wisdom, or
Charisma saving throw it makes before the end of your next
PSYCHIC INQUISITION turn.
Lesser Discipline Unconscious Assault (3 psi). On a failed save, a target is
also incapacitated until the end of your next turn. If a target
As an action, you beguile one non-hostile humanoid you can was already incapacitated, it also suffers disadvantage on its
communicate with via telepathy. You have advantage on all next saving throw against the effect causing that condition.
Charisma checks directed at the target for 1 minute or until Emotion Leech (5 psi; conc., 1 min.). On a failed save,
your concentration ends. When the effect ends, the creature you establish a conduit to a target's mind. Until your
knows it was influenced by you. concentration ends, when such a target takes damage for the
When you use this discipline, you can also spend psi points first time on a turn, you regain hit points equal to your psionic
to augment the effect, choosing from the options below. ability modifier. If a target is frightened, the healing gained
Read Thoughts (2 psi). For the duration, you can read the from it is doubled.
surface thoughts of the target—its basic emotional state, and
what it is primarily thinking about at any given moment. PSYCHIC PHANTOMS
Subtle Influence (3 psi). Once before your concentration Lesser Discipline
ends, you can force the target to make a Wisdom saving As an action, you plant a false belief in the mind of one
throw. On a failed save, the target beliefs your last statement creature that you can see within 60 feet of you. You can
to be true, or pursues one course of action that you suggest to create a sound or an image. Only the targeted creature
it. The chosen statement or course of action must be perceives the sound or image you create, and it persists for
reasonable and not destructive in any way. If you concentrate up to 1 minute.
for the discipline's full duration, this effect lasts for 1 hour. If you create a sound, its volume can range from a whisper
The target doesn't automatically learn it was influenced by to a scream. It can be your voice, someone else's voice, a
you unless your concentration breaks prematurely. creature's roar, a musical instrument, or any other sound you
Ransack Mind (5 psi). For the duration, you probe the pick. It continues unabated throughout the duration, or you
target's mind. The target must remain within 30 feet of you, can have it repeat at different times before the effect ends.
and you must be able to see it. If you reach the discipline's full If you create an image, it must fit within a 5-foot cube and
duration, the target must make three Intelligence saving can't move or be reflective. The image can't create any effect
throws, and you learn information from it based on the that influences a sense other than sight. The image
number of saving throws it fails. You learn its key memories disappears if the creature touches it.
from the past 12 hours with one failed save, the past 24 The maximum size of an image (a 5-foot cube) you create
hours with two failed saves, or the past 48 hours with three increases by 5 feet when you reach 5th level (10 feet), 11th
failed saves. level (15 feet), and 17th level (20 feet).
When you use this discipline, you can also spend psi points
to augment the effect, choosing from the options below.
Phantom Foe (2 psi; conc., 1 min.).* The target must
succeed on a Wisdom saving throw or become frightened by
the illusion until your concentration ends. The frightened
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

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Greater Phantom (3 psi). The illusion can consist of both a PSIONIC BOLT
sound and an image, and you can cause the same illusion to Lesser Discipline
appear to up to five other creatures within 60 feet of you.
Hallucination (4 psi; conc., 1 min.). Until your As an action, you target one creature within 60 feet of you
concentration ends, you can use a bonus action on each of with a bolt of psionic energy. The target must succeed on a
your turns to cause the location and nature of the illusion to Intelligence saving throw or take 1d8 psychic damage.
change, as long as the illusion remains within 60 feet of you This discipline's damage increases by 1d8 when you reach
and satisfies the conditions above. For example, if you create 5th level (2d8), 11th level (3d8), and 17th level (4d8).
an illusion of a creature and move it, you can alter the image When you use this discipline, you can also spend psi points
so that it appears to be walking, and if you create a sound, you to augment the effect, choosing from the options below.
can choose to make different sounds at different times, even Arcing Bolt (1-7) psi. The bolt jumps from the first target
making it carry on a conversation, for example. to another creature within 20 feet of it. For each psi point
spent on this power beyond the first one, a bolt jumps from
SENSE MINDS the last creature in the chain to a new creature within 20 feet
Lesser Discipline of them. A creature can't be targeted by more than one bolt.
You can concentrate on stretching your senses outwards for 1 Any creature targeted by a bolt must also make an
minute. If you concentrate for this full duration, you become Intelligence saving throw against this discipline. On a failed
aware of the presence of each creature within 60 feet of you save, a target takes an additional 1d6 damage per psi point
that has an Intelligence score of 4 or higher; this awareness spent on this power.
lasts until the end of your next turn. The awareness can Mental Deadening (3 psi). If the target has an Intelligence
penetrate barriers, but 2 feet of rock, 2 inches of any metal score of 10 or lower, it has disadvantage on the saving throw,
other than lead, or a thin sheet of lead blocks you. You know and on a failed save, suffers disadvantage on attack rolls and
the distance and direction to each creature, but can't sense ability checks until the start of your next turn.
anything else about it. A creature protected by a mind blank Nervous System Malfunction (5 psi). On a failed save, the
spell, a nondetection spell, or similar effects can't be target's speed is halved and it has disadvantage on ability
perceived in this manner. checks until the end of its next turn, and at the end of its next
When you use finish concentrating on this discipline, you turn, it takes 3d8 psychic damage plus an additional 1d8
can also spend psi points to augment the effect, choosing psychic damage for every 5 feet of movement it used during
from the options below. its turn.
Extend Senses (1-7 psi). The range of this discipline NOMAD'S TRAVEL
increases by 60 feet per psi point spent. Lesser Discipline
Find Creature (2 psi; conc., 1 hr.). If you sense a creature
using this discipline, you can use your reaction to hone in on As an action, you teleport up to 15 feet to an unoccupied
the target's location. You always know the target's location space that you can see.
until your concentration ends, but only while the two of you This discipline's range increases by 5 feet when you reach
are on the same plane of existence. During this time, the 5th level (20 feet), 11th level (25 feet), and 17th level (30 feet).
target can't become hidden from you, and if it's invisible, it When you use this discipline, you can also spend psi points
gains no benefit from that condition against you. to augment the effct, choosing from the options below.
Thought Interloper (5 psi; conc., 10 min.). The Feather Step (2 psi). If you teleport into the air with this
awareness granted by this discipline instead lasts until your discipline, you gain a flying speed equal to your walking
concentration ends. During this time, you can overhear any speed until the end of the turn; you fall if you end your turn in
telepathic conversation happening within the discipline's the air and nothing else is holding you aloft.
range. The creature that initiated the telepathic conversation Speed of Thought (3 psi). You activate this discipline
makes a Wisdom (Insight) check against your discipline save using your bonus action, rather than your action.
DC when telepathic contact is first established. If the check Dimensional Stowaway (5 psi). You can bring one willing
succeeds, the creature is aware that something is creature within 5 feet of you with you when you teleport.
eavesdropping on the conversation. The nature of the Additionally, you needn't be able to see the targeted
eavesdropper isn't revealed, and you can't participate in the destination; you can choose a destination that you can
telepathic conversation unless you are within 30 feet of a visualize or describe by stating its distance and direction
creature, you can see the creature, and you are aware that it from you. If you would arrive in a place already occupied by
is a participant in the conversation. an object or a creature, you and any creature traveling with
you each take 4d6 force damage, and the discipline fails to
teleport you.

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CELERITY Cruelty When your Psi Crystal is within 30 feet of a
Lesser Discipline creature that takes damage, you can use your reaction to
shatter the crystal releasing that emotion and causing the
You channel psionic power into your body, honing your creature to take additional damage equal to your twice your
reflexes and agility to an incredible degree. The world seems Psion level.
to slow down while you continue to move as normal.As a Sympathy When your Psi crystal is within 30 feet of you
bonus action, your walking speed increases by 10 and you and another creature, if that creature takes damage, you can
gain a +2 bonus to AC until the end of your next turn. use your reaction to shatter the crystal releasing that emotion
When you use this discipline, you can also spend psi points to and granting the creature resistance to that damage and
augment the effect, choosing from the options below. reduce whatever damage it takes by your Psion level.
Agile Defense (2 psi) You take the Dodge action as part of
this discipline. PSIONIC TALENTS
Surge of Speed (3 psi) You can spend 3 psi to gain the Psionic talents are minor abilities that require psionic
following benefits until the end of the current turn: you add aptitude but don't drain a psionicist's reservoir of psionic
another 10' to your walking speed, you don’t provoke power. Talents are similar to lesser disciplines and use the
opportunity attacks, and you have a climbing speed equal to same rules, but they lack the ability to be augmented in any
your walking speed. way.
Surge of Action (5 psi). You can Dash, Disengage, or
make one weapon attack as part of this discipline. BALEFUL TELEPORT
Psionic Talent
DENIAL
Lesser Discipline As a bonus action, you target one hostile creature you can see
within 60 feet of you. The target must make a Charisma
As an action, target one creature to make a Charisma save to saving throw. On a failed save, you can teleport the target to
nullify a creature's abilities. On a failed save, the creature an unoccupied space that you can see within 30 feet of the
takes 1d4 psychic damage and becomes disoriented- it must target. That space must be on the ground or on a floor.
subtract a d4 from its attacks and ability checks, and
Constitution saves until the end of your next turn. BEACON
Psionic Talent
Aura of Denial (2 psi) The effects above extend to a 30'
sphere centered on you and lasts until the start of your next As a bonus action, you cause bright light to radiate from your
turn. body in a 20-foot radius and dim light for an additional 20
Muffled Psychic Field (3 psi) As a reaction, when a feet. The light can be colored as you like. The light lasts for 1
creature within 60' of you uses a psionic power, it must make hour, and you can extinguish it earlier as a bonus action.
a contested Psionics check against you. If it fails, the psionic
effect fails. CLAWS OF FORCE
Restore Psyche (5 psi) Remove all psychic effects in a 30' Psionic Talent
radius. As an action, you make a melee psychic attack against a
PSI CRYSTAL
creature or object within your reach. On a hit, the target takes
Lesser Discipline 1d10 force damage. If it takes any of this damage and is
Large or smaller, the target is also pushed up to 5 feet away
You gain the ability to impart part of your mind into crystal. from you.
You can expend 2 psi points to cast the find familiar spell but This talent's damage increases by 1d10 when you reach
your familiar takes on the statics of a psi crystal (below) and 5th level (2d10), 11th level (3d10), and 17th level (4d10).
the material component required is a crystal worth 10 gp
instead of the normal material components. The Psi Crystal
gains your mental stats. You can use Psionic Disciplines
without a range of Self through your Psi Crystal is if you were
standing in its location. If the psi crystal is destroyed, you
gain its memories as your own. While you have a Psi Crystal
active, as a bonus action, you can deactivate it to regain 2
expended psi points.
When you summon a Psi crystal, you can store a fragment
of your personality. You can use your reaction to shatter the
crystal and apply one of the following effects:
Calloused When you make a saving throw against the
Frightened condition, you can use your reaction to shatter the
crystal to gain advantage on the save.
Cunning When your Psi Crystal is within 30 of you and a
creature comes within 5 feet of you, you can use your
reaction to shatter the crystal releasing that emotion and
immediately move your movement speed away from the
creature without taking an attack of opportunity.

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DESICCATE MIND MELD
Psionic Talent Psionic Talent
As an action, you attempt to forcibly remove the moisture As a bonus action, you can communicate telepathically with
from one creature you can see within 60 feet of you. The one willing creature you can see within 120 feet of you. The
target must make a Constitution saving throw. On a failed target must have an Intelligence of at least 2, otherwise this
save, the target takes 1d8 necrotic damage, and unless the talent fails and the action is wasted.
target doesn't require water to sustain itself, it also suffers This communication can occur until the end of the current
disadvantage on saving throws against exhaustion and on all turn. You don't need to share a language with the target for it
ability checks until the end of your next turn. to understand your telepathic utterances, and it understands
This talent's damage increases by 1d8 when you reach 5th you even if it lacks a language. You also gain access to one
level (2d8), 11th level (3d8), and 17th level (4d8). memory of the target's choice, gaining perfect recall of one
DREAM BLADE
thing it saw or did.
Psionic Talent MINOR CREATION
Psionic Talent
As a bonus action, you manifest a sword of psychic energy in
your hand. This magic sword lasts for 1 minute or until you As an action, you conjure a nonliving, nonmagical object that
dismiss it using your bonus action. It counts as a simple is small enough to be carried in one hand. The object lasts for
melee weapon with which you are proficient. It deals 1d6 1 minute or until you dismiss it using a bonus action. The
psychic damage on a hit and has the finesse and light object can be a trinket or some other discrete item worth 2
properties. gp or less. At the DM's discretion, you may be allowed to
This talent's damage die increases by one size when you summon a set of multiple smaller items, such as a bag of ball
reach 5th level (1d8), 11th level (1d10), and 17th level (1d12). bearings or a fishing tackle kit.
If you activate this talent multiple times, you can only
PARLOR TRICKS
Psionic Talent maintain the existence of three conjured objects at a time.
As a bonus action, you use Prestidigitation. PRECOGNITIVE INSIGHT
Psionic Talent
ENERGY BEAM
Psionic Talent As an action, you cast the guidance cantrip.
As an action, you target creature or object you can see within PROJECT SENSES
120 feet of you. Make a ranged psychic attack against the Psionic Talent
target. On a hit, the target takes 1d6 psionic or force damage
(your choice). Over the course of a minute, you touch a Small or smaller
The talent's damage increases by 1d6 when you reach 5th object that isn't being worn or carried and concentrate on
level (2d6), 11th level (3d6), and 17th level (4d6). projecting your mind into it. For 10 minutes, or until your
concentration ends, you can use your action to project one of
FAR HAND your senses through the object, and continue to do so until
Psionic Talent you use your action to return to your normal senses. You
As an action, mage hand choose this sense from the following list when you activate
this talent: sight, hearing, or smell. While projecting this
GUIDED OPPORTUNITY sense through the object, you benefit from it as though you
Psionic Talent were in the object's space, and you can't use it in your own
space until you return to your normal senses.
As an action, choose one creature you can see within 30 feet This talent ends early if the object is ever more than 300
of you. You implant a psychic beacon within the target, feet from you. Additionally, the object has a slight shimmer
instinctively guiding the next attack made against it. If an ally while you are projecting one of your senses through it. This
of yours attacks the target before your next turn, the first shimmer can be noticed if a creature's passive Wisdom
attack roll is made with advantage. (Perception) score or active Wisdom (Perception) check
This talent targets more creatures when you reach higher meets or exceeds your discipline save DC.
levels: two creatures at 5th level, three creatures at 11th level,
and four creatures at 17th level. Each beacon is independent
and is tracked individually.

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TELEKINETIC PROJECTILE MENTAL IMAGE
Psionic Talent Psionic Talent As an action, you can project an image (silent
image) into the mind of 1 person. This increases to 2
As an action, you use telekinesis to hurl an object that is creatures when you reach 5th level, 3 creatures at 11th level,
1'x1'x1' or smaller from your hand. Make a ranged psychic and four creatures at 17th level.
attack against a creature or object within 60 feet of you. On a
hit, the target takes 1d6 bludgeoning damage. MIND RIDER
This talent's damage increases by 1d6 when you reach 5th As an action, you can touch a willing creature to see through
level (2d6), 11th level (3d6), and 17th level (4d6). its eyes and hear what it hears for the next hour, gaining the
benefits of any Special Senses that the creature has. During
TELEPATHIC IMPRINT this time, you are deaf and blind with regard to your own
Psionic Talent Senses. You can end this effect at any time. While this is
As an action, you cast the encode thoughts cantrip, found on active, the creature has advantage against being charmed or
page 47 of Guildmaster's Guide to Ravnica. frightened.
TEMPORAL ACCELERATION
Psionic Talent
As a bonus action, you alter the flow of time around you to
improve your mobility. For the rest of your turn, your walking
speed increases by 10 feet, and the first time you stand up
this turn, you do so without expending any of your movement
if your speed is greater than 0.
READ AURA
Psionic Talent You gain the ability to psionically see a
creature's aura. By spending 1 psi point you can determine if
a creature is under the influence of magic and what school it
is, or if a creature is under the influence of psionics. A shape
shifter or disguised creature makes a Charisma (Decepction)
check against your Psionics save, on failure you can see their
true nature in their aura.
EMPATHY
Psionic Talent You can psionically link yourself to other
creatures. As a reaction to a creature taking psychic, necrotic,
or radiant damage you can grant them resistance to the
damage taken, but take damage equal to the damage they
take (after resistance).
If the damage would inflict any further negative status
effect on the target, you can choose for that effect to affect
you instead.
PSIONIC AEGIS
Psionic Talent
As a reaction, you surround yourself with a swirling shield
shield of fire, ice, or lightning. You gain temporary hit points
equal to your Psion level. Creatures that strike you while you
have these temporary hitpoints take 1d4 damage of the shield
type chosen.
Once you use this talent, you cannot use it again until you
complete a short or long rest.
KINETIC SLAM
Psionic Talent As an Action, you send out a wave of force in
all directions. All creatures within 30' of you must make a
Strength Save or take 1d10 force damage and either be
pushed 5' straight back or be knocked prone, your choice.

55
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RANGER

T
he wilds of Athas are a treacherous place, and
the skills of a ranger are most often learned as Rogue
a guide, hunter, or scout for a military Dark Sun rogues come from all walks of life: slave, freeman,
operation. Rangers are found in every race, merchant and noble. Rogues are common amongst merchant
most prominently among hin. To the ranger, houses as astute guides, shrewd bargainers, and smugglers.
the seared lands are not an enemy but a well Every city-state has a thieves' guild, and they often deal with
respected adversary. Rangers generally are on wizards (no questions asked), who pay fees not only for illegal
good terms with druids, and it is from a druid mentor that a components but for protection and anonymity. Skilled rogue
ranger likely has experienced contact with a Spirit of the performers are referred to as "bards," with the presumption
Land that can bestow upon her certain powers. they might also be serving as a covert agent or assassin.
Rangers function as in the PHB with changes as below: Poison has no stigma on Athas and likely to be used by any
Favored enemies. Remove celestials, dragons, and fey. rogue. Rogues function as in the PHB with changes as below:
Natural Explorer. Replace terrain with Sandy Wastes,
Stony Barrens, Rocky Badlands, Salt Flats, Scrub Plains, and ARCHETYPE CHANGES
Silt. Forest may be added at DM discretion but is virtually Arcane Trickster. Does not exist.
unknown to any but halflings.
Difficult terrain does not slow the ranger's travel but still
affects their companions. The ranger gains advantage on
navigation checks, not automatic success.
When you forage, you find an amount of food and water as
if the terrain were 1 step better on the food/water availability
chart in Part 8: Survival rules.
Spell changes. The spell goodberry does not exist.
ARCHETYPE CHANGES
Horizon Walker (Xanathar). Does not exist.
Gloom Stalker becomes Dune Stalker. A dune stalker is at
home on the arid, sandy wastes of Athas. Most folk are aware
of the dangers that this environment harbors, yet a Dune
Stalker keeps herself highly attuned to the the shifting sands
and hot winds, seeking to ambush threats before they can
reach the caravans and traders crossing the desert.
Dune Stalker Features changes:
At 3rd level, replace 'Dune Stalker Magic' with 'Dune
Stalker Spellcasting' and 'Umbral Sight' with 'Twilight
Sight.'
At 15th level, replace Shadowy Dodge with Tremorsense
(15' radius).
Dune Stalker Spells. At 5th level, replace Rope Trick
with Misty Step. At 15th level, replace Seeming with
Legend Lore.
UA RANGER
Feel free to use the Ranger as presented in Unearthed
Aracana. The following changes apply:
the same changes to Natural Explorer apply as above
For animal companions, see the creatures listed in the
Druid Wildshape charts
Deep Stalker Conclave becomes Dune Stalker Conclave.
Underdark Scout becomes Nomad's Eyes and instead of
the darkvision benefits, replace it with "You gain
proficiency in Perception. If you are already Proficient,
you can double your Proficiency bonus."
At 3rd level, replace 'Dune Stalker Magic' with 'Dune
Stalker Spellcasting' and 'Umbral Sight' with 'Twilight
Sight.'

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ROGUE ARCHETYPE - ATHASIAN BARD

A
thas is a world of intrigue and treachery, of
shady deals and secretive organizations - in
short, a rogue's paradise. Within the secure
walls of the city-states, many typically roguish
occupations have become institutions unto
themselves. Assassins, bards, and thieves alike
have become pawns of the wealthy, deployed in
deadly games of deceit between nobles and bureaucrats.
THE ATHASIAN BARD
People of the Tyr Region have learned not to trust you and
your kind blindly. An ordinary minstrel, a graceful dancer, or a
honey-voiced singer, you very well may be a killer sent by a
bitter rival. Custom demands, however, that no entertainer be
refused entry. A household should welcome you as guest
regardless of their suspicions. Nevertheless, paranoid nobles
might turn you away for fear of poison in their drink or a knife
in their back.
ATHASIAN BARD FEATURES
Rogue Level Feature
3rd Distracting Performance, Inspiring Assault
9th Master of Poisons
13th Keeper of Secrets
17th Venomous Strike

BONUS PROFICIENCIES
When you choose this archetype at 3rd level, you gain
proficiency with the poisoner’s kit and one instrument of your
choice. You also gain proficiency with the Performance skill if
you don’t already have it. Additionally, you can select MASTER OF POISONS
At 9th level, you become an expert at poisons and their
poisoner's kit as a skill for Expertise once you reach 6th level. application. You have advantage on saving throws against
DISTRACTING PERFORMANCE poison and gain resistance to poison damage.
Starting at 3rd level, you can sing, recite a poem, or dance Additionally, you can use the bonus action granted from
with the intent of distracting an opponent. As a bonus action, your Cunning Action to apply poison to a weapon already in
you can make a Charisma (Performance) check against a hand.
contested creature's Wisdom (Insight) check. The creature
must be able to see and hear you. If you succeed, you can use KEEPER OF SECRETS
Bards carry many dark secrets they would prefer stay secret.
your Sneak Attack against that target even if you don’t have This, combined with a large amount of knowledge based on
advantage on the attack roll, but not if you have disadvantage half‐truths and false rumors makes your mind unreliable to
on it. those who would seek to mentally affect it.
This benefit lasts for 1 minute or until you successfully use Starting at 13th level, you receive a proficiency bonus to
this feature against a different target. saving throws made against enchantment spells and effects.
INSPIRING ASSAULT In addition, you have advantage on Intelligence saving
You deliver a dramatic display as you hit with your sneak throws.
attack inspiring your allies. When you successfully hit a
creature with your sneak attack, as a bonus action, you can VENOMOUS STRIKE
Beginning at 17th level, when you deal sneak attack damage
choose to deliver one die less of sneak attack damage. When with a poisoned weapon the creature’s saving throw suffers
you do, choose up to five creatures (not including yourself) disadvantage versus the poison’s effects. Addtionally, add
that you can see and that can see or hear you within 30 feet three more die damage of the poison's die damage type.
of you.
Each affected creature gains a bonus to both attack rolls
and Wisdom saving throws equal to your Charisma modifier
(minimum of +1) until the start of your next turn. You regain
this ability when you finish a short or long rest.
CLASSES | BARD
57
1
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WIZARD

A
rcane magic is outlawed in every city-state. In Z'tal (chirping feathered lizard often used as food, gets
secret, wizards still study the arcane arts, alarmed when party members stray and often bumps into
drawn to it even at the risk of their lives, from your leg)
small cabals to isolated ancient text study.
Wizards are universally distrusted, for while
one may profess to not defile, the temptation PRESERVERS AND DEFILERS
will always be there, to gain greater power "just Athas is a wasteland because spells are powered by living
this once" and "for the greater good." To the druid or matter - plants - and centuries of wars involving the sorcerer
elemental cleric, there is no greater affront than seeing the kings, the Dragon, and constant defiling has leeched the world
precious life of Athas turn to ash, justified for a brief need. dry. While sorcerer kings maintain gardens and hunt defilers,
PC wizards are likely revolutionaries, naturally in they still keep some on hand as a necessity. Wizards who
opposition to sorcerer kings. They must take extreme steps
to hide their nature, including from their own companions. If defile can draw great power from plant life but in return will
you play a wizard, think about a "cover story." Many wizards permanently reduce every tree, shrub, even underground root
pretend to be psions or wardens. in the area to ash that never can again support life. This
eventually leaves a taint on the wizard that can be sensed by
HIDING A SPELLBOOK those attuned to such things like druids. Preservers are
Wizards learn quickly and share secrets with wizards who have, at the cost of greater power, devoted
friends and family on hiding spellbooks, keeping themselves to taking only what is needed, from further
one step ahead if possible from templar searches. sources until the spell can be powered. They also devote their
Hollowed out walking sticks and weapons with
lives to destroying defilers. Nevertheless, the temptation will
scroll spellbooks are common, along with pages
sewn between two pieces of cloth on items such always be there, to defile "just this once." To most preservers,
as cloaks, and some carve the symbols onto items there is no middle ground. Once a defiler, always a defiler, and
such as wooden and bone implements. Some have better to die than cross that line. To some, when looking death
even risked inscribing their spells into leather
in the eye, the decision becomes that much harder.
garments, to be turned inside out when needed. It
has been said a few desperate souls have even
tattooed books onto their own skin. For most, it is
best to find a careful hiding spot in each
civilization.

Wizards function as in the PHB with changes as below:


Add Sleight of Hand to list of skills from which to choose.
The find familiar spell summons creatures native to Dark
Sun. All creatures have AC12, 4 hit points, 20' movement,
and no save bonuses or penalties. The list can include but is
not limited to:
Critic lizard (a tiny, colorful reptile that senses danger,
expects food after fights, is jumpy and paranoid)
Hurrum (flightless beetle that constantly produces a
pleasing humming noise while cooling itself, dies in direct
sunlight and likes to hum songs you are thinking about)
Jank (gold furred ferret-like mammal with poisonous
spurs, likes to stuff its mouth pouches and play with
objects in your packs)
Kes'trekel (grotesque red-heaeded carrion bird; pecks at
corpses and squawks at injured allies)
Kivit (gray-furred feline that secretes venomous musk to
ward off predators, hates being inside and musk spell
intensifies when upset)
Wrab (black-scaled winged serpent that senses emotional
states, often trained for diplomatic encounters, likes to
lick blood from your wounds and wrap around your arm
when you attempt to persuade others, fly)

58
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DEFILERS OF ATHAS

W
hen an arcane caster invokes a spell, she CAREFUL SPELL
draws upon the life energy of Athas. Most When casting a spell that requires a saving throw, choose a
casters are trained to take only what is needed number of creatures up to your spellcasting modifier
because any more kills plant life and renders (minimum 1). Chosen creatures automatically save.
the area barren for centuries. Every
spellcaster is aware she is limiting herself by DISTANT SPELL
Double the range of spells with at least a 5 foot range, or
voluntarily limiting her casting in this way. make a touch spell have a range of 30 feet.
With any spell, she can cast off her self-imposed restrictions
in exchange for a rush of power. In doing so, she marks SUBTLE SPELL
herself as a defiler - an enemy of the land. Doing so is an evil Cast without somatic or verbal components.
act, but many a good-hearted caster has found herself facing EMPOWERED SPELL
impending doom and reconsidered this stance. Reroll a number of damage dice equal to your spellcasting
modifier (minimum 1) and use those new rolls.
DEFILING MECHANICS EXTENDED SPELL
When you choose to defile, you have two options: Double the duration of any spell with a duration of at least 1
you can cast spells as if they were one level higher, minute, maximum 24 hours.
or you can choose to apply a metamagic effect to
your non-cantrip spells. Once the spell is cast, the HEIGHTENED SPELL
land around you turns to barren ash, and the caster When casting a spell requiring a save, make one target have
gains one or more defiler points. A caster who disadvantage on its first saving throw against the spell.
defiles even once will track two new scores: her QUICKENED SPELL
current defiler points score, and if applicable, her Change the casting time of any spell that has a casting time of
permanent defiler aura. The DM determines the
terrain, which determines the amount of
1 action to 1 bonus action.
vegetation from which defiling power can be taken. TWINNED SPELL
When casting a spell that targets only one creature and
doesn't have a range of self, you may target a second creature
DEFILER POINTS in range with the same spell. To be eligible, the spell cannot
Whenever you defile, you gain defiler points based on the target more than one creature at the level being cast.
effect applied according to the Defiling Benefits and Cost RECOVER SPELL SLOT
Table. These points have an immediate and cumulative As an action that provokes an attack of opportunity, you may
negative effect. All points can be shed in one of two ways: draw forth life energy to renew your arcane powers and
assuming the taint or meditation with the land. regain an expended spell slot.
You cannot defile if the area has been been drained of CAST SPELL WITHOUT MATERIAL COMPONENT
vegetative life. Cast any spell without using a material component.

Defiling Benefits and Cost Table Accumulated Defiler Points Table


Defiler Effect Defiler Point Cost Defiler
Cast a spell at a higher level 1/spell level over Points Effect
Careful, Distant, Subtle spell 1 Disadvantage on Constitution and Wisdom
1+
Saving Throws
Empowered, Extended spell 2
6+ -2 Constitution score reduction
Heightened, Quickened spell 3
11+ -2 on Charisma and Wisdom checks
Twinned spell 2 per spell level
another -2 Constitution score reduction.
Recover spell slot as action 2 per spell level 16+
Alignment becomes evil.
Cast spell without material component 1 per 100cp value become an undead NPC (t'liz) under DM
21+
control
Casting a spell at a higher level. You cast a spell at a
higher level. You gain 1 defiler point per level above the Note. These effects are cumulative. A wizard who has 12
original spell level. You can cast a spell at a higher level even defilier points has Disadvantage on Constitution and Wisdom
if you do not have a spell slot available at that higher level. saves, -2 to their Constitution score, and -2 on Charisma and
You cannot cast a spell at a level above your normal limit. Wisdom checks.

59
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PURGING DEFILER POINTS While meditating, the caster can do nothing else but light
A defiler has two options to purge points and remove the activity like eating and drinking. At the end of this period of
negative effects of defiling- either by 'Assumng the Taint' or meditation, the caster will have removed 1 defilier point from
meditation. In most preserver circles, it is considered better their aura, and the caster takes 1 level of exhaustion at the
to die than defile, and even if one can remove the taint of end of this 24-hour period. The caster will have a defiler aura
defiling, that person will be seen as a defiler ("once a defiler until all points have been purged.
always a defiler.") Most wizards say that powerful druids, wardens, and
templars can still see the residue of a defiler aura even after
ASSUME THE TAINT all points have been purged. If this is just a tale to warn young
At the end of a long rest, you may purge a number of defiler casters away from defiling, no one knows...
points (and their negative effects, including any exhaustion
caused by defiling) equal to your caster level. These points
are added to your defiler aura. DEFILING EFFECT
Every bit of nonsentient plant life in the immediate vicinity is
DEFILER AURA
If you defile even once and assume the taint, you gain an aura turned to ash, and the land is rendered sterile, unable to
that, while having no apparent consequences, marks you for sustain life for possibly decades or centuries after. For one
those who can detect such auras, such as a druid. Certain year, no matter what is done, the defiled area can never be
creatures and casters have effects that specifically target viable. Even afterwards, all the lifegiving nutrients have been
defilers, and your aura functions as a penalty on your saving leeched from the soil, requiring skilled intervention before
throws against those anti-defiler effects. There is no limit to even one blade of grass can grow and taking up to centuries
how high your defiler aura score may be. You have this aura to naturally restore.
until you are able to Meditate With The Land as described When attempting to defile or entering combat, the DM
below. determines the terrain zone, which sets the number of defiler
points that can be assumed in that area until is completely
devoid of life.
EXAMPLE OF DEFILING
Carroz, a 4th level wizard, is being chased by
templars. Although taught by his mentor to never
defile, he has nearly exhausted his spells. He knows DEFILING AND TERRAIN
the king's gardens are nearby and figures, just this
If there is no vegetation within range or if the area
once, to save his life, he must draw more energy is despoiled already, the caster cannot defile. More
than the plants can handle. He is surprised at the vegetation in a region (a forest or garden, say)
volume of energy that comes at his behest, and means a smaller area is defiled. In areas of very
nearby a century-old tree begins to wither. Carroz little vegetation (badlands or sandy wastes), a larger
restores a 1st level slot by taking on 2 defiler
area is rendered barren. The DM will determine if
points. He is limited to his level in points he can defiling is possible and how much area will be
assume per casting, in this case 4. He feels slightly effected based on the terrain and defiling effect.
ill then points his finger at the lead templar and
draws even more energy, destroying the ancient
yew tree and twinning a 1st level witch bolt (2
more points) at the first two enemies he sees.
Carroz now has a total of 4 defiler points, which DEFILING RULES SUMMARY
give him Disadvantage on Constitution and Any wizard can choose to defile, drawing extra energy from
Wisdom saves. He escapes and finds a safe house the life force of nearby plantlife to give spells extra power. A
but doesn't have time to meditate so he assumes wizard who defiles can
the taint. His defiler points are reduced to 2 and he
now has a defiler aura with a score of 2. He can cast a spell at a higher level, or
assume the taint the after his next long rest and apply a metamagic feat
purge and reduce his defiler score to 1, adding the
remaining point to his defiler aura (now at 3). After Defiling costs points.
his third long rest, his defiler points are back to 0
and his defiler aura is 4. you can use a number of points equal to or less than your
caster level. For example, a 1st level wizard can only use a
defiling effect that costs 1 point.
MEDITATE WITH THE LAND defiling points accumulate and have certain penalties. It is
Meditating in an undefiled area of Athas is the only way to a drain on the caster to siphon the vital energies from the
eliminate a defiler aura. The caster is giving a small portion surrounding plantlife.
of her life energy back to the land as atonement for what she you can purge defiling points and your defiler aura through
has done. This takes 1 day of uninterrupted contact with the meditation. Defilier points can be purged after a long rest
earth or plants of the region per defilier point to be purged. by 'assuming the taint'. The process to purge a defiler aura
point takes 1 day/aura point.

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Combating Defilers: New
Druid spells
BACKLASH
1st level abjuration
Casting Time: 1 action
Range: 30 feet (40' radius)
Components: V, S, M (a thorn)
Duration: 24 hours or until discharged
Also known as the preserver’s scourge, this spell makes the
ground dangerous to defilers. This spell only affects a
creature with at least one point in defiler aura. Should a
defiler try to tap into land that is protected by a backlash, she
automatically takes 1d6 force damage. The defiler must
make a Constitution save or the spell they were casting is
lost. Defilers have penalty to the saving throw equal to their
defiler aura points. Once it has inflicted damage, the spell is
discharged and the ground returns to normal. Only one
backlash can be cast on any given plot of ground.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage dealt increases by 1d6
for each spell slot above 1st.
DETECT DEFILER
1st level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of defilers and
where the defiler is located. A defiler must have at least 1
point in her defiler aura to be detected. You learn the number
of permanent defiler aura points each defiler has, and you
learn whether the defiler has less, more, or the same number
of Hit Dice as you.
This spell can penetrate most barriers, but it is blocked by
1 foot of stone, 1 inch of common metal, a thin sheet of lead,
or 3 feet of wood or dirt.
REVENGE OF THE LAND
5th level evocation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (a live seed pushed into the ground at
your feet)
Duration: Concentration, up to 1 minute
The life energy of the earth is channeled in translucent arcs
of energy that radiate from the seed in the ground at your feet
and unerringly seek out defilers before returning to the
ground. This spell only affects a creature with at least one
point in defiler aura. A defiler that starts its turn within or
moves into the spell's radius must make a Constitution save.
On a failed save, the defiler takes 4d8 force damage. Defilers
have a penalty to the saving throw equal to their defiler aura
points.

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PART 4 WILD TALENTS

9. Animal Affinity: As an action, gain either keen senses


(advantage on Tracking checks based on smell) or empathy
(advantage on Wisdom (animal handling) checks) for up to 1
WILD TALENTS round per level.
Many of the creatures of Athas have innate psionic ability, 10. Trail of Destruction: As an action, you can determine
even if they can never approach a mindbender in skill nor if defiling has occurred within 500 feet of you within the last
learn any additional skills. 24 hours. Your sight gives you an accurate picture of the level
Non-psionic player characters may begin play with a of the most recent spell cast and the direction of the defilier
random d20 wild talent. If a player has a 16 in either traveled when leaving the area, though not their identity.
Wisdom, Constitution, or Intelligence, they may modify their 11. Animate Shadow: As an action, make a target
roll by 1; a 17 by 2; and an 18 or greater by 3. creature's shadow move and animate as you desire in an area
Once used, a wild talent cannot be used again until after a you can see up to 120' away. It cannot actually affect anything
long rest. Duration effects require no Concentration and can in a material way and must remain on a surface large enough
be ended as an action. to display the shadow. You may maintain this for 1 round per
level and must use a bonus action to make it move and
DETERMINING WILD TALENTS animate.
Roll 1d20 for your power. 12. Wild Leap: As a bonus action, until the end of your
1. Spirit Sense: As a bonus action, read the aura of a turn you may immediately make a second jump after making
humanoid or undead that you can see within 30' to learn one a first jump. Your second jump can be up to a 15' long jump
of the following aspects: their general mood/disposition or a 5' high jump, allowing you to combine jump heights.
(agitated, friendly) or if they are not in control of their own 13. Body Equilibrium. As a bonus action, adjust your
actions (charmed or dominated or a similar effect). body's weight so that you can move across semi-solid
2. Biofeedback: As a reaction, redirect blood flow to surfaces such as silt and sand without sinking. This effect
mitigate harm from a single source of bludgeoning, piercing, ceases at the end of your turn.
or slashing damage that you can see. Reduce the damage by 14. Far Hearing. As a bonus action, focus on a square
your proficiency bonus doubled. within 120 feet of you. Until the end of your next turn, you
3. Levitate: As an action, vertically move yourself plus up can hear as if you occupied that square.
to 10 pounds per level up to 10'. At the end of your next turn, 15. Psionic Sense. As an action, sense whether any
you gently float to the ground. Movement while aloft is the creature within 120' of you is maintaining a psionic power. At
same as the levitate spell. 5th level, you also determine all their general directions but
4. Control Flame: As an action, animate an unattended not exact location or numbers.
flame source no larger than a 5' cube and move it to an 16. Thought Projection. As a bonus action, send a mental
unoccupied space you can see within 30'. The flame cannot message of 1 word in a language in which your are proficient
move through an occupied square, and cannot ignite or to a target you can see, up to 120'. Spells cannot be delivered
damage objects while moving. in this way.
5. Deflect Strike: As a reaction, psychokinetically redirect 17. Martial Trance. As an action, you focus your mind
an attack on you from a single source you can see. Gain +1 against mental attacks. You gain +1 on saving throws against
AC possibly causing it to miss you. mind-affecting abilities for up to 1 round per level but are
6. Absorb Sickness: As an action, touch a creature to reduced to 0 movement during this time.
transfer either a disease or the poisoned condition from it to 18. Graft Weapon. As a bonus action, a one-handed melee
you, immediately gaining all effects on the target. weapon you hold becomes one with your hand for up to 1
7. Control Sound: As an action, create a 5 foot aura of round per level. You cannot let go of the weapon or be
sound dampening around you that lasts for 1 round per level disarmed. Your first successful hit does extra damage equal
and moves with you. Any speech into or out of this aura is to your proficiency bonus and ends the wild talent.
muffled enough to be incomprehensible, and creatures within 19. Light Step. As a bonus action, alter your density to
gain advantage on hearing-based Stealth checks. improve your mobility. For the rest of your turn, your walking
8. Photosynthesis: Transform light into healing energy for speed increases by 10', and the first time you stand up this
you. If you engage in light activity only while exposed to turn, you do so without expending any of your movement if
sunlight for at least 1 hour, you are healed for 1 hit point per your speed is greater than 0.
level. 20. Re-roll.

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PART 5
BACKGROUNDS AND FEATS

Languages
Standard Languages Dark Sun Backgrounds
Language Typical Speakers Acolyte and Sailor are not available. Change Folk Hero to
Slave Hero. Outlander feature grants advantage to foraging
Merchant/Common All but hin and thri-kreen checks, not automatic success.
Dwarvish Dwarves, some muls Next, select a Social Standing commensurate to your
background: templar or city official (aristocratic), noble
Elvish Elves, some edhel (wealthy), merchant (comfortable), freeman/woman (modest),
Giant Beast-head giants, braxat, tareks slave / tribesman / hermit (wretched to poor. These are
suggested levels for lifestyle expenses (PHB 157). Only city
Hin Hin, Forest Ridge residents officials, nobles, and merchants are allowed under law to
Pterran Pterran, nikaals, ssurrans read and write.
Nomad signs any NEW BACKGROUND: GLADIATOR
Thri-kreen Thri-kreen You might have been born into slavery, captured and sold to
the highest bid, or enjoyed the relative freedom in a family of
Exotic Languages freemen. Whatever the case, you showed remarkable skills
for arena combat and the people who owned or raised you
Language Typical Speakers saw your potential.
Aarakocra Aarakocra You have spent a considerable time training and fighting in
the arena and have grown to view combat as some sort of art
Ancient hin (dead language) Historical texts, psionic lore or game. Subsequently, you have a more welcoming view
Draxa (dead language) Historical texts towards gambling and carousing.
Primordial Wardens, elementals, drakes Skill Proficiencies: Athletics, Performance
Psurlonese Psurlons
Tool Proficiencies: Choose one from Masseur's supplies,
Gaming set, or Vehicles (land)
Yuan-ti Yuan-ti Languages: One of your choice
Equipment: One type of gaming set, a belt pouch with 10 cp,
a set of common clothes, a flask of oil, a token from your
patron
FEATURE: PATRON
LITERACY IS OUTLAWED
Your arena showmanship attracted someone with a certain
Sorcerer-kings in all cities outlaw literacy except position in the city who offered to be your patron. That
among the ruling class. Slaves can be executed if person could be a city official (templar), a merchant
they are caught reading. By default, player (merchant house agent or independent) or a noble. Even
characters are illiterate unless justified. though your days fighting in the arena are over, this patron of
yours is still interested in your combat skills. Your patron can
cover modest training and housing in return for no less than
half your earnings. Such a person might be poor, sticking
with you in the hopes of gaining a profit off your combat
skills, or rich, betting on arena battles as a hobby; energetic,
keeping you close as to promote you as a “valuable asset” to
friends and foes alike, or lazy, leaving you to fend for yourself.
Your patron may also have connections outside of your home-
town that can offer some sort of limited hospitality.

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SUGGESTED CHARACTERISTICS SKILL CHECK CHANGES
Due to the need to have the attention of the crowd, gladiators Athletics (swim). Only water wardens know how to swim.
tend to have flamboyant and forceful personalities. The concept is completely foreign and unknown to any
Sometimes they get compassionate and thoughtful, other characters and most creatures.
times they become self-interested and self-reliant. History includes lore about the major city-states and their
Sorcerer-King as well as organizations and cults, spirits, and
rituals.
Masseur’s supplies: You can apply massage to Insight. A character may make a DC 10 check after
another creature. By rolling a successful DC 10
Wisdom check, you bestow advantage to the next
listening to a speaker's dialect for at least 1 minute to
Strength check or Strength saving throw the
determine their city of origin, opposed by a Bluff check if they
creature will make during the next hour.
try to hide it.
Religion is replaced by Psionics, which measures your
ability to recall lore about the Will and the Way, psion orders,
and psionic abilities.
Sleight of Hand. Casters may use this skill to make their
CITY-STATE MILITIA verbal and somatic components less obvious, opposed by a
You applied to join the militia and were accepted. You Perception check.
underwent the basic training and have been stationed in your
city-state ever since. You walk a beat and have quickly learned
a few of the local undesirables, the smart ones give you NAMES BY CITY
regular payouts to look the otherway while you get to shake This is how the cities are presented in the official
those who aren’t smart enough down for any contraband they world of Athas. I am going to use them but de-
might have. As a class_name, you gain the following class emphasize the historical correlations. So Nibenay
features may have an oriential feel, but not explicitly
'Chinese'. If you have access to Xanathar's Guide to
PROFICIENCIES
Everything, use the following regions to inspire
Skills: Investigation, Intimidation name selection. This selection has nothing to do
Tools: Forgery kit, one type of artisan's tools with appearance or culture of a character but rather
Languages: The dialect and street jargon of your city-state reflects the differences in dialect that have emerged.
Equipment: Obsidian spear, guard robes, a pair of spiked Balic (Greek)
gloves, and a pouch containing 20cp Draj (Mesoamerican)
FEATURE Gulg (Niger-Congo)
You know the underground pretty well and have often had to Nibenay (Chinese)
frequent fencers in order to transform the stolen goods you Raam (Indian)
receive into cold,hard coin. In cities or large towns you are Tyr (Greek/Phoenician*)
able quicklyto find a fencer and sell and buy goods that would Urik (Babylonian/Mesopotamia*)
otherwise be illegal. Such fencers may also be able to put you *Not in Xanathar's
into contact with shady types for a price.
CARAVAN GUARD
You decided that joining the caravan would be an easy way to
get outside of the city, make a few coins, and be back by
supper. Little did you know that the wastes of the Tablelands
would hold such an allure. The harsh terrain has it's own
kind of beauty, and you've seen people from every corner of
Athas in this line of work.
PROFICIENCIES
Skills: Animal Handling, Perception
Tools: Skilled (proficient) in riding two animals of your
choosing (Kank, Inix, Mekillot, etc)
Languages: Common, Nomad Signs
Equipment: A bag of spice, robes with a veil, a rudimentary
spyglass, and a belt pouch containing 20 Cp
FEATURE
You know the underground pretty well and have often had to
frequent fencers in order to transform the stolen goods you
receive into cold,hard coin. In cities or large towns you are
able quicklyto find a fencer and sell and buy goods that would
otherwise be illegal. Such fencers may also be able to put you
into contact with shady types for a price.

GLADIATOR | THE BACKGROUND


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NEW FEATS
Feats Inner Power. You can tap deeper into the well of energy that
Each character gets one feat at 1st level. Some characters powers you. Increase your maximum ki or psi points by one
may get additional feats due to their race or class, and Feats (if you have both, pick one.)
are available as an alternative to Ability Score increases at Titan's Grip. You have learned how to wield an oversized
levels 4, 8, 12, 16 and 19. weapon. Medium creatures can wield Two-handed weapons
Only PHB Feats are available. Almost all of the Feats in the in one hand. If you wield two two-handed weapons, the off-
other sourcebooks do not square with this campaign's hand weapon does not use your Strength, Dexterity, or
approach to Feats. relevant ability modifier to the damage. Small creatures do
not have disadvantage when wielding Heavy weapons.
FEATS AVAILABLE AT 1ST LEVEL Unarmored Defense. Prerequisite: Proficiency with
Changes are in italics. These are additions to the Feat as Medium or Heavy armor. The heat of Athas has conditioned
detailed in the PHB. you to become more cunning in battle, enabling you to forego
Alert armor. When you are not wearing any armor, your AC is 10+
Athlete your Dex or Con mod (your choice). You can still use a shield
Actor and gain this benefit. Increase either your Constitution or
Charger. Shove the target up to 15' away from you. Wisdom score by 1, to a maximum of 20.
Crossbow Expert War Caster/War Psion. Same features as War Caster
Defensive Duelist apply to using Psionic abilities. The psion can use a Psi talent
Dungeon Delver becomes Nomad's Hardiness. as an opportunity attack.
Advantage on Wis/Survival checks to determine which
way is North and to forage for food and water. CLASS-ONLY FEATS
Advantage on saves to avoid exhaustion due to heat. Elemental Adept is available to Wardens only.
Resistance to non-magical weather-related damage Grappler is available to Barbarian, Gladiator, Fighter, and
(sandstorms, choking on silt, etc) Monk only.
Dual Wielder Great Weapon Master is for Barbarian, Fighter, and
Durable Gladiator only.
Grappler. As an action a bonus action, you may attempt to Heavy Armor Master is for Fighter and Gladiator only.
pin a creature by making another grapple check. If you
succeed, the creature is restrained (not you). THE FOLLOWING FEATS DO NOT EXIST:
Healer
Keen Mind. Add: learn 2 additional languages of your Inspiring Leader, Linguist, Lucky, Magic Initiate, Marshal
choice and you can ably create written ciphers. Others can't Adept, Polearm Master, Savage Attacker
decipher a code you create unless you teach them, they
succeed on an Intelligence check (DC equal to your
Intelligence score + your proficiency bonus), or they use
magic or psionics to decipher it. The code you create is made FEATS IN THIS CAMPAIGN
of up 25 pictographs and symbols. I'm taking the approach that some Feats should be
Lightly Armored earned through play. Inspiring Leader, Marshal
Mage Slayer Adept, and Savage Attacker will be awarded
Medium Armor Master situationally and through how you role play your
Mobile character- both in personality (how your character
Moderately Armored. interacts with the world) and tactically (how you
use your character's mechanics to handle
Mounted Combat encounters.
Observant For example, if your character develops the habit of
Psionic Adept. Select one Psionic Talent. giving a rousing speech on the eve of an important
Resilient battle, you can gain the benefits of the Inspiring
Ritual Caster Leader Feat. A character that is always trying to
Sentinel disarm or trip a foe can earn the Marshal Adept
Sharpshooter features.
Shield Master In the case of Linguist and Magic Initiate, they
Skilled don't make good sense to be freely available in a
Skulker Dark Sun game. However, their benefits can be
earned through appropriate role play and character
Spell Sniper development.
Tavern Brawler Polearm Master was absorbed into the Big Swing
Tough rules, and Lucky is a lazy bullshit cruch for
Weapon Master character development.

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PART 6 EQUIPMENT

COMMERCE AND CURRENCY WEAPONS


To understand commerce and equipment in Dark Sun, one Metal weapons are extremely rare and highly coveted, a sign
must understand Athas is a metal-poor world with only of wealth and power. Most weapons are made from an
handful of iron mines. Many items that would be crafted from amalgamation of obsidian, bone, or wood. It is not
metal are instead made from bone, stone, or ceramics. uncommon to find a wooden club with a bone spike in the
Virtually all city-states issue coins minted in tribute to their end and obsidian shards embedded into it. When listing a
sorcerer kings. The most common coin is the ceramic piece weapon on your gear, it should be referred to by its material.
(cp). Gold is too scarce to make good currency and silver is Some weapons cannot be manufactured from certain
only slightly more common. For millennia, templar-controlled materials. There is no such thing as an obsidian bow, and the
kilns have manufactured ceramic coins from clay, glazed in rule of common sense applies in such matters.
specific colors to discourage forgery. Notches on the “tails”
side radiate from a center point so you can break the ceramic WEAPON MATERIALS TABLE
piece into 10 pie shaped “bits.” A bit can generally buy a GP cost from
cheap night’s rest on an inn floor, a loaf of bread, or entry into Material PHB Weight
a city state. An unskilled laborer might earn 1 bit a week. The Metal 100% 100%
merchant houses do mint metal coins, but it is rare to see
them in general circulation. Most are reserved for large Non-metal (bone, obsidian, stone,
1% 50%
transactions and when dealing with government. wood)

EXCHANGE RATE
Coin Bit CP SP GP BREAKING WEAPONS
Bit 1 1/10th 1/100th 1/1000th Nonmetal weapons are prone to breaking. Once
per turn, when you do maximum damage on the
Ceramic piece (cp) 10 1 1/10th 1/100th weapon die (e.g. 8 on a 1d8), the weapon has a
Silver piece (sp) 100 10 1 1/10th chance to break. Roll a d20 Breakage Check. On a 1
or a 2, the weapon breaks. This does not apply to
Gold piece (gp) 1000 100 10 1 critical hits, nor does it apply to weapons that fire
ammunition such as bows. However, non-metal
ammunition is not recoverable.
BUYING FROM THE PHB Once per turn means that no matter how many
When making non-metal purchases from the PHB, attacks you take on your turn, only one breakage
simply change the gold piece price to ceramic check is made. However, if you make an attack of
pieces (cp). Change silver piece prices to bits. opportunity as a reaction, it occurs on a different
Anything of copper piece value might only be sold turn and breakage checks would apply.
in bulk and is treated as 1/10th of a bit, subject to Against metal armors, non-metal weapons
DM approval. automatically fail a breakage check.

METAL ITEMS FROM THE PHB


All metal items cost the listed gold piece (gp)
price. Items with mixed parts like a chariot almost
always have substitute materials and cost the
ceramic pieces price. So, a metal long sword (15gp
in the PHB) costs 15gp on Athas, or 1500 ceramic
pieces. A long sword made of other materials, such
as obsidian, cost 1% of the PHB cost, or 15cp.

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WEAPONS AND ARMOR

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NEW WEAPONS
Weapons are priced as made of non-metal. Metal weapons are 100x the listed cost.
Name Cost in cp Damage Weight Properties
Simple Melee Weapons
Datchi club 2 1d8 bludgeon 10 Two-handed, heavy
Talid 18 1d6 pierce 2 Light, immune disarm
Wrist razor 15 1d6 slash 2 Light, finesse, immune disarm
Simple Ranged Weapons
Dejada 10 1d6 bludgeon 2 Ammunition (range 20/60)
Martial Melee Weapons
Alhulak 14 1d6 bludgeon 2 Reach
Cahulak 12 1d6 bludgeon 12 Reach, two-handed, thrown (range 15/40), special
Carrikal 15 1d10 slashing 6 Versatile (1d12)
Dragon paw 15 1d6 pierce 9 Two-handed, finesse, heavy, special
Forearm Axe 8 1d6 slash
Gouge 16 1d12 pierce 14 Two-handed, reach, heavy, special
Gythka 15 1d6 pierce 12 Two-handed, finesse, heavy, special
Impaler 4 1d8 pierce 5 Versatile (1d10)
Lotulis 10 1d8 slash 4 Two-handed, heavy
Quabone 20 1d8 bludgeon 2 Finesse
Singing sticks 24 1d6 bludgeon 1 Light, finesse
Trikal 11 1d8 slash 5 Two-handed, reach, heavy, polearm
Tortoise blade 30 1d4 slash 8 AC bonus, immune disarm, special
Martial Ranged Weapons
Chatkcha 10 1d6 slash 1/2 Light, finesse, thrown (range 30/90), special
Arena net 10 1d4 5 thrown, range 5/15, special

Arena Net. As per the Net in the PHB, but this net has
WEAPON MATERIALS blades or sharpened prongs woven into the knots to do
All of the above weapons are made of bone, stone, obsidian, damage to the ensnared creature. If the user chooses, the
or treated wood. There are no silvered or adamantine Arena net can be tethered to the thrower and use its bonus
weapons available for sale on Athas. Such relics, if they ever action to drag the ensnared creature 10' closer.
existed, would be in the vault of the richest merchant house
or a sorcerer king, or lost beneath the ruins of a civilization
gone eons ago.

PHB Weapons. The following weapons are available in non-


metal form. All simple melee and ranged weapons; Maul;
Scimitar, Shortsword, Warpick; Blowgun, Hand Crossbow,
Longbow, Net.

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Trikal. Three blades radially project from the business end
New Weapon Description of a 6 foot shaft. A series of sharp, serrated edges line the
shaft below the blades while the far end of the weapon is
Images of some weapons can be found here. weighted to balance it.
Alhulak. A blunt grappling hook attached to 5-7 feet of Tortoise Blade. A short, sharp blade attached to the shell
rope with a 2 foot-long handle. The bladed head is commonly of a desert tortoise. It straps to the forearm and provides
carved from mekillot bone while the handle is wood or bone. protection like a buckler with +1 to armor class. It cannot be
Cahulak. A pair of alhulak heads tied to either end of a 10- combined with a shield (the better bonus applies), but if a pair
12-foot rope. As a melee weapon, the wielder holds one blade are worn, their effects stack to a maximum of +2.
cluster in each hand and swings them in unison or Wrist Razor. Several blades fastened to a strip of leather
succession at the foe. Used this way, the wielder can strike and lashed onto the forearm.
with the off-hand as a bonus action and the weapon has Forearm Axe. Strapped to the forearm like a buckler, the
reach. As a thrown weapon, it tangles around the target like a forearm axe resembles a double-headed battleaxe, with the
Net (no effect on Huge or larger, DC10 Strength check to free wearer's arm serving as the haft of the axe. You may continue
self or another) and causes 1d6 damage when the blades to use your hand normally, but you cannot attack with the
strike. forearm axe and a wielded weapon in the same hand in one
Carrikal. The sharpened jawbone of a large creature round. Your opponent cannot use a disarm action to disarm
lashed to a haft, forming a sharp club with two forward facing you of a forearm axe.
heads.
Chatkcha. This small 3-bladed crystalline throwing wedge Gouge.
is made exclusively by thri-kreen in a secret process carefully
guarded by them. In their language, it means “rememberer-
who-ends-knowledge,” reflecting it ends awareness by killing
and remembers to return to its thrower. Due to its spin it will
return to a proficient thrower if it misses.
Datchi club. A 4-foot-long head made of dried insect hide
or roots is attached to a 3-foot-long handle, with teeth or
claws embedded in the head, enabling it to create horrible
wounds. It is a crude, common weapon used in the arena.
Dejada. A long, scooped basket is worn on the arm and
used to propel 2-inch ceramic or stone projectiles called
“pelota” at high rates of speed.
Dragon Paw. Popular in arenas, this is a 6-foot-long pole
with a blade on either end. Proficiency allows the wielder to
strike with the off-hand as a bonus action.
Gouge. Worn in an over-the-shoulder harness, this is
commonly found in the Nibenese infantry. A wide blade is
mounted to a 3-foot-long wooden shaft that requires two
hands to wield. One hand goes on a small bar and another on
a grip at the rear of the shaft to increase thrust. The weapon
is wielded much like a shovel.
Gythka. A thri-kreen polearm with wicked crystalline
blades at each end, wielded like a quarterstaff with the ability
to strike with the off-hand as a bonus action. Like the
chatkcha, its manufacture is a closely guarded racial secret.
Impaler. Developed for the arenas, this is a T-shaped
weapon with two blades mounted parallel atop the end of a 4-
foot shaft. It is swung like a pick.
Lotulis. Crescent blades with barbed spikes near the
points and mounted at either end of a long shaft make this a
nasty melee weapon. Forearm Axe
Quabone. Common arena weapon made from 4 identical
shanks lashed together to form a symmetrical, sword-length
rod.
Singing Sticks. A carefully crafted and polished thin club,
often used in pairs, drawing their name from characteristic
whistling noises when used.
Talid. Also known as the “gladiator’s gauntlet,” this is made
of stiff leather with metal, chitin, or bone plating on the hand
cover and along the forearm. Spikes protrude from the
knuckles and along the back of the hand. A sharp blade runs
along the thumb and there is a 6 inch spike on the elbow.

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NEW ARMORS
The listed armors are not made of metal as crafters have learned ingenious methods of making armor of animal hides
and other material. Metal armors, while ill-advised during daylight hours, cost the listed PHB price. A suit of metal
plate mail would cost 150,000 cp, enough to fund construction of a small fortress, or to display one's wealth and
power.
Name Cost in cp Armor Class (AC) Weight Properties
Light Armor
Padded 5 11 + Dex modifier 8 Stealth disadvantage
Leather 10 11 + Dex modifier 10 --
Studded leather 45 12 + Dex modifier 13 --
Medium Armor
Hide 10 12 + Dex modifier (max 2) 12 --
Bonemail 50 13 + Dex modifier (max 2) 20 --
Scale 50 14 + Dex modifier (max 2) 45 Stealth disadvantage
Shell 400 14 + Dex modifier (max 2) 20 --
Chitin 750 15 + Dex modifier (max 2) 40 Stealth disadvantage
Heavy Armor
Baazrag Bone 30 14 40 Stealth disadvantage
So-ut mail 75 16 55 Str 13, stealth disadvantage
Mastyrial 200 17 60 Str 15, stealth disadvantage
Braxat plate 1500 18 65 Str 15, stealth disadvantage
Shields
Buckler 15 +1 2 Special
Shield 10 +2 6 --
Pavise (archer shield) 20 +2 9 Special
Tower shield 45 +2 30 Str 15, stealth disadvantage, special

WHY WEAR METAL ARMOR


Non-metal weapons break automatically on a
ARMOR AND EXTREME HEAT breakage check against metal armor, making it a
Extreme heat rules will almost always apply every fearsome option for those who can afford to wear
day in Athas (DMG 110). Characters exposed to it.
the heat and without access to water must make a
Constitution saving throw at the end of each hour
of exposure (DC 5 + 1 per hour after first) or gain a
level of exhaustion.
LIGHT ARMOR
Those wearing Medium or Heavy armor have The lightest and cheapest option, worn by most Athasians,
disadvantage on this save. designed to trap moisture and maximize air flow.
Anyone foolish enough to wear metal armor in Padded. Commonly made by layering oiled canvas
extreme heat also requires double their normal between silk, with a soft padding underneath. Types:
allotment of water. kes'trekel feather, spidersilk, giantweave.
Leather. Commonly made from cured animal hide fitted
for a particular user. Types: inix, baazrag, jhakarskin.
Studded Leather. Reinforced with close-set rivets or
spikes made of bone or chitin.

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MEDIUM ARMOR SHIELDS
More protection with less flexibility, more often used in cities Shields are made from a variety of materials, ranging from
than in the direct sun but also built with ventilation in mind thick beetle shells to mekillot plates to reinforced bark.
allowing some to avoid overheating during exertion. Buckler. Small shield strapped to forearm. As an action or
Hide. Crude but flexible enough for use in the sun, favored bonus action, you can don or doff the buckler by flipping it
by many warriors. Types: tembo, kank, kirre, mekillot. around, allowing you to quickly switch between fighting styles
Bonemail. Stiff leather jackets adorned with small disks or or to free up a hand for casting. A shield normally takes 1
squares of horn, bone, or wood. The kank and the cilops have action to doff or don.
hard body parts ideal for such coats. Shield. Standard one-handed device varying in material
Scale. A heavy coat with carru leather leggings and and shape.
overlapping scales of a beast. Types: Scorpion, mekillot. Pavise. This convex shield is designed to stand alone on
Shell. Fitted inix or mekillot shell pieces worn over supple the ground. It takes an action to place or pick up a pavise.
leather. Legs and arms are left vulnerable but the vital organs When placed, you lose the AC bonus but gain 1/2 cover if
are protected and movement unhampered. standing or 3/4 cover if prone behind it. A placed pavise
Chitin. Shaped chitin plates covering most of the body provides no protection against melee attacks.
except the leg, which is protected by simple graves held by Tower shield. Standing nearly as tall as a person, this
leather straps. shield grants the wielder a +2 bonus to Dexterity saves that
does not stack with cover. You can also use this shield in
HEAVY ARMOR conjunction with the Dodge action to keep your dodge
Years of experimentation and clever crafting methods have benefits even if stunned or movement is reduced to 0.
led armorers to develop ingenious air ventilation and
circulation methods allowing alternative armors to be worn
in the heat of Athas, albeit with some drawback. A NO-ARMOR OPTION

Baazrag Bone. Hardened leather with thick baazrag Who would use armor in the scorching heat of the
desert? Gladiators, soldiers, and city guards wear
bones, the few bones aside from drakes that can withstand armor, but since you cannot really travel, sleep of
the process, sewn in it. While appearing massive and even fight in armor in the desert without risking
imposing, it is the least practical of the heavy armors. exhaustion, most are able to fight without armor.
So-ut mail. The scales of a so-ut are attached to a layer of
quilted fabric worn underneath to prevent chafing and Anyone can trade their medium armor proficiency
cushion blows. The hard scales provide superior protection for the monk's Unarmored Defense or their heavy
to traditional scale armor. armor proficiency for the barbarian's Unarmored
Mastyrial. The chitinous shell of the mastyrial is valued for Defense. Unarmored Defense can also be taken as
its protective qualities. When supplemented with a backing of a feat (and you get +1 to Wisdom or Constitution if
leather over cloth padding, it serves as a superior armor. take it). You must be proficient in light armor or
Braxat plate. Braxat shell makes excellent armor plates medium armor to take this feat.
that can be shaped to fit the body and interlocked. Thick
padding underneath cushions attacks, and buckles and straps
evenly distribute the weight.

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ADVENTURING GEAR High Templar’s Outfit: This set of clothing is made of the
Adventuring gear is presumed to be made of non-metal best material produced by a city‐state’s artisans and
components unless impossible (e.g. a lock), in which case the exemplifies that city’s templarate. Subject to DM discretion,
item costs the listed full listed GP price as normal. simply wearing it may give advantage on Charisma checks in
that city against the populace but possible Disadvantage
NEW EQUIPMENT against an actual templar.
Item Cost Weight Wasterlander's Outfit. Like elven clothing, this is
Clothing designed for desert survival but considered far less
fashionable. Its layers trap in moisture and the thick padding
Elven 30cp 5 helps when navigating through brambled areas.
High Templar 100cp 5 FOOD AND LODGING
Wastelander 20cp 6 Broy: Broy is made from fermented kank nectar. When
served plain, it is potent and foul tasting. However, broy can
Food and Lodging be served warm and spiced with a pungent herb that
disguises its sourness, as well as enhancing its enrapturing
Broy 2cp gallon, 4 bits mug 8 powers.
Inn stay (per day) Tun of Water (250 gallons). In most cities, water is drawn
from a collective cistern maintained by templars and then
Good 20cp distributed or sold. The prices are subject to change during
Poor 2cp dry periods or when templars want to extort more money.
Meals (per day)
MOUNTS
Good 5 bits
Crodlu: A large bipedal lizard mount, resembling a scaled
Common 3 bits ostrich. A crodlu is appropriate as a mount for a Medium
Poor 1 bit
humanoid creature. Crodlu are hard to control in battle while
war crodlu can be ridden into battle easily. Crodlu benefit
Water from stabling, can wear barding, and require feed like normal
Gallon 2 bits 8
mounts.
Erdlu: Flightless birds mostly used as herd beasts. They
Mug 1 bit 1 stand 7 feet tall and weigh around 200 lbs. An erdlu is
Tun (250 gallons) 40 cp 2000 appropriate as a mount for a Medium humanoid creature.
Erdlus are hard to control in battle unless trained. Erdlus
Mounts benefit from stabling, can wear barding, and require feed like
Crodlu, riding 200cp normal mounts.
Inix: A large, 16‐foot long reptile commonly used for riding
Crodlu, war 400cp and as a beast of burden. An inix is appropriate as a mount
Erdlu 10cp for a Medium or Large humanoid creature. Inixes can be
ridden into battle easily. Inixes benefit from stabling, can
Inix 100cp wear custom barding, and require feed like normal mounts.
Kank, riding 125cp Kank: A large, 8‐foot long insect, commonly used as a
personal mount. These insects cannot be used as food, for
Kank, war 250cp their meat smells atrocious, but they produce highly
Mekillot 200cp nutritious globules of honey. A kank is appropriate as a
mount for a Medium humanoid creature. Kanks are hard to
Other control in battle. Kanks benefit from stabling, cannot wear
Giant hair rope (50 ft.) 50cp 10 barding, and do not require feeding.
Water jug (2 gal) 2cp

DESCRIPTION

CLOTHING
Elven Outfit: Elven clothing is based around two concepts:
functionality and flattery. This set includes a hooded cloak or
stylized robes patterned to match a landscape as well as a
scarf to assist with wind and sandstorms. While normally
only made and fitted for elves, the design has caught on and
is in demand in many city-states.

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Mekillot: A mekillot is a huge, 6,000‐lb. lizard, used for Wagon. A wagon is the simplest form of transportation.
hauling large cargo or serving as transportation for troops. Crodlus or kanks can be used as beasts of burden for the
These beasts are hard to control in combat and usually normal versions. An open wagon is a little more than a
require a psionic handler. Mekillots benefit from stabling, can wooden box on four wooden wheels while an enclosed
wear barding, and require feed eight times more than a ensures its riders are unaffected by weather. An armored
normal mount. caravan wagon requires two mekillots to pull, has multiple
rooms on multiple levels, and can carry a cargo of 15,000
OTHER
Giant Hair Rope. Made from the near-unbreakable hair of pounds of goods, up to 50 fully armed warriors, 25 slaves in
transit, and a handful of merchants, nobles, or other
giants, this rope has Hardness 5 and 2 damage to cut. travelers. The defense balconies in an armored caravan
TACK, HARNESS, AND VEHICLES wagon provide half cover against any attacks from outside.
Item Cost Weight Anyone riding an enclosed or armored caravan wagon is
Barding (+2 AC)
considered to be at rest and shaded.
POISONS OF ATHAS
Crodlu 250cp 80
Poison Type Price (cp) per dose
Inix 500cp 100 Assassin's blood (DMG) Ingested 75
Kank 250cp 80 Assassin bug Injury 90
Mekillot 1,000 200
Bleached inix slumber Ingested 650
Bit and bridle 2cp 1 Blight Injury 90
Transport Burnt othur fumes Inhaled 250
Chariot 250cp 100
Cactus venom Injury 200
Howdah Essence of ether (DMG) Inhaled 300
Inix, normal 10cp 50 Gaj poison gas Inhaled 1200
Inix, war 100cp 150
Gold scorpion Injury 120
Mekillot, normal 50cp 250 Hypnotic brew Inhaled 30
Mekillot, war 500cp 1,000 Id fiend essence Contact 375
Wagons
Kivit musk Ingested 90
Armored 1,000cp 5,000 Malice (DMG) Inhaled 250
Enclosed 50cp 500 Mastyrial poison Injury 1200
Open 25cp 400
Midnight tears (DMG) Ingested 1500
DESCRIPTION Mulworm Contact 120
Barding. A mount's defense can be reinforced by covering it Oil of taggit (DMG) Contact 400
with barding. Made of leather pads with bone, chitin, or wood
plates, barding increases a mount's Armor Class by 2. Pale tincture (DMG) Ingested 250
Chariot. A chariot is a lightly armored vehicle constructed Purple grass extract Ingested 500
of wood, chitin and hardened leather, designed for riding and
combat. Two people can ride a chariot. A creature riding a Serpent venom (DMG) Injury 100
chariot has half cover against attacks from the front or the T'chowb ichor Contact 250
sides. Crodlu and kanks can be used to pull a chariot.
Howdah. A howdah is a frame with seats designed to be Torpor (DMG) Ingested 600
mounted on the back of an inix or mekillot. A normal howdah
is made of a light wooden frame while a war howdah is
constructed of much sturdier materials and offering half
cover against any attacks from outside. An inix howdah can
hold up to four people. A mekillot howdah can be constructed
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.

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POISON DESCRIPTION Id fiend essence (contact). A combination of an id fiend's
These are commonly encountered market poisons and are blood and cranial fluid can be reduced through a slow boil
not considered a full list of all available poisons in Athas. into a pinkish fluid that, when absorbed by a targets' skin,
Those with skill in gathering components may harvest and causes frightful visual hallucinations. If left unchecked, these
develop less-commonly seen poisons. hallucinations can send the victim into blind panic, fleeing
Assassin bug (injury). The poison of the male assassin from the unseen assailants that harass and threaten him. A
bug causes a flesh-numbing sensation that ends with a creature subject to this poison must succeed on a DC 14
stiffness of the victim's limbs. The target must make a DC 10 Constitution save or be frightened for 1 minute. The creature
Constitution saving throw or have disadvantage to all can attempt a save at the end of each of its turns to end the
Dexterity-based saving throws and checks for 1 minute. effect.
Bleached inix slumber (ingested). Made from mixing sun Kivit musk (ingested). When ingested, the refined extract
bleached inix bone and epserweed sap, this poison is from a kivit's musk gland causes constant stomach pain
typically mixed with spiced wine. This poison is typically used accompanied by sporadic vomiting and diarrhea, the effects
by bards and templars as a preliminary attack before sometimes lasting for hours on end. The target must make a
ambushing rival noble houses, templar officials, or Veiled DC10 Constitution saving throw or be poisoned for 8 hours.
Alliance cells. The target must make a DC 16 Constitution Mastyrial poison (injury). The poison from a desert
saving throw or be poisoned and unable to use psionics or mastyrial causes internal hemorrhaging, resulting in painful
cast arcane spells for 1 minute. Those who fail the saving splotchy bruises appearing all over the victim's skin, body
throw by 5 or more are also unconscious and may be chills, and possible bleeding from bodily orifices. A target
awakened by taking damage or if another creature uses an must make a DC 15 Constitution saving throw or take 24
action to shake them awake. At the end of each of its turns, (7d6) poison damage on a failed save, or half as much
the target repeats the saving throw to be able to use psionics damage on a successful one.
and cast arcane spells again. Mulworm Poison (contact). Those who simply come into
Blight (injury). This poison made from undead extract contact with mulworm poison suffer a severe rash; a far
disrupts the central nervous system's ability to communicate worse fate awaits those injured by the poison, which attacks
between the brain and the muscles, thereby causing the body's immune system, causing a debilitating inability to
paralysis. A target must make a DC 10 Constitution saving defend itself from other infections. A creature subject to this
throw or become paralyzed for 1 minute. The poisoned poison must succeed on a DC 13 Constitution saving throw
creature can attempt a saving throw at the end of each of its or take (3) 1d6 poison damage and have disadvantage on
turns to end the effect. saves against poison and disease. The poisoned creature
Cactus venom (injury). When correctly harvested and must repeat the saving throw every 24 hours, taking (3) 1d6
refined, the venom contained in the tiny sac at the base of a poison damage on a failed save. Until this poison ends, the
hunting cactus' spine can be made into a fast-acting paralytic damage caused by the poison cannot be healed by any
agent, distrupting the victim's central nervous system. The means. After one successful save, the effect ends.
target must make a DC 14 Constitution save or be poisoned Purple grass extract (ingested). Made from the purple
for 1 minute. The poisoned creature is also paralyzed. The grass that grows outside of Urik, this poison both damages
target can repeat the saving throw at the end of each of its the victim, and inebriates them. This poison is not commonly
turns to end the effect. used, but herders and gatherers know to avoid it in the areas
Gaj poison gas (inhaled). This noxious gas clogs the around Urik. Bards have recently been attempting to find
victims breathing conduits, making it difficult to breathe as uses for this poison, given the long period of intoxication that
well as causing nausea and blurred vision. Additionally, a follows. Anyone ingesting the plant, which tastes like a
painful tingling of the skin occurs where the gas touches delicious dry wine, has their teeth and lips stained purple for
exposed flesh. A creature must make a DC 16 Constitution 1d8 days. A target must succeed on a DC 13 Constitution
saving throw or take 14 (4d6) poison damage and have saving throw or take 22 (4d10) poison damage and be
disadvantage on all attacks, saving throws, and abilty checks poisoned for 24 hours in an intoxicated condition. A target
for 1 minute on a failed save, or half as much damage on a that makes the save takes (2) 1d4 points of poison damage.
successful one. T'chowb ichor (contact). The lymph nodes and enlarged
Gold scorpion (injury). The poison of the gold scorpion is sweat glands found in the hands of the t'chowb can be used to
extremely potent for its tiny size, causing muscle spasms and create a viscous contact poison that, like the touch of the
loss of strength more commonly associated with much larger creature itself, drains the victim of his wits. A creature
poisonous creatures. The target must make a DC 12 subject to this poison must succeed on a DC 13 Constitution
Constitution saving throw or take 13 (2d12) poison damage, saving throw or have his Intelligence reduced by (2) 1d4
or half as much damage on a successful one. points. The poisoned creature must repeat the saving throw
Hypnotic brew (inhaled). This is a tasteless, odorless every 24 hours and have his Intelligence reduced by (2) 1d4
mixture of herbs commonly peddled in Bard’s Quarters. It is points on a failed save. Until this poison ends, the reduction
typically used by bards and mindbender to “soften up” a cannot be healed by any means. A creature whose
target before attempting to manipulate or manifest a power. Intelligence reaches 0 dies. After one successful save, the
The target must make a DC 15 Constitution saving throw or effect ends and the points are fully restored after a long rest.
suffer a 1d4 penalty modifier to saving throws against psionic
effects for 1 minute.

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50 A perfectly round black obsidian orb 2" in diameter
Athasian Trinkets with a small chunk taken out of it
51 A ceramic coin minted by a long dead merchant house
% Roll Item 52 A fire drake scale that is always warm to the touch
01 A faro needle 53 An inert Psionicus
02 A scrap of rasclinn hide 54 The tip of a kirre's horn
03 A thri-kreen antennae 55 A small piece of bronze hammered into the form of a
04 A roc feather fan bearded dwarf's head
05 A shard of obsidian with a tiny skull inside of it 56 A 6" piece of cha'thrang tether
06 A necklace made with gith fingerbones 57 A small wooden top, when you spin it you hear the
07 A wyvern’s stinger rushing wind, but no one else does
08 A small bag containing the complete skeleton of a 58 A piece of crystal that lightly vibrates
snake 59 A templar amulet from the city of Kalidnay
09 A dried esperweed flower 60 A tiny sketch of a small humanoid the likes of which
10 A bone insignia of rank from Yaramuke you've never seen
11 A hardened sand painting depicting a gladiator match 61 An erdlu beak with string tied to it, to make a mask
12 A leather amulet with a strange rune on it 62 A dried out kank honey globule
13 A vial that contains silt from the bottom of the silt sea 63 A crystal with a face that bears uncanny likeness to you
14 A crystal eye from a crystal spider etched inside of it
15 A dried out hurrum beetle that hums 64 A glass bead, hardened by psionics
16 A coin made from carved carapace 65 A small stone box with unknown ashes in it
17 A small set of bones, looks like a complete humanoid, 66 A small wooden sailcart toy
very small 67 A pouch filled with defiler ash
18 A rough stone statue of a crodlu 68 A small sundial
19 A treasure map written on parchment with names of 69 An incense holder carved in the likeness of a silt
places you've never heard of 72 A broken jade disk inscribed with the image of a Draji
20 A broken bone heartpick inscribed with the history of a templar holding up a heart
long dead Tarek tribe 73 An Athasian sloth's tooth carved with the image of a
21 A lock of giant hair hin village on it
22 A small wooden statue of a small hin-like creature 74 A small orange flag with crossed carrikals in black on
you've never seen before it
23 A ring made of agafari wood 75 A gord with dried herbs
24 A petrified Kes'trekel egg 76 A small piece of leather which holds several small
25 A smooth cylinder made from dasl pieces of dried sap
26 A small rock that was once part of a stone elemental 77 A broken M'Ke trade coin
27 A vial with the saliva of an id fiend 78 A ceremonial dagger given to free a gladiator slave
28 A hardened bone slave's collar from Tyr
29 A scroll with a spell written incorrectly on it 79 A cracked belgoi's bell
30 An ock'n shell 80 A rusted scale
31 A small gem that holds the Focus of a dwarf 81 An Urikite beard ring
32 Half of templar's amulet depicting the sorcerer-king 82 A skull of a Pristine Tower warped creature
Hamanu 83 A wooden box filled with leaves from the Crescent
33 A tuft of hair from a feylaar forest
34 A piece of supple leather with the image of a forest on 84 A silk veil
it 85 A wooden plate with a drawing of the Sunrise on it
35 An aarakocra feather 86 A small stone statue taken from a building in Nibenay
36 A glass jar with tentacles in a pickling fluid 87 A flask with water from the Lake of Golden Dreams
37 A whistle made of bone 88 A small bottle with sand from the Black Sand region
38 An elven rattle made from a tortoise shell 89 A piece of ceramic with the image of silk skimmer on it
39 A jankx spur 90 A skull carved from lava rock
40 A tooth from a water drake that always has 91 An ancient coin from Giustenal
condensation on it 92 A faded writ of trade from Kurn
41 An agafari wood needle 93 A drumstick from the forgotten city of Eldaarich
42 A bone key of Balican design 94 A stone tablet with names of ancient knights
43 A hin war fetish with dried blood on it 95 A clay tablet with unknown runes on it
44 A broken pterran thanak 96 A bone plate with images of Ral & Guthay etched on it
45 A wooden toy in the shape of a mekillot 97 A yellow scrap from an Urikite Templar's cloak
46 A mummified hand of a thrax 98 A ceramic disk in the shape of the sun
47 A holy symbol of an elemental priest of water 99 An arrowhead made by a dead elven tribe
48 A sharpened feather 00 A small iron hammer made by an ancient dwarven clan
49 A tkaesali head formerly owned by a disgraced Nikaal

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EQUIPMENT PACKS Noble's pack (37 cp). Includes a chest, 2 cases for
Most people avoid cumbersome equipment packs maps and scrolls, a set of fine clothes, a vial of ink,
in the heat of the desert. Still, some items are vital an ink pen, a lamp, 2 flasks of oil, 5 sheets of
for one's travels to such inhospitable lands. The parchment, a vial of perfume, sealing wax, and
packs available to characters include: soap.
Bard's Kit (40cp). Includes a backpack, bedroll, 2 Nomad's pack (4 cp). Includes a blanket, a set of
costumes, 5 candles, 5 days of rations, a waterskin, desert clothes, a fire kit, a small knife, a signal
and a disguise kit. whistle, a two-person tent, and two waterskins.
Burglar's pack (8 cp). Includes a backpack, 10 Traveler's pack (10 cp). Includes a backpack, a
feet of string, a bell, 5 candles, a bag of bone bedroll, a set of desert clothes, a fire kit, 5 days of
caltrops, a fire kit, a bone grappling hook, 2 flasks ration, 5 torches, and four waterskins.
of oil, and a waterskin. The pack also has 50 feet of
hempen rope strapped to the side of it.
Dune Trader's pack (8 cp). Includes a backpack,
an abacus, a blanket, a lamp, a flask of oil, a pouch,
a sack, a merchant's tunic, 2 ceramic vials, and two
waterskins.

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PART 7 MAGIC

Removed Spells Magic and Psionics


The following PHB spells either do not exist or are restricted Any spell that detects or cancels magic also affects psionics,
to a particular class. Spells from other sources, such as including but not limited to: dispel magic, counterspell, and
Xanathar's Guide to Everything, must be approved by the anti-magic shell. Features such as Magic Resistance still only
DM. affect magic. If a creature is resistant to psionics, for
example, it will be listed as Psionic Resistance.
Spell Level
RENAMED SPELLS (OPTIONAL)
Create or Destroy Water 1st Athas spells do not reference the names of wizards from
Continual Flame 2nd other realms but do exist. Unless listed below, remove the
name of the caster (e.g. melf's acid arrow is simply acid
Create Food and Water 3rd arrow.)
Water Walk* 3rd
Spell Athasian name
Control Water* 4th
Armor of Agathys Armor of Sielba
Conjure Woodland Beings 4th
Arms of Hadar Arms of Kalid-Ma
Conjure Fey 6th
Faerie Fire Spirit fire
Conjure Celestial** 7th
Tasha's Hideous Laughter Belgoi's Laugh
Tsunami*** 8th
Hunger of Hadar Hunger of Kalid-Ma
All planar travel spells
Leomund's Tiny Hut Nomad's Tiny Hut
*These spells control Silt instead. Evard's Black Tentacles
Silt Horror's
**While fiends may traverse Athas, all other outerplanar Tentacles
types do not or perhaps cannot. Mordenkainen's Faithful Hound Faithful Dagorran
***This is renamed "Sand Storm" and uses sand, not water.
Bigby's Hand Hand of the Giant
Mordenkainen's Magnificent
SPELL COMPONENTS King's Abode
Mansion
Spell components with a gold piece (gp) cost are
converted to ceramic pieces (cp). The ecosystem Mordenkainen's Sword King's Blade
of Athas has led casters to find substitutes. When
appropriate, for flavor the DM or players may
describe the substitute material.

ALTERED SPELLS
For flavor only, any spell that purports to have a
metallic effect (e.g. blade barrier) thematically can
have it replaced with obsidian, bone, etc. Similarly,
spells that require a watery component (e.g.
Simulacrum snow) are replaced with an Athas
equivalent (e.g. sand or silt).

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PART 8 SURVIVAL

WATER
Athas Survival Rules At the end of the day, a character who did not consume the
The wilderness of Athas, beyond its apex predators, is daily requirement of water gains one level of exhaustion, or
unforgiving to the unprepared. Sandstorms, sinkholes, two levels if the character has one or more levels of
shifting dunes, and the scorching heat all are dangers just as exhaustion from any source already.
real as the claws of a kirre. The rules of Athas concerning A character who drinks only half the water amount can
healing, starvation, and dehydration vary from those in the make a DC 15 Constitution save to avoid exhaustion.
PHB.
SURVIVAL DAY
A Survival Day is a unit of measuring the amount of food and REMOVING EXHAUSTION
water a character has. Remember, a long rest can remove one level of
exhaustion, but the character must consume full
You use 1 Survival Day (SD) at a long rest and 1/2 SD at a rations and full water for this to occur (described in
short rest. the PHB as "some").
Typical overland travel uses 1 SD. A day in a city or
settlement uses 1/2 SD, and badlands, sandy wastes, salt
flats and the silt sea use 1 and 1/2 SD.
You can go on Half Rations for a time. You can survive on
half-rations for a number of days equal to your HEALING (NEW)
Constitution modifier x 2. A character on half-rations When in the wilderness without shelter that shields one from
suffers 1 level of exhaustion and must make a DC 15 the heat and sun, it is more difficult to rest. Characters
Constitution check or suffer an additional level of without shelter use the DMG's slow natural healing (p267)
exhaustion. Only a day of eating normal rations resets the rule. Such characters do not regain all hit points at the end of
counter to 0. a long rest and instead must spend Hit Dice to heal. In a
FOOD AND WATER NEEDS
setting in which shelter is available, use the rules as normal.
Character Water per
Size Food per Day Day
ENCUMBERANCE
We will use a simplified system to track encumberance:
Small 1/2 pound 2 gallon
Encumberance will be measured in slots. Each slot
Medium 1 pound 2 gallons represents 10lbs of gear.
Large 4 pounds 8 gallons Your number of slots= 3+ strength modifier.
Encumberance does not include armor worn, weapons or
Night Travel
DC 12 Con check every 8 hours shield carried, or jewelry.
or take 1 level of exhaustion One Survival Day= 10 lbs.
Foraging Food/Water availability
Lbs Food, 100 coins= 5 lbs.
Gal Water A waterskin (1 gallon)= 5 lbs.
plentiful- DC 15 2, 1.5
Small items of insignificant weight or bulk can be bundled
at the DM's discretion.
limited- DC 20 1, 1
very little- DC 24 1/2, 1/2

*Make a separate check for food and water.


**Foraging takes 1 hour of effort when moving at a normal
or slow pace.

78
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PART 9 HOUSE RULES

1. Called Shot. You must declare that you’re calling a shot 6. Lingering Injuries. When you drop to 0 hp but are not
before you make the attack roll and you must specify your killed outright, roll a d10 to determine the nature of you’re
target and the intended effect. The target gets a bonus to injury. The table for this is slightly modified from the DMG
its AC. Hit modified AC. On a success, the target gets a table of Lingering Injuries on p.272.
Save versus the intended effect. If you miss the modified
AC but hit the regular AC, this is still a hit, but not the 7. Mark. You can Mark a target when you make a melee
Called Shot. attack against it. Until the end of your next turn, any
The DC for the Save is 10+ the Ability Modifier of the Opportunity Attack you make against the marked target
Called Shot. has Advantage, and it does not expend your Reaction. You
are still limited to 1 OA per turn.
Arm/tentacle. +2 AC; Constitution Save or suffer
Disadvantage on Ability Checks. 8. Massive Damage. When you take damage from a single
Head. +2 AC; Con Save or target cannot take Reactions source that is equal to or greater than your HP maximum,
Leg. +2 AC; Con Save or speed is halved you must make a DC 10 Con Save or suffer the effects on
‘Vitals’. +2 AC; target must make a Con Save before using the ‘System Shock’ table on p. 272 of the DMG.
its Movement or taking any Action, Reaction, or Bonus 9. Onslaught. You focus your fury on one target, doing more
Action. Failure means the target cannot use that damage to it the more you attack it. Each time you hit that
movement or perform that action. ‘Vitals’ refers to any target on subsequent turns, you can use your Bonus
part of the target’s body that is integral to its functioning Action to add a damage die to each hit. If you fail to hit
(heart, gut, spine, lungs, etc) that target on your next turn, your damage against that
Wing. +2 AC; Con Save or flying speed is halved; 2 hits= target resets to ‘normal’. Round 1: normal damage Round
target must land immediately at a point it chooses that is a 2: +1d6 Round 3: +1d8 Round 4: +1d10 Subsequent
distance no more than half of its movement speed. rounds: +1d12
Ear/Eye. +4 AC; Dex Save or target has Disadvantage on
perception checks that rely on sound or sight. This also 10. Pounce. You use your movement to make a Long Jump at
includes sensory appendages such as antennae. a target and make a single melee attack against it. If the
Hand/Mandibles. +4 AC; Dex Save or target has attack succeeds, the target must make Strength Saving
Disadvantage on Attack rolls and Ability Checks that rely Throw or be knocked Prone. You can use your Bonus
on the target using those appendages. This lasts 1d4 Action to make another melee attack against that
rounds. creature. (Long Jump= move at least 10’ before the jump;
Neck. +4 AC; Con Save or target takes 1d4 ongoing you can jump a number of feet equal to your Strength
damage. score).
2. Charge. Must move 15’ in straight line; make a single 11. Tumble or Rumble. As an Action or a Bonus Action,
melee attack, +2 to Attack and +2 to Damage. make an Acrobatics or Athletics check to move through a
3. Dangerous Reach. If you are a creature with 10’ reach hostile creature’s space without provoking an Opportunity
(or more), or if you are wielding a Reach weapon, other Attack. This is opposed by the hostile creature’s
creatures provoke an Opportunity Attack when they first Acrobatics or Athletics check (creature’s choice).
enter your reach. 12. Vicious Fighter. Any creature can use a Bonus Action to
4. Expanded Crits. A Critical Hit is on a 19 or 20. 19= max make an unarmed or butt-end weapon attack versus a
first weapon die 20= automatic maximum damage Any target in its range. This attack does 1d4 damage.
feature that expands the crit range is treated as a 19 for 13. Weapon Breakage. On a Natural 1 on an attack roll, or
damage purposes. when you roll for maximum damage with your weapon
5. Healing Surge. Every character gets 1 Healing Surge. As (excluding crits), roll a d100. There is a 20% chance your
an Action, a character can spend up to half its HD +Con weapon breaks. You can use a broken weapon as an
mod to regain lost hit points. Any unspent Healing Surges improvised weapon. This rule does not apply to metal
are lost, and spent Healing Surges are regained after a weapons.
long rest.

79
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
PART 10 ERRATA

Last updated 5/23


1. Thri-Kreen Survival Day uses only 1/2 of an encumbrance
slot.
2. One day of rations cost 2cp.
3. Druid's Circle of the Land (Dessert) spell: replace 'create
food and water' with 'silt walk'.
4. Regular ammo (bone/stone/obsidian/glass) has a 50%
chance of being recovered. Metal ammo is recoverable as
circumstances dictate (recoverable in normal combat, but
versus metal or stone targets the 50% chance rule
applies).
5. Any non-physical creature (astral, ethereal, spiritual)
cannot benefit from a Charge.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dark Sun
Campaign
Guide
Amid the barren wastelands of Athas lie the
scattered city states, each in the grip of its own,
tyrannical sorcerer king. Protecting their own
positions with dark magic, they demand absolute
obedience. The restless mobs are placated with
bread and circuses - the arenas overflow with
spectators seeking release from their harsh lives.

The land outside the cities belongs to no one.


Savage elves race across the deserts while
insectoid thri-kreen satisfy their taste for blood.
Dwarves labor at projects beyond the scope of
men, and feral halflings lie in ambush.

Athas is a land of deadly magic and powerful


psionics that offers no promise of glory or even
of survival. Those who do not have the cunning
to face life on Athas will surely perish, leaving
nothing but bones bleached white under the
blistering rays of the Dark Sun.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
THIS DOCUMENT WAS LOVINGLY CREATED USING GM
BINDER.

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