Dark Sun Player S Guide
Dark Sun Player S Guide
Dark Sun Player S Guide
I
NTELLIGENT CREATURES INHABIT EVERY Standard Languages
harsh, desolate corner of the world of Athas. Giants Language Typical Speakers
roam the Silt Sea, gith wander the mountains and Common Humans, Traders
canyons, and braxats and belgoi stalk the deserts, but
few of these cultures have made a lasting impact on Dwarvish Dwarves
the Tyr Region and its nearby environments as the Elvish Elves
eight races described in this chapter have. Common
or uncommon, they are all prominent racial types, and thus Giant Giants, Giant-Kin
are available as player characters. Gith Gith
If you are familiar with fantasy roleplaying games or Halfling Halflings
literature, you will no doubt find many of Dark Sun's concepts
familiar. But Athas is a world where the essential, Sign Language Any
fundamental nature of things has been twisted through years
of unchecked, environmentally-abusive magic - many of the Exotic Languages
things you find familiar may be so in name only. Thus, your Language Typical Speakers
character will often meet single-minded dwarves, nomadic Aarakocra Aarakocra
elves, brutish half-giants and sturdy muls among the bustling
human settlements. Anakore Anakore
Mingling among these common races are the members of Belgoi Belgoi
somewhat uncommon species: a half-elven hermit visits the
city of Nibenay, after a long trip in the scorching deserts of Braxat Braxat
Athas, carrying a bunch of ancient artifacts. A group of savage Dark Speech Fiends, Gnolls
halflings roam the streets, befuddled by the human culture Kreen Thri-Kreen
they have just met for the first time. And an alien thri-kreen
stands guard outside a watering hole, silent and imposing, its Primordial (Auran) Air creatures
insectoid eyes never blinking. Primordial (Aquan) Water creatures
Primordial (Ignan) Fire creatures
Languages Primordial (Terran) Earth creatures
Athas is a world where the intelligent races come from a wide Ssuran Reptilian creatures
variety of species - humans and humanoids are very different
than the instectoids and reptilians. Each intelligent race - Tarek Tarek
with the exception of half-elves, half-giants, and muls - has its
own language, sometimes even its own approach to language The Common Tongue
and communication. The three exceptions don't have their
own societies or cultures to draw upon, so they speak the There is a standard language, known simply as common,
language of the society they live in. For example, a mul raised common tongue, or trade tongue, that all dwarves, elves, half-
in the gladiator pits of Urik would converse in the language elves, half-giants, humans, and muls speak. It is important to
variety of that city. Thri-kreen, on the other hand, use a note that halflings and thri-kreen do not necessarily start
combination of clicks and whines that come naturally to their speaking Common.
pincer mouths, a speech humans find impossible to imitate.
Language barriers therefore present a major obstacle for
adventures set in Athas. Characters must rely heavily on Player Character Literacy
magic, psionics, or interpreters for communication. Like the general populace, most player characters
have no ability to read or write. Unless your PC
Because knowledge is power, and the most efficient way of meets one or more of the following criteria, they
passing on knowledge is through literature, the sorcerer- will start the campaign illiterate.
kings have decreed that literacy is outlawed and punishable
by death. No one but templars and nobles are permitted to Nobles: Characters who possess the Highborn
read and write. Other people who gain access to that background are automatically literate.
knowledge are considered threats to the stability of the Scribes: Characters who possess proficiency in
system, and are hunted down. Most sorcerer-kings have scribe's supplies are considered literate.
authorized their templars to execute on spot anyone Wizards: Wizards need to be able to read to learn
demonstrating any reading or writing skills. Merchants are and memorize spells so they are automatically
educated enough to keep basic accounts, although some are literate.
fully literate.
F
ROM THE LOWLIEST SLAVE TO THE Fighter
highest templar, our fates are decided for us. The As in other campaign settings, fighters in Dark Sun are
slave at the hands of the master, and the templar unparralled masters of armed combat. Athasian fighters have
at the will of the king. Pray to Ral and Guthay many archetypes to choose from, including the Gladiator and
that your children are born when the stars align the Warlord. Gladiators are slave warriors who battle to the
to favor them. Few are those privileged to choose death in the great arenas of the city-states while warlords are
their own path of life, and cursed are those for commanders and strategistst that lead the armies of Athas.
they are bound by choice and have but themselves to blame
for their misfortune. The bard addicted to his alchemical Mystic
mixtures, the templar imprisoned for his crimes, and the Psionics are extremely common on Athas compared to other
gladiator sacrificed for the thrill of the fight. It is the choices campaign worlds. While even the lowliest slave may possess
that define who you are and how you die, regardless of who some latent pisonic talent, mystics are true masters of the art.
makes them.”
— from the Scrolls of the Blue Oracle Ranger
Wardens of the wastelands, rangers are unmatched in their
ability to survive in the desolate reaches beyond the shelter of
Character Classes the city-states. Rangers fill much of the same role on Athas as
Characters in a Dark Sun campaign have a limited number of on other worlds - hunters, warriors, and survivalists who
classes to choose from compared to those in other campaign defend the wild lands from man and monster alike.
worlds. Those classes that are available often vary from those
listed in the Player's Handbook and other supplemental Rogue
materials. The classes available are: Rogues abound on Athas, thriving on the chaos and intrigue
that plagues the great city-states. In addition to the usual
Barbarian assortment of thieves, assassins, criminal masterminds, and
Barbarians fill a role much like those on other worlds - they other unsavory types, Dark Sun rogues can also take on the
are savage fighters who rely on their rage ability to greatly role of bard. Masters of song and subterfuge, Athasian bards
enhance their offensive and defensive abilities. Athasian utilize deadly poisons and enthralling psionic powers in
barbarians can follow the Path of the Pit Fighter, a combat service to powerful patrons.
style popularized in the arenas that focuses on furious
unarmed strikes. Wizard
Arcane magic has a dark history in the Dark Sun campaign
Cleric as wizards are directly responsible for the environmental
Athas is a world without gods, so clerics in the Dark Sun desecration that has rendered Athas the inhospitable waste-
setting draw power from the enigmatic and unnamed rulers land it is today. Casting arcane spells requires drawing life
of the elemental planes. These clerics devote themselves to a force from plant life and from the planet itself. Careless or
single elemental domain: Air, Earth, Fire, and Water. Regard- power-hungry wizards known as defilers strip the land of life
less of their chosen element, all Athasian clerics are mystical in order to fuel their powerful spells. Other wizards, the so-
warriors entrusted with saving what is left of a dying world. called preservers, practice drawing just enough energy to
practice their art and return any excess to the land, thus
Druid negating any destruction. Unfortunately, most people assume
The druids are the remnants of an ancient order dedicated to all practitioners of the arcane are defilers - causing all
protecting Athas and the unseen spirits that dwell within the wizards to be feared and reviled.
land. Each druid draws spiritual energy from a landmark or
stretch of terrain known as their "guarded land". They are
fierce enemies of the defilers and Sorcerer-Kings that seek to
destroy the land for their own purposes.
B
rutality is a way of life in Athas, as much in
some of the cities as in the dwindling tribes of
Athas’ harsh wastes. Cannibal headhunting
halflings (who occasionally visit Urik from the
Forest Ridge) express shock at the savagery and
bloodshed of the folk that call themselves
“civilized” and live between walls of stone.
They would be more horrified if they were to see the skull
piles of Draj, experience the Red Moon Hunt in Gulg, or
watch a seemingly docile house slave in Raam rage as she
finally “goes feral”, taking every frustration of her short cruel
life out on whoever happens to be closest to hand. Some on
Athas have turned their brutality into an art of war. They are
known as “barbarians” and they wear the name with pride.
Primal Paths
Barbarians in a Dark Sun campaign are free to chose the
Path of the Berserker or the Path of Totem Warrior described
in the Player's Handbook. They can also choose the Path of
the Pit Fighter descibed here.
Path of the Pit Fighter
Pit fighters tend to be some of the strongest, toughest, and
most dangerous adversaries in the arena. Battling for survival
has been the only constant in their violent lives; they have
little to lose or gain except their lives. Usually regarded as
property to be bought and sold, these brutal warriors have
nothing to fear and always lunge into battle.
Brawler
When you choose this path at 3rd level, you gain several Totem Warrior Spirits
benefits that make you a more effective in unarmed combat.
The animals listed as totems in the Player's
You can roll a d4 in place of the normal damage of your Handbook and Sword Coast Adventurer's guide for
unarmed strike. This die improves as you gain barbarian the have all gone extinct on Athas. Dark Sun
levels, increasing at 6th level (d6), 12th level (d8), and 18th barbarians substitute the following creatures
level (d10).
When you use the attack action to make an unarmed Player's Handbook
strike or attempt a grapple, you can make one unarmed Klar (Bear). These massive beasts look like kodiak
strike as a bonus action. bears with chitinous plates covering their backs
and claws like curved daggers.
Reckless Abandon Kes'trekel. (Eagle). These carrion eaters are
Starting at 6th level, when you use Reckless Attack while considered harbingers of death by the nomads of
raging, you also gain temporary hit points equal to your wastes. They look like large black vultures with
Constitution modifier (minimum of 1). They vanish if any of vicious hooked beaks.
them are left when your rage ends. Dagorran (Wolf). Vicious predators of the wastes.
These reptilian beasts are feared throughout Athas
for their ability to track their prey by sensing their
Raging Charge psychic signatures.
Beginning at 10th level, you can take the Dash action as a
bonus action while raging. Sword Coast Adventurer's Guide
Sygra (Elk). These nimble herd beasts resemble
Eye for an Eye small horses with curving antlers.
Starting at 14th level, when you take damage from a creature Kirre (Tiger). Eight-legged great cats who stalk the
that is within 5 feet of you, you can use your reaction to make Forest Ridge. Kirre are apex predators equipped
an unarmed attack against that creature. You must have a with claws, fangs, a pair of horns, and spiked tails.
free hand.
A
thas is a world which has no gods and which
needs no gods for its clerics are able to channel
the power of the very elements themselves.
There are four types of elemental clerics: Earth,
Air, Fire, and Water. Each has its own peculiar
strengths and weaknesses, as well as access to
powers and spells not available to the others.
This makes these environmental warriors an extremely
diverse and interesting class to play. Some are merely power-
hungry, some seek revenge, and some are honestly struggling
to save their dying planet and reverse the ancient enviro-
nmental disaster. Regardless of motivation, every cleric under
the dark sun of Athas is a force to be reckoned with.
Holy Symbols
A cleric's element is his holy symbol. Earth clerics use small
chunks of granite, quartz, silver, gold, or any other kind of rare
earth. Clerics of water always have a vial of pure water, worn
about the neck or mounted on a staff. Fire clerics use
obsidian, often carved or melted into the shape of raging
flames. The priests of air are the most fortunate of the
elemental clerics, since they are not tied down by material
possessions. The holy symbol of air is the cleric's own breath.
Cleric Domains Bonus Cantrip
Only the elemental domains described here are available for At lst level, you gain the gust cantrip if you don't already know
Clerics on Athas. it. This spell is from the Elemental Evil Player's Guide.
New Feature: Elemental Speech Dance of the Winds
At 1st level all elemental clerics gain the ability to speak the Starting at first level you gain the ability to momentarily
primordial dialect associated with their chosen domain. become as insubtantial and swift as the wind. As a bonus
Auran (air), Aquan (water), Ignan (fire), or Terran (earth). action you can teleport up to 30 feet to an unoccupied space
that you can see. You can use this ability a number of times
Air Domain equal to your Wisdom modifier (minimum of once). You
regain all expended uses when you finish a long rest.
Clerics who make pacts with the denizens of the Plane of Air
are perhaps the most misunderstood of all the elemental Channel Divinity: Wind's Guidance
clerics. They are wanderers, diviners, travelers, and mystics. Starting at 2nd level, you can fire or throw weapons with
Like the winds, their minds are constantly wandering, and unnerring accuracy. When you make a ranged attack roll, you
they rarely seem focused on a current problem or situation. can use your Channel Divinity to gain a +10 bonus to the roll.
Some say that is because they are empowered by flighty You make this choice after you see the roll, but before the DM
patrons, and others say that repetitive viewing of the future says whether the attack hits or misses.
drives one mad.
Windborne Steps
Air Domain Spells At 6th level, your speed increases by 10 feet.
Cleric Level Spells
1st feather fall, fog cloud Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes
3rd dust devil *, gust of wind with the power of the storm. Once on each of your turns
5th call lightning, fly when you hit a creature with a weapon attack, you can cause
7th conjure minor elementals, storm sphere * the attack to deal an extra 1d8 lightning or thunder damage
(your choice) to the target. When you reach 14th level, the
9th conjure elemental, control winds * extra damage increases to 2d8.
11th investiture of wind*
Avatar of Wind
13th whirlwind* At 17th level, you have flying speed equal to your current
15th control weather walking speed whenever you are not underground or indoors.
* Spell Source: Elemental Evil Player's Guide
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons and
heavy armor.
Earth's Resilience
At 1st level you are imbued with the strength and fortitude of
the earth. This grants you two benefits:
You gain a +1 bonus to AC.
Your hit points maximum increases by 1, and it increases
by one everytime you gain a level.
Avatar of Stone
Channel Divinity: Grasp of the Earth At 17th level, you gain resistance to bludgeoning, piercing,
Starting a 2nd level, you can use your Channel Divinity to and slashing damage from nonmagical weapons.
restrain your enemies. As an action you cause tendrils of
earth to erupt from the ground and wrap themselves around Fire Domain
any number of targets within 10 feet of you. All targeted The most feared and unpredictable of the Athasian clerics are
creatures must succeed on a Strength saving throw ar be those of the Elemental Plane of Fire. Some say these
restrained by the earthen tendrils. A creature restrained by individuals become crazed during initiation, and others say
the plants can use its action to make a Strength check that one must be insane to petition the destructive lords of
against your spell save DC. On a success, it frees itself. flame in the first place. Whatever the reason for their erratic
nature, fire clerics are the most powerful and the most
Elemental Ward destructive of the elemental priests. Fire priests have earned
Starting at 6th level, when you or a creature within 30 feet of their reputations for two reasons, they are very aggressive
you takes acid, cold, fire, lightning, or thunder damage, you and very offensive. They will laugh maniacally while their
can use your reaction to grant resistance to the creature enemies are incinerated, and they appear to thrive only when
against that instance of damage. everything around them is being devoured by the fiery
appetites of their patrons.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes
with the power of the earth. Once on each of your turns when
you hit a creature with a melee weapon attack, you can cause
the attack to deal an extra 1d8 damage of the same type dealt
by the weapon to the target. When you reach 14th level, the
extra damage increases to 2d8.
A
s the sorcerer-kings began their reign of terror
in earnest, their wars with clerics and constant
use of defiling magic eventually attracted the
attention of the druids. The mysterious druids
of the wastes were at first no match for the
kings, and their blood ran freely over their
guarded lands.
But through this painful experience, the druids began to
find ways to dampen the dark sorcerer's defiling magic, and
were even able to win a few battles, battles now long
forgotten by history. The king's banded together after these
setbacks, and chased the hated druids back into their wastes.
There they were hunted to virtual extinction, and many
thought that their order had vanished from Athas forever.
Now, the few druids who will talk about the present say
that they are biding their time in the mountains, in the
deserts, and in the valleys of Athas. They train for battle,
learning to fight the defilers' magic, and carefully rebuilding
their ranks. One day, maybe soon, they say, druids will rise
from the earth with their ancient, fallen brothers and erase
the mark of the sorcerer-kings from Athas, only then will they
purge their bitter memories.
Druid Circles
The druids of Dark Sun are free to choose from either the
Circle of the Land or Circle of the Moon. Regardless of which
circle a druid belongs to they abide by the Druid Proficiency
and Guarded Land rules listed below.
Druid Proficiencies
Athasian druids have different proficiencies than their
counterparts in other worlds.
Armor: Light armor and shields
Weapons: All simple weapons
Tools: Herbalism Kit
Saving Throws: Constitution, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight,
Medicine, Nature, Perception, Religion, Stealth, and Survival
New Feature: Guarded Land
Every druid must choose one geographic feature to be his
Guarded lands. The geographic features that a druid might
make his guarded lands can vary widely. For instance, one
may watch over a particular stretch of open desert, another
may protect a belt of scrub grass within it, while still another
might watch over a small oasis that borders on both. This
connection to the land provides several abilities, all of which
function only within the confines of the druid's guarded lands.
Starting at 1st level, the druid is under the constant effect
of a pass without trace spell
At 3rd level, the druid can cast speak with animals at will.
At 5th level, the druid can cast speak with plants at will.
At 7th level, The druid can live without water or food
indefinitely, drawing noursihment directly from the life
energy of the land.
E
lite slave soldiers, champions of the arena, By Popular Demand
tribal warlords, and professionally trained Starting at 15th level, when you roll initiative and have no
noble swordsmen may come from diverse trick dice remaining, you regain 1 trick die.
backgrounds but they are all fighters. As on
other worlds, Athasian fighters are masters Arena Tricks
of weaponry and warfare. The tricks are presented in alphabetical order.
Disarming Attack. When you hit a creature with a weapon
Martial Archetypes attack, you can expend one trick die to attempt to disarm the
Fighters on Athas may choose from the Champion and Battle target. You add the trick die to the attack's damage roll, and
Master archetypes presented in the Player's Handbook. They the target must make a Strength saving throw. On a failed
may also choose from the two archetypes presented here: the save it drops an item of your choice it was holding.
Gladiator and the Warlord. The eldritch knight archetype is Evasive Footwork. When you move, you can expend one
not available as arcane magic is the sole purview of wizards. trick die, rolling the die and adding the number rolled to your
AC until you stop moving.
Finishing Move. When you make a melee weapon attack
Gladiator Archetype roll against a creature that is either blinded, frightened,
A gladiator is as much an entertainer as a warrior, trained to incapacitated, prone, or restrained, you may expend a trick
make the arts of combat into a spectacle the crowd will enjoy. die to turn your attack roll into a devastating blow. If your
Disciplined in many diverse forms of hand-to-hand combat attack hits, you deal a critical hit.
and skilled in the use of dozens of different weapons, Lunging Attack. When you make a melee weapon attack
gladiators are among the most dangerous warriors on Athas. on your turn, you can expend one trick die to increase your
reach for that attack by 5 feet. If you hit, you add the trick die
Arena Combat to the attack's damage roll.
When you select this archetype at 3rd level, you learn to Menacing Attack. When you hit a creature with a weapon
utilize a variety of arena tricks, special combat manuevers attack, you can expend one trick die to attempt to frighten the
that are as flashy as they are deadly. You can only use one target. You add the trick die to the attack's damage roll, and
trick per turn. the target must make a Wisdom saving throw. On a failed
Trick Dice. You have three trick dice, which are d8s. A save it is frightened of you until the end of its next turn.
trick die is expended when you use it. You regain all of your Pushing Attack. When you hit a creature with a weapon
expended trick dice when you finish a short or long rest. You attack, you can expend one trick die to attempt to drive the
gain another trick die at 7th level and one more at 15th level. target back. You add the trick die to the attack's damage roll,
Saving Throws. Some of your tricks require your target to and if the target is Large or smaller, it must make a Strength
make a saving throw to resist the trick's effect. The saving saving throw. On a failed save, you push the target up to 15
throw DC is calculated as follows: feet away from you.
Sweeping Attack. When you hit a creature with a melee
Trick DC = 8 + your proficiency bonus + your Charisma weapon attack, you can expend one trick die to damage
modifier. another creature with the same attack. Choose another
creature within 5 feet of the original target and within your
Disciple of the Arena reach. If the original attack roll would hit the second
At 3rd level you gain proficiency improvised weapons as well creature, it takes damage equal to the number you roll on
as two exotic weapons of your choice. your trick die. The damage is the same type dealt by the
original attack.
Taunt Trip Attack. When you hit a creature with a weapon attack,
At 7th level you can issue a taunt that rattles the reserve of you can expend one trick die to attempt to knock the target
even the most diciplined warriors. Choose one creature you down. You add the trick die to the attack's damage roll, and if
can see and who can see or hear you. The target must the target is Large or smaller, it must make a Strength saving
succeed on a Wisdom saving throw against your Trick DC or throw. On a failed save, you knock the target prone.
it will have disadvantage on all attack rolls, ability checks, and
saving throws made before the end of its next turn.
You can use this ability a number of times equal to your
Charisma modifier (a minimum of once). You regain all New Fighting Style: Brawling
expended uses when your finish a long rest. Your unarmed strikes deal 2 additional points of
damage on a hit.
Additional Fighting Style New Fighting Style: Exotic Weaponry
At 10th level, you can choose a second option from the
Fighting Style class feature. You gain proficiency with all exotic weapons.
P
sionics are very common on Athas and while Psionics
nearly all sentient creatures have a wild talent
or some skill with psionic disciplines, mystics As a student of psionics, you can master and use psionic
are true masters of The Will and The Way. talents and disciplines, the rules for which appear in the
Athasians call innate psionic ability “the Will,” Magic and Psionics Handbook.
though psionicists also refer to their reserve of
mental strength with this term. Wild talents Psionic Talents
have the Will, but rarely can they move beyond the single A psionic talent is a minor psionic effect you have mastered
ability nature has provided them. The study of psionics and and can perform at will. At 1st level, you know one psionic
the refinement of psionic ability is called “the Way.” While the talent of your choice. You learn additional talents of your
Will makes the use of psionics possible, only through the Way choice at higher levels. The Talents Known column of the
can a person truly master the powers of his mind and become Mystic table shows the total number of talents you know at
a mystic. each level; when that number goes up for you, choose a new
Every city in the Tyr Region has schools devoted to the talent.
Way, and wandering teachers can even be found in the
wilderness. Rumors of a psionic fraternity called the Order Psionic Disciplines
persist throughout the Tyr Region. It’s said that this group of A psionic discipline is a rigid set of mental exercises that
high-level psionicists is dedicated to two precepts: Psionics allows a mystic to manifest psionic power. A mystic masters
should only be studied for its own sake, and psionic talents only a few disciplines at a time.
should only be used to preserve the natural order of the At 1st level, you know one psionic discipline of your choice.
world. The Disciplines Known column of the Mystic table shows the
total number of disciplines you know at each level; when that
Creating a Mystic number goes up for you, choose a new discipline.
When creating a mystic, consider your character’s back- In addition, whenever you gain a level in this class, you can
ground. How did you become a mystic? What first drew you to replace one discipline you know with a different one of your
this practice? Are you self-taught, or did you have a master or choice. Disciplines are detailed in the chapter on psionics.
attend a psionic academy? If you had a master, what is that Psi Points
relationship like? You have an internal reservoir of energy that can be devoted
to psionic disciplines you know. This energy is represented by
Quick Build psi points. Each psionic discipline describes effects you can
You can make a mystic quickly by following these create with it by spending a certain number of psi points. A
suggestions. First, make Intelligence your highest ability psionic talent requires no psi points.
score, followed by Dexterity or Constitution. Second, choose The number of psi points you have is based on your mystic
the hermit background. level, as shown in the Psi Points column of the Mystic table.
The number shown for your level is your psi point maximum.
Class Features Your psi point total returns to its maximum when you finish a
long rest. The number of psi points you have can’t go below 0
As a mystic you gain the following class features. or over your maximum.
Hit Points Psi Limit
Hit Dice: 1d8 per mystic level Though you have access to a potent amount of psionic energy,
Hit Points at 1st Level: 8 + your Constitution modifier it takes training and practice to channel that energy. There is
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution a limit on the number of psi points you can spend to activate
modifier per mystic level after 1st. a psionic discipline. The limit is based on your mystic level, as
shown in the Psi Limit column of the Mystic table. For exam-
Proficiencies ple, as a 3rd-level mystic, you can spend no more than 3 psi
Armor: Light armor points on a discipline each time you use it, no matter how
Weapons: Simple weapons many psi points you have.
Tools: None
Saving Throws: Intelligence and Wisdom Multiclass Mystics
Skills: Choose two from Arcana, History, Insight, Medicine, Multiclassing Prerequisites. A character who wishes
Nature, Perception, and Religion. to multiclass as a mystic must have an Intelligence
of 13 or higher.
Psi Points/Psi Limit. A multiclass mystic adds their
mystic level to one-half of their levels in non-
mystic classes to determine their Psi Points and Psi
Limit.
T
hough Athas is a land different from other
D&D campaign worlds, the role of the ranger Class Features
is largely unchanged. The wilderness is harsh As a ranger you gain the following class features.
and unforgiving, calling for skilled and capable
men and women to master its ways - the Hit Points
ranger answers that challenge. Hit Dice: 1d10 per ranger level
A ranger's motivations can vary greatly. For instance, Hit Points at 1st Level: 10 + your Constitution modifier
human rangers are very often former slaves forced into the Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
desert wilderness for simple survival. Halfling rangers, on the modifier per ranger level after 1st.
other hand, are an integral part of their aboriginal society,
serving as advisors and trackers. Proficiencies
Armor: Light armor, medium armor, shields
Unearthed Arcana: Ranger Variant Weapons: Simple weapons, martial weapons
The variant ranger class described in the Unearthed Arcana Tools: None
article "Ranger Revised" is used in this campaign setting Saving Throws: Strength and Dexterity
rather than the class description presented in the Player's Skills: Choose three from Animal Handling, Athletics,
Handbook. This version of the class is more suitable to a Insight, Investigation, Nature, Perception, Stealth, and
Dark Sun campaign and is a more powerful and viable option Survival
than the ranger presented in the Player's Handbook. This
version of the class has been reprinted below for convenience
and updated to reflect the campaign setting.
Favored Enemy
Beginning at 1st level, you have significant experience In addition, you are skilled at navigating the wilderness. You
studying, tracking, hunting, and even talking to a certain type gain the following benefits when travelling for an hour or
of enemy commonly encountered in the wilds. more:
Choose a type of favored enemy: beasts, fey, humanoids,
monstrosities, or undead. You gain a +2 bonus to damage Difficult terrain doesn’t slow your group’s travel.
rolls with weapon attacks against creatures of the chosen Your group can’t become lost except by magical means.
type. Additionally, you have advantage on Wisdom (Survival) Even when you are engaged in another activity while
checks to track your favored enemies, as well as on traveling (such as foraging, navigating, or tracking), you
Intelligence checks to recall information about them. remain alert to danger.
When you gain this feature, you also learn one language of If you are traveling alone, you can move stealthily at a
your choice, typically one spoken by your favored enemy or normal pace.
creatures associated with it. However, you are free to pick any When you forage, you find twice as much food as you
language you wish to learn. normally would.
While tracking other creatures, you also learn their exact
Natural Explorer number, their sizes, and how long ago they passed through
the area.
You are a master of navigating the natural world, and you
react with swift and decisive action when attacked. This
grants you the following benefits:
You ignore difficult terrain,
You have advantage on initiative rolls
On your first turn in combat, you have advantage on attack
rolls against creatures that have not acted yet.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Iron Mind
At 7th level, you gain proficiency in Wisdom saving throws.
Stalker's Flurry
Starting at 11th level, once on each of your turns when you
miss with an attack, you can make another attack.
Stalker's Dodge
At 15th level, whenever a creature attacks you and does not
have advantage, you can use your reaction to impose
disadvantage on the creature’s attack roll against you. You
can use this feature before or after the attack roll is made, but
it must be used before the outcome of the roll is determined
A
thas is a world of intrigue and treachery, of Spell Save DC = 8 + your proficiency bonus + your
shady deals and secretive organizations - it's a Charisma modifier.
rogue's paradise. Within the secure walls of the
city states, many typically roguish occupations Verbal Casting. Despite what a spell's description says,
have become institutions unto themselves. spells you cast using your Sorcerous Words feature only
Assassins, bards, and thieves alike have become require verbal components, never somatic or material. On the
pawns of the wealthy, deployed in deadly games other hand a creature needs to be able to hear your speech to
of deceit between noble families. be affected by your spells.
Roguish Archetypes
The Assassin and Thief archetypes presented in the Player's
Handbook are suitable for Athasian rogues. The Sword Coast Athasian Bard Sorcerous Words
Adventurer's Guide also presents two viable options: the
Mastermind and Swashbuckler. Finally, this guide presents — Spell Slots —
the Athasian Bard as an archetype option. Level Spells Known 1st 2nd 3rd 4th 5th
It should be pointed out that the Arcane Trickster arche-
type is not appropriate to a Dark Sun setting as arcane magic 3rd 2 2 — — — —
is the sole province of wizards. 4th 3 3 — — — —
5th 3 3 — — — —
Athasian Bard Archetype 6th 4 4 2 — — —
Some rogues follow the path of the bard, an entertainer to the
wealthy and powerful elite of Athas. You strive for flashy 7th 4 4 2 — — —
performances and exquisite works of art. Your poetics stir the 8th 5 4 3 — — —
hearts of your listeners. Your music raises their spirits or 9th 5 4 3 — — —
captures their sorrows. And your dances captivate them.
Few however can see that you are more than you seem; 10th 6 4 3 2 — —
behind the veil of artistic ability, you lead a life of infiltration 11th 6 4 3 2 — —
and assassination. You master the art of poisonmaking,
espionage, and blackmailing. 12th 7 4 3 3 — —
13th 7 4 3 3 — —
Bonus Proficiencies 14th 8 4 3 3 1 —
Upon taking this archetype at 3rd level, you gain proficiency
with the Performance skill as well as the poisoner's kit and 15th 8 4 3 3 1 —
one musical instrument of your choice. 16th 9 4 3 3 2 —
17th 9 4 3 3 2 —
Sorcerous Words
When you reach 3rd level, you gain the ability to cast spells 18th 10 4 3 3 3 1
called "Sorcerous Words". These words are a form of magic 19th 10 4 3 3 3 1
unique to bards and are more closely related to psionics than
arcane or elemental magic. A list of all sorcerous word spells 20th 11 4 3 3 3 2
appears on the next page.
Spell Slots. The Athasian Bard Sorcerous Words table
shows how many spells slots to have to cast your sorcerous
words. To cast one of these spells, you must expend a slot of
the spell's level or higher. You regain all expended spell slots Beguiling Words
when you finish a long rest. Starting at 9th level you can interweave sorcerous words into
Spells Known. You know two 1st level spells of your your speeches, making them far more powerful. If you spend
choice. The Spells Known column of the Athasian Bard at least a full minute speaking or singing as part of casting a
Sorcerous Words table shows when you learn more spells of sorcerous word spell all targets have disadvantage on any
your choice. Each of these spells must be for a level for which saving throw to resist the spell.
you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability Countercharm
for your sorcerous words. You use your Charisma whenever a At 9th level, you gain the ability to use music or words of
spell refers to your spellcasting ability. In addition, you use power to disrupt mind-influencing effects. As an action, you
your Charisma modifier when setting the DC for a sorcerous can start a performance or speech that lasts until the end of
word you cast. your next turn.
2nd Level
Aid
Calm Emotions
Enthrall
Hold Person
Suggestion
3rd Level
Bestow Curse
Fear
Mass Healing Word
Sending
Speak with Dead
Speak with Plants
Tongues
4th Level
Banishment
Compulsion
Dominate Beast
Confusion
A
thasian wizards drain energy from the Defiled Terrain
surrounding soil. The method used labels the The ash created by defiling magic is black and gray,
wizard as a defiler or a preserver. Preservers completely devoid of life-giving elements. The ash itself is
have the self–control to gather energy without very light and usually blows away, leaving behind a lifeless,
destroying plants. Those who do not, or who circular scar on the ground. Even with the ash gone, the
feel no remorse about the damage caused, defiling magic has leeched all life-giving nutrients from the
become Defilers. Defilers leave behind sterile soil, so that an area defiled may take many years to recover
soil and infertile ash when they cast spells. life, if it ever does.
Because of this, most wastelanders blame wizards for the
desert landscape that dominates the Tablelands today, and Casting arcane spells in defiled terrain can be difficult as the
their hatred extends to defilers and preservers alike. In the wizard must draw energy from further away. If a wizard
seven cities, arcane magic is outlawed and feared. Writing is attempts to cast a spell while standing in an area of defiled
also illegal in the Tablelands, thus wizards have to go to great terrain they must succeed on an Intelligence (Arcana) check
lengths to conceal their spellbooks, and they have refined this or the spell fails. The DC for this check is equal to 10 plus the
art to the point where even fellow wizards can be hard spell's level.
pressed to identify a spell book. When found, they are
precious resources, hoarded and studied by wizards thirsty
for knowledge or power.
Arcane Traditions
Terrain Types
On Athas the only arcane traditions available to wizards are Below are some guidelines on which terrain type to
the Path of the Defiler and the Path of the Preserver. use when determining area of defilement. Note
that these guidelines may be adjusted for specific
New Feature: Arcane Defilement situations. For example, in a city, the mud pits
Starting a 1st level, a wizard can choose to defile as part of might have no more vegetation than the stony
barrens, while the gardens of the sorcerer-king will
casting a wizard spell of 1st level or higher. Defiling strips the be equal to a teeming forest.
surrounding land of its life energy, turning plant life in the
area to lifeless ash. It also empowers the spell being cast Desolate: Includes boulder field, dust basin, salt flat,
greatly, providing one of the benefits from the Empowered sandy wastes, and silt sea terrains.
Spell Effects list of the caster's choice.
Barren: Includes mountain, rocky badland, and
Empowered Spell Effects stony barren terrains.
+1 to Spell Slot Level
+2 to Spell Attack roll Verdant: Includes mud flat, salt marsh, savannah,
+2 to Spell Save DC scrub plain, and verdant belt terrains.
Double spell duration
Forest: Includes the forest ridge and other areas
Destructive Spell Effects with abundant vegetation.
Defiling creates an area of ecological devastation around the
caster dependant on the level of the spell slot expended and
the abundance of vegetation in the area (see Area of
Defilement table below).
All non-creature plant life in the area is turned to ash while
plant creatures that are caught in the area of effect suffer
1d10 necrotic damage per level of the spell slot used, turning
to ash if reduced to 0 hit points by this damage.
If a wizard casts more than one defiled spell from the same
location, the radius of destruction expands even further with
each defiled spell expanded the radius of defiled land by the
distance indicated.
Area of Defilement
Defiled Terrain
Terrain 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Desolate 20 ft. 30 ft. 40 ft. 50 ft. 60 ft. 70 ft. 80 ft. 90 ft. 100 ft.
Barren 10 ft. 15 ft. 20 ft. 25 ft. 30 ft. 35 ft. 40 ft. 45 ft. 50 ft.
Verdant 5 ft. 10 ft. 10 ft. 15 ft. 15 ft. 20 ft. 20 ft. 25 ft. 25 ft.
Forest 5 ft. 5 ft. 5 ft. 10 ft. 10 ft. 10 ft. 15 ft. 15 ft. 15 ft.
B
ackground and social standing are an important Anchorite
part of every character's backstory, especially on
a world like Athas, where a strictly enforced You have lived hidden away in seclusion and contemplation -
caste system enabled the continued tyranny of perhaps by your own choice or perhaps because you were
the Sorcerer Kings. Choosing a background for outcast from wider society. In your time apart from the
your Dark Sun character not only determines clamor of civilization, you found quiet and solitude. Whether
their skills and proficiencies - it also determines that isolation has resulted in enlightenment or madness is is
where exactly they fit in to the social hierarchy that defines open for debate. As a hermit you exist outside of the caste
life in the Athasian city-states. Characters from the same race system, how the templars and other civil authorities treat you
and class can have vastly different roles in society dependant is dependant in part on your behavior and in part on your own
on their background. power.
For example, a human fighter with the highborn back-
ground may be a professionally trained swordsman who Skill Proficiencies: Medicine, Religion
leads his family's hired soldiers and slave warriors into battle Tool Proficiencies: Herbalism Kit
at the behest of the city's ruling Sorcerer-King. On the other Languages: One of your choice
hand, a human fighter with the slave hero background may be
an escaped gladiator who leads a band of other ex-slaves in Artisan
armed revolt against his noble-born counterpart. You are a skilled craftsman or artist who learned their trade
at the feet of a master artisan. Artisans come from a wide
Character Backgrounds range of backgrounds - slaves, freemen, villagers, nomads,
and hunter-gatherers all count artisans amongst their ranks.
Characters in a Dark Sun campaign can select their
background only from amongst the options listed here. Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan's tools
Background and Starting Wealth Languages: One of your choice
Characters on Athas do not receive starting gear for their
background and class. Instead they receive a number of Highborn
ceramic pieces determined by their background with which
they can spend on starting equipment. As a member of the nobility, you were born into a life of
wealth, power, and privelage. You carry a noble title and your
Starting Wealth by Background family owns land and water rights as well as a sizeable force
Background Starting Funds of slave laborers, soldiers, and gladiators. Your power and
Anchorite 2d4 x 10 cp influence are rivaled only by the highest ranking templars and
heads of merchant dynasties. You are also one of the
Artisan 4d4 x 10 cp privelaged few who are legally permitted to read and write.
Highborn 5d4 x 30 cp Work with your DM to come up with an appropriate title and
Initiate 3d4 x 10 cp to determine how much authority that title carries.
Merchant 5d4 x 10 cp Race Restriction: Only humans can select this background
Outlaw 4d4 x 10 cp Skill Proficiencies: Persuasion, plus one of your choice
from among Deception, History, and Intimidation
Performer 4d4 x 10 cp Languages: One of your choice
Slave Hero 5d4 cp Literacy: You can read and write any language you can speak
Warrior 5d4 x 10 cp
Initiate
Wastelander 2d4 x 10 cp
As a member of a cult, temple, psionic academy, or arcane
Background Features & Characteristics cabal you have been initiated into the esoteric mysteries of
Unlike the backgrounds listed in the Player's Handbook, your order. You possess extraordinary insight into the arcane
Dark Sun backgrounds do not provide any special features or and as such are held in fear or awe by the general populace.
recommended characteristics. Players are encouraged to The nature of your order determines how openly you are able
come up with their own ideals, flaws, and bonds for their to flaunt your affiliation. While psionic orders and temples
character and DMs should work to identify situations in dedicated to locally accepted religions are able to operate
which a player's background might serve as a benefit or openly, members of underground cults or sorcerous cabals
hindrance. can face execution if their alligence is uncovered.
Skill Proficiencies: Arcana, plus one from among History,
Insight, Nature, or Religion, as appropriate for your order.
Languages: Two of your choice
I
N A WORLD WHERE SURVIVAL ALWAYS HANGS The standard unit of measurement is not the gold piece,
in the balance, gear can be crucial. As you make your however, but the ceramic piece (cp). Ceramic coins can be
way across the Athasian wilds, your items help to manufactured from the most common clay available, then
keep thirst, starvation, sand, salt, and the blazing sun glazed in specific colors and kilned to discourage forgery. The
at bay. You need a good weapon and effective armor molded shape of ceramic pieces allows them to be broken
to fight off predators. A hardy mount can shorten into 10 separate pie-shaped bits. Ceramic pieces and bits
your trip or, if you're desperate, serve as extra make up for most of trades; silver (sp) and gold pieces (gp)
provisions. And your traveling gear will make sure you won't are reserved for exceptional items, such as weapons and
get lost, get eaten, or fall prey to the multitude of raiders that armor, and the transactions that nobles and wealthy
roam the deserts. merchants deal with.
To understand commerce and the availability of equipment With one ceramic piece, a character can buy a set of
on Athas, one must understand that Athas is a metal-poor common clothes complete with shoes, five waterskins, or two
world. Nearly bereft of metals, all items - including armor and days of accommodation in a modest inn. A skilled (but not
weapons - are made from substitute materials, such as bone, exceptional) artisan can earn two ceramic pieces a day. A bit
obsidian, or wood. The scarcity of metal has forced the can buy a night's rest in a poor inn, a loaf of bread, or the
people to rely on barter and different materials, such as entrance to one of the city-states. An unskilled laborer can
ceramic, to use as currency. It has also hampered industrial earn two bits a day.
and economic development as well; farms, mills, and
workshops rarely have quality tools to produce everyday Standard Exchange Rate
products. This chapter details the mundane and exotic Coin bit cp sp gp
merchandise that adventurers commonly find useful in the Bit (bit) 1 1/10 1/100 1/1000
face of the threats that the world of Athas presents. Ceramic (cp) 10 1 1/10 1/100
Silver (sp) 100 10 1 1/10
Monetary Systems Gold (gp) 1000 100 10 1
Wealth appears in many forms in the world of Athas. Coins,
gemstones, trade goods, art objects, animals, and property
can reflect your character's financial well-being. Societies on Barter
Athas exchange goods and services in three ways: coins, Barter is the exchange of goods for other goods - no coins
barter, and service. Nomads usually trade in common goods, change hands. By its very nature, barter is an age-old
bartering for what they need. Free citizens, members of the ceremony of negotiation. Characters who often venture out in
nobility and merchants prefer coinage, though deals in the deserts encounter tribes and nomads who usually deal in
services are not uncommon. Many an adventurer has this type of trade - a herdsman or a hunter would rather own
provided mercenary work at a merchant house's trading a few waterskins than a handful of coins. Thri-kreen always
caravan, only to be offered food, water, and some shade to resort to bartering, since they have little use of coins.
rest during the long trip. When your character enters a barter, you compare the
costs of the items to be exchanged and then match the
Coinage quantities until they are approximately even. For example,
Transactions where goods or services are purchased with Kyuln's tribe wishes to exchange its crop of rice for barrels of
money is quite common on Athas, despite the lack of metal; water. On Athas, rice is worth 1 bit per pound, and each
after all, Athas is metal-poor, not metal-depleted. Coins are barrel of water is worth 2 cp (20 bits). Kyuln's tribe would
readily accepted means of payment and, considering the have to trade 20 pounds worth of rice to the merchant in
increased value of coins, are less bulky to carry than other exchange for one barrel of water.
forms of payment.
Virtually all Athasian city-states issue coins minted in Selling Treasure
tribute to their sorcerer-kings. Also, some independent dwarf Opportunities abound to find treasure, equipment, weapons,
communities and some wealthy merchant families mint their armor, and more in your adventures. Normally, you can sell
own coins when the precious metals are available to them. your treasures and trinkets when you return to a city or other
Though the currencies vary (a gold coin minted in Tyr might settlement, provided that you can find buyers, and merchants
be a bit heavier than square gold coins bearing the Ryharian interested in your loot.
family crest), they all fall under the standard exchange rates
given in the Player's Handbook. Arms, Armor, and Other Equipment. As a general rule,
undamaged weapons, armor, and other equipment fetch half
their cost when sold in a market. Weapons and armor used
by people and monsters are rarely in good enough condition
to sell.
* indicates that this weapon cannot be made from metal or gains no benefit from being made of metal
Simple Weapons Singing Stick. Singing sticks are used in pairs, one in
These weapons require little training and are often found in each hand. The ends are slightly wider than the center. They
the hands of commoners and others with little-to-no combat are very light, relying more on agility and ability than on brute
training. force. When twirled, the sticks produce whistling and moan-
Atlatl. Also known as a dart thrower, the atlatl is made ing sounds, thus giving them their name.
from a bone or wood shaft with a cup or spur at the end Talid. The talid, also known as a gladiator's gauntlet, is
which that support and propels darts. The atlatl increases the made of stiff leather with chitin or bone plating on the hand
force at which a dart is hurled, increasing range and damage. and spikes protruding from the knuckles. Wearing a talid
Puchik. This punching and parrying weapon is designed converts an attackers unarmed strike damage to piercing
for close-quarter fighting. It’s a long dagger with hand guards instead of bludgeoning.
and a grip positioned perpendicularly to the length of the Widow's Knife. A farmer's tool used used in the verdant
blade. belts, this weapon has a flat, semi-circular blade on one end
Quabone. This weapon is constructed from four identical of a wooden handle. The grip can be modified to hold poison,
shanks of bone which are lashed together to form a radially making it a favorite weapon of bards and assassins.
symmetrical, sword-length rod. With its lightness and crudely
sharpened end, the quabone is a fairly ineffective weapon.
* indicates that this weapon cannot be made from metal or gains no benefit from being made of metal
* indicates that this weapon cannot be made from metal or gains no benefit from being made of metal
Lotulis. Crescent blades with barbed spikes near the Alhulak. This weapon consists of a 5-foot length of rope
points and mounted at either end of a long shaft make this a with a four-bladed grappling hook on one end. The other end
particularly nasty melee weapon. is secured to a short handle. The bladed head is commonly
Net. A Large or smaller creature hit by a net is restrained carved from mekillot or inix bone, while the handle is wood
until it is freed. A net has no effect on creatures that are or bone.
formless, or creatures that are Huge or larger. A creature can Bolas. This is a length of cord with weighted ends, used to
use its action to make a DC 10 Strength check, freeing itself trip foes from a distance. A Large or smaller bipedal or
or another creature within its reach on a success. Dealing 5 quadruped creature hit with bolas must make a DC 10
slashing damage to the net (AC 10) also frees the creature Strength (Athletics) check or be knocked prone.
without harming it, ending the effect and destroying the net. Cahulaks. Paired alhulak heads connected by a long rope,
When you use an action, bonus action, or reaction to attack cahulaks are swung about the body in dizzying patterns that
with a net, you can make only one attack regardless of the are difficult to defend against.
number of attacks you can normally make. Carrikal. This is a variation on the battleaxe with two axe
Trikal. This small polearm is a 6-foot-long, mostly wood heads affixed side by side to a heavy handle.
shaft. The uppermost 12 inches consist of three blades These weapons are most commonly constructed from two
projecting from a central shaft. Beneath the blades is a series jawbones lashed to a handle so that the teeth run halfway
of sermtions, generally extremely sharp. The other end of the down the length of the handle.
shaft is weighted to increase the momentum of the weapon. Chatkcha. This thri-kreen throwing weapon is used
Wrist Razor. Wrist razors consist of a pair or trio of blades primarily for hunting small game. It is a lightweight, three-
that protrude from a heavy arm band. The razors project out bladed weapon that, due to its spin, will return to a proficient
over the back of the hand, are extremely sharp, and can be up thrower on a missed attack roll.
to 6 inches long. Wrist razors can be worn on one or both Dejada. This obscure weapon is difficult to master and is
forearms. mostly used in arena games. The dejada consists of a long,
scooped basket worn on the arm like a gauntlet. The curved
Exotic Weapons basket allows the wielder to hurl spherical projectiles called
Exotic weapons are highly specialized armaments that are as pelota at very high speeds.
difficult to master as they are deadly. Arena champions and A proficient dejada user can use the weapon to catch
master warriors are often equipped with these types of pelota, sling stones, and similar small, round projectiles. As a
weapons. The exotic weapons listed here are unique to Athas reaction the dejada wielder makes an attack roll and
and not found in other settings. compares it to the attacker's roll. If the defender's roll is
higher they manage to catch the pelota or other missile in the
dejada's basket.
Service
The services a character renders - from those of unskilled
laborers to those of prized engineers - all have an asking
price. A character may receive payment for his or her services
in other services, goods or coins, depending upon the
situation.
Adventurers can pay nonplayer characters to assist them or
act on their behalf in a variety of circumstances. Most such
hirelings have fairly ordinary skills, while others are masters
of a craft or art, and a few are experts with specialized
adventuring skills.
Common Wages
Service Pay
Hireling, skilled 2 cp per day
Hireling, untrained 2 bits per day
Mercenary, militia 2 bits per day
Mercenary, professional 2 cp per day
Messenger in the city 1 bit per message
Messenger (telepathic) 20 cp
Overland travel 3 bits per mile
Road or gate toll 1 bit
T
o one extent or another, nearly every human Psionic Initiate (Feat)
and humanoid on Athas has psionic powers. Choose one psionic discipline. You can both manifest powers
Most people are wild talents, with only one from this discipline, though you do not gain the ability to use
power that they have learned to use by trial the disciplines psychic focus unless you are a mystic.
and error. But anyone can harness their
psionic powers through careful practice and Psionic Ability. Your psionic ability is the same as that
study, and every city has at least one academy used for your wild talent.
dedicated to teaching "the way of the mind." Many warriors, Psi Points. Your psi point total is equal to 2 times your
templars, and sorcerers have attended these academies and character level. You recover all expended psi points when
developed powerful psionic abilities in addition to their you finish a long rest.
normal talents. Psi Limit. Your psi limit is equal to that of a mystic of one-
half your character level.
Wild Talents Mystics who select this feat gain an additional discipline on
Every character begins the game with the ability to manifest a top of those granted by their class. This discipline does not
randomly psionic talent. Talents are described in more detail count against number of disciplines you know. Thier psionic
at the end of this chapter. It should be noted that characters ability, psi points, and psi limit are determined normally and
with the Mystic class gain this random wild talent in addition are not affected by this feat.
to the talents granted by their class.
Wild talents can further enhance their psionic abilities by Psionic Talents
taking the Psionic Initiate feat.
Psionic talents are minor abilities that require psionic
Psionic Ability aptitude but don’t drain a mystic’s reservoir of psionic power.
Unlike mystics, who always use Intelligence as their psionic Talents are similar to disciplines and use the same rules, but
ability, wild talents can choose Constitution, Intelligence, with three important exceptions:
Wisdom, or Charisma to be the ability score that determines You can never use your psychic focus on a talent.
their psionic attack modifier and psionic save DC. Note that Talents don’t require you to spend psi points to use them.
wild talents who later take levels in the mystic class must use Talents aren’t linked to Mystic Orders.
Intelligence as their psionic ability score.
The talents are presented below in alphabetical order.
Discipline Save DC = 8 + your proficiency bonus + your
Intelligence modifier. Beacon
As a bonus action, you cause bright light to radiate from your
Discipline Attack Modifier = your proficiency bonus + your body in a 20-foot radius and dim light for an additional 20
Intelligence modifier. feet. The light can be colored as you like. The light lasts for 1
hour, and you can extinguish it earlier as a bonus action.
Wild Talent
Roll 1d12 and consult the table below to determine your wild Blade Meld
talent. As a bonus action, a one-handed melee weapon you hold
Roll Talent becomes one with your hand. For the next minute, you can’t
let go of the weapon nor can it be forced from your grasp. The
1 Beacon weapon also is not subject to weapon breakage while melded.
2 Blade Meld
Blind Spot
3 Blind Spot As an action, you erase your image from the mind of one
4 Delusion creature you can see within 120 feet of you; the target must
5 Energy Beam succeed on a Wisdom saving throw, or you are invisible to it
until the end of your next turn.
6 Light Step
7 Mind Meld Delusion
As an action, you plant a false belief in the mind of one
8 Mind Slam creature that you can see within 60 feet of you. You can
9 Mind Thrust create a sound or an image. Only the target of this talent
10 Mystic Charm perceives the sound or image you create.
If you create a sound, its volume can range from a whisper
11 Mystic Hand to a scream. It can be your voice, someone else's voice, a
12 Psychic Hammer creature's roar, a musical instrument, or any other sound you
pick. It lasts for 1 minute.
T
he sources of magic on Athas are quite Druid Magic
different from those on other D&D campaign
worlds. Since Athas is a world without deities, Druids are granted spells by the spirits that inhabit their
clerics gain their powers from the elemental guarded land. Much like their cleric counterparts druids have
planes of air, earth, fire and water while druids an altered spell list to reflect the changed nature of their
and rangers from the nameless spirits that world. In addition to the spells from the Player's Handbook
inhabit the land. and this guide, Athasian druids can use all spells from their
Wizards, on the other hand, draw the power to cast their class list in the Elemental Evil Player's Companion.
spells from the land itself. The use of wizardly magic can
disrupt and destroy the land’s ability, to support life, for if a Added Spells
wizard takes too much energy from the land, plants and soil Athasian druids add the following spells to their class list.
die. These spells are described in detail later in this chapter.
These changes mean that not only do spellcasters on Athas Spell Name Level
have different abilities and spell lists, the very nature of magic
is different and some spells and magic items are significantly Rejuvenate 5th
altered from what is presented in the Player's Handbook or Create Tree of Life 8th
Dungeon Master's Guide.
Removed Spells
Spell Lists Athasian druids do not have access to the following spells.
This is because fey creatures in Dark Sun are not the friendly
Cleric Magic forest sprites found in other settings but rather cunning and
As has been mentioned, clerics in a Dark Sun campaign gain often cruel spirits of the wastelands.
their powers and spells through ritual pacts made with the Spell Name Level
elements themselves. Because of this some new spells have Conjure Woodland Beings 4th
been added to their repertoire while others have been
removed or are available only to clerics of a specific Conjure Fey 6th
elemental domain.
Ranger Magic
Added Spells
Athasian clerics add the following spells to their class list. Like druids, rangers draw upon the spirits of the land for
These spells are described in detail later in this chapter. their magic. They can use any spells from their class lists
from both the Player's Handbook and Elemental Evil Player's
Spell Name Level Companion, with the exception of the banned spell listed
Merciful Shadows 1st below.
Rejuvenate 5th Added Spells
Create Tree of Life 8th Athasian rangers add the following spells to their class list.
These spells are described in detail later in this chapter.
Removed Spells Spell Name Level
Athasian clerics do not have access to the following spells
unless they are domain spells for their chosen element. Merciful Shadows 1st
Rejuvenate 5th
Spell Name Level
Create or Destroy Water 1st Banned Spells
Continual Flame 2nd Athasian rangers lose access to the following spell.
Create Food and Water 3rd Spell Name Level
Meld Into Stone 3rd Conjure Woodland Beings 4th
Water Walk 3rd
Control Water 4th Wizard Magic
Stone Shape 4th Athasian wizards fall into two categories: preservers and
defilers. The former work to save the land while the former
Flame Strike 5th greedily exploit its destruction to weave more powerful spells.
Conjure Celestial 7th Both have access to all wizard spells from the Player's
Handbook as well as the Elemental Evil Player's Companion.
Fire Storm 7th They also have the ability to learn any of the new spells listed
Control Weather 8th below.
Earthquake 8th
Druid Magic
DARK SUN PLAYER'S GUIDE
82
Added Spells If the battle took place less than three months before the
casting of the spell, the undead will be zombies. Any longer
Athasian wizards add the following spells to their class list. period of time will yield skeletons - even if the bones have
These spells are described in detail later in this chapter. turned to dust, they will reassemble when this spell is cast.
Spell Name Level
The number animated depends upon the radius of the spell
and the number of bodies within it. The DM decides what
Detect Psionics 2nd level of conflict was fought on the grounds where the spell is
Psionic Dampener 4th cast, then rolls dice to find how many undead are raised:
Rejuvenate 5th Size of Battle Undead Raised
Doom Legion 7th Skirmish 3d12
Create Tree of Life 8th Small Battle 6d12
Major Battle 10d20
New Spells Animated bodies that are less than 1 yard beneath the
Create Tree of Life surface will dig themselves out within one minute of casting
8nd-level enchantment the spell. Those deeper will not animate. There is a chance
Casting Time: 1 hour that the animated army of undead will ignore the spell caster
Range: Touch and undertake their original mission, depending on how long
Components: V, S, M (a piece of gold wire worth 1,000 cp the vanquished army has laid at rest
which is wrapped around the sapling that is to be made Time at Rest Chance to Ignore
into the tree of life)
Duration: Permanent 1 day 90%
By means of this spell, a caster can enchant a living sapling to 1 week 80%
become a magical tree of life. The sapling must have already 1 month 70%
sprouted from the ground, though the caster can transplant 3 months 60%
such a sapling before casting the spell. It will grow to its full
size in only one week, but has its full powers and capabilities 1 year 50%
immediately after the spell is cast. Any tree less than one year 5 years 40%
old will suffice; this spell cannot be cast on an older tree. The
properties of a tree of life are described at the end of this 10 years 30%
chapter. 50 years 20%
100 years 10%
Detect Psionics
2nd-level divination (ritual) Over 100 years 0%
Casting Time: 1 action
Range: Self An army of undead that ignores the caster will not necessarily
Components: V, S attack him, but it will not obey him. It will pursue revenge for
Duration: Concentration, up to 10 minutes its defeat, advancing on its previous enemy, even if that no
longer makes sense, considering the passage of time.
For the duration, you sense the presence of psionics within Should the army not ignore the caster, the undead will
30 feet of you. If you sense psionics in this way, you can use consider the spell caster its new leader and will follow him
your action to see a faint aura around any visible creature or until every individual is somehow destroyed.
object in the area that bears a psionic effect, and you learn At Higher Levels. When you cast this spell using a spell
what discipline the effect belongs to, if any. slot of 8th level or higher you reduce the chance that the
This spell can penetrate most barriers, but it is blocked by undead created will ignore you by 20% per spell slot level
1 foot of stone, 1 inch of common metal, a thin sheet of lead, above 7th.
or 3 feet of wood or dirt.
Merciful Shadows
Doom Legion 1st-level abjuration
7th-level necromancy Casting Time: 1 minute
Casting Time: 1 minute Range: Touch
Range: 360 feet Components: V, S, M (a piece of palm leaf)
Components: V, S, M (a black gem worth at least 1,000 cp) Duration: 24 hours
Duration: Permanent
This spell cloaks the target in magical shade which provides
This spell creates skeletons or zombies from the remains of protection against the scorching sun. Once cast, the target
an army defeated in battle. The spell must be cast on the site gains advantage on saving throws made to resist exhaustion
of the conflict, where the fallen bodies still lie. When cast, caused by extreme heat.
only the bodies or skeletons of the losing side will be
animated.