W DEFILERS OF ATHAS hen an arcane caster invokes a spell, she draws upon the life energy of Athas. Most casters are trained to take only what is needed because any more kills plant life and renders the area barren for centuries. Every spellcaster is aware she is limiting herself by voluntarily limiting her casting in this way. With any spell, she can cost off her self-imposed restrictions in exchange for a rush of power. In doing so, she marks herself as a defiler - an enemy of the land. Doing so is an evil act, but many a good-hearted caster has found herself facing impending doom and reconsidered this stance. GAME TERMS Those who defile can apply a metamagic effect to their non-cantrip spells. Once the spell is cast, the land around them turns to barren ash, and the caster gains one or more defiler points. A caster who defiles even once will track two new scores: her current defiler points score, and if applicable, her permanent defiler aura. The DM determines the terrain, which determines the amount of vegetation from which defiling power can be taken. You must be touching the ground to attempt defiling and you cannot defile from already defiled land. DEFILING EFFECT Every bit of nonsentient plant life in the immediate vicinity is turned to ash, and the land is rendered sterile, unable to sustain life for possibly decades or centuries after. For one year, no matter what is done, the defiled area can never be viable. Even afterwards, all the lifegiving nutrients have been leeched from the soil, requiring skilled intervention before even one blade of grass can grow and taking up to centuries to naturally restore. When defiling, the radius of the defiled land depends on how fertile the land is and the spell level: The Base radius of the defiled land equals 5 times the spells level The DM determines the type of terrain. For example, if the terrain is mostly barren to begin with, the radius is trippled as you have to reach farther and deeper for the needed energy while the radius an area with abundant plant life is cut in third. Terrain Type Examples Range Modifier Desolate Salt flats, sea of Silt x3 Barren Boulder field, stony barrens x2 Infertile Cities, rocky badlands, scrubland x1 Fertile Verdant plains, savannahs, swamps, mud flats 1/2 Abundant Forests, oceans, gardens. 1/3 When defiling, you can choose any number of the following defiler options to apply to the spell. However, the Base radius of the defiling will increase by 5 feet for each option beyond the first: DEFILER POINTS Whenever you defile, you gain defiler points based on the effect applied according to the Defiling Benefits and Cost Table. These points have no immediate effect, but must be later dealt with. See Purging Defiler Points later in this document. The number of points you can spend on an effect is limited to half your caster level (rounded down, minimum of one). You cannot defile if the area has been been drained of vegetative life. Defiling Benefits and Cost Table Defiler Effect Defiler Points Earned Careful spell 1 Distant spell 1 Subtle spell 1 Empowered spell 2 Extended spell 2 Heightened spell 3 Quickened spell 4 Twinned spell 2 per spell level Cast spell without material component 1 per 100cp value CAREFUL SPELL When casting a spell that requires a saving throw, choose a number of creatures up to your spellcasting modifier (minimum 1). Chosen creatures automatically save. DISTANT SPELL Double the range of spells with at least a 5 foot range, or make a touch spell have a range of 30 feet. SUBTLE SPELL Cast without somatic or verbal components. EMPOWERED SPELL Reroll a number of damage dice equal to your spellcasting modifier (minimum 1) and use those new rolls. EXTENDED SPELL Double the duration of any spell with a duration of at least 1 minute, maximum 24 hours. HEIGHTENED SPELL When casting a spell requiring a save, make one target have disadvantage on its first saving throw against the spell. 51 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
QUICKENED SPELL Change the casting time of any spell that has a casting time of 1 action to 1 bonus action. TWINNED SPELL When casting a spell that targets only one creature and doesn't have a range of self, you may target a second creature in range with the same spell. To be eligible, the spell cannot target more than one creature at the level being cast. CAST SPELL WITHOUT MATERIAL COMPONENT Cast any spell without using a material component. Recover spell slot In addition to other Defile effects, you can draw forth life energy to renew your arcane powers. As an action that provokes an attack of opportunity, you may regain an expended spell slot. If you do, you gain defiler points equal to 2 times the spells slots level and defile the land as if you had cast a spell of that level. Purging Defiler Points Keeping defiler points can risk grave consequences for the defiler. There is only one way to lose the points accumulated, by assuming the taint within yourself. In most preserver circles, it is considered better to die than defile, and even if one can remove the taint of defiling, that person will be seen as a defiler ("once a defiler always a defiler.") ASSUME THE TAINT At the end of a long rest, you may purge away all your defiler points. Add a third of your defiler points (minimum of 1) to your permanent defiler aura. Reset your defiler points to zero. DEFILER AURA If you defile even once and assume the taint, you permanently gain an aura that marks you for those who can detect such auras, such as a druid. As this aura grows, its affects worsen, causing those around you to unconsciously find you disturbing and untrustworthy. In addition, your bodily health will deteriorate and your mind will warp. The Defiler Aura Table below details the effects you sustain as your aura grows. The effects can't be changed or undone except through a Conversion or Wish spell Defiler Aura Table Defiler Aura Points Effect 1+ -1 on Charisma checks 11+ Another -1 on Charisma checks and a -2 Constitution score reduction. 21+ An additional -2 on Charisma Checks. Alignment becomes evil. 31+ Another -2 on Charisma checks and another -2 Constitution score reduction. 41+ Another -2 on Charisma checks REJECTING THE TAINT Some defilers choose to not assume the taint, lest they inhibit themselves and risk the attention of druids and others that can detect defiler auras. This is but a temporary solution, as the body will eventually reject the taint in such a way to warp your body, mind and spirit. At the end of a long rest, if you do not assume the taint, you must make a Constitution saving throw with the DC equal the number of Defiler points you currently have. If you fail this saving throw 3 times in your life, you become an undead NPC known as a T'liz (see the Monsters of Athas section later in this document) under DM control. Defiling effects on other creatures Creatures except the defiler caught within the defiling radius at casting time experience pain and suffer a –2 penalty to all attack rolls, weapon damage rolls, saving throws and ability checks until the start of the defilers next turn. This effect stacks with itself. Plant creatures also take necrotic damage equal to 5 x spell slot level expended. This damage can't be reduced in any way. EXAMPLE OF DEFILING Carroz, a 4th level wizard, is being chased by templars. Although taught by his mentor to never defile, he has nearly exhausted his spells. He knows the king's gardens are nearby and figures, just this once, to save his life, he must draw more energy than the plants can handle. He is surprised at the volume of energy that comes at his behest, and nearby a century-old tree begins to wither. Carroz restores a 1st level slot by taking on 2 defiler points. He is limited to half his level in points he can assume per casting, in this case 2. He feels slightly ill then points his finger at the lead templar and draws even more energy, destroying the ancient yew tree and twinning a 1st level witch bolt (2 more points) at the first two enemies he sees. Carroz now has a total of 4 defiler points. His fellow preservers need never know, he thinks. 52 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
LEAVING THE DEFILING PATH BEHIND Those who have been tainted by defiling magic, as well as full defilers, have a chance of redemption, to purge the taint from their bodies and go on the preserving path. Those who choose must locate a druid of at least the same level, or CR at least equal to their level, who would be willing to cast a Conversion spell on them. The druid may also request some grand quest or proof of their dedication to abandoning the path of the defiler. DEFILER NPCS The DM can decide how many defiler aura points any NPCs have but if they aren't sure how many to put, a good start is to give them points equal to 2 or 3 times their number of hit dice. 53 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Wild Talents Many of the creatures of Athas have innate psionic ability, even if they can never approach a mindbender in skill nor learn any additional skills. DETERMINING WILD TALENTS When you create a character, roll to receive a random Wild Talent. d20 Wild Talent 1 Body Equilibrium 2 Far Hearing 3 Know Direction 4 Sense Danger 5 Object Projection 6 Psionic Image 7 Psionic Spark 8 Sensing Eye 9 Telekinetic Grasp 10 Thought Projection 11 Heightened Senses 12 Biofeedback 13 Levitate 14 Control Flame 15 Wild Leap 16 Graft Weapon 17 Control Sound 18 Martial Trance 19 Light Step 20 Beacon WILD TALENTS 1. Body Equilibrium. You sense how to shift your weight from step to step, staying atop a tricky surface. You gain proficiency in the Acrobatics skill. If you are already proficient, your bonus is doubled if it is not being doubled by another feature. As a bonus action, you ignore difficult terrain when moving over soft or brittle terrain, such as dust, silt, mud, snow, or thin ice. This effect lasts until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest. 2. Far Hearing. For a few moments, you can hear even distant whispers. As an action, you focus on a spot you can see within 60 feet of you. For the next minute, you can hear as if you occupied that square. You can end this effect at any time as a bonus action. You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest. 3. Know Direction. With a moment’s concentration, you sense which way is true north. As an action, you immediately determine which way is north and have advantage on ability checks related to navigating natural terrain. This effect lasts for an hour and you can't use this feature again until you finish a long rest. 4. Sense Danger. You can feel danger coming moments before it arrives. You can't be surprised while you are conscious and other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. 5. Object Projection. Your force of will teleports an object a short distance away. As an action, you can teleport a tiny object you are holding in one hand to an unoccupied square within 30 feet of you or to a willing creature within 30 feet of you. You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest. 6. Psionic Image. You learn the Minor Illusion cantrip but can only make the image of an object. Your spellcasting ability for this spell is either Intelligence, Wisdom or Charisma, your choice when you gain this feature. 7. Psionic Spark. As an action, you conjure a small fiery spark on a single object or creature within 25 feet or you. The target must make a DC 10 Dexterity saving throw or take 1 fire damage. A flammable object ignites if it isn't being worn or carried and a creature can use an action to put out the flames. You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest. PART 4 WILD TALENTS 54 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
8. Sensing Eye. An image forms in your mind, revealing what you would see if you were standing some distance away. As a bonus action, you can choose a point you can see within 30 feet of you. Until the end of your next turn, you are blinded and can see from that point as if you were standing there. While seeing through this, you can shift your vision around that point as if you were standing there. You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest. 9. Telekinetic Grasp. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible but its range is reduced to 15 feet. If you already know this spell, its range increases by 15 feet when you cast it. Your spellcasting ability for this spell is either Intelligence, Wisdom or Charisma, your choice when you gain this feature. 10. Thought Projection. You learn the Message cantrip. You can cast it without verbal, somatic, and material components a number of times equal to your proficiency bonus. Instead of a message, you can send an image. You regain all uses when you finish a long rest. Your spellcasting ability for this spell is either Intelligence, Wisdom or Charisma, your choice when you gain this feature. 11. Heightened Senses. All five of your senses become heightened. You become proficient in the perception skill. If you are already proficient, then your proficiency bonus is doubled for that skill as long as it isn't being double by another feature. 12. Biofeedback. As a reaction, you can redirect blood flow to mitigate harm from a single source of bludgeoning, piercing, or slashing damage that you can see. Reduce the damage by your proficiency bonus. You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest. 13. Levitate. As an action, you can vertically move your body (clothing and equipment don't count) plus up to 10 pounds per level up to 10 feet in the air. At the end of your next turn, you gently float to the ground. Movement while aloft is the same as the levitate spell. You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest. 14. Control Flame. You learn the Control Flames cantrip. Your spellcasting ability for this spell is either Intelligence, Wisdom or Charisma, your choice when you gain this feature. 15. Wild Leap. You may make a second jump immediately after making a first jump. Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal. 16. Graft Weapon. As a bonus action, a one-handed melee weapon you are holding becomes one with your hand for a number of rounds equal to your proficiency bonus or until you lose your concentration (as if you were concentrating on a spell). You cannot let go of the weapon or be disarmed. You gain a +1 to attack and damage rolls with that weapon. You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest. 17. Control Sound. As an action, create a 5 foot aura of sound dampening around you that lasts for a number of rounds equal to your proficiency bonus. Any speech into or out of this aura is muffled enough to be incomprehensible, and creatures within gain advantage on hearing-based Stealth checks and have resistance to thunder damage. You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest. 18. Martial Trance. As a bonus action, you focus your mind against mental attacks. You have advantage against charm and fear effects for a number of rounds equal to your proficiency bonus. You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest. 19. Light Step. As a bonus action, alter your density to improve your mobility. For the rest of your turn, your walking speed increases by 5 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0. You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest. 20. Beacon. As an action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for up to 1 minute per level. You can use this feature a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest. 55 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
LANGUAGES Standard Languages Language Typical Speakers Common All but halfling and thri-kreen Dwarvish Dwarves, some muls Elvish Elves, some half-elves Giant giants, braxat, tareks Gith Gith Halfling Halflings, Forest Ridge residents Sauron Pterran, nikaals, ssurrans Sign language Humans, elves, half-elves Thri-kreen Thri-kreen Exotic Languages Language Typical Speakers Aarakocra Aarakocra Ancient halfling (dead language) Historical texts, psionic lore Draxa (dead language) Historical texts Primordial Clerics, elementals, drakes Psurlonese Psurlons DARK SUN SOCIAL STANDINGS Within the city-states, your social standing can affect much of what you can get away with. Social Caste Life Style Templar/ City Official Aristocratic Noble Wealthy Merchant Comfortable Freeman/Freewoman Modest Slave/Trisbesman/Hermit Poor to Wretched These are suggested levels for lifestyle expenses (PHB 157). Only city officials, nobles, and merchants are allowed under law to read and write. LITERACY IS OUTLAWED Sorcerer-kings in all cities outlaw literacy except among the ruling class. Slaves can be executed if they are caught reading. By default, player characters are illiterate unless justified. SKILL CHECK CHANGES Athletics (swim). Aside from a racial or class feature, only water clerics and certain druids know how to swim. The concept is completely foreign and unknown to any characters and most creatures. Insight. A character may make a DC 10 Insight check after listening to a speaker's dialect for at least 1 minute to determine their city of origin, or is opposed by a Deception check if the speaker is trying hide it. Arcana. Includes psionic lore. Deception. Casters may use this skill to make their verbal and somatic components resemble those of other classes, opposed by an Insight check. If the person would have reason to recognise the type of spellcasting, they have advantage on the roll. For example, A wizard would make the check when trying to mask their spellcasting as cleric spellcasting to a group of commoners but any other wizard, a templar or an actual cleric would make the check with advantage. NAMES BY CITY If you have access to Xanathar's Guide to Everything, use the following regions to inspire name selection. This selection has nothing to do with appearance or culture of a character but rather reflects the differences in dialect that have emerged. Balic (Greek) Draj (Mesoamerican) Gulg (Niger-Congo) Nibenay (Chinese) Raam (Indian) Tyr (Greek/Phoenician*) Urik (Babylonian/Mesopotamia*) *Not in Xanathar's PART 5 PERSONALITY AND BACKGROUND 56 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
New Backgrounds ARTISAN (SLAVE) In most Athasian cities, the arts are appreciated, but not as highly regarded as many feel they should be. Although templars and nobles alike enjoy being surrounded by artistic creations, none of them would ever trouble to create such a thing themselves. Therefore, all arts are entrusted to slaves. One of the best ways for a slave to elevate his position is to develop and demonstrate some sort of artistic ability, such as singing, reciting poetry, painting, sculpting, and so forth. If he or she has enough talent, a noble or templar will purchase the slave and treat him to a life of pampered luxury. In exchange, the owner expects the slave to produce beautiful works which will impress his friends. (Although, due to the dubious tastes of most nobles and templars, many artists must compromise their artistic vision in order to stay alive.) In most cities, it is common practice to secretly teach valued slaves the art of reading and writing, so that they may read the words of the masters and record their own observations for the owner's next of kin. For the artists, there is only one drawback to this privilege: popularity is a fickle thing, and most artists fall out of favor within a few years of their success. When that happens, those who have been taught how to read and write suffer one of two fates: their owners either have them executed for knowing how to read and write, or they are sent to the gladiatorial pits as fodder. Skill Proficiencies: Choose two among deception, history, performance and persuasion. Tool Proficiencies: One artisans tool of your choice. Languages: One of your choice. Equipment: Set of artisans tools, set of slave clothes, a pouch containing 5 ceramic pieces (cp) that you've managed to hide away. Feature: An Artists Gift Word of your artistic skills have reached far into the upper echlons of society. If you are free, you can easily acquire a buyer for your works or seek patrons for commissions. DUNE TRADER Merchants that travel between Athas' city-states through caravan routes, Dune Traders bring the necessities of life everywhere where its in short supply, from the cities of the sorceror-kings to the most out of the way slave villages in the wastes. Skill Proficiencies: Insight, and your choice of either Persuasion or Deception Tool Proficiencies: One artisans tool of your choice. Languages: One of your choice. Equipment: A set of artisan’s tools, a set of traveler’s clothes, a scales, and a pouch containing 15 ceramic pieces (cp). Feature: Supply Chain Your travels through the wastes have given you various connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information. Variant Feature: House Memebership As an established and respected member of a major merchant house, you can rely on certain benefits that membership provides. Your fellow house members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. PSIONIC GRADUATE You were trained to master ‘the way’ at one of the many psionic academies across athas, learning to harness the Will inside and to master the Way. You are likely part of a noble or merchant house as few outside of these families are able to find, let alone gain access, these schools. Skill Proficiencies: Insight, Arcana Languages: Two of your choice Equipment: Seal of graduation from a Psionic School (or similar diploma) likely made out of clay or similar material, a symbol or item denoting the noble or merchant family you belong to if you belong to one, set of common clothes, and a pouch containing 10 ceramic pieces (cp) Feature: Wild Talent You gain two Wild Talents of your choice. FOLK HERO (SLAVE) You have been forced into indentured servitude to another person, house or organization. Your life has most likely been fraught with abuse and near death experiences at the hands of your masters. Most slaves are laborers, soldiers and farmers. Perhaps you were born into slavery or sold into at some unfortunate point in your life. However, since then, you have done something to stand out, for better or for worse, and are now fairly well known. Refer the the "Defining Event" section of the Folk Hero background in the PHB or speak with your DM to determine a different defining event. The event may actually be the reason you were sold into slavery. Skill Proficiencies: Athletics, and one skill of your choice among acrobatics, survival and animal handling Tool Proficiency: vehicles (land) Languages: One of your choice that would likely be known among your fellow slaves. Equipment: A set of slaves clothes, a pouch containing 2 ceramic pieces (cp) that you've managed to hide away. 57 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Feature: Squalor Hospitality Since you come from the ranks of the lowest and most forgotten cast of society, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. FACTION AGENT (VEILED ALLIANCE) The Veiled Alliances are confederations of Preservers working together to protect their members from assassination and harassment by sorcerer-kings and other lieges. The members work together to shield each other's identities from the authorities or to help those who have been discovered to escape persecution. They are often involved in plots to overthrow their oppressive overlords. Skill Proficiencies: Arcana, Stealth Tool Proficiencies: Forgery kit, Thieves’ tools Equipment: A set of common clothes, a forgery kit, a list of recent orders and passphrases, a belt pouch with 15 ceramic pieces (cp). Feature: Safe Haven As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. GLADIATOR (SLAVE) The wealthiest templars and most noble families maintain stables of men and women picked and trained for their fighting prowess. These slaves are sent to fight in the gladiatorial stadiums for public entertainment. Their owners, sitting in private boxes perched high above the arenas, often wager considerable sums on the outcome of these battles. More than one noble has been sold into slavery for not being able to pay the debts he incurred when a favored gladiator fell. If you were born into slavery then you were trained from your youth to do combat for the cheering masses. If you were sold into slavery then you were likely already an experienced combatant or physically exceptional enough to warrant the training you received. Skill Proficiencies: Acrobatics, Athletics Languages: Two languages of your choice that would be spoken among your fellow slaves. Equipment: An inexpensive but unusual weapon, set of slaves clothes, the favor of an admirer or fan, a belt or sash awarded to you for a prior victory. Feature: By Popular Demand Your popularity in the arena gives a little more leeway with your masters then a typical slave would have, although you must be careful not to overstep lest you receive punishment. If you are free, You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. Altered Backgrounds OUTLANDER Same as PHB with the following change to the Wanderer feature: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you have advantage on checks to find food and water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. 58 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
New Feats IMPROVED NATURAL WEAPON Prerequisite: Requires a natural weapon, a spell, class or racial feature that grants you access to a natural weapon. You have trained extensively in the use of your natural weapons, granting you the following benefits: Increase your Strength score by 1, to a maximum of 20. Once on each of your turns when you take the attack action using only your natural weapons to make attacks, you can make one additional natural weapon attack as part of the same action. You have advantage on attack rolls with your natural weapons against creatures you are grappling. At 5th level your natural weapons receive a +1 to attack and damage rolls. This bonus increases to a +2 at 10th level and a +3 at 15th level. This feature does not stack with similar effects. Altered Feats The Ritual Caster feat can only be used to take spells from the wizard classes. The Spell Sniper feat allows warlocks, and wizards to choose between their classes for cantrips. The cleric may only choose cleric cantrips, the druid may only choose druid cantrips, and Psionic classes may only choose sorcerer cantrips. Banned Feats 59 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
60 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Commerce and Currency To understand commerce and equipment in Dark Sun, one must understand Athas is a metal-poor world with only handful of iron mines. Many items that would be crafted from metal are instead made from bone, stone, or ceramics. Virtually all city-states issue coins minted in tribute to their sorcerer kings. The most common coin is the ceramic piece (cp). Gold is too scarce to make good currency and silver is only slightly more common. For millennia, templar-controlled kilns have manufactured ceramic coins from clay, glazed in specific colors to discourage forgery. Notches on the “tails” side radiate from a center point so you can break the ceramic piece into 10 pie shaped “bits.” A bit can generally buy a cheap night’s rest on an inn floor, a loaf of bread, or entry into a city state. An unskilled laborer might earn 1 bit a week. The merchant houses do mint metal coins, but it is rare to see them in general circulation. Most are reserved for large transactions and when dealing with government. EXCHANGE RATE Athasian Currency Player's handbook Equivalent Ceramic Pieces Lead Bead Copper piece (cp) 1/100th Ceramic bit (bit) Silver piece (sp) 1/10th Ceramic piece (cp) Gold piece (gp) 1 Silver piece (sp) Platinum piece (pp) 10 Gold piece (gp) - 100 BUYING FROM THE PHB When making non-metal purchases from the PHB, simply change the gold piece price to ceramic pieces (cp), silver piece prices to bits, etc. Anything of copper piece value might only be sold in bulk, subject to DM approval. METAL ITEMS FROM THE PHB All metal items cost the listed gold piece (gp) price. Items with mixed parts like a chariot almost always have substitute materials and cost the ceramic pieces price. So, a metal longsword (15gp in the PHB) costs 15gp on Athas, or 1500 ceramic pieces. WEAPON MATERIALS Metal weapons are extremely rare and highly coveted, a sign of wealth and power. Most weapons are made from an amalgamation of obsidian, bone, or wood. When listing a weapon on your gear, it should be referred to by its material. Some weapons cannot be manufactured from certain materials. There is no such thing as an obsidian bow for example, and the rule of common sense applies in such matters. Also some weapons are traditional made from lower quality materials such as clubs that are made from wood. In cases like these, they do not get the associated penalty related to their material but retain the breakage percentage. Material Cost Weight Damage Melee To-Hit Breakage % Bone 30% 50% -1 -1 50% Obsidian 50% 50% - - 75% Steel 100% 100% - - - Stone 50% 75% -1 -2 25% Wood 10% 50% -2 -3 50% DESCRIPTIONS Steel. Steel is an alloy of iron and carbon that is lighter and sturdier than its counterparts, but requires skill and great heat to make. Bone. Bones can be shaped into points for arrows and spears or tied together, along with shells and scales, to form a durable but high-maintenance armor. Due to its brittleness, bone has a short lifespan. Obsidian and Stone. Hard and heavy. Obsidian and other stones can be challenging to shape beyond a knapped short blade and quite brittle. Wood. Wood is widely accessible and typically used for weapons. Weapons made of wood tend to be fire-hardened with special oils to increase their durability. BREAKING WEAPONS ( BREAKAGE CHECK) Nonmetal weapons are prone to breaking. Once per turn, when you roll a natural 1 or a natural 20 on an attack roll, roll a percentile die. If the result is equal to or more then its breakage percentage, the weapon breaks. This does not apply to weapons that fire ammunition such as bows. However, nonmetal ammunition is not recoverable. Against metal armors, non-metal weapons automatically fail a breakage check. PART 6 EQUIPMENT 61 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
WEAPONS AND ARMOR 62 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
NEW WEAPONS Weapons are priced as they would if they were regular weapons in the PHB. When purchasing weapons, apply the appropriate price and weight modifiers depending on the material its made from. Refer to the Weapon materials table. If a metal weapon is sought or commissioned, it would cost 100x the listed cost. Name Cost in cp Damage Weight Properties Simple Melee Weapons Talid 5 1d4 pierce, slash or bludgeon 1 Light, immune disarm, special Widow's knife 5 1d4 slash 4 Light, thrown (see description), special Wrist razor 15 1d6 slash 1 Light, finesse, immune disarm Simple Ranged Weapons Dejada 10 1d6 bludgeon 8 Ammunition (range 20/60) Martial Melee Weapons Alhulak 10 1d6 pierce 10 Reach Cahulak 20 1d6 pierce 15 Reach, thrown (range 10/40), special Carrikal 10 2d4 slash 6 Dragon paw 15 1d8 pierce 9 Two-handed, heavy, double-weapon Forearm Axe 20 1d6 slash or pierce 3 light, special Gouge 5 1d12 pierce 12 Two-handed, heavy Gythka** 60 2d4 slash 12 Two-handed, heavy, double-weapon Impaler 4 1d8 pierce 5 Versatile (1d10) Lotulis 15 1d8 pierce or slash 10 Two-handed, heavy, double-weapon Singing Sticks 25 1d6 bludgeon 1 Light, finesse, special Trikal 11 1d10 slash and bludgeon 5 Two-handed, reach, heavy, polearm Tortoise blade 30 1d6 slash 8 immune disarm, special Martial Ranged Weapons Chatkcha** 15 1d6 slash 1/2 Light, finesse, thrown (range 30/90), special ** This weapon is not widely available and thus few can teach how to properly use it. You do not have proficiency with this item unless your background would allow it or you find a mentor capable of teaching you. WEAPON PROPERTIES Immune disarm. This weapon can't be disarmed from the wielder. Double-weapon. If you are proficient with this weapon and you attack with it as part of the Attack action, you can use a bonus action immediately after to make a melee attack with the other end. This attack does 1d4 damage. Polearm. This weapon works with the polearm master feat. Special. This weapon has a special property. View the description for details. SPECIAL WEAPON MATERIALS There are no silvered or adamantine weapons available for sale on Athas. Such relics, if they ever existed, would be in the vault of the richest merchant house or a sorcerer king, or lost beneath the ruins of a civilization gone eons ago. 63 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
New Weapon Description Alhulak. A blunt grappling hook attached to 5-7 feet of rope with a 2 foot-long handle. The bladed head is commonly carved from mekillot bone while the handle is wood or bone. Cahulak. A pair of alhulak heads tied to either end of a 10- 12-foot rope. As a melee weapon, the wielder holds one blade cluster in each hand and swings them in unison or succession at the foe. This type of weapon allows you many different ways to wield it: Holding each end of the Cahulak counts as having two one-handed melee weapons in each hand and counts as having two light weapons for two weapon fighting; Holding only one end allows you to make a one handed weapon attack with reach like an Alhulak; It can also been thrown, tangling around the target like a Net (no effect on Huge or larger, DC10 Strength check to free self or another) and causes 1d6 damage when the blades strike. Carrikal. The sharpened jawbone of a large creature lashed to a haft, forming a sharp club with two forward facing heads. Chatkcha. This small 3-bladed crystalline throwing wedge is made exclusively by thri-kreen in a secret process carefully guarded by them. In their language, it means “remembererwho-ends-knowledge,” reflecting it ends awareness by killing and remembers to return to its thrower. Due to its spin it will return to a proficient thrower if it misses. Dejada. A long, scooped basket is worn on the arm and used to propel 2-inch ceramic or stone projectiles called “pelota” at high rates of speed. Dragon Paw. Popular in arenas, this is a 6-foot-long pole with a blade on either end. Forearm Axe. Worn on the forearm like a buckler, this weapon consists of a large, double-bladed axe on either end of a bracer with a spike protruding perpendicularly from the upper sheath. This weapon is particularly formidable in close-quarter fighting. This weapon leaves your hand free enough to wield a tiny object or a weapon with the light property. Gouge. Worn in an over-the-shoulder harness, this is commonly found in the Nibenese infantry. A wide blade is mounted to a 3-foot-long wooden shaft that requires two hands to wield. One hand goes on a small bar and another on a grip at the rear of the shaft to increase thrust. The weapon is wielded much like a shovel. Gythka. A thri-kreen polearm with wicked crystalline blades at each end, wielded like a quarterstaff. Like the chatkcha, few outside the Thri-kreen know how to wield one, and its manufacture is a closely guarded racial secret. Impaler. Developed for the arenas, this is a T-shaped weapon with two blades mounted parallel atop the end of a 4-foot shaft. It is swung like a pick. Lotulis. Crescent blades with barbed spikes near the points and mounted at either end of a long shaft make this a nasty melee weapon. Singing Sticks. A carefully crafted and polished thin club, often used in pairs, drawing their name from characteristic whistling noises when used. This whistling is loud enough to attract attention if hiding. Talid. Also known as the “gladiator’s gauntlet,” this is made of stiff leather with metal, chitin, or bone plating on the hand cover and along the forearm. Spikes protrude from the knuckles and along the back of the hand. A sharp blade runs along the thumb and there is a 6 inch spike on the elbow. Melee attacks with this weapon count as unarmed strikes and deal one damage dice higher then normal (to a maximum of a d12). Trikal. Three blades radially project from the business end of a 6 foot shaft. A series of sharp, serrated edges line the shaft below the blades while the far end of the weapon is weighted to balance it. Tortoise Blade. A short, sharp blade attached to the shell of a desert tortoise. It straps to the forearm and provides protection like a shield but with +1 to armor class. It straps to the forearm and provides protection like a shield but with +1 to armor class. A magical bonus to this weapon (such as a +1 version) increases the bonus to AC accordingly. It cannot be combined with a regular shield (the better bonus applies), but if a pair are worn, you gain an additional +1 bonus to AC. Widow's Knife. Named for a similar-looking harvesting tool used in the verdant belts, this weapon has a wide blade on one end of a wood or an ivory handle. Hidden within the handle are two spring-loaded prongs. As a free action, you can press a thumb latch on the handle to release the prongs, which do piercing damage if used for an attack. While the prongs are released, the weapon can be used as a thrown weapon (range 20/60). Wrist Razor. 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. Wrist razors can be worn on one or both forearms. Melee attacks with this weapon count as unarmed strikes and deal one damage dice higher then normal (to a maximum of a d12). 64 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
NEW ARMORS Name Cost in cp Armor Class (AC) Weight Properties Light Armor Padded 5 11 + Dex modifier 8 Stealth disadvantage Leather 10 11 + Dex modifier 10 -- Studded leather 45 12 + Dex modifier 13 -- Medium Armor Hide 10 12 + Dex modifier (max 2) 12 -- Bone mail 50 13 + Dex modifier (max 2) 20 -- Scale mail 50 14 + Dex modifier (max 2) 45 Stealth disadvantage Shell breastplate 400 14 + Dex modifier (max 2) 20 -- Chitin half plate 750 15 + Dex modifier (max 2) 40 Stealth disadvantage Heavy Armor Baazrag bone mail 30 14 40 Stealth disadvantage So-ut mail 75 16 55 Str 13, stealth disadvantage Mastyrial splint mail 200 17 60 Str 15, stealth disadvantage Braxat plate 1500 18 65 Str 15, stealth disadvantage Shields Shield 10 +2 6 -- ARMOR PRICE The listed armors are not made of metal as crafters have learned ingenious methods of making armor of animal hides and other material. Metal armors, while ill-advised during daylight hours, cost the listed PHB price. A suit of metal plate mail would cost 150,000 cp, enough to fund construction of a small fortress, or to display one's wealth and power. ARMOR AND EXTREME HEAT Extreme heat rules will almost always apply every day in Athas (DMG 110). Characters exposed to the heat and without access to water must make a Constitution saving throw at the end of each hour of exposure (DC 5 + 1 per hour after first) or gain a level of exhaustion. Those wearing Medium or Heavy armors have disadvantage on this save. Anyone foolish enough to wear metal armor in extreme heat also requires double their normal allotment of water. WHY WEAR METALARMOR Non-metal weapons break automatically on a breakage check against metal armor, making it a fearsome option for those who can afford to wear it. LIGHT ARMOR The lightest and cheapest option, worn by most Athasians, designed to trap moisture and maximize air flow. Padded. Commonly made by layering oiled canvas between silk, with a soft padding underneath. Types: kes'trekel feather, spidersilk, giantweave. Leather. Commonly made from cured animal hide fitted for a particular user. Types: inix, baazrag, jhakarskin. Studded Leather. Reinforced with close-set rivets or spikes made of bone or chitin. 65 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
MEDIUM ARMOR More protection with less flexibility, more often used in cities than in the direct sun but also built with ventilation in mind allowing some to avoid overheating during exertion. Hide. Crude but flexible enough for use in the sun, favored by many warriors. Types: tembo, kank, kirre, mekillot. Bone mail. Stiff leather jackets adorned with small disks or squares of horn, bone, or wood. The kank and the cilops have hard body parts ideal for such coats. Scale mail. A heavy coat with carru leather leggings and overlapping scales of a beast. Types: Scorpion, mekillot. Shell breastplate. Fitted inix or mekillot shell pieces worn over supple leather. Legs and arms are left vulnerable but the vital organs are protected and movement unhampered. Chitin half plate. Shaped chitin plates covering most of the body except the leg, which is protected by simple graves held by leather straps. HEAVY ARMOR Years of experimentation and clever crafting methods have led armorers to develop ingenious air ventilation and circulation methods allowing alternative armors to be worn in the heat of Athas, albeit with some drawback. Baazrag bone mail. Hardened leather with thick baazrag bones, the few bones aside from drakes that can withstand the process, sewn in it. While appearing massive and imposing, it is the least practical of the heavy armors. So-ut mail. The scales of a so-ut are attached to a layer of quilted fabric worn underneath to prevent chafing and cushion blows. The hard scales provide superior protection to traditional scale armor. Mastyrial splint mail. The chitinous shell of the mastyrial is valued for its protective qualities. When supplemented with a backing of leather over cloth padding, it serves as a superior armor. Braxat plate. Braxat shell makes excellent armor plates that can be shaped to fit the body and interlocked. Thick padding underneath cushions attacks, and buckles and straps evenly distribute the weight. SHIELDS Shields are made from a variety of materials, ranging from thick beetle shells to mekillot plates to reinforced bark. RESIZING ARMOR (OPTIONAL) For realism, the DM may require that, in order for armor to fit a creature it was not intended for, an expert in crafting apply her craft to resize armor up to one size category larger or smaller, at a cost of 1d4 x 10 (or 10% to 40%) of the market price of the item. 66 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
ADVENTURING GEAR Adventuring gear is presumed to be made of non-metal components unless impossible (e.g. a lock), in which case the item costs the listed full listed GP price as normal. NEW EQUIPMENT Item Cost Weight Clothing Elven 30cp 5 High Templar 100cp 5 Royal defiler 80cp 5 Slave 2 bits 1 Wastelander 20cp 6 Food and Lodging Broy 2cp gallon, 4 bits mug 8 Inn stay (per day) Good 20cp Poor 2cp Meals (per day) Good 5 bits Common 3 bits Poor 1 bit Water Gallon 2 bits 8 Mug 1 bit 1 Tun (250 gallons) 40 cp 2000 Mounts Carru 50cp Crodlu 200cp Erdlu 15cp Inix 400cp Kank, drone 50cp Mekillot 800cp Other Giant hair rope (50 ft.) 50cp 10 Sorcerer king levy (to enter city) 2cp DESCRIPTION CLOTHING Elven Outfit: Elven clothing is based around two concepts: functionality and flattery. This set includes a hooded cloak or stylized robes patterned to match a landscape as well as a scarf to assist with wind and sandstorms. While normally only made and fitted for elves, the design has caught on and is in demand in many city-states. High Templar’s Outfit: This set of clothing is made of the best material produced by a city‐state’s artisans and exemplifies that city’s templarate. Subject to DM discretion, simply wearing it may give advantage on Charisma checks in that city against the populace. Royal Defiler’s Outfit: Royal defilers, who practice sorcery with the full legal backing of a sorcerer‐king, must clearly indicate their protected status if they are to be spared the mob’s wrath. This set of clothing is made from the best materials available to a city‐state’s artisans, and is second in quality only to a templar’s outfit. Subject to DM discretion, wearing it may give advantage to Charisma (intimidation) checks in that city. Slave’s Outfit: This simple set of clothes consists of a loincloth, or a short skirt and sleeveless tunic, all made of rough‐hewn materials. Wasterlander's Outfit. Like elven clothing, this is designed for desert survival but considered far less fashionable. Its layers trap in moisture and the thick padding helps when navigating through brambled areas. FOOD AND LODGING Broy: Broy is made from fermented kank nectar. When served plain, it is potent and foul tasting. However, broy can be served warm and spiced with a pungent herb that disguises its sourness, as well as enhancing its enrapturing powers. Tun of Water (250 gallons). In most cities, water is drawn from a collective cistern maintained by templars and then distributed or sold. The prices are subject to change during dry periods or when templars want to extort more money. MOUNTS Crodlu: A large bipedal lizard mount, resembling a scaled ostrich. A crodlu is appropriate as a mount for a Medium humanoid creature. Crodlu are hard to control in battle while war crodlu can be ridden into battle easily. Crodlu benefit from stabling, can wear barding, and require feed like normal mounts. Erdlu: Flightless birds mostly used as herd beasts. They stand 7 feet tall and weigh around 200 lbs. An erdlu is appropriate as a mount for a Medium humanoid creature. Erdlus are hard to control in battle unless trained. Erdlus benefit from stabling, can wear barding, and require feed like normal mounts. 67 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Inix: A large, 16‐foot long reptile commonly used for riding and as a beast of burden. An inix is appropriate as a mount for a Medium or Large humanoid creature. Inixes can be ridden into battle easily. Inixes benefit from stabling, can wear custom barding, and require feed like normal mounts. Kank: A large, 8‐foot long insect, commonly used as a personal mount. These insects cannot be used as food, for their meat smells atrocious, but they produce highly nutritious globules of honey. A kank is appropriate as a mount for a Medium humanoid creature. Kanks are hard to control in battle. Kanks benefit from stabling, cannot wear barding, and do not require feeding. Mekillot: A mekillot is a huge, 6,000‐lb. lizard, used for hauling large cargo or serving as transportation for troops. These beasts are hard to control in combat and usually require a psionic handler. Mekillots benefit from stabling, can wear barding, and require feed eight times more than a normal mount. OTHER Giant Hair Rope. Made from the extremely durable hair of giants, this rope has 17 AC, 2 HP per inch of thickness and ignores the first 5 damage dealt to it with each hit. TACK, HARNESS, AND VEHICLES Item Cost Weight Barding (+2 AC) Crodlu 250cp 80 Inix 500cp 100 Kank 250cp 80 Mekillot 1,000 200 Bit and bridle 2cp 1 Transport Chariot 250cp 100 Howdah Inix, normal 50cp 50 Inix, war 150cp 150 Mekillot, normal 10cp 250 Mekillot, war 500cp 1,000 Wagons Armored 1,000cp 5,000 Enclosed 50cp 500 Open 25cp 400 DESCRIPTION Barding. A mount's defense can be reinforced by covering it with barding. Made of leather pads with bone, chitin, or wood plates, barding increases a mount's Armor Class by 2. Chariot. A chariot is a lightly armored vehicle constructed of wood, chitin and hardened leather, designed for riding and combat. Two people can ride a chariot. A creature riding a chariot has half cover against attacks from the front or the sides. Crodlu and kanks can be used to pull a chariot. Howdah. A howdah is a frame with seats designed to be mounted on the back of an inix or mekillot. A normal howdah is made of a light wooden frame while a war howdah is constructed of much sturdier materials and offering half cover against any attacks from outside. An inix howdah can hold up to four people. A mekillot howdah can be constructed in a more elaborate affair; it often contains two levels and can accommodate up to sixteen people. Anyone riding in a howdah is considered to be at rest and shaded. Wagon. A wagon is the simplest form of transportation. Crodlus or kanks can be used as beasts of burden for the normal versions. An open wagon is a little more than a wooden box on four wooden wheels while an enclosed ensures its riders are unaffected by weather. An armored caravan wagon requires two mekillots to pull, has multiple rooms on multiple levels, and can carry a cargo of 15,000 pounds of goods, up to 50 fully armed warriors, 25 slaves in transit, and a handful of merchants, nobles, or other travelers. The defense balconies in an armored caravan wagon provide half cover against any attacks from outside. Anyone riding an enclosed or armored caravan wagon is considered to be at rest and shaded. POISONS OF ATHAS Poison Type Price (cp) per dose Assassin's blood (DMG) Ingested 75 Assassin bug Injury 90 Bleached inix slumber Ingested 650 Blight Injury 90 Burnt othur fumes Inhaled 250 Cactus venom Injury 200 Essence of ether (DMG) Inhaled 300 Gold scorpion Injury 120 Hypnotic brew Inhaled 30 Id fiend essence Contact 375 Kivit musk Ingested 90 Malice (DMG) Inhaled 250 Mastyrial poison Injury 1200 Midnight tears (DMG) Ingested 1500 Mulworm Contact 120 Oil of taggit (DMG) Contact 400 Pale tincture (DMG) Ingested 250 Purple grass extract Ingested 500 Serpent venom (DMG) Injury 100 T'chowb ichor Contact 250 Torpor (DMG) Ingested 600 Truth serum Ingested 150 68 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
POISON DESCRIPTION These are commonly encountered market poisons and are not considered a full list of all available poisons in Athas. Those with skill in gathering components may harvest and develop less-commonly seen poisons. Assassin bug (injury). The poison of the male assassin bug causes a flesh-numbing sensation that ends with a stiffness of the victim's limbs. The target must make a DC 10 Constitution saving throw or have disadvantage to all Dexterity-based saving throws and checks for 1 minute. Bleached inix slumber (ingested). Made from mixing sun bleached inix bone and epserweed sap, this poison is typically mixed with spiced wine. This poison is typically used by bards and templars as a preliminary attack before ambushing rival noble houses, templar officials, or Veiled Alliance cells. The target must make a DC 16 Constitution saving throw or be poisoned and unable to use psionics or cast arcane spells for 1 minute. Those who fail the saving throw by 5 or more are also unconscious and may be awakened by taking damage or if another creature uses an action to shake them awake. At the end of each of its turns, the target repeats the saving throw to be able to use psionics and cast arcane spells again. Blight (injury). This poison made from undead extract disrupts the central nervous system's ability to communicate between the brain and the muscles, thereby causing paralysis. A target must make a DC 10 Constitution saving throw or become paralyzed for 1 minute. The poisoned creature can attempt a saving throw at the end of each of its turns to end the effect. Cactus venom (injury). When correctly harvested and refined, the venom contained in the tiny sac at the base of a hunting cactus' spine can be made into a fast-acting paralytic agent, distrupting the victim's central nervous system. The target must make a DC 14 Constitution save or be poisoned for 1 minute. The poisoned creature is also paralyzed. The target can repeat the saving throw at the end of each of its turns to end the effect. Gold scorpion (injury). The poison of the gold scorpion is extremely potent for its tiny size, causing muscle spasms and loss of strength more commonly associated with much larger poisonous creatures. The target must make a DC 12 Constitution saving throw or take 27 (5d10) poison damage, or half as much damage on a successful one. Hypnotic brew (inhaled). This is a tasteless, odorless mixture of herbs commonly peddled in Bard’s Quarters. It is typically used by bards and mindbender to “soften up” a target before attempting to manipulate or manifest a power. The target must make a DC 15 Constitution saving throw or suffer a 1d4 penalty modifier to saving throws against psionic effects for 1 minute. Id fiend essence (contact). A combination of an id fiend's blood and cranial fluid can be reduced through a slow boil into a pinkish fluid that, when absorbed by a targets' skin, causes frightful visual hallucinations. If left unchecked, these hallucinations can send the victim into blind panic, fleeing from the unseen assailants that harass and threaten him. A creature subject to this poison must succeed on a DC 14 Constitution save or be frightened for 1 minute. The creature can attempt a save at the end of each of its turns to end the effect. Kivit musk (ingested). When ingested, the refined extract from a kivit's musk gland causes constant stomach pain accompanied by sporadic vomiting and diarrhea, the effects sometimes lasting for hours on end. The target must make a DC10 Constitution saving throw or be poisoned for 8 hours. Mastyrial poison (injury). The poison from a desert mastyrial causes internal hemorrhaging, resulting in painful splotchy bruises appearing all over the victim's skin, body chills, and possible bleeding from bodily orifices. A target must make a DC 15 Constitution saving throw or take 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Mulworm Poison (contact). Those who simply come into contact with mulworm poison suffer a severe rash; a far worse fate awaits those injured by the poison, which attacks the body's immune system, causing a debilitating inability to defend itself from other infections. A creature subject to this poison must succeed on a DC 11 Constitution saving throw or take 3 (1d6) poison damage and have disadvantage on saves against poison and disease. The creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. After one successful save, the effect ends. Purple grass extract (ingested). Made from the purple grass that grows outside of Urik, this poison both damages the victim, and inebriates them. This poison is not commonly used, but herders and gatherers know to avoid it in the areas around Urik. Bards have recently been attempting to find uses for this poison, given the long period of intoxication that follows. Anyone ingesting the plant, which tastes like a delicious dry wine, has their teeth and lips stained purple for 1d8 days. A target must succeed on a DC 13 Constitution saving throw or take 22 (4d10) poison damage and be poisoned for 24 hours in an intoxicated condition. A target that makes the save takes (2) 1d4 points of poison damage. T'chowb ichor (contact). The lymph nodes and enlarged sweat glands found in the hands of the t'chowb can be used to create a viscous contact poison that, like the touch of the creature itself, drains the victim of his wits. A creature subject to this poison must succeed on a DC 13 Constitution saving throw or have his Intelligence reduced by (2) 1d4 points. The poisoned creature must repeat the saving throw every 24 hours and have his Intelligence reduced by (2) 1d4 points on a failed save. Until this poison ends, the reduction cannot be healed by any means. A creature whose Intelligence reaches 0 dies. After one successful save, the effect ends and the points are fully restored after a long rest. 69 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
EQUIPMENT PACKS Most people avoid cumbersome equipment packs in the heat of the desert. Still, some items are vital for one's travels to such inhospitable lands. The packs available to characters include: Bard's Kit (40cp). Includes a backpack, bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. Burglar's pack (8 cp). Includes a backpack, 10 feet of string, a bell, 5 candles, a bag of bone caltrops, a fire kit, a bone grappling hook, 2 flasks of oil, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. Dune Trader's pack (8 cp). Includes a backpack, an abacus, a blanket, a lamp, a flask of oil, a pouch, a sack, a merchant's tunic, 2 ceramic vials, and two waterskins. Noble's pack (37 cp). Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a vial of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of parchment, a vial of perfume, sealing wax, and soap. Nomad's pack (4 cp). Includes a blanket, a set of desert clothes, a fire kit, a small knife, a signal whistle, a two-person tent, and two waterskins. Traveler's pack (10 cp). Includes a backpack, a bedroll, a set of desert clothes, a fire kit, 5 days of ration, 5 torches, and four waterskins. 70 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Altered Spells Create or Destroy Water. This spell only creates half a gallon of water per spell level. Create Food and Water. This spell only creates one and a half gallon of water and 3 pounds of food. It also gains the following: At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create an additional half gallon of water and 3 additional pounds of food for each slot level above 3rd. Find familiar. This spell summons creatures native to Dark Sun and they are considered beasts. Instead of the usual choices, you instead choose a familiar among the following: Bat Cat Lizard Kes'trekel (uses Hawk stat block) Poisonous Snake Rat Scorpion Spider Magic Weapon. This spell also makes a non-metal weapon count as metal. Phantom Steed. This spell creates a Kank-like creature (See part 10 Monsters of Athas, later in this document) instead of a horselike one. Silvery Barbs. This spell is now a 2nd-level spell instead of a 1st level spell. Summon Aberration. This spell is only available to those with access to the sorcerer spell list. Beholders, Slaadi and Star Spawns don't exist on Athas, thus the aberration you summon is a physical manifestation of a being you imagine in your mind. Its appearance can be anything within reason. Reincarnate. Instead of the usual reincarnate table, use the following: Roll Race 01-03 Aarakocra 04-06 Dray, first generation 07-09 Dray, second generation 10-22 Dwarf 23-35 Elf 35-42 Half-elf 43-49 Half-giant 50-54 Halfling 55-74 Human 75-76 Human, Vilichi 77-80 Mul 81-84 Pterran 85-87 Ukovan, air 88-91 Ukovan, earth 91-94 Ukovan, fire 95-96 Ukovan, water 97-100 Targets Original Race REINCARNATE AND THRI-KREEN Thri-kreen are classified as Monstrosities, not humanoids. As such they are unaffected by the Reincarnate spell and by extension shouldn't be on table of possible races to be reincarnated into. PART 7 MAGIC 71 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Restricted Spells The following PHB spells either do not exist or are restricted to a particular class. Spell Level Goodberry 1st Leomund's Tiny Hut 3rd Summon Fey 3rd Conjure Woodland Beings 4th Contact Other Plane 5th Summon Celestial 5th Summon Draconic Spirit 5th Planar Binding 5th Conjure Fey 6th Planar Ally 6th Conjure Celestial 7th Demiplane 8th SPELL COMPONENTS Spell components with a gold piece (gp) cost are converted to ceramic pieces (cp). The ecosystem of Athas has led casters to find substitutes. When appropriate, for flavor the DM or players may describe the substitute material. ALTERED SPELL FLAVOR For flavor only, any spell that purports to have a metallic effect (e.g. blade barrier) thematically can have it replaced with obsidian, bone, etc. Similarly, spells that require a watery component (e.g. Simulacrum snow) are replaced with an Athas equivalent (e.g. sand or silt). Magic and Psionics Any spell that detects or cancels magic also affects psionics, including but not limited to: dispel magic, counterspell, and anti-magic shell. Features such as Magic Resistance still only affect magic. If a creature is resistant to psionics, for example, it will be listed as Psionic Resistance. RENAMED SPELLS (OPTIONAL) Athas spells do not reference the names of wizards from other realms but do exist. Unless listed below, remove the name of the caster (e.g. melf's acid arrow is simply acid arrow.) Spell Athasian name Armor of Agathys Armor of Sielba Arms of Hadar Arms of Kalid-Ma Faerie Fire Spirit fire Tasha's Hideous Laughter Belgoi's Laugh Hunger of Hadar Hunger of Kalid-Ma Evard's Black Tentacles Silt Horror's Tentacles Mordenkainen's Faithful Hound Faithful Rasclinn Bigby's Hand Hand of the Giant Mordenkainen's Magnificent Mansion King's Abode Mordenkainen's Sword King's Blade 72 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
New Spells BACKLASH 1st level abjuration Casting Time: 1 action Range: 30 feet (40' radius) Components: V, S, M (a thorn) Duration: 24 hours or until discharged Also known as the preserver’s scourge, this spell makes the ground dangerous to defilers. Land in a 40-foot-radius centered on a point within range is affected by this spell. Should a spellcaster attempt arcane defiling on the land that is protected by a backlash, she automatically takes 1d6 force damage. The defiler must then make a Constitution saving throw or the spell they were casting is lost and the land is not defiled. Once it has inflicted damage, the spell is discharged and the ground returns to normal. Only one backlash can be cast on any given plot of ground. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d6 for each spell slot above 1st. Classes: Druid CONVERSION 5th level abjuration Casting Time: 1 hour Range: Touch Components: V, S, M (Burning incense, along with various rare plants and herbs worth at least 500 Cp, which the spell consumes) Duration: Instantaneous This spell removes the burden of acts of defiling from an arcane spellcaster. The casters druid level must be equal to or higher then the targets arcane spellcaster level. If the defiler seeking atonement is truly repentant and desires setting right their destruction of plant life, the spell causes the following effects: The targets number of defiler points and defiler aura points are reduced to zero. The targets penalty to Charisma checks caused by defiling are halved. The targets reductions to their Constitution score caused by defiling are halved. If the targets alignment was changed to evil from defiling, it reverts back to the alignment is was before the change. If the target defiled while under some sort of magical or psionic compulsion or was otherwise unwilling, both the target and the caster gain 1 point of exhaustion at the end of spell. However, if any of the defiling was deliberate and willful, both the target and the caster instead gain 2 points of exhaustion at the end of spell. A creature can only benefit from this spell once. Any future attempts will automatically fail. If conversion is cast on a defiler not truly seeking atonement, then the spell fails and the target instead takes 6d6 necrotic damage that can't be reduced in any way then gains 2 points of exhaustion. If the spell is successful and the target ever defiles again, The Charisma check and Constitution score penalties change back to a -2 instead of a -1 whenever they reach the appropriate level in the defiler aura table. Classes: Druid REJUVENATE 5th level Transmutation Casting Time: 1 Minute Range: Self (50 ft radius) Components: V, S, M * (A seed (of any type) and a drop of water, both of which the spell consumes.) Duration: 7 Days This spell grants the ability to support vegetation to an area of ground. In the case of ground made barren by defiler magic, rejuvenate dispels the ground’s sterility, making it immediately capable of supporting vegetation. The spell may also be cast on any ground short of solid rock, including sand, rocky sand or soil, and dust. The spell affects the ground in a 50 foot radius from the caster. Once cast, the soil is enriched and moistened, and a blanket of fine grass emerges instantly. Once cast, the moist soil and grass are not magical, and are subject to all natural forces upon them. They will, however, survive a week in even the worst of conditions. Rejuvenate otherwise lasts until a spellcaster uses defiling to destroy the vegetation. This spell automatically fails if cast by any creature with at least 1 point in a defiler aura. Classes: Wizard, Druid REVENGE OF THE LAND 5th level evocation Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a live seed pushed into the ground at your feet) Duration: Concentration, up to 1 minute The life energy of the earth is channeled in translucent arcs of energy that radiate from the seed in the ground at your feet and unerringly seek out defilers before returning to the ground. This spell only affects a creature with at least one point in a defiler aura. A defiler that starts its turn within or moves into the spell's radius must make a Constitution saving throw. On a failed save, the defiler takes 4d8 force damage or half as much on a successful save. Classes: Druid 73 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Athas Survival Rules The wilderness of Athas, beyond its apex predators, is unforgiving to the unprepared. Sandstorms, sinkholes, shifting dunes, and the scorching heat all are dangers just as real as the claws of a kirre. The rules of Athas concerning healing, starvation, and dehydration vary from those in the PHB. FOOD AND WATER At the end of the day (night), determine how much food and water was consumed, utilizing the DMG's foraging rules (p111). Characters moving at a normal or slow pace may attempt to forage by making a Wisdom (survival) check: DC 10 for abundant food and water sources, DC 15 for limited, and DC 20 for very little. Those who succeed find 1d6 + Wisdom modifier pounds of food and repeat the roll for water. Many areas of Athas have no resources to be found and at times no check will be possible. FOOD AND WATER NEEDS (ACTIVE) Character Size Food per Day Water per Day Tiny 1/4 pound 1/4 gallon Small 1 pound 1 gallon Medium 1 pounds 1 gallon Large 4 pounds 4 gallons Huge 16 pounds 16 gallons Gargantuan 64+ pounds 64+ gallons Water needs are doubled if the weather is hot for at least 1 hour of the travel day (100+ degrees Fahrenheit.) TRACKING FOOD AND WATER TIP Consider keeping a jar with colored beads to represent each pound and gallon of food carried by the party (e.g. blue beads for water) rather than having players individually track supplies. Container capacity (PHB 153) becomes important. A waterskin, for example, holds 1/2 a gallon. FOOD (NEW) Each day without food is tracked by the DM or player as "days without food." Eating half the daily food requirement counts as half a day without food (round down so that every two days on half-rations counts as one full day.) A character can go 3 + her Constitution modifier in days without enough food before she begins to starve. At the end of each day beyond that limit, she suffers 1 level of exhaustion. When a non-starving character eats her full daily requirement for food, she resets the count of days without food to zero. Each day a starving character eats her full daily requirement for food, she reduces her days without food count by two. Until her days without food count is back to zero, she will have at least one level of exhaustion that cannot be removed by any means except eating. PHB RULE (ORIGINAL) Under the PHB rules as-written, a character with an 18 Constitution could eat once every 6 days, or 5 times a month, because one normal day of eating reset the days without food counter to zero. This certainly could not have been intended. WATER A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. If the character already has one or more levels of exhaustion, the character takes two levels in either case. REMOVING EXHAUSTION Remember, a long rest can remove one level of exhaustion, but the character must consume at least half rations and half water for this to occur (described in the PHB as "some"). PART 8 SURVIVAL 74 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
These are purely homebrew additions that may enhance your game but are not required to enjoy Dark Sun. WEAPON OPTIONS Reach weapons. Creatures with at least 10' reach may make an Attack of Opportunity if a creature without at least 10' reach voluntarily enters its threatened zone. This reflects the initial advantage a longer weapon has in keeping enemies at bay. Combat Options CLEAVING THROUGH CREATURES Instead of the rules provided on page 272 of the DMG, use the following changes: When a melee attack reduces a creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points. If there was a creature within 5 feet of the last target when it was reduced to 0 hp, and there are no other targets within reach of the attacker, and the attacker can make more then one attack per turn, such as with the extra attack class feature, then they can replace one those attacks to move 5 feet towards the other creature and continue cleaving as long as the original attack roll can hit it. FLANKING Instead of the rules provided on page 251 of the DMG, use the following changes: When a creature and at least one of its allies are adjacent to an enemy they can see and on opposite sides or corners of the enemy's space, they are flanking that enemy. While a creature is incapacitated, prone, restrained, or flanked, it is incapable of flanking. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking. Creatures who are flanking gain a +2 to attack rolls against the flanked creature. If against a medium or smaller creature, and a third ally stands on a open space next to the creature, the attack roll bonus becomes +5. For Large or larger creatures, 4 medium or smaller creatures are needed to surround it to obtain the +5 bonus. At the DM's discretion, creatures that are not disadvantaged by multiple opponents due to their type (like Oozes) are immune to being flanked. Two-Weapon Fighting When you take the Attack action and attack with a melee weapon that you're holding in one hand, you can use a bonus action to attack with a different melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of an attack with your off-hand, unless that modifier is negative. If you can make more the one attack using the attack action, such as with the Extra Attack class feature, you can use either hand to make the attack as long as both weapons are used by the end of the attack action. To benefit from Two-Weapon Fighting, you must either: 1. be wielding two Light melee weapons. 2. be wielding one one-handed melee weapon in one hand and a one-handed melee weapon that normally deals 1d4 or less damage (such as a dagger, light hammer, etc.) in the other. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it. TWO-WEAPON FIGHTING - FIGHTING STYLE When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack and you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. In addition, you no longer use your bonus action for your offhand attack, instead you may use your off-hand attack as part of the attack action once per turn. HUNTERS MARK AND HEX If this Revision of Two-Weapon Fighting is used, the spells Hunter's Mark and Hex must be adjusted to only allow the extra damage to be applied once per turn. PART 9 OPTIONAL RULES 75 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
ALTERNATE EXHAUSTION 1 OneDnD playtest While you are subjected to Exhaustion, you experience the following effects: Levels of Exhaustion. This Condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10. d20 Rolls Affected. When you make an attack roll, skill check, or saving throw, you subtract your exhaustion level from the d20 roll. Spell Save DCs Affected. Subtract your exhaustion level from the Spell save DC of any Spell you cast. Ending the Condition. Finishing a long rest reduces a creature's exhaustion level by 1, provided that you have also ingested half the needed amount food and drink. Also, being raised from the dead reduces your exhaustion level by 1. When your exhaustion level reaches 0, you are no longer exhausted. ALTERNATE EXHAUSTION 2 The OneDnD exhaustion rules above but with the following additions: Speed Affected. When you reach exhaustion level 3, 5, 7 and 9, you lose 5 feet of movement. These reductions are only undone when your exhaustion level is lower then the indicated levels. Hit Point Maximum Affected. When you reach exhaustion level 5, your hit point maximum is reduced by an amount equal to your level. This reduction cannot be undone until your exhaustion level is 4 or lower. NEW ADDITIONS "Speed Affected" is meant that at exhaustion level 10, you have a -20 speed. Enough that a character with 25 base speed can still move. The penalty to hit point maximum is to show how badly your stamina is being affected. ALTERNATE EXHAUSTION 3 The OneDnD exhaustion rules but with the following additions: Speed Affected. When you reach exhaustion levels 2, 4, 6, 8 and 10 you lose 5 feet of movement. These reductions are only undone when your exhaustion level is lower then the indicated levels. Hit Point Maximum Affected. When you reach exhaustion level 4, your hit point maximum is reduced by your level. When you reach exhaustion level 8, your hit point maximum is reduced by your level again. These reductions cannot be undone until your exhaustion level is lower then 8 and 4 respectively. HARSHER PENALTIES If you want the penalties to be harsher, these will will penalize your speed earlier and finish at a -25 speed and the HP penalty is harsher. GRITTIER RESTING Inspired from Pathfinder 2e rest mechanics You have the same benefits for short and long rests except for the following changes: Short Rest. You can only take 2 short rests before you have to finish a long rest. Long Rest. Instead of healing back to full hit points upon completing a long rest, you instead heal an amount equal to your level times double your Constitution modifier (minimum of 2). Long-term Rest. When you take a long rest, you can instead choose to take a long-term rest. You take 24 hours to rest, including sleep, eating, doing light activity, etc. At the end of this rest, you heal double the amount you would have from a standard long rest. If the long-term rest is interrupted by combat before it is complete, and you completed at least 8 hours of the rest, you instead gain the benefits of a long rest. You cannot take a short rest during the long-term rest. CATNAP SPELL With these changes to short rests, the catnap spell can be used to gain a third short rest but afterwards creatures become immune to the spell until they finish a long rest. TOUGHER RESURRECTION Credit Critical Role homebrew. For Raise Dead, Reincarnate, and Resurrection, a Resurrection check must be made or the soul is lost forever. The DC of the check is 10 + 1 per time previously restored from the dead (representing erosion of the soul to this plane). Up to 3 companions (those who know the deceased well) may attempt to assist during the resurrection attempt by making a Contribution Check to help the spirit return. The DC and skill varies by what the player attempts, and you cannot duplicate another’s efforts. For example, a character skilled in Religion may beseech the spirits to release the soul (an easy to medium check), and another may attempt to Intimidate the aether (perhaps a difficult to near-impossible task). Each success reduces the Resurrection check by 3, but each failure raises it by 1. A True Resurrection or Wish bypasses this check and can restore lost souls. The Revivify spell requires a Resurrection check by the caster who rolls a d20 and adds his casting modifier. No others can assist (since the casting time is only 1 action). On a failure, the spell fails, but the soul is not lost. Future Resurrection checks are increased by 1. 76 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Animals, Household CRITIC Multi-colored, spiny-backed lizards, critics are frequently reluctant house guests in Athas. They are innately psionic and tune themselves to their feeders. Some say critics are the prettiest lizards on Athas. Often mottled in brightly-colored hues, they change color each year when they molt. HURRUM These brightly-colored beetles are highly prized for the pleasant humming sounds they produce. Better trading houses have at least one. Hurrum beat their wings rapidly back and forth, gently striking the underside of their carapace which creates the vibration and noise for which these creatures are best known. The sound is also used as a simple form of communication between hurrum beetles. PART 10 MONSTERS OF ATHAS 77 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Critic Tiny Beast, Unaligned Armor Class 12 Hit Points 2 (1d4) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (-4) 15 (+2) 10 (0) 1 (-5) 10 (0) 3 (-4) Senses Darkvision 30 ft., Passive Perception 9 Languages - Challenge 0 (10 XP) Poison Sense. The critic can detect whether a substance is poisonous by taste, touch, or smell. Sense Danger. The critic can't be surprised while it is conscious and other creatures get advantage agaisnt it as a result of being unseen. Familiar. With the DM's permission, a person who casts the find familiar spell can choose to conjure a critic instead of a normal lizard. ACTIONS Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Innate Spellcasting (Psionics). The critic's innate spellcasting ability is Wisdom (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following spells, requiring no components: 1/day each: augury Hurrum Tiny Beast, Unaligned Armor Class 13 (Natural Armor) Hit Points 3 (1d4 + 1) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 10 (0) 12 (+1) 2 (-4) 7 (-2) 3 (-4) Senses Blindsight 30 ft., Passive Perception 8 Languages - Challenge 0 (10 XP) Familiar. With the DM's permission, a person who casts the find familiar spell can choose to conjure a critic instead of a normal lizard. Sunlight Hyper-Sensitivity. If exposed to sunlight for one hour, the hurrum dies. ACTIONS Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Pleasant Vibrations. The beetle produces a humming sound by continuously fluttering its vestigial wings. The wings beat in rapid succession between the soft body of the beetle and its hard, chitinous shell. Each creature within 30 feet must make a DC 11 wisdom saving throw. On a failure, the creature finds the humming soothing with no other effect.
Baazrag In the broken crags and tiny caves of the barrens lives the timid baazrag. Two feet long or less, it is one of the smallest omnivores in the stony barren regions. The baazrag's face is protected by a bony covering that reaches down on either side of the head and across the nose, with holes for the creature's nostrils and eyes. The mouth and lower law are not protected below the bony covering. The beast's humped back is covered with a hard, natural armor that protects the animal, especially the fluid storage sack just beneath the shell. Its four legs are comparatively frail but are adequate for darting from shelter to shelter around its rocky home. The tail of the Baazrag about 5” long. Newborns are red-brown, green, yellow, or orange, but the color fades gradually to a sandy gray at old age. Baazrag packs band together only for mutual defense of their territory. Otherwise, they have little contact with those of other bands. Noble families of Tyr and Balic domesticate the baazrag to rid their households of unwanted pests and insects. The families also organize teams of the creatures to pull wagons. Each baazrag can pull as much as 50 pounds of cargo and transport. Other baazrags have been specially trained to hunt unwanted pests in the sewers. The templars of Tyr have a special squad with several dozen swimming baazrags that are used to clean out infested areas. BAAZRAG BONECLAW Once in a very great while, a baazrag litter consists of only one young, much larger than normal. This creature is a boneclaw. The boneclaw stands more than 8 feet tall. The boneclaw's head is protected by a bony covering. The upper body and back are covered with a hard shell that deflects all normal missiles smaller than a javelin. Its shell has sharp serrated edges everywhere except around the mouth and eyes. The boneclaw is a dull brown color, with sand-colored claws and red eyes that glow in the dark. Boneclaws are solitary creatures. Their territory extends to a 2-mile radius from their lair. Boneclaws usually take over deserted baazrag lairs. If there is no water readily available, boneclaws will dig until they hit water. Deserted boneclaw lairs have been known to save the lives of thirsty travelers because of the well that may be found in some of them. If there is no prey available, boneclaws can survive on vegetation for as long as three months, or can go as long as one month without food at all. 78 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Baazrag Small Beast, Unaligned Armor Class 14 (Natural Armor) Hit Points 5 (1d6 + 2) Speed 40 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 15 (+2) 2 (-4) 12 (+1) 6 (-2) Senses Passive Perception 11 Languages - Challenge 1/8 (25 XP) ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Baazrag Boneclaw Large Beast, Unaligned Armor Class 16 (Natural Armor) Hit Points 85 (10d10 + 30) Speed 50 ft. STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 17 (+3) 2 (-4) 14 (+2) 10 (0) Damage Resistances Senses Passive Perception 12 Languages - Challenge 4 (1,100 XP) Detect Life. The Boneclaw can sense the presence of creatures within 500 feet that aren't undead or constructs. It knows the general direction they're in but not their exact locations. ACTIONS Multiattack. The Baazrag makes 2 claw Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Trampeling Charge. The boneclaw moves up to 50 feet in a straight line and can move through the space of any creature smaller than Large. The first time it enters a creature’s space during this move, that creature must succeed on a DC 14 Strength saving throw or take 14 (3d6 + 4) bludgeoning damage and be pushed up to 10 feet and knocked prone.
Crodlu Crodlu are large reptiles that roam the deserts and scrub land in herds. Crodlu resemble large ostriches, but their forearms end in wicked claws and their tough, scaly hides are yellow to red, with other colors along poor eyesight and an excellent sense of smell. They can run at high speed for long periods of time. Erdlu Erdlus resemble much smaller crodlus. They weigh as much as 200 pounds and stand up to seven feet tall. They have powerful, lanky legs ending in four-toed feet with razor-sharp claws, and can run at great speeds over short distances. Erdlus make ideal herd animals, as they can eat many forms of tough vegetation, as well as snakes, lizards, and other small reptiles. They instinctively band together in flocks for protection. When threatened, their first impulse is to flee. If this is not possible, the entire flock will turn and give battle as a group. Erdlu eggs are an excellent food, containing all the nutrients that a human or demihuman needs to survive for months at a time. If eaten raw, they can even substitute for water (1 gallon per egg) for periods of up to one week. In addition, the hard scales of their wings make excellent shields or armor, their beaks can be used to make fine spearheads, and their claws are often crafted into daggers or tools 79 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Erdlu Medium Beast, Unaligned Armor Class 13 (Natural Armor) Hit Points 9 (2d8) Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 10 (0) 4 (-3) 11 (0) 4 (-3) Senses Passive Perception 10 Languages - Challenge 1/2 (100 XP) Quickness (Recharge 5-6). The erdlu can take the dodge action as a bonus action. ACTIONS Multiattack. The erdlu makes two attacks: one with its beak, and one with its claws. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing >damage. Crodlu Large Beast, Unaligned Armor Class 16 (Natural Armor) Hit Points 52 (7d10+14) Speed 50 ft. STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 15 (+2) 2 (-4) 13 (+1) 6 (-2) Senses Passive Perception 11 Languages - Challenge 3 (700 XP) Keen Smell. The crodlu has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The crodlu has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. ACTIONS Multiattack. The crodlu makes three attacks: one with its beak, one with its claws, and one with its kick. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Kank Kanks are large docile insects often used as caravan mounts, as they can travel for a full day at their top speed, carrying a two-hundred-pound passenger and two-hundred pounds of cargo. They also make decent herd animals and are especially valued by elves. Because they can digest nearly any sort of organic matter, these hardy beasts will thrive in almost any environment. In addition, they require little attention, for a kank hive instinctively organizes itself into food producers, soldiers, and brood queens. The food producers secrete melon-sized globules of green honey that they store on their abdomens to feed the young and when food is scarce, the rest of the hive. Humans and demihumans can live on this nectar alone for periods of up to three weeks but must supplement their diets with meat and/or vegetation after longer periods. The sweet taste of this nectar makes it very valuable, and it is this that has caused the kank to be domesticated. It should be noted that wild kanks produce far fewer globules than their carefully breed cousins. When the tribe stops in an area that looks as though there is a considerable amount of vegetation, the brood queens lay a clutch of twenty to fifty eggs. The soldier kanks, along with the rest of the hive, ferociously defend this area from all predators, and will not leave until the eggs hatch. Herders must delay their migrations or abandon their hives when this conflicts with their plans. Although predators may attack kanks for the food producers’ honey globules, only the foulest carrion eaters will eat kank flesh. As soon as a kank dies, its meat emits a foulsmelling odor that not even a starving man can stomach. KANK, BROOD QUEEN The Kank Brood Queens are completely nonviolent, they use the same stats as a Kank Drone but typically don't attack, even to defend themselves. 80 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Kank, Drone Large Beast, unaligned Armor Class 15 (Natural Armor) Hit Points 37 (5d10+10) Speed 40 STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 14 (+2) 2 (-4) 12 (+1) 6 (-2) Senses Passive Perception 11 Languages - Challenge 1/2 (100 XP) Death Stench. When the kank dies, it emits a horrible stench. Any creature that starts its turn within 10 feet of the dead kank must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. ACTIONS Pincers. Melee Weapon Attack: +4 to hit, Reach 5 ft, one target. Hit: 7 (2d4+2) Piercing Damage. Kank, Soldier Large Beast, unaligned Armor Class 17 (Natural Armor) Hit Points 52 (7d10+14) Speed 40 STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+2) 2 (-4) 13 (+1) 6 (-2) Senses Passive Perception 11 Languages - Challenge 2 (450 XP) Death Stench. When the kank dies, it emits a horrible stench. Any creature that starts its turn within 10 feet of the dead kank must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. ACTIONS Pincers. Melee Weapon Attack: +6 to hit, Reach 5 ft, one target. Hit: 11 (2d6+3) Piercing Damage, and the target must make a DC 12 Constitution saving throw, or be poisoned for 1 hour. If the save fails by 5 or more, the target is also paralyzed while poisoned in this way.
Innix The inix is a large lizard midway in size between a kank and mekillot. It weighs about two tons and grows up to sixteen feet long. Its back is protected by a thick shell, while its belly is covered with a layer of flexible scales. Inix make spirited mounts, they move at steady pace for hours on end, and over short distances, their charge is as fast as that of a kank. Inix riders often travel in howdahs, small box-like carriages that are strapped to the beast's back. The one major drawback to traveling by inix is that these large herbivores need vast amounts of forage. If they don't get enough to eat they are nearly impossible to control. Thus, they are seldom used in regions where forage is at a premium. In combat, inix slap with their immense tail and bite. On a natural biting attack roll of 20, they grasp man-sized or smaller opponents and do an additional ld20 points of crushing damage. Their shells are useful for making armor, and their scaly underbellies can be used to make a type of fine leather armor. VARIANT: INNIX HOWDAH An Innix with a Howdah gets the following feature: Howdah. The inix carries a compact fort on its back. One Large creature or up to four Medium or Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the inix, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the inix dies, creatures in the fort are placed in unoccupied spaces within 5 of the inix. 81 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Innix Huge Beast, Unaligned Armor Class 15 (natural armor) Hit Points 76 (8d12+24) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 2 (-4) 12 (+1) 5 (-3) Senses Passive Perception 14 Languages - Challenge 5 (1800 XP) ACTIONS Multiattack. The innix makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the innix can't bite another target. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage.
Mekillot Mekillots are mighty lizards weighing up to six-tons. Their backs and heads are covered with a thick shell that serves as both a sunshade and protection from attacks by other large creatures. Their undersides are covered with much softer scales. Despite their vicious dispositions, mekillots are often used as caravan beasts. A hitched pair can pull a wagon weighing 10-20 tons at a slow, plodding pace. Mekillots are never truly tame, however; even when they are hitched to a wagon, the stubborn creatures have been known to turn off the road and go wandering off for days— without any apparent reason. They are also noted for making snacks of their handlers. Because of the difficulties of controlling these beasts, most caravans rely on psionicists with the appropriate powers to drive them. 82 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Mekillot Gargantuan Beast, unaligned Armor Class 17 (Natural armor, 15 if attacking its underside) Hit Points 175 (13d20+39) Speed 30 ft. STR DEX CON INT WIS CHA 24 (+7) 8 (-1) 17 (+3) 1 (-5) 9 (-1) 3 (-4) Saving Throws STR +7, CON +6 Senses Passive Perception 9 Languages - Challenge 8 (3900 XP) ACTIONS Multiattack. If the mekillot is not grappling a creature, it makes one attack with its tongue, then one with its bite. Tongue. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 21 (4d6+7) bludgeoning damage. If the creature is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw, or the target is pulled up to 30 feet towards the mekillot. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (4d8+7) piercing damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the mekillot can't bite another target. Swallow. The mekillot makes one bite attack against a large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the mekillot, and it takes 17 (5d6) acid damage at the start of each of the mekillot's turns. If the mekillot takes 30 damage or more on a single turn from a creature inside it, the mekillot must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the mekillot. If the mekillot dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. Crush. The mekillot drops to its belly, knocking itself prone. Any Medium or smaller creature underneath the mekillot when it drops can use its reaction to make a DC 15 Dexterity saving throw. On a success the creature moves to an unoccupied space within 5 feet of the mekillot. On a failure, the creature takes 13 (2d12) bludgeoning damage and is pinned. If there is no unoccupied space within 5 feet of the mekillot, the saving throw automatically fails. While pinned, the creature is prone and restrained (escape DC 17). If the mekillot moves, the creature is no longer restrained.
T'liz T'lizes are undead defilers whose spirits have outlived their bodies. They are extremely powerful undead who seek magical knowledge and power above all else and exist as such to continue their study of magic. They seldom associate with the living except when mortals provide suitable pawns. Because they appear much as they did in life, t'lizes can move freely among the living. Their only unusual features are their skin, which is extremely pale, and their weight, which often diminishes until they become no greater than average in build. T'lizes must anoint themselves with numerous oils and substances that prevent their bodies from deteriorating. They must also feast upon the life energy of the living to sustain their own energies. Often, t'lizes have large numbers of undead serving them as minions. These minions protect their lairs, bring them living victims for their experiments, and provide them with the equipment they need for their studies. T'lizes hate other t'lizes as much, if not more, than they hate the living. Viewing their own kind as rivals, they are known to engage in century-long disputes. Either out of boredom or to annoy other t'lizes, they often pit their undead minions against the undead minions of other t'lizes. T'lizes are known for their scheming nature. While they occasionally have dealings with the living, they do so only to further some nefarious plan of their own. They are said to dabble in politics and trade, but only if they can make their unseen presence felt as hardship upon the living T'LIZ TEMPLATE A humanoid, giant, or monstrosity with the spellcasting feature that casts arcane spells can become a t'liz. When a creature becomes a t'liz, it retains all its statistics except as noted below. Challenge. The features gained by becoming a t'liz may greatly alter its challenge rating. It may be necessary to use the guidelines in the Dungeon Master’s Guide to recalculate the rating after you apply the template. Type. The t'liz’s type changes to undead, and it no longer requires air, food, drink, or sleep. Senses. The t'liz has darkvision with a radius of 60 feet. Saving Throws. The t'liz is proficient in Constitution saving throws. Strength Score. The t'liz's Strength score is 16 if its score isn't already higher. Damage Resistance. The t'liz has resistance to cold, lightning and necrotic damage. Damage Immunities. The t'liz has immunity to poison damage and from bludgeoning, slashing and piercing damage from non-magical weapons. Condition Immunities. The t'liz can’t be charmed, frightened, paralyzed, or poisoned. It also doesn't suffer from exhaustion. Magic Resistance. The t'liz has advantage on saving throws against spells and other magical effects. New Feature: Arcane Defiling. The t'liz gains the following feature as well as one or more defiling options from the Defilers of Athas section of this document. If in non-defiled terrain, the t'liz can choose to defile the land when casting a spell from its spellcasting feature. When it does this, ordinary vegetation within a radius of 5 times the spells level withers and dies, leaving the ground in a black ashen state. New Action: Multiattack. The t'liz uses its aura of fear and then casts a spell from its spellcasting feature. If a creature is within 5 feet of it, it can use its Life Drain before or after casting its spell. New Action: Life Drain. Melee Weapon Attack: +(proficiency + strength) to hit, reach 5 ft., one creature. Hit: (4d8 + strength) necrotic damage. The target must succeed on a DC (8 + proficiency + Constitution) Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. New Action: Aura of Fear. Each non-undead creature that is within 60 feet of the t'liz and aware of it must succeed on a DC (8 + proficiency + Constitution) Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the t'liz's Aura Of Fear for the next 24 hours. 83 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
84 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. T'liz Mage Medium Undead, Any Evil Alignment Armor Class 12 (15 with mage armor) Hit Points 40 (9d8) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 10 (+0) 17 (+3) 12 (+1) 11 (+0) Saving Throws Constitution +3, Intelligence +6, Wisdom +4 Skills Arcana +7, History +7 Damage Resistances Cold, Lightning, Necrotic Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Darkvision 60 ft. Languages any four languages Challenge 9 (5,000 XP) Arcane Defiling. If in non-defiled terrain, the t'liz can choose to defile the land when casting a spell from its spellcasting feature. It can choose to either double the distance of its spell or give one creature disadvantage on the saving throw. When it does this, ordinary vegetation within a radius of 5 times the spells level withers and dies, leaving the ground in a black ashen state. Magic Resistance. The t'liz has advantage on saving throws against spells and other magical effects. Regeneration. The t'liz regains 5 hit points at the start of its turn. The t'liz dies only if it starts its turn with 0 hit points. It regains 5 hit points after 1d4 hours unless its body is burned and its ashes are separated. Silent Presence. The t'liz casts no shadows, and its steps are silent. It has advantage on Dexterity (Stealth) checks when trying to be unseen. ACTIONS Multiattack. The t'liz uses its Aura of Fear and then casts a spell from its Spellcasting feature. If a creature is within 5 feet of it, it can use its Life Drain before or after casting its spell. Bone Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 22 (4d8 + 4) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Aura Of Fear. Each non-undead creature that is within 60 feet of the t'liz and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the t'liz's Aura Of Fear for the next 24 hours. Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +7 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): fire bolt (2d10), light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): greater invisibility, ice storm 5th level (1 slot): cone of cold
The Inspiration When initially writing this guide, I used another 5e conversion made by reddit user u/Toucanbuzz as a skeleton. Much of the intro and lore are from his as well as most of the poisons and some of the equipment still listed. I couldn't find a way to rewrite them to be better then they already are so with Toucanbuzz's permission, they stayed. Check out his conversion here: Dark Sun Players Guide for 5e by Toucanbuzz Colorized 2e Art The colored Dray portraits were made by reddit user u/arcaneimpact, used with permission: Dray Colorized, Dray Group Colorized Official Art Much of the art used are from various sourcebooks for D&D 2e and 4e respectively Brom Artwork The website ayay.co.uk contained a lot of the artwork of Gerald Brom in one place, including many used for the Dark Sun setting: Brom Artwork PART 11 CREDITS AND CITATIONS 85 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dark Sun Campaign Guide Amid the barren wastelands of Athas lie the scattered city states, each in the grip of its own, tyrannical sorcerer king. Protecting their own positions with dark magic, they demand absolute obedience. The restless mobs are placated with bread and circuses - the arenas overflow with spectators seeking release from their harsh lives. The land outside the cities belongs to no one. Savage elves race across the deserts while insectoid thri-kreen satisfy their taste for blood. Dwarves labor at projects beyond the scope of men, and feral halflings lie in ambush. Athas is a land of deadly magic and powerful psionics that offers no promise of glory or even of survival. Those who do not have the cunning to face life on Athas will surely perish, leaving nothing but bones bleached white under the blistering rays of the Dark Sun. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
THIS DOCUMENT WAS LOVINGLY CREATED USING GM BINDER. If you would like to support the GM Binder developers, consider joining our Patreon community. WWW.GMBINDER.COM