BETA VERSION!! Dark Sun Players Handbook Companion
BETA VERSION!! Dark Sun Players Handbook Companion
BETA VERSION!! Dark Sun Players Handbook Companion
These conversion notes are designed to create a version of Dark Sun for the fifth edition. This book is
designed as an addon to the players handbook. Inside this book, along side a shit load of spelling
mistakes you will find all you need to create your character and equip them, as well as rules for
spellcasting and material rules.
1. Player characters of Athas are hardier than their counterparts in other planes of existence, but
their world tends to be more brutal and dangerous as well. You must use the points buy system
when creating a character. But instead of 27 points you have 31 points to spend. This reflects
how powerful natural selection is on Athas, the weak die young and few of the strong survive to
adulthood.+
PC Races
1. Aarakora -New race
Ability Score Increase: Your Dexterity score increases by 2, wisdom by 2. Your constitution is
reduced by -1
Size: Anakora stand between 4 and 5 feet tall and weigh about 120 pounds on average. Your size
is medium.
Speed: Your base land speed is 20 feet. Your flying speed is 50 feet
Age: Anakora reach adulthood at 5 years of age. They can live to be around 50 years old.
Alien Nature: Arakora are so different from all of the other humanoid races that you suffer
disadvantage on Charisma (Persuasion) checks made to influence anyone other than a Anakora.
Prehensile feet : You can use your talons to hold weapons and perform actions as if they were your
hands. Arakora typically use this skill while flying to keep their wings free, they are known to
throw spears and fire slings using only their talons. You can make a weapon attack with your talons
if they are empty for 1 D6 damage + strength mod.
Keen senses. You gain a +3 bonus to perception checks.
Breast plate: You have a thick plate bone across your chest that supporst your huge wing span, your
natural AC is 11 instead of 10.
Sky Folk: You can fly as part of your movement action, every 5ft you walk reduces the distance you
can fly by 25%. For example, moving 2 squares will reduce your flight distance by 50% allowing you
to fly 25ft. Both squares to your left and right must be empty in order to take off but not to land.
You cant fly if you are wearing heavy armour.
Claustrophobic: You suffer a -2 to wisdom checks when indoors or underground. Not being able to
see the sky is extremely distressing for an Arakora
Red Sun Hunter: You may take the Alarm , Mending or True strike spell as a cantrip. All Arakora
have basic psionic abilities (This spell is classed as a psionic ability for astetic purposes)
Monstrous creature: You are not subject to spell effects that effect humanoids, such as Charm
person or Dominate person.
Scavanger: You gain +3 to survival checks to find food and water.
Languages: You can speak Arakora but it is not a written language. You can write one language of
your choice. Anakora will often learn common languages in order to barter with tribes of elves,
humans or Half giants. Writing their needs in the sand. You may never speak any language but
Anakora but you may learn and understand any language.
2.
Athasian Dwarf
Ability Score Increase: Your Strength score increases by 1.
The Grudge of Ages. Once per day Dwarfs gain +1 AC when their health is taken to less than 20% .
If healed over 20% you lose this bonus. You must use this skill when you are injured, you cant
choose not to use this ability. The Dwarfs did not forget their ancestors like the other races, the last
dwarf king died in battle only 2'000 years ago. They shave their heads and beards In memory of the
great kingdom they hope to one day restore. When death is near a Dwarf is a fierce opponent who
never gives u, refusing to die before his races glory is restored.
Focused: You gain advantage on a skill check of your choice once per day. Increases by 1 every 5
levels.
3.
Athasian Elf
Ability Score Increase: Your Intelligence score increases by 1.
Natural Illusionist. You know the minor illusion
cantrip. Intelligence is you r spellcasting ability for it. (This spell is classed as a psionic ability for
astetic purposes)
For what its worth. Whenever you make an Intelligence
(History) check related to magic items, objects, foreign or technological devices, you can add twice
your proficieny bonus.
Fleet of Foot: Your base landspeed increases to 35 feet.
Mask of the Wild: You can attempt to hide even when lightly obscured by foliage, sandstorms,
siltstorms, and other natural phenomena.
4.
Half-ElfNo change.
Ability Score Increase: Your Strength score increases by 2. Your Constition score increases by 2.
Size: Half-giants vary in size from 10 to 12 feet tall and weigh up to 1,600 pounds. Half-giants are
considered to be large in size. As a large creature, you can carry, push, drag, or lift double what a
medium sized creature of your strength can physically manipulate. In combat, you control a 10 by 10
foot space and can squeeze into a 5 by 5 foot space (spending 1 extra foot for every foot of
movement taken, suffering disadvantage on attack rolls and Dexterity saving throws, and granting
advantage to any creature that is attacking you while you are squeezing into the smaller space). You
can be surrounded by up to 12 medium sized foes, and you take up 1 units when surrounding an
adversary. You can wield large sized weapons without taking disadvantage to your attack rolls. You,
however, take disadvantage when attacking with a weapon that is not sized for a large creature. You
also may not wear any armor or clothing not designed for your size. Armor and clothing designed for
a half-giant costs twice the normal price and weighs twice as much as normal. Finally, you must eat
and drink 4 times the quantity of rations required by a medium sized creature and pay 4 times the
normal lifestyle expenses.
Speed: Your base land speed is 30 feet.
Giant Heritage: You are considered to be a giant.
Giants Strength: You have advantage when making Strength checks to break or lift an object.
Half-Giant Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you
gain a level.
Mercurial Nature: The magic that allows human and giant blood to coexist leaves the half-giants
personality naturally unhinged. As a result, you suffer disadvantage on any saves versus charm
based effects. In order to counterbalance this mercurial disability, half-giants will often attach
themselves to the personality of a friend or mentor, mimicking their personality traits, ideals, bonds,
and flaws in order to somewhat reorient their own persona. At the start of every day, you may
choose one member of your party to mimic. For that day, you take on their personality trait, ideal,
bond, and flaw as well as your own.
Sluggish Mind: Half-giants are not as quick witted as their human counterparts. A half-giant must
begin play as a member of the half-giant racial class (see below). The half-giant racial class only
has 3 levels. You must level this class to level 3 before multicasting. After you have leveled the halfgiant to level 3, you must multiclass into another class, and you must meet the multiclassing
requirements of that class.
Languages You can speak, read, and write one language of your choice. It is strongly advised that
you choose common.
Half-Giant Class Features
Hit Points
Hit Dice: 1d10 per half-giant level.
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per half-giant level after 1 st.
Proficiencies
Armor: Light armor, medium armor, heavy armor, and shields.
Weapons: All simple weapons.
Tools: None.
Saving Throws: Strength, Constitution
Skills: Choose one skill from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception,
and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) large kank vest or (b) large leather armor, large sized light crossbow, and 20 large wood
tipped bolts.
(a) a large bone simple weapon.
(a) a large shield or (b) a large stone simple weapon.
(a) 4 dungeoneers packs or (b) 4 explorers packs.
Hulking Brute
At 1st You gain advantage to intimidation checks. And your unarmed strikes deal 1D4 damage +
your strength modifier instead of 1.
Boulder Toss
At 2nd level, you become proficient in tossing large boulders at foes. If you can find a rock-like object
of at least 300 pounds, but that weighs no more than your carrying capacity, and both your hands
are free, you may use an action to pick up the rock and make a thrown ranged weapon attack
against a foe. This attack has a range of 60/240 feet. If your attack hits, it deals 1d12 + your Strength
modifier damage. At 5th level, the damage increases to 2d12 + your Strength modifier. At 11 th level,
the damage increases to 3d12 + your Strength modifier. At 17 th level, the damage increases to 4d12
+ your Strength modifier.
Giants Endurance
At 3rd level, you learn to focus yourself to shrug off injuries. As a reaction when you take damage,
you can spend a hit die. Roll that hit die and add your Constitution modifier. Subtract the result from
the damage you take. After you use Giants Endurance, you cannot use it again until after a short or
long rest.
6.
Athasian Halfling
Languages: You can speak, read, and write Halfling and one language of your choice. Note...only city
bred or slave halflings tend to speak common it is seen as a foul and over complicated language.
7.
HumanNo change.
8.
MulNew race.
Ability Score Increase: Your Strength score increases by 2. Your Constitution score increases by 1.
Size: Mul stand between 6 and 6 feet tall and weigh about 270 pounds on average. Your size is
medium.
Speed: Your base land speed is 30 feet. Your speed is not reduced by wearing heavy armor.
Inexhaustible: As an action, you may reduce your exhaustion by one level. You cannot use this
feature again until after you have taken a long rest.
Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to
1 hit point instead. You cannot use this feature again until after you have taken a short or long rest.
Untiring: Once every 48 hours, when you take a long rest you may regain all expended Hit Dice.
Additionally, while you must still use a long rest to recover spent resources, you can choose to go up
to 72 hours without taking a long rest, staying awake the entire time, suffering no additional adverse
effects. After 72 hours, you are considered to have been awake for 24 hours; you then begin to incur
adverse effects as per the normal rules.
Darkvision: you can see in the darkness within 60 feet of you as if you were in dim light. However,
you cant discern color in the darkness.
Languages: You can speak, read, and write Common or Dwarf and one language of your choice.
9.
Thri-KreenNew race.
Thri-Kreen
Ability Score Increase: Your Dexterity score increases by 2.
Size: Thri-kreen stand between 5 and 6 feet tall and weigh about 210 pounds on average. Your
size is medium.
Speed: Your base land speed is 40 feet.
Age: Thri-kreen reach adulthood at 6 years of age. They can live to be around 35 years old.
Alien Nature: Thri-kreen are so different from all of the other humanoid races that you suffer
disadvantage on Charisma (Persuasion) checks made to influence anyone other than a thri-kreen.
Darkvision: Accustomed to running across dunes or grasslands throughout the day and night, you
can see in the darkness within 60 feet of you as if you were in dim light. However, you cant discern
color in the darkness.
Hard Carapace: When wearing no armor, your AC is equal to 12 + your Dexterity modifier (max 3).
Multiple Limbs: You have four arms and can wield items in each of your arms. If you do not wield a
shield, you may reroll one weapon damage die per turn, but you must use the new result.
Natural Weaponry: If you are not holding anything with at least two arms, you may simultaneously
use two of your limbs as a natural weapon to attack a target. You are considered to be proficient
with this natural weapon, and your attack is considered to have both the light and finesse weapon
properties. Your claws deal 1d4 (+ Ability modifier) slashing damage.
Poisonous Bite: As an action, you may try and bite an adjacent foe (5 foot reach) with your powerful
mandibles. To attack with your bite, you make an attack roll, adding your proficiency bonus and
either your Strength or Dexterity modifier. Your bite deals 1d6 + Strength or Dexterity modifier
piercing damage.
If you hit and deal damage, the target must succeed on a DC 11 Constitution saving throw or be
poisoned for 1 minute. If the creature is poisoned, it must repeat the saving throw at the end of
each of its turns. On a success, it ends the effect early.
Class features which normally boost a weapon attack (such as sneak attack) cannot be applied to
this racial ability.
Sleepless: You do not sleep. Once per day, you may gain the benefits of a long rest after taking a
short rest, and magic cannot put you to sleep.
Standing Leap: You can long jump up to 30 feet and high jump up to 15 feet as part of your
movement without taking a running start.
Telepathy: You can communicate telepathically with any creature within 100 feet of you that can
understand a language.
Thri-Kreen Weapon Training: You have proficiency with the chatkcha and gythka.
Unusual Body Shape: You can only wear armor or clothing specially designed for thri-kreen; such
equipment costs double its normal price.
Languages: You can speak, read, and write thri-kreen. You may never learn how to speak any
language other than thri-kreen due to your physiology. You can learn how to read and write any
language.
Classes
When creating your class you may choose to be proficient in the number of weapons indicated
in the yellow box on the table below. The orange box will tell you wich type of weapons your
class is banned from taking.
The following weapons are banned as they no longer exist in this world except in a few rare
cases. Sickle, Glaive, Flail, Halberd, Morning star, Pike, Rapier, Heavy Crossbow.
1. BarbarianNo change. All simple and martial None
2. BardAthasian bard only All simple and 4 martial No Heavy or Defensive
3. ClericOnly elemental domains are available. All simple None
4. DruidNo change. All simple and 8 martial No Heavy
5. FighterNo change.All simple and martial None
6. MonkNo mechanical change. They usually only come from Nibenay.All simple and 2 martial
None
7. PaladinRemoved.
8. RangerNo change.All simple and martial None
9. RogueAt character creation, a rogue may choose either Intelligence or Charisma as the saving
throw in which they are proficient. Rogues also gain proficiency in the bards friend, singing
sticks, and wrist razors. Add the Athasian Bard sub-class. All simple and 4 martial No Heavy or
Defensive
Athasian Bard
Where other rogues focus on honing such talents as their larcenous skills or the art of death, you
master the art of performance, wit, and professional comradery. Bards are wandering nomadic
figures, and you are known as a welcome source of information and entertainment across Athas.
Many bards, however, make a double living as spies and professional killers.
Bardic Knowledge
When you choose this archetype at 3rd level, you gain proficiency in 1 musical instrument of your
choice and the poisoners kit. Additionally, you can add half your proficiency bonus, rounded down,
to any ability check you make that doesnt already include your proficiency bonus.
Bardic Inspiration
At 3rd level, you gain the ability to inspire others through stirring words or music. To do so, you use a
bonus action on your turn to choose one creature other than yourself within 60 feet who can hear
you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one
ability check, attack roll, or saving throw that it just made. The creature can wait until after it rolls
the die for the ability check, attack roll, or saving throw before deciding to use the inspiration die,
but must decide before the DM says whether or not the roll succeeds or fails. Once the Bardic
Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of
once). You regain any expended uses when you finish a long rest.
Fount of Inspiration
Beginning at 9th level, you regain any expended uses of your Bardic Inspiration when you take a
short rest. Additionally, your Bardic Inspiration die becomes a d8.
Countercharm
Starting at 13th level, you gain the ability to use your cunning action to play musical notes or sing a
song in order to disrupt mind-influencing effects. Your performance lasts until the end of your next
turn. During that time, you and any friendly creature within 30 feet of you have advantage on saving
throws against being frightened or charmed. A creature must be able to hear you to gain this
benefit. The performance ends early if you are incapacitated or silenced or you voluntarily end it (no
action required).
Superior Inspiration
Starting at 17th level, when you roll initiative and have no uses of your Barding Inspiration, you
regain one use. Additionally, your Bardic inspiration die becomes a d10.
10. SorcererOnly the draconic bloodline and avangion bloodline sub-classes are available.
Draconic sorcerers do not get the ability to speak draconic at 1 st level (as there is no such
language on Athas), and they do not double their proficiency bonus to Charisma checks when
interacting with dragons (they do, however, gain the ability to defile in order to regain sorcery
pointssee the defiling rules below). Sorcerers must choose to defile or preserve when casting
a spell.
Note: Avangion and dragon bloodline sorcerers are neither avangions nor dragons. Sorcerers fuse
psionic capability with spellcasting in a way that slowly transforms them into an avangion or dragon.
For all intents and purposes, sorcery points are both psionic and arcane. Many of the Sorcerer Kings
are actually dragon bloodline sorcerers (or at least have levels in this class). Others, however, use
rituals to quickly mimic the sort of transformation that members of this class undergo slowly. In
either case, to become a true avangion or dragon, not merely a spellcaster who can mimic certain
aspects of an avangion or a dragon, a character must progress beyond 20 th level.
Avangion Bloodline
Like draconic sorcerers, you draw magic from the world through your very person, slowly
transforming yourself into something other than your birth race. Unlike draconic sorcerers,
however, your magical methods are tied to respect and compassion for the natural world. You feel
the pulse of the world and hear its natural spirits. With every spell you cast, you come closer to
transforming into a bright, winged spirit. Members of this bloodline are extremely rare and are often
hunted by defilers and the sorcerer kings.
Dedicated Preserver
Starting at 1st level, you cannot choose to defile when casting an arcane spell. When you take a short
rest in scrub plains, verdant belts, or forests, however, you may carefully draw a reserve of magical
energy from the terrain, regaining 1 sorcery point. This ability stacks with the level 20 sorcerous
restoration power.
Avangions Essence
Starting at 1st level, if you are within the radius of terrain that is being defiled, the defilers spell is
affected as if the defiler was preserving while casting the spell in defiled terrain. Additionally, when
you cast any spell that deals damage, you may choose to make the spells damage type radiant.
Avangion Restoration
As magic flows through your body, your life force restores the world and creatures around you. At
6th level, whenever you cast a spell in defiled terrain, before the spell is cast you regenerate the
defiled terrain (returning it to its original type). The terrain regenerates itself in a radius around you
based on the level of the spell you cast and the type of terrain you are in, as shown on the table
below.
Barren Wastes or Mountains: Spell level x 4 yards regenerated.
Scrub Plains: Spell level / 3 (rounded up) + 2 yards regenerated.
Verdant belts: Spell level / 3 (rounded up) yards regenerated.
Forest: Spell level / 3 (rounded up) - 1 yards regenerated.
Note: 1 yard = 3 feet.
Avangion Wings
At 14th level, you gain the benefits of the dragon wings power. Additionally, while using your wings,
you illuminate a 25 foot radius around yourself with bright light.
Avangion Rising
At 18th level, whenever you or an ally you can see drops to 0 hit points, you may spend sorcery
points to instantly heal yourself or your ally. The creature heals a number of points equal to 10 times
the sorcery points spent.
11. Warlock may only make a pact with a Sorcerer King. Warlocks do not preserve or defile, but
rather draw magic from another entity (much like an elemental cleric).
The Sorcerer King (Patron)
Warlocks who swear an oath to a sorcerer king are called templars and serve as priests to the
sorcerer king to whom they have sworn the oath. Templars do not preserve or defile when they cast
warlock spells, as they draw their magic directly from their sorcerer king.
Extended Spell List
A sorcerer king allows you to choose from an extended spell list when you learn a warlock spell.
Each sorcerer king holds slightly different magical strengths and as a result grants slightly different
powers to their templars. Depending on which sorcerer king a templar serves, they receive a unique
extended spell list (as shown below).
Bride of Nibenay Extended Spell List
Spell Level
Spells
1st
Detect Magic, Shield of Faith
2nd
Blindness/Deafness, Blur
rd
3
Blink, Counterspell
4th
Evards Black Tentacles, Greater Invisibility
5th
Mislead, Circle of Power
Disciple of Abalach-Re Extended Spell List
Spell Level
Spells
st
1
Dissonant Whispers, Tashas Hideous Laughter
2nd
Alter Self, Phantasmal Force
rd
3
Clairvoyance, Gaseous Form
4th
Phantasmal Killer, Polymorph
5th
Modify Memory, Seeming
Moon Priest of Draj Extended Spell List
Spell Level
Spells
st
1
Bane, Wrathful Smite
2nd
Moonbeam, Warding Bond
3rd
Elemental Weapon, Haste
th
4
Death Ward, Staggering Smite
5th
Destructive Wave, Banishing Smite
Nganga of Lalali-Puy Extended Spell List
Spell Level
Spells
st
1
Entangle, Purify Food and Drink
2nd
Enhance Ability, Barkskin
3rd
Bestow Curse, Conjure Animals
th
4
Confusion, Dominate Beast
5th
Contagion, Insect Plague
Praetor of Andropinis Extended Spell List
Spell Level
Spells
st
1
Heroism, Sanctuary
2nd
Aid, Zone of Truth
3rd
Beacon of Hope, Spirit Guardians
th
4
Compulsion, Guardian of Faith
5th
Geas, Dominate Person
Yellow Cloak of Hamanu Extended Spell List
Spell Level
Spells
1st
Command, Divine Favour
nd
2
Scorching Ray, Warding Bond
3rd
Beacon of Hope, Crusaders Mantle
4th
5th
Priestly Duty
The sorcerer kings, elemental forces, and natural spirits are the closest entities to gods on Athas, but
the sorcerer kings tend to be jealous beings; the sorcerer kings usually distrust elemental clerics and
druids. Such distrust, in turn, often leads to persecution. This situation is exacerbated by the fact
that many elemental clerics and druids view the sorcerer kings as abominations responsible for the
devastation of the world. Still, the populations of the city states need tending. The sorcerer kings
devised rituals to create templars for that very reason. The templars act as priests or disciples of the
sorcerer king to whom they have sworn an oath, and as such templars fill many of the same
functions as the clerics of organized religions on other planes of existence.
Starting at 1st level, you gain the following bonus spells known: cure wounds, healing word,
prayer of healing, mass healing word, mass cure wounds. Note that you must still have a spell slot of
the appropriate level in order to cast any of these spells. In other words, you cannot cast mass cure
wounds (a 5th level spell) until you are 9th level.
Divine Physician
Starting at 6th level, you gain two bonus spell slots. These two slots may only be used to cast one of
the spells granted by the priestly duty class feature. You regain these slots just like any of your other
spell slots.
Fealty of the Flock
Starting at 9th level, your patrons blessing is so strong that those under his or her authority recoil
from your person and answer to your command, and those you tend end up (through metaphysical
feedback) tending to you. This has three effects:
All creatures loyal to the city state controlled by your patron take disadvantage on attacks
against you. You gain advantage against spells or effects created by loyal denizens of that
city state.
You gain advantage during any social interaction with creatures from the city state
controlled by your patron.
When you cast a spell of 1st level or higher that restores hit points to an ally of your sorcerer
king (other than you), you regain hit points equal to the level of the spell cast as well.
The Will of the God-King
At 14th level, you gain the ability to infect a humanoids mind with the will of your sorcerer king. You
can use your action to touch a humanoid that has been incapacitated. The creature is then charmed
by you until a remove curse is cast on it or until you use this feature on someone else. You can
communicate telepathically with the creature so long as the two of you are on the same plane of
existence.
12. WizardNo change. Wizards must choose to defile or preserve when casting a spell.
Defiling Rules
By default, when anyone casts an arcane spell (without drawing their magic from a sorcerer king, like a
templar does), they are assumed to be going through the effort of preserving their terrain during the
casting process. Alternatively, when anyone casts an arcane spell within 35 yards of undefiled terrain (so
long as they are not a warlock drawing power from their sorcerer king), they may choose to defile the
terrain; the character makes a Charisma or Wisdom (characters choice) saving throw (DC = 10 + the
level of the spell being cast) in order to cast the spell without using a spell sot. The spellcaster must be
able to cast spells of that level while preserving in order to try and cast the spell without using a spell
slot. If they fail this saving throw and have an unused spell slot of the appropriate level, they may spend
that spell slot in order to still cast the spell. Otherwise, the spellcasters action is wasted. Additionally, if
a spellcaster fails this saving throw, they take necrotic damage equal to 1d4 per spell level they are
trying to cast. This damage cannot be reduced by any means. In either case, whether the spellcaster
successfully casts the spell or not, the terrain is still defiled. The spellcaster defiles a number of yards
worth of terrain in a spherical radius around their self based on the type of terrain in which the spell is
being cast and the level of the spell as noted below.
Barren Wastes or Mountains: Spell level x 5 yards destroyed.
Scrub Plains: Spell level / 3 (rounded up) + 3 yards destroyed.
Verdant belts: Spell level / 3 (rounded up) + 1 yards destroyed.
Forest: Spell level / 3 (rounded up) yards destroyed.
Note: 1 yard = 3 feet.
Anyone casting a spell while preserving in terrain that has already been defiled takes
disadvantage to any attack rolls made as a result of that spell. Anyone making a saving throw against a
spell cast by a spellcaster that is preserving in such defiled terrain has advantage on that saving throw. If
a spellcaster defiles while standing in terrain that has already been defiled, the radius of the defiled
terrain extends a number of yards equal to the radius of the terrain that the spellcaster would normally
destroy.
Once per short rest, sorcerers can also defile terrain in order to regain sorcery points. When
doing so, a sorcerer makes a Charisma saving throw equal to 8 + the number or sorcery points they are
trying to regain. If the sorcerer succeeds on this check, they regain the points and destroy a number of
yards worth of terrain in a spherical radius around their self based on the number of points being
regained and the type of terrain in which the points are being regained as noted below. If the sorcerer
fails their Charisma saving throw the terrain is still destroyed, and the sorcerer suffers 1 point of damage
for every sorcery point they were trying to regain. If the sorcerer attempts to regain the points in terrain
that is already defiled, the radius of the defiled terrain extends a number of yards equal to the radius of
the terrain that the spellcaster would normally destroy.
Barren Wastes or Mountains: Sorcery points being regained x 5 yards destroyed.
Scrub Plains: Sorcery points being regained / 3 (rounded up) + 3 yards destroyed.
Verdant belts: Sorcery points being regained / 3 (rounded up) + 1 yards destroyed.
Forest: Sorcery points being regained / 3 (rounded up) yards destroyed.
Note: 1 yard = 3 feet.
Wizards may defile while using their arcane recovery class feature in order to regain the slots as
an action instead of during a short rest. To do so, a wizard makes an Intelligence saving throw with a DC
equal to 10 + the combined level of the spell slots regained. When a wizard does so, they defile terrain
in a spherical radius around themselves for a number of yards as if they had defiled the terrain while
casting a spell of a level equal to the combined level of the slots regained (see above). If the wizard fails
the saving throw, the terrain is still defiled, and the wizard takes 1d10 damage per the combined level of
the spell slots the wizard is trying to regain.
Anyone that enters or ends their turn on a space of defiled terrain while maintaining
concentration on a spell must make a Constitution saving throw (DC equal to the save caused by the
action that defiled the terrain) or lose their concentration. A spellcaster can automatically succeed on
this saving throw by extending the radius of the defiled terrain they are in by 1 yard. If a spell that
requires concentration is cast in a way that defiles terrain, the spellcaster that cast the spell does not
need to make Constitution saving throws to maintain the spell in that terrain until the end of the next
turn after the spell is cast.
The vegetation in scrub plains, verdant belts, and forests are withered and dissolved when the
terrain is defiled. Plants explode into a fine powder that settles as lifeless ash. Over time, wind blows the
ash into lowlands where it gathers to form silt pools. This ash is the primary source of Athass vast silt
deposits. Spaces of settled ash can form in areas where the wind rarely reaches. When a defiler creates
such terrain, after the event that creates the terrain is resolved the area becomes heavily obscured until
the end of the defilers next turn. After that, the area remains lightly obscured for 10 minutes as the
wind dissipates the ash. At the Dungeon Masters discretion, if the area contains no wind then the area
remains heavily obscured for 10 minutes, lightly obscured for 1 hour, and is then covered in a fine layer
of settled ash. A creature can unsettle the ash in a 3 foot radius (recreating the same effect as if they
had just destroyed the terrain) by making a DC 8 Strength or Dexterity check.
When a 8th or 9th level spell defiles terrain, or a wizard defiles terrain in order to recover 8 or
more levels worth of combined spell slots using the arcane recovery class feature, the area of defiled
terrain becomes a dead magic zone. No spells can be cast in that terrain.
As a general rule, defiled terrain lasts for a certain amount of time based on the level of spell
that destroyed the terrain: 1 day for a cantrip, 1 week for 1 st level spells, 2 weeks for 2nd level spells, 3
weeks for 3rd level spells, 4 months for 4th level spells, 5 months for 5th level spells, 6 months for 6th level
spells, 7 months for 7th level spells, 8 months for 8th level spells, and 9 years for 9th level spells. If the
terrain is defiled by a sorcerer trying to regain sorcery points, then the terrain lasts for 1 month per
point the sorcerer attempts to regain. If the terrain is defiled by a wizard using the arcane recovery class
feature, the defiled terrain lasts for the same amount of time as if the wizard had cast a spell of a level
equal to the combined level of spell slots they try to regain (to a maximum of 9 years).
Equipment Rules
1. All characters gain starting wealth in CP (ceramic pieces) instead of GP (gold pieces).
2. Weapons that are normally made out of metal (or have key metal components) have their price,
weight, damage, and hit probability modified based on the material they are made out of, as
noted on the table below.
Weapon materials Table
Material
Cost
Weight
Damage*
Hit Probability**
Metal
100%
100%
Stone/Obsidian
5%
75%
-1
Bone
3%
50%
-1
-1
Wood
1%
50%
-2
-1
The damage modifier subtracts from the damage dealt with the weapon; your minimum
damage on a hit cannot be less than 1.
** The hit probability modifier is subtracted from your attack roll.
3.
Crits and break rule! Nonmagic stone, obsidian, bone, and wooden weapons are prone
to breaking. Whenever a successful attack scores a critical hit on the roll of a natural 20, you
must choose whether you wish to deal a critical hit or a normal hit. If you choose to deal a
critical hit you must roll a D20 with your damage dice, on a roll of 1-7 The weapon shatters and
is lost. 8-14 The weapon breaks but is easily reapired and becomes available again when you
spend 1d4 minutes repairing it. 15- 20 The weapon survives the mighty blow. You lucky
bastard!
4. At first level, when choosing your equipment packages/buying your items, you may choose 2
weapons to be made of stone and 2 weapons to be made of bone, or you may choose 3
weapons to be made of Stone. All of your ammunition is considered to be made of stone. You
pay for those weapons as if they were made of wood. All other weapons in your equipment
packages are made of wood. Half-giants start with the bone or stone simple weapons offered to
them in their equipment package. All their other weapons are made of wood, as is any
ammunition they start with. If you wish to purchase any more bone or stone weapons, you must
pay full price.
5. In any daytime situation, if a character in metal armor makes a Strength, Dexterity, or
Constitution check or saving throw, or makes an attack roll, they must make a DC 15
Constitution saving throw or suffer a level of exhaustion; this saving throw does not provoke
another Constitution saving throw.
6. Some types of armor in Athas can be constructed out of alternate materials.
7. While it is theoretically possible to replace the studs in studded leather with bone or chiten
rivets, the practical result has the same stats as hide armor. In order to produce a suit of armor
that has the same flexibility and functionality as studded leather, metal rivets must be used. For
the purpose of the exhaustion rules above, however, such armor is not considered to be metal
armor (though it does cost a full 45gp).
8. The following armors must be constructed out of metal and are considered to be metal armors
(making them both extremely rare and dangerous to use): chain shirt, breastplate, half-plate,
chainmail, splint, and plate.
9. See the 2e AD&D boxed set, Chapter 6: Money and Equipment, page 52 for new equipment.
10. The following new types of armor should be added to the game:
Medium
Armor
Kank vest
Price
Armor Class
50 cp
Tortoise shell
vest
400 cp
Heavy Armor
Kank hide
Tortoise plate
Price
150 cp
500 cp
13+Dex
modifier (max
2)
14 + Dex
modifier (max
2)
Armor Class
16
17
Strength
Stealth
Weight
20 lbs.
20 lbs.
Strength
Str 13
Str 15
Stealth
Disadvantage
Disadvantage
Weight
55 lbs.
60 lbs.
Properties
Light, thrown
(20/60)
1d6-2 bludgeoning lb.
Light, special
1d4-2 slashing
2 lb.
Light
1d4-2 slashing
lb.
Finesse, light,
thrown (range
20/60)
*These stats assume that the components that would normally made out of metal in other planes of
existence are made out of wood.
Martial Melee Weapons
Weapon
Price*
Alhulk
10 cp
Bards
6 cp
friend/Puchik
Cahulaks
12 cp
Damage*
1d6-2 slashing
Weight*
1 lb.
Damage*
1d8-2 piercing
1d4-2 piercing
Weight*
1 lb.
lb.
1d8-2 piercing
4 lb.
Carrikal**
40 cp
1d8-1 slashing
2 lb.
Datchi club
10 cp
2d6-2 bludgeoning
5 lb.
Dragons paw
15 cp
1d6-2 piercing
4 lb.
Gauntlet axe
Gouge
10 cp
35 cp
2 lb.
3 lb.
Gythka/Lotulis
30 cp
1d8-2 slashing
1d12-2 piercing or
slashing
1d8-2 piercing
3 lb.
Properties
Defensive, finesse,
light
Heavy, reach,
special, thrown
(range 15/30),
two-handed
Heavy, versatile
(1d10), special
Heavy, twohanded
Defensive, heavy,
special, twohanded
Defensive, special
Heavy, twohanded
Heavy, finesse,
reach, special,
Impaler
9 cp
1d8-2 piercing
2 lb.
Singing sticks
6 sp
1 lb.
Tortoise Blade
25 cp
1d6***
bludgeoning
1d6-2 piercing
Trikal
20 cp
1d10-2 slashing
3 lb.
Wrist Razors
15 cp
1d6-2 slashing
1 lb.
7 lb. ****
two-handed
Heavy, versatile
(1d10)
Finesse, light
Heavy, light,
special
Heavy, reach, twohanded
Finesse, light,
special
*These stats assume that the components which would normally be made out of metal in other planes
of existence are made out of wood (unless stated otherwise).
** Carrikals are always made out of bone.
*** Singing sticks are always made out of wood, but they suffer no penalty to hit or damage.
**** 6 pounds of the tortoise blade comes from the fact that it is also a shield; 1 pound of the tortoise
blade comes from its wooden blade component. When upgrading the weapon component of the
tortoise blade, only increase the weight of the blade.
Martial Ranged
Weapons
Chatkcha
Price*
Damage*
Weight*
Properties
1 cp
1d6 slashing
lb.
Finesse, light,
* These stats assume that the chatkcha is made out of dasl (a crystalline substance formed from the
hardened mixture of thri-kreen venom and sand); dasl is treated as stone/obsidian. Thri-kreen, however,
do not sell dasl to non-thri-kreen. As a result, anyone who is not a thri-kreen and is trying to buy a
chatkcha will have to buy it on the black market for 5 times the listed price.
Alhulak: The alhulak is primarily a rope with a four-bladed grappling hook on one end. The other end
of the 5-foot rope is secured to a 2-foot long handle which can also be used to block attacks from other
weapons. The four-bladed head of the alhulak is commonly carved from mekillot ribs (the price given
here is for a wood set of blades). The haft securing it to the rope is usually of wood or bone.
Bards friend: Popularized by the bards of Balic, this weapon completely covers the hand in a
hardened leather basked hilt that sports several blades and prongs. Bards frequently coat the blades
with poison.
Cahulaks: This weapon features two four-bladed, hafted heads separated by a 12-foot length of
rope. The entire weapon can be thrown much like an oversized bola. If you hit with this attack the
enemy is grappled for 1 round. Anyone other than a half-giant throwing this weapon, however, takes
disadvantage on their attack roll. A half-giant can throw cahulaks without suffering from disadvantage
on their attack roll.
Carrikal: The carikkal is made by lashing a length of mekillot bone to the jawbone of a jozhal. The
sharp ridges of teeth run down half the length of the bone handle while the hinges of the jaw are
sharpened to a keen edge. This makes the carikkal resemble a battle axe with both heads pointing in the
same direction. After successfully hitting an opponent with the carrikal, you may use a bonus action to
saw at your opponent with the sharp serrated teeth on the handle as you pull away the weapon: deal
1d4 extra damage to the target you just hit.
Chatkcha: This three-bladed throwing wedge, made of of dasl, is a thri-kreen invention. If you are
proficient with the weapon and you miss with a thrown attack, the weapon returns to your hand after
the ranged attack is resolved.
Datchi club: This specialized arena weapon inflicts horrible wounds. A 4- to 5-foot-long head made
of either dried insect hive or dried roots is attached to a 3-foot-long wood or bone handle. Teeth, claws,
or (rarely) metal razors are embedded into the head, which is then swung with lightning-quick strokes.
Dragons paw: This weapon, made popular in the arenas of Tyr and Urik, has two blades, one
attached to either end of a 5 to 6-foot-long wood shaft. The blades can be fashioned from any suitable
material. A centrally located curved bar or basket protects the wielders hand and features a protruding
blade that juts perpendicularly to the shaft.
While wielding the dragons paw, you are considered to be wielding a shortsword in each hand,
and you may use the two-weapon-fighting rules as if such were the case. You cannot benefit from the
shortswords finesse quality while wielding the dragons paw. You do, however, benefit from any twohanded weapon abilities when attacking with the weapon.
Gauntlet Axe: This heavy bracer holds two light crescent blades, turning the forearm into an axe
while keeping the hand free. This weapon cannot be disarmed.
Gouge: The shoulder-strapped gouge was developed by the army of Nibenay for use by its infantry. A
wide wood, bone, obsidian, or chitin blade is mounted on a 3-foot-long wood shaft. The weapon
requires a two-handed grip: a small handle bar that protrudes from the shaft, just behind the blade, and
a grip at the rear of the shaft. When attacking, a character may choose to deal either piercing or slashing
damage with the gouge.
Gythka: Each end of the gythka (a thri-kreen staff) has a small, crescent-shaped blade with a centered
stabbing tine. These blades are only made out of dasl (a crystalline substance formed from the hardened
mixture of thri-kreen venom and sand); dasl is treated as stone/obsidian (meaning that the weapon
takes no damage penalty and weighs 5.25 lbs instead of the listed weight). Thri-kreen do not sell dasl to
non-thri-kreen. A thri-kreen merchant, however, will sell a dasl gythka to a thri-kreen for the same price
as a wooden weapon.
The Polearm Master feat may be applied to this weapon. Additionally, when using that feat to
attack with the opposite end of the gythka, the attack deals 1d6 slashing damage instead of 1d4
bludgeoning damage.
Hunting boomerang: Functionally, hunting boomerangs are very similar to handaxes, except that
they are carved entirely from a single piece of wood, bone, or obsidian. The halflings of the Forest Ridge
sometimes build smaller versions of this weapon that are statistically identical to widows knives.
Impaler: An impaler is a weapon developed for arena combat. It has a single shaft about 4 feet long
with a pair of long pointed blades splitting to each side and forming a deadly "T". The weapon can be
swung horizontally or vertically over the head.
Lotulis: The lotulis is functionally the same as the gythka but is far more common outside of thrikreen communities. The lotulis features larger crescent blades (usually made of wood, bone, or
obsidian) with barbed spikes near the points, but it lacks the centered stabbing tine of the gythka.
Puchik: This punching and parrying weapon is designed for close-quarter fighting. Its a 2-foot-long
dagger with hand guards and a grip positioned perpendicularly to the length of the blade. Mechanically
speaking, it is identical to the bards friend.
Quabone: This weapon is constructed from four identical reeds of wood or shanks of bone lashed
together to form a radially symmetrical, longsword-length rod. With its lightness and crudely sharpened
end, the quabone is a fairly ineffective weapon. The quabone is used in arena situations where combat
is intended to draw out for a long period of time.
Singing sticks: Singing sticks are often used in pairs, one wielded in each hand. Each stick is made
from a springy, straight wood and measures 1 inch in diameter and 2 feet long. The ends are slightly
wider than the center. Extremely light, singing sticks rely more on agility and ability than on brute force.
When twirled, the sticks produce whistling and moaning sounds, thus giving them their name.
Talid: Made from leather, chitin, and shards of wood, bone, or obsidian, the talid is a spiked
gladiators gauntlet. Additionally, as the weapon is primarily crafted from leather, and as the bits of
the weapon that can break are already little more than shards, the talid does not break like other
weapons with wood, bone, or obsidian components.
Tortoise Blade: This bony or chitinous plate is affixed with a short blade that points forward from
the wielders hand. While wielding a tortoise blade, a character is simultaneously considered to be using
a shield and wielding a shortsword. If the character uses the tortoise blade to attack, however, his AC
drops by 1 point until the start of his next turn. This weapon cannot be disarmed.
Trikal: This small polearm is a 6-foot-long, mostly wood shaft that is virtually identical in functionality
to a halberd. The uppermost 12 inches consist of three blades projecting from a central shaft. Beneath
the blades is a series of serrations, generally extremely sharp. The other end of the shaft is weighted to
increase the momentum of the weapon. This weapon may be used with the Polearm Master feat.
Widows knife: Originally a harvesting tool used in the verdant belts, this weapon has a wide blade
on one end of a wood or an ivory handle. Some versions of the weapon are built with a classic dagger on
the other end, or a pair of spring-loaded prongs hidden in the handle; a thumb latch on the handle
releases the prongs. It takes an action to reload them. If a version has a wooden dagger opposite its
wide blade, the widows knife costs 3 cp instead of 2 cp. If a version has hidden wooden prongs inside its
handle, the widows knife costs 5 cp instead of 2 cp. In either case, whether the knife has a dagger or
withdrawn prongs, such versions of the weapon can be used to deal piercing or slashing damage (and
weigh an extra pound).
Wrist Razors: Wrist razors consist of a trio of blades that protrude from a heavy arm band. The
razors project out over the back of the hand, are extremely sharp, and can be up to 6 inches long. This
weapon leaves your hand free and cannot be disarmed.
12. The following new weapon properties should be added to the game:
Defensive: While wielding this weapon, you gain a +1 bonus to your AC. This type of bonus does not
stack with itself or the bonus granted by shields.
Large:
Large weapons are designed specifically for half-giants. The large property may be applied to any
weapon. A large weapon weighs four times its normal weight and costs triple its normal price. In return,
it deals double the normal damage dice. For example, a large dagger deals 2d4 damage, and a large
greatsword deals 4d6 damage.
Customization Options
1. Add the Thri-Kreen Adolescent feat.
Thri-Kreen Adolescent
When you make an attack with any light melee weapon you are wielding, you can use
your bonus action to attack with two different light melee weapons that you are also
wielding. If any of the weapons has the thrown property, you can make a ranged attack with
that weapon. You do not add your ability modifier to the damage of either of the bonus
attacks, unless that modifier is a negative. If you have the Two Weapon Fighting Style class
feature, you may add your ability modifier to the damage of one of these two bonus attacks.
When your bite poisons a foe who fails their saving throw by 5 or more points, that foe is
considered to be incapacitated.
2. Add the Thri-Kreen Adult feat.
Thri-Kreen Adult
Prerequisite: Strength 12 or higher, Dexterity 15 or higher, Constitution 13 or higher, Wisdom 12 or
higher, Thri-Kreen Adolescent feat
You finish your cycle of maturation, bringing your venom to full potency, hardening your carapace,
and learning how to manipulate your coloration.
When your bite poisons a foe who fails their saving throw by 5 or more points, that foe is
considered to be paralyzed.
When you use your action to bite a foe, you can use your bonus action to simultaneously
attack with one melee weapon you are wielding. You do not add your ability modifier to the
damage of this bonus attack, unless that modifier is a negative. If you have the Two-Weapon
Fighting Style class feature, you may add your ability modifier to the damage of this attack.
You can change the color of your carapace to match your surroundings. As a result, when
not wearing clothing or armor, you have advantage on Dexterity (Stealth) checks made to
hide.
Your carapace hardens; when not wearing armor, your AC is now equal to 13 + your
Dexterity modifier (max 3).