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Contents

Dark Sun Rule Book v1.2

Chapter 3: Backgrounds 56
Introduction 3
Acolyte 56
About Dark Sun 3 56
4 Artisan
About This Conversion 56
4 Bard
Acknowledgments Charlatan 57
Chapter 1: Races 6 Courtier 67
Dwarf 6 Criminal 58
Elf 7 Dune Trader 59
Half-Elf 8 Gladiator 59
Half-Giant 9 Hermit 60
Halfling 10 Noble 60
Human 11 Overseer 60
Mul 12 Skimmer 60
Thri-Kreen 12 Soldier 62
Urchin 63
Chapter 2: Classes 16 Wastelander 63
Barbarian 17 Chapter 4: Feats 65
Cleric 20
Druid 26 Chapter 5: Psionics 74
Fighter 28
Monk 31 Chapter 6: Magic 90
Mystic 34
Ranger 40 Chapter 7: Rules 95
Rogue 46 Defiling 95
Templar 48 Languages 97
Wizard 53 Money and Equipment 97
Skills 98
Wild Talents 98

2
No noble knights, benevolent kings, or glorious quests are
Introduction to be found on Athas. Its masses are crowded into a few large
"I live in a world of fire and sand. The crimson sun scorches cities guarding the last vanishing oases. Legions of slaves toil
the life from anything that crawls or flies, and storms of sand in the scorching sun to scratch a meager living from the dry
scour the foliage from the barren ground. Lightning strikes soil. Yet their aristocratic masters have managed to amass
from the cloudless sky, and peals of thunder roll unexplained great wealth and power, which they waste in idleness and
across the vast tablelands. Even the wind, dry and searing as decadent pleasures. True power lies in the hand of the
a kiln, can kill a man with thirst." sorcerer-kings and sorceress-queens, immortal magic-users
-- The Wanderer that claim absolute power within the borders of their city-
states. Their tyrannical commands are enforced by the hated
Welcome to the blasted lands under the crimson sun. In templars, priest-bureaucrats who draw magic power from
these pages, you'll find everything you need to play a Dark their cruel monarchs. Corruption is the order of the day, and
Sun campaign using the 5th Edition of Dungeons & Dragons. a citizen's only hope for justice is to offer the templars a large
Please be aware that Dark Sun features a number of mature enough bribe.
themes. The faint of heart should stop reading now. The world is quite unlike those of other fantasy settings.
Though elves, dwarves, and the rest are found on Athas, they
About Dark Sun are quite unlike their familiar cousins. Elves are long-legged
raiders and nomads, running across the desert wastes with
"This is a land of blood and dust, where tribes of feral elves stolen livestock and ill-gotten coin. Halflings are hunter-
sweep out of the salt plains to plunder lonely caravans, gatherers and have what is probably the most sophisticated
mysterious singing winds call men to slow suffocation in a culture on Athas, but they are cannibals and would rather eat
Sea of Silt, and legions of slaves clash over a few bushels of the flesh of other races than help them. There is only one
moldering grain. The dragon despoils entire cities, while dragon, and it is the most destructive being on the planet,
selfish kings squander their armies raising gaudy palaces and wiping out entire cities and leaving nothing but death and ash
garish tombs." in its wake.
-- The Wanderer Many unfamiliar elements confront the player. The most
numerous sentient beings by far are the thri-kreen, alien
Dark Sun is a post-apocalyptic campaign setting set on the insectoid hunters that roam the barren spaces between the
desert world Athas. Its literary cousins include the likes of city-states and eat whatever they can find, including other
Mad Max, The Road, and A Princess of Mars. In the distant sentient beings. Twisted and mutated creatures emerge
past, a great cataclysm ruined the world, leaving behind a regularly from the desert, warped and corrupted by the
burnt desert and a dying civilization. Athas' life-giving yellow crimson sun and lingering defiling magic. To survive in this
sun was corrupted, transforming overnight into a scorching harsh land, every animal, every plant, every insect has evolved
red giant that only furthered the world's desiccation. deadly defenses that strike down even the hardiest
No one knows exactly what wrought the planet's grim adventurer. The most potent and universal defense
transformation, but it is universally supposed that arcane mechanism of all, however, is the power of psionics.
magic was the root cause. For wizardry on Athas comes at a Everyone, from the lowest slave to the mightiest sorcerer-
steep price. Mages must draw energy from the living king, possesses the innate Will to shape the world with
environment to fuel their spells, often leaving lifeless ash and thought alone. Some few dedicate their lives to this power,
barren soil in their wake. Wizards can wield tremendous pursuing the mystical Way of the Unseen to master their own
power, so the temptation to defile the world is great. Many a consciousness, and thereby the world.
sorcerer has willingly condemned his grandchildren's Athas is a grim and savage place where survival takes
grandchildren to a life of want and despair. precedence over treasure, glory, and heroism. But all is not
Scarcity is the most basic reality of life. Water is more lost. Recently, in some taverns frequented by travellers and
precious that gold. The once abundant metal resources of the mercenaries, whispered tales of a green and glorious past stir
ancient world have been exhausted, mined and wasted in forgotten idealism. Rumors swirl that a man, known only as
long-forgotten wars. Gold, iron, and even bronze are the Wanderer, has journeyed to the far corners of the world
fantastically rare and valuable materials that few alive today and discovered lost secrets of a better time. As the oppressive
know how to work. The only things found under the crimson grip of the sorcerer-kings tightens, the templars find it more
sun in abundance are desperation and misery. All too many and more difficult to stamp out talk of freedom and rebellion.
people are willing to endure the tribulations of slavery for the If ever there was an time ripe for heroes, it is now.
guarantee of enough muddy water and flavorless grain to live
another day.

3
About this Conversion I included my own completely rewritten ranger. Its main
mechanic is the Ranger's Tactics, a collection of power
"This is my home, Athas. It is an arid and bleak place, a choices inspired mechanically similar to warlock's
wasteland with a handful of austere cities clinging Invocations. This ranger only casts spells if specced to do so.
precariously to a few scattered oases. It is a brutal and savage I've never liked that spell casting was so baked into the
land, beset by political strife and monstrous abominations, ranger class.
where life is grim and short." Templars are warlocks in this conversion. This is a fairly
-- The Wanderer big departure from the original boxed set, but I think the
There are quite a few excellent conversions of Dark Sun to warlock fits the flavor of the templar much better than the
5e D&D available on the web. I've used several of them in my cleric. I think that if the warlock were a class in 2e, the
games. I went to the trouble of making my own conversion designers probably would have agreed.
for two reasons. First, I have a different take on the 5e D&D Defiling uses the metamagic mechanic from the sorcerer
design philosophy, and I wanted a conversion that respects class. Any mage can defile, and serial defilers can choose a
that take. I don't think others are wrong, I just wanted to take feat to do so more often. There are no sorcerers in Dark Sun.
a different path. Second, and most importantly, I wanted to New Elements: mystic, ranger
capture Dark Sun as it was in the original 1991 boxed set.
The game has moved on quite a bit from that early product, Feats
with a heavily revised boxed set in 1995 and a major overhaul Many of the feats listed here are taken from various
for 4e D&D twenty years later. Most of the conversions to 5e unearthed arcana. I included them to have a central list for
are based on these later products. I love the setting as my players. Several feats are new, however.
originally conceived, though, and I wanted a conversion that In the old 2e rules, wild talents could be quite powerful. I
captures it. wanted that to be an option for characters in this conversion.
Here are notes on a few design choices I made. The psionic talent feat allows PCs to increase the power of
their wild talent.
Races New Elements: Brutish, Cannibalism, Defiler, Fury, Giant,
Most of the races are variations of the subraces from the Insectoid Physiology, Mutant, Oversized Strength, Psionic
Player's Handbook. The mul is a slightly altered half-orc, Talent
while the half-giant is a slightly altered goliath. Many of the
conversions found on the web treat thri-kreen similarly, and Rules
mine is a variation on those. Some traditional powers of the I opted not to have breakage rules for non-metal weapons. I
thri-Kreen and half-hiant are presented as feats instead of prefer to avoid fiddly mechanics like that, and I also prefer to
racial features to balance these races with the rest. reward players for cool items rather than penalize them for
New Elements. thri-kreen having bad items. So non-metal weapons are just normal
weapons and metal weapons are +1 non-magical weapons.
Classes Every PC chooses a wild talent. They select a psionic
The main changes here involve incorporating the new class devotion and gain its wild talent ability. This is usually a once
features found in UA65 together with extensive reflavoring of per long rest use of the psionic focus. PCs can advance their
subclass options from various sources. Below are the more wild talent by selecting the psionic talent feat.
extensive changes New Elements. Wild Talent
Most of the cleric's elemental domains are reflavored
versions of the domains from the core rules. The Air domain Acknowledgments
is new and inspired by DMDave's Air domain. Thanks Dark Sun and Dungeons & Dragons are registered
DMDave. I decided to have a Sand domain rather than a trademarks of someone else. I own no rights to anything in
Magma domain. I thought sand is a better paraelement this document (except what I invented myself). It is pure fair
combining fire and earth. I based the Sand domain on the use, born of my love of the game and my desire to teach
PHB's Trickery domain. people about it.
For the eldritch knight, way of the four elements monk, and Thanks to the designers of 5e D&D. It's an incredible
arcane trickster, I replaced their spells with psionic powers game. Thanks to the designers of Dark Sun, especially
(from the UA mystic) to make nearly identical psionic Gerald Brom, Tim Brown, and Troy Denning.
subclasses. Thanks to the Dark Sun community. Radu and the guys at
I used a slightly revised version of the UA mystic for the Athas.org have done a lot to keep the setting alive.
psionicist. I've restricted their choice of powers to make the Toucanbuzz and DillonDND made well thought out
class a little less versatile. I also rewrote three of the conversions to 5e. Sorry I didn't use your work, guys!
subclasses to give them more flavor, and I don't allow the soul Finally, thanks to my gaming groups, past and present.
knife or wu-jen. The soul knife's ability to make a magic DMing for my friends is what makes the hobby as enjoyable
weapon from nothing clashes with Dark Sun's theme of as it is.
scarcity, while the wu-jen's focus on elemental powers --Scott Tidwell
overlaps too much with the cleric. Note I made some aka Polyomnocles
terminology changes: mystic orders are now called
disciplines, disciplines are not called devotions, and psi
points are now called will points.

4
Chapter 1: Races
Athas is a world where the essential, fundamental nature of
things has been twisted through years of unchecked,
environmentally-abusive magic. Even things recognizable
from other fantasy settings are familiar in name only. The
player character races are no exception to this, and the elves,
dwarves, half-elves, and halflings of Dark Sun are bizarre
adaptations of those found on other fantasy game worlds.
The following rules for races in Dark Sun expand upon the
rules presented in Chapter 2 of the Player's Handbook.

Dwarf
Athasian dwarves are short but extremely powerful. Lives of
hard work in the hot sun leave them with a rich tan and
rugged, calloused hands and feet. Life in the scorching desert
has left Atahsian dwarves completely hairless.
A dwarf's chief love is toil. A dwarf is never happier than
when there is a cause to work or fight for, something he can
approach with stoic single mindedness for weeks, months,
years, or even decades at a time. Once a dwarf's mind is
committed to a certain task, he'll only set it aside after a great
deal of grumbling and coercion. The fulfillment he achieves
upon completion of a lengthy, difficult task is what he strives
for.
The task to which a dwarf is presently committed is
referred to as his focus. A dwarf's focus must be a feat
requiring at least one week to complete. Shorter term goals Darkvision. Your ancestors were accustomed to life
cannot be considered a focus. Actually, a dwarf's commitment underground. You have inherited from them superior vision in
to his focus is based in his physiology - those who complete dark and dim conditions. You can see in dim light within 60
their lives before they complete their foci live out their feet of you as if it were bright light, and in darkness as if it
afterlives as banshees in the wastes, haunting their were dim light. You can't discern color in darkness, only
unfinished works. shades of gray.
An Athasian dwarf takes notice of other beings based upon Dwarven Resilience. You have advantage on saving
his focus. If the other being is also actively committed to the throws against poison, and you have resistance against
dwarf's focus, the dwarf will consider him a sensible and poison damage.
dependable companion. If, however, the other being is Dwarven Combat Training. You are trained to use the
vehemently opposed to the dwarf's focus, the two will be ancient weapons of the dwarves. You have proficiency with
irrevocably at odds until one or the other is dead. There is the battleaxe, handaxe, throwing hammer, and warhammer.
very little room for compromise in the mind of a dwarf. Tool Proficiency. You gain proficiency with the artisan's
tools of your choice: glassblower's tools, smith's tools,
Dwarf Traits brewer's supplies, leatherworker's tools, or mason's tools.
Your dwarf character has an assortment of inborn abilities, Focus. Whenever you make a skill or ability check related
part and parcel of dwarven nature. to your focus, you can choose to roll with advantage. You
Ability Score Increases. Your Constitution score cannot use this feature again until you finish a long rest.
increases by 2. Choose one: your Wisdom score increases by Dwarven Toughness. Your hit point maximum increases
1, or your Strength score increases by 1. by 1, and it increases by 1 every time you gain a level.
Age. Dwarves mature at the same rate as humans, but Languages. You can speak Dwarvish. Dwarvish is full of
they're considered young until they reach the age of 50. On hard consonants and guttural sounds, and those
average, they live about 350 years. characteristics spill over into whatever other language a
Alignment. Dwarves are stolid, predictable, and law- dwarf might speak.
abiding. They tend towards lawful alignments.
Size. Dwarves stand between 4 and 5 feet tall and average
about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is
not reduced by wearing heavy armor.

6
Elf and similar creatures for baggage or raw materials transport.
It is dishonorable among elves to ride on an animal unless
The dunes and steppes of Athas are home to thousands of wounded and near death - even pregnant women and old
tribes of nomadic elves. While each tribe is very different elves are expected to keep up with the tribe or be left behind.
culturally, the elves within them remain a race of long-limbed Elves have no great love of creatures outside their tribe.
sprinters given to theft, raiding, and warfare. Even when found in the company of others, an elf will keep to
Athasian elves are tall, lean, and generally in terrific himself, often camping near but not directly with his
physical condition. Their features are deeply etched into their companions. When encountering outsiders, an elf will often
weather-toughened faces, and their skin made rugged by the fabricate tests of trust and friendship. For instance, an elf
windblown sands and baking sun of the wilderness. Elves might leave a valuable object in the open to see if his new
typically dress to survive in the desert environment. Even companions attempt to steal it. After a series of such tests,
when at an oases or in the cities, elves tend to prefer their the elf will gradually learn to trust or distrust the outsiders.
native garb, designed to wrap the wearer against the brutality The severity of these tests of loyalty may take an alarmingly
of the elements. dangerous turn, even revolving around life-threatening
Elves are all brethren within their own tribe, but regard all situations, before an elf accepts an outsider as an equal.
outsiders as potential enemies. There is no racial unity While most elven tribes make their living through herding,
among the elves - an elf from outside the tribe is just as much some have turned to commerce and others to raiding. Elven
a foe as a human, halfling, or thri-kreen. Acceptance of an traders are rightly considered the most capable on Athas. Not
outsider by an individual elf can be achieved, but trust will only can they barter and deal with a variety of races, they can
only develop over time. Acceptance of an outsider by an move and protect their goods across the vast wilderness. A
entire tribe is also possible, but rare. It is usually only player character elf can be from a wild, tribal background or
awarded after some great sacrifice has been made on behalf from a city state upbringing - there are many elves that have
of the tribe - many outsiders have been accepted settled in the cities as bazaar vendors, and still many more
posthumously into elven desert tribes. that have been dragged there in chains.
Individually, tribal elves are swift, sure, and self-reliant in
the extreme. An elf is conditioned to run quickly over sandy
and rocky terrain, sometimes for days at a time - an elf
warrior can cross better than 50 miles per day. An elven war
party on the move is a deadly force of endurance and
maneuverability. Elves use no beasts of burden for personal
transportation, though they do sometimes engage kanks

7
Elf Traits A half-elf's life is typically hardened by the intolerance of
others. Neither fully human nor fully elven, half-elves rarely
Your elf character has variety of natural abilities, the result of find acceptance with either race. Elves are especially
a harsh life under the crimson sun. intolerant, at times driving mothers of half-elven infants from
Ability Score Increases. Your Dexterity score increases their camps into the desert. Humans are more apt to accept
by 2. Choose one: your Intelligence score increases by 1, or half-elves as allies or partners, but seldom accept them into
your Charisma score increases by 1. their homes, clans, or families. Rarely do half-elves
Age. Elves mature at the same rate as humans. When old congregate in great enough numbers to form communities of
age is allowed to take its course, they live about 140 years. their own, so they remain outsiders, forever wandering from
Rarely does an Athasian elf die of old age, however. situation to situation without a people, land, or village to call
Alignment. Elves live for the moment, knowing that life is home.
short and its pleasures precious. They tend toward chaotic Intolerance, however, has given the half-elves their greatest
alignments. attribute - self-reliance. As loners, usually without permanent
Size. Elves stand between 6 and 7 feet tall and average residence, half-elves survive the rigors of life in the
about 175 pounds. Your size is Medium. wilderness completely on their own. The skills involved in
Speed. Your base walking speed is 35 feet. survival, such as locating food, water, and shelter, are only half
Darkvision. Accustomed to raiding in the dim light of of the challenge they face. Half-elves must also learn to deal
Athas's twin moons, your people have superior vision in dark with the absence of companionship, the complete lack of
and dim conditions. You can see in dim light within 60 feet of conversation and basic friendship.
you as if it were bright light, and in darkness as if it were dim Coincidentally, faced with intolerance from the races of
light. You can't discern color in darkness, only shades of gray. their parentage, many turn to completely alien races for
Keen Senses. You have proficiency in the Perception skill. acceptance. Dwarves, halflings, and even thri-kreen have no
Strong Minded. You have advantage on saving throws basic dislike of half-elves nor do they grant them any favor. At
against being charmed, and magic can't put you to sleep. the very least a half-elf dealing with these races can expect no
Elf Weapon Training. You have proficiency with the automatic prejudices. Also, some half-elves turn for
longsword, shortsword, shortbow, and longbow. companionship to the animal world, training beasts of the air
Elf Run. Elves can cover extraordinary distances in the and sands as servants and friends.
open wastes by running. Whenever you finish a long rest, you
can choose to enter a semi-conscious state called the elf-run.
While in this state, your travel pace is doubled. You can
maintain the elf-run state for a number of days equal to your
Constitution modifier. You must spend a day moving at a
normal pace or resting before you can enter the elf-run again.
Your DM has information more about travelling through
the Athasian wilderness.
Languages. You can speak Common and Elvish. Elvish is
fluid, with subtle intonations and intricate grammar. Elven
stories and songs are rich and varied. The contrast between
the beauty of the Elves oral traditions and their infamous
trading and raiding practices is often remarked upon.

Half-Elf
Elves and humans travel many of the same roads on Athas -
elven tribes have at times encountered human mercenaries,
just as elven warriors have found gainful employment in the
armies of the city states. The merchant class, too, is overrun
with traders of both races, so it is not at all unusual for
children of mixed parentage to be born into the world - the
half-elves.
A half-elf is generally tall, but more meaty than his elven
counterparts. His facial features are clearly more deeply
defined than those of a human, but based solely on his
countenance a half-elf can usually pass for either an elf or a
human.

8
Half-Elf Traits
Your half-elf character has a variety of natural abilities, the
result of a harsh life under the crimson sun.
Ability Score Increases. Your Constitution score
increases by 2. Choose two other ability scores; they each
increase by 1.
Age. Half-elves mature at the same rate humans do and
reach adulthood around the age of 20. They are probably
capable of living to at least 100 years old, but the harsh reality
of their lives means few die of old age.
Alignment. Half-elves are loners used to watching out for
themselves. They care little for laws but value predictability.
They tend towards neutrality.
Size. Half-elves stand taller than humans but not so tall as
full-blooded elves. They are typically between 5 1/2 and 6 1/2
feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your elf blood, you have superior
vision in dark and dim conditions. You can see in dim light
within 60 feet of you as if it were bright light, and in darkness
as if it were dim light. You can't discern color in darkness,
only shades of gray.
Strong Minded. You have advantage on saving throws
against being charmed, and magic can't put you to sleep.
Skill Versatility. You gain proficiency in two skills of your
choice.
Languages. You can speak Common, Elvish, and one other
language of your choice.

Half-Giant
Giants dominate many of the islands and coastal areas of the
Silt Sea, wading across it to plunder the communities of
smaller races where they find them. In some lost millennium,
as a bizarre experiment or perhaps as some sort of curse,
giants were magically crossbred with humans. Half-giants are
now fairly common, especially to human controlled lands at
the edge of the sea of dust.
Simply put, half-giants gain terrific size from their giant
heritage, but also inherit that race's dull wits. Their human
background, however, provides them with an interest in
communication and cooperation, not to mention more
reserved traits such as curiosity, a willingness to learn, and a
general tendency toward kindness. At any rate, half-giants are
capable of far more kindness than their often tyrannical,
bloodthirsty giant kin.
Though no one knows for certain, half-giants seem to be a
fairly young race, perhaps only a few tens of centuries old.
There is no half-giant culture common to all of their kind. On
the contrary, having insufficient history and overall
intelligence to have their own culture, half-giants tend to
readily adopt the cultures of other creatures they admire or
associate with. Half-giants are very imitative creatures, eager
to fit into new situations as they present themselves.
Half-giants sometimes collect into communities of their
own, though they most often adopt the culture and customs
of those creatures that are nearby. When near an elven
nation, for instance, half-giants will form their own hunting
and raiding parties, adopting the ways of the elven
marauders. They won't mix with the elves, neither will they
fight with them. In most instances, imitative half-giant

9
communities will compete directly with the race whom they Halfling
are likening themselves to. It is their great size and combat
prowess that keeps their competitors at a safe distance. Beyond the Ringing Mountains are jungles that flourish in
Half-giants can switch their attitudes very quickly, taking rains that never reach the tablelands or the Sea of Silt. There
on new values to fit new situations. A half-giant whose life is abundant, the foliage thick and untamed. The
peaceful farming life is disrupted by marauders may soon undisputed rulers of these jungles are the halflings.
adopt the morals of the very renegades who sacked his A halfling is a very short humanoid, well-muscled and
village. To reflect this, one aspect of a half-giant's alignment proportioned like humans but with the faces of wise and
must be fixed, chosen during character creation. The other beautiful children. Halflings live to be as much as 120 years
half varies depending on prominent or charismatic people old, but once they reach adulthood, their features never
nearby. succumb to their years - it's very difficult for an outsider to
determine a given halfling's age. A halfling weighs 50 to 60
Half-Giant Traits pounds and is virtually always in peak physical condition.
Your half-giant character has a number of natural abilities, Halflings possess a great deal of racial unity. Though divided
mostly the result of his or her extreme size and strength. politically into separate villages and communities, halflings
Ability Score Increase. Your Strength and Constitution have great respect for their race as a whole. Political
scores increase by 2. differences between them are settled wherever possible
Age. Half-giants grow and age very slowly. You are peaceably, through ritual and custom, most often under the
considered an adult at age 25, and you can live to over 200 direction of their clerical leaders, the shaman witch doctors.
years old. On a personal level, halflings relate very well to one
Alignment. Half-giants are famous for their mercurial another, well enough to have built a considerable culture rich
personalities and values. Part of their alignment remains in art, song, and other expressive communication. However,
fixed, while the other part can vary. Choose one part of your they tend to rely heavily on their culture for communication, a
alignment, for example lawful or evil. If you are neutral, culture that both parties in a conversation are assumed to
choose neutrality regarding law and chaos or neutrality understand. It is difficult or a halfling to compensate in
regarding good and evil. That part of your alignment remains conversation for a listener who isn't intimately familiar with
fixed, while the other part varies. For example, a Neutral Evil halfling culture, and as such they easily become frustrated
half-giant might choose neutral to remain fixed, and his with outsiders. Depending upon how "official" a meeting is,
alignment would fluctuate between neutral good, neutral, and outsiders often have to take great pains to learn local
neutral evil. customs merely to communicate with the halflings in
Half-giants do not typically change their alignment question. Of course, halflings who have travelled widely
randomly, but instead attempt to match the behavior of outside their traditional jungle home have a much greater
charismatic or successful individuals they interact with. For tolerance of those with a "lack" of halfling culture; so much
example, a half-giant warrior might come to admire a brutal so that they can communicate easily and without frustration.
slave tribe leader who saved his life and adopt his evil Halfling culture is fabulously diverse, but difficult for other
alignment. races to comprehend. A complete history of their culture, if
Size. Half-giants tower over smaller races. You stand such a thing existed, would speak volume upon volume of
between 8 and 9 feet tall and weigh between 280 and 340 complex social change, inspirational clerical leaders, and in-
pounds. Your size is Medium. depth personal studies of the halfling and his duty to his
Speed. Your base walking speed is 30 ft. jungle home. Conspicuous in their absence would be
Natural Athlete. You have proficiency in the Athletics skill. references to great wars of conquest or tremendous
Giant's Endurance. You can focus yourself to occasionally monetary wealth - the yardsticks by which other races
shrug off injury. When you take damage, you can use your measure cultural success. Halfling culture cares for the
reaction to roll a dl2. Add your Constitution modifier to the individual's inward being, his identity and spiritual unity with
number rolled, and reduce the damage by that total. After you his race and environment. Their culture does not provide for
use this trait, you can't use it again until you finish a short or more traditional values, and vices such as greed and avarice
long rest. are particularly discouraged.
Powerful Build. You count as one size larger when Oddly, the richness of the land may be disturbed and
determining your carrying capacity and the weight you can examined, even used for a halfling's own gain. However, those
push, drag, or lift. riches belong to the land and, in the mind of the halfling,
Giant Ancestry. You count as a Giant for any game effects should never be moved away. For instance, nature intended a
specifically affecting Giants. spring to bring water only to a certain area. To move the
Languages. You can speak Common and Giant. water through irrigation to some other area is not what
nature had in mind. Similarly, an archaeological find in the
jungle that yields a great pile of gold and metals is an event
that shouldn't be tampered with - the gold might be used to
raise a spectacular series of clerical buildings on the spot, but
it should not be carted off to some other location.

10
Halfling Traits Human
Your halfling character has a number of traits in common Humans are the second most populous race on Athas after
with all other halflings. the insectoid thri-kreen. They can be found living in nearly
Ability Score Increase. Your Dexterity score increases by every environment and using every available survival strategy.
2. Choose one: your Constitution score increases by 1, or your They are found among the fantastically wealthy aristocrats of
Wisdom score increases by 1. the city-states, and also among the most desperate slaves.
Age. A halfling reaches adulthood at the age of 20 and They are traders, mercenaries, explorers, philosophers, and
generally lives into the middle of his or her second century. wizards.
Alignment. Halflings are raised in a culture that values Mechanically, humans under the dark sun remain
tradition and harmony. Therefore most halflings are lawful. unchanged from those presented in the Player's Handbook.
Size. Halflings average about 3 feet tall and weigh about Both human options are allowed for player characters.
40 pounds. Your size is Small.
Speed. Your base walking speed is 25 ft.
Savage Attacks. When you score a critical hit with a
weapon attack, you can roll one of the weapon's damage dice
one additional time and add it to the extra damage of lhe
critical hit.
Brave. You have advantage on saving throws against being
frightened.
Halfling Nimbleness. You can move through the space of
any creature that is of a size larger than yours.
Naturally Stealthy. You can attempt to hide even when you
are obscured only by a creature that is at least one size larger
than you.
Languages. You can speak Common and Halfling.

11
Many slave muls have either escaped or otherwise won
their freedom and now live independent lives all over Athas.
Of these, a large percentage have bartered their combat
prowess, making their way as soldiers or guards. A few
others, given to more cerebral pursuits, have turned to
priestly devotions or the mental disciplines of psionics.
Mul Traits
Your mul character has a number of traits stemming from
their mixed ancestry and childhood in the slave pens.
Ability Score Increase. Your Strength score increases by
2. Choose two other ability scores; they each increase by 1.
Age. Muls reach adulthood at the age of 16. Their natural
lifespan is nearly 90 years, though hard lives of forced labor
often shorten this to 30-40.
Alignment. Muls born to slavery often have a deep and
abiding hatred of rules and discipline. They tend to be neutral
or chaotic.
Size. Muls average about 6 to 6 1/2 feet tall and weigh
about 250-300 pounds. Your size is Medium.
Speed. Your base walking speed is 30 ft.
Darkvision. Thanks to your dwarf blood, you have superior
vision in dark and dim conditions. You can see in dim light
within 60 feet of you as if it were bright light, and in darkness
as if it were dim light. You can't discern color in darkness,
only shades of gray.
Relentless Endurance. When you are reduced to 0 hit
points but not killed outright, you can drop to 1 hit point
instead. You can't use this feature again until you finish a long
rest.
Inexhaustible. You can labor for days with little rest, and
you can survive in the wilderness for long stretches of time
with little food or water. As an action, you may reduce your
levels of exhaustion by 1. You must complete a long rest
before you can use this feature again.
Mul Languages. You can speak Common and Dwarven.
A mul is an incredibly tough crossbreed of a human and
dwarf. They retain the height and cunning of their human
parent, plus the durability and raw strength of their dwarven
Thri-Kreen
heritage. Muls are usually the products of the slave pits - Hulking insect-men standing as tall as 7 feet at the shoulder,
owners recognize the muls' assets as gladiators and laborers, the thri-kreen are the least "human" of the player character
and so order the births of as many muls as can be managed races. Their survivability in the wilderness, combined with
within the ranks of their slaves. Muls are born sterile - they their cunning and intellect, have made the mantis warriors
cannot perpetuate their kind. (as they are known to some races) the undisputed masters
A full-grown mul is tall, lithe, and extremely well-muscled. across large tracts of the Athasian wastes.
They are often deeply tanned from hard labor in the The individual thri-kreen is a six-limbed creature with a
unrelenting sun, tending toward bronze and copperish tough, sandy-yellow exoskeleton. Its hind legs are the most
coloration. Their dwarven ancestry gives them a well- powerful, used for walking, running, and leaping. The four
muscled frame and an incredible constitution - mul laborers forward limbs each have a hand with three fingers and an
can perform heavy work for days at a time without stopping. opposable thumb. A thri-kreen is covered in an extremely
Muls have stern facial features. They are unmistakably hard and flexible exoskeleton.
human in appearance, though their ears are swept back and A thri-kreen's head has two large eyes, two antennae, and a
slightly pointed. Most muls, whether male or female, have no small-but-powerful jaw. The jaws work from side to side and
hair or beard. have several small extensions that grab and manipulate food
Born as they are to lives of slave labor, with the while it is being eaten. The eyes are jet black and multi-
taskmaster's whip taking the place of parents and family, faceted, separated to either side of the head. The antennae
muls are given to a gruff personality and violent reactions. are all but vestigial, serving only to help maneuver through
Understandably, many never seek friends or companionship brush and grasslands in the darkness.
but live out their lives in servitude, driven by hatred and spite.
Most, however, learn who to trust in the slave pits and who
not to, gaining favor and reputation among the other slaves.

12
Thri-kreen have no need for sleep. Thri-kreen characters Their pack intelligence also makes them protective of their
can remain active through the day and night. In fact, the clutch-mates. To a thri-kreen, his clutch or pack includes
mantis warriors tend to grow quite frustrated by the other whoever he is with at the time of danger. It is instinctive for a
races' propensity to lay about doing nothing for hours at a thri-kreen to leap into battle to protect those he is with,
time. regardless of personal danger.
Thri-kreen make and use a variety of weapons. Chief To outsiders, thri-kreen sometimes seem overly
among them are the gythka, a polearm with wicked blades at preoccupied with gathering food, hunting, and maintaining
either end, and the chatkcha, a crystalline throwing wedge. stocks of travel food. Since they do not sleep, thri-kreen often
They also fashion many forms of clothing, but rarely wear hunt through the night while other races they are working
armor. with are needlessly lying around.
The pack is the single unit of organization among the thri-
kreen, generally having 2-24 individuals. The pack is always Thri-kreen Traits
on the hunt, never idle - there are no permanent thri-kreen Your insectoid nature gives you a number of advantages over
communities. The so-called thri-kreen nations are, in fact, not the soft-skinned races.
organized as such, nor are they thought of as nations by the Ability Score Increase. Your Dexterity score increases by
mantis warriors. The nations are human conventions to 2. Choose one: your Strength score increases by 1, or your
delineate on maps where the thri-kreen thrive and dominate. Wisdom score increases by 1.
Thri-kreen are carnivores and the pack is constantly on the Age. Thri-kreen age significantly faster than the other
hunt for food. They consider the other player character races races of the Tablelands. Mantis warriors reach maturity at
as potential food stock, but only prey on other intelligent age 6, and usually live no longer than 35 years.
creatures in times of desperation. The mantis warriors have a Alignment. Thri-kreen are hunters and sometimes feed on
well-known taste for elves, which keeps both races at an the flesh of intelligent beings. They consider elf meat to be
uneasy peace when they are forced to cooperate. A thri- delicious. Because of this predatory attitude, they tend
kreen's obsession is the hunt. Thri-kreen are skilled and wise toward neutrality where morality is concerned.
hunters - skilled enough to bring down the animals they need, Size. Thri-kreen stand around 7 feet tall and weigh in the
wise enough to move on before they completely deplete an neighborhood of 400 pounds. Your size is Medium.
area of prey. Speed. Your base walking speed is 30 ft.
From birth, all thri-kreen are involved in the hunt - the
young are concerned with preparation and preservation of
hunted food, while elders are concerned with the hunter
itself. There are no distinctions between male and female
thri-kreen in their pack society.

13
Exoskeleton. Your body is covered in tough chitinous
plates. Your armor class is 12 + your Dexterity modifier. Your
exoskeleton and strange shape make it difficult for you to
wear armor. You can only wear armor that is specially made
for thri-kreen. Such armor is rare and is typically double the
price of a normal suit of armor.
Multiple Arms. You have four arms. You can hold two
additional items. You can use these items normally, but you
cannot gain any passive benefit from more than the normal
number of items held. For example, you cannot gain the
armor class bonus from more than one shield. You can also
take the Use an Object action once for free on each of your
turns. (see page 293 of the Player's Handbook).
Natural weapons. Your claws and mandibles are vicious
weapons. They deal 1d4 damage and have the light and
finesse qualities. Your bite is capable of delivering a
dangerous poison. When you deal damage to a creature with
your bite, you can choose to poison it. The target must make
a Constitution saving throw against a DC of 8 + your
proficiency bonus + your Constitution modifier. If it fails, it is
poisoned for 1 minute. It can repeat this saving throw at the
end of each of its turns to remove the poisoned condition.
Once you use your poison, you cannot do so again until you
finish a long rest.
Sleepless. You do not need to sleep. You gain the benefit of
a long rest by engaging in only light activity (walking, eating,
repairing weapons, etc.) for four hours. You can still only gain
the benefit of one long rest per day.
Thri-kreen Weapon Training. You gain proficiency with
the traditional weapons of the mantis warriors: the chatchka
and the gythka. The chatchka uses the game statistics of a
throwing axe, and the gythka uses the game statistics of a
halberd.
Chameleon. Your exoskeleton is capable of subtle
variations in color and pattern. You have proficiency in the
Stealth skill.
Languages. You can speak Common and Thri-kreen.
Chapter 2: Classes
Just as the sentient races of Athas differ fundamentally A note on abbreviations: PHB stands for Player's
from their counterparts on other fantasy worlds, so too are Handbook, XGE stands for Xanathar's Guide to Everything,
player character classes altered by the demands of life under DSRB stands for Dark Sun Rules Book (this book), and UA
the crimson sun. This chapter details the adjustments made refers to the Unearthed Arcana playtest material found on the
to the classes contained in the Player's Handbook and also WOTC website.
contains information on several entirely new classes.

Dark Sun Character Classes


Saving
Hit Primary Throw
Class Description Die Ability Proficiencies Armor and Weapon Proficiencies
Barbarian A fierce warrior from the wastes who d12 Strength Strength & Light and medium armor, shields, simple
can enter a battle rage Constitution and martial weapons
Cleric A priestly champion who wields divine d8 Wisdom Wisdom & Light and medium armor, shields, simple
magic in service of an elemental power Charisma weapons
Druid A priest drawing power from the spirits d8 Wisdom Intelligence Light and medium armor (nonmetal),
of the land, wielding the powers of and Wisdom shields (nonmetal), clubs, daggers, darts,
nature and adopting animal forms javelins, maces, quarterstaffs, scimitars,
sickles, slings, spears
Fighter A master of martial combat, skilled d10 Strength or Strength and All armor, shields, simple and martial
with a variety of weapons and armor Dexterity Constitution weapons
Monk A master of unarmed combat, d8 Dexterity & Strength and Simple weapons and short swords
harnessing the power of the body in Wisdom Dexterity
pursuit of physical and psychic
perfection
Mystic Visionary, seer, and master of the d8 Intelligence Varies Light armor and simple weapons
psionic arts or
Charisma
Ranger A warrior who uses martial prowess d10 Dexterity Strength and Light and medium armor, shields, simple
and knowledge of nature to combat and Dexterity and martial weapons
threats on the fringes of civilization Wisdom
Rogue A scoundrel who uses stealth and d8 Dexterity Dexterity & Light armor, simple weapons, hand
trickery to overcome obstacles and Intelligence crossbows, longswords, rapiers,
enemies shortswords
Templar Corrupt bureaucrats and priests of the d8 Charisma Wisdom & Light armor and simple weapons
dread sorcerer-kings Charisma
Wizard Secretive keeper of arcane knowledge d6 Intelligence Intelligence Daggers, darts, slings, quarterstaffs, light
tempted by great power at the cost of & Wisdom crossbows
environmental destruction

16
Barbarian
The Barbarian class is little changed from that in the Player's
Handbook. The following primal paths are available to
Athasian characters.
Primal Paths
Path Source Description
Berserker PHB Consumed by fury and a lust for
destruction
Defiled DSRB Corrupted by the lingering effects of
wonton defiling.
Headhunter DSRB Collects the souls of defeated foes to
exploit their power
Storm XGE Channels the dust storms that rage
Herald across the desert wastes and Sea of
Silt
Totem PHB Infused with strength from the spirits
Warrior of powerful animals

All Barbarians gain the following class features.


Survival Instincts
2nd-level barbarian feature (replaces Danger Sense)
You become proficient in your choice of two of the
following skills: Animal Handling, Medicine, Nature, Lingering Magic
Perception, or Survival. At 3rd level, your body reacts to the presence of magic. You
Your proficiency bonus is doubled for any ability check you can cast the detect magic spell without using a spell slot or
make that uses either of those skills. components. Constitution is your spellcasting ability for this
spell. You faintly glow a color corresponding to the school of
Proficiency Versatility magic you detect (you choose the colors).
4th-level and higher feature (enhances Ability Score You can use this feature a number of times equal to your
Improvement) Constitution modifier (minimum of once). You regain all
Whenever you gain the Ability Score Improvement feature expended uses when you finish a long rest.
from your class, you can also replace one of your skill
proficiencies with a skill proficiency offered by your class at Wild Surge
1st level (the proficiency you replace needn’t be from the Starting at 3rd level, magic erupts from you as you rage.
class). When you enter your rage, roll on the Wild Surge table to
This change represents one of your skills atrophying as you determine the magical effect produced.
focus on a different skill. If the wild surge requires a saving throw, the DC equals 8 +
your proficiency bonus + your Constitution modifier.
Instinctive Pounce
5th-level barbarian feature (replaces Fast Movement) Arcane Reserves
When a creature ends its turn within 15 feet of you, you At 6th level, you can channel the magic surging inside you
can use your reaction to move up to half your speed to a into other creatures. As an action, you can touch a creature
space closer to the creature. This movement doesn’t provoke and roll a d4. The creature recovers an expended spell slot of
opportunity attacks. a level equal to the number rolled or a number of will points
equal to the number you rolled +1. If the creature you touch
Path of the Defiled can’t recover a spell slot of that level or that many wp, the
creature instead gains temporary hit points equal to five
Athas is a world ravaged by the wonton use of defiling magic. times the number rolled.
The effects of powerful sorceries linger on, sometimes long You take force damage equal to five times the number
after the land was left barren. This arcane pollution twists rolled.
those exposed to it. To the defiled barbarian, this is both a When you reach 14th level in this class, you increase the
blessing and a curse. die to a d6.

17
Wild Surge Path of the Headhunter
d8 Effect
You are a mighty warrior skilled in single combat. You have
1 Necrotic energy bursts from you. Each creature within the trophies to prove it, for you collect the heads (and other
30 feet of you takes 1d10 necrotic damage, and you body parts) of your most skilled foes. Through these trophies,
gain temporary hit points equal to the sum of the
necrotic damage dealt to the creatures.
you call upon the souls of your conquered enemies to protect
and aid you in battle.
2 You teleport up to 20 feet to an unoccupied space you
can see. Until your rage ends, you can activate this Dead Guardians
effect again on each of your turns as a bonus action. Starting when you choose this path at 3rd level, spectral
3 You conjure 1d4 intangible spirits that look like warriors appear when you enter your rage. While you're
corrupted animals (your choice) in unoccupied spaces raging, the first creature you hit with an attack on your turn
within 30 feet of you. Each spirit immediately flies 30 becomes the target of the warriors, which hinder its attacks.
feet in a random direction. At the end of your turn, all
spirits explode and each creature within 5 feet of one
Until the start of your next turn, that target has disadvantage
or more of them must succeed on a Dexterity saving on any attack roll that isn't against you, and when the target
throw or take 2d8 force damage. hits a creature other than you with an attack, that creature
has resistance to the damage dealt by the attack. The effect
4 Arcane energy enshrouds you. Until your rage ends,
you gain a +2 bonus to AC, and whenever a creature
on the target ends early if your rage ends.
within 10 feet of you hits you with an attack, that
creature takes force damage equal to your Constitution Soul Shield
modifier. Beginning at 6th level, the guardian spirits that aid you can
5 Plant life temporarily twists and withers around you:
provide supernatural protection to those you defend. If you
until your rage ends, the ground within 10 feet of you are raging and another creature you can see within 30 feet of
is difficult terrain. you takes damage, you can use your reaction to reduce that
damage by 2d6.
6 Arcane energy taps into the minds of those around
you. Each creature within 30 feet of you must succeed
When you reach certain levels in this class, you can reduce
on a Wisdom saving throw or you see a glimpse of the the damage by more: by 3d6 at 10th level and by 4d6 at 14th
creature’s thoughts, learning how it plans to attack level.
you. As a result, the creature has disadvantage on
attack rolls against you until the start of your next turn. Consult the Dead
7 Howling spirits weave around a weapon of your choice At 10th level, you gain the ability to consult with your
you are holding. Until your rage ends, your weapon defeated enemies. When you do so, you cast the augury or
deals psychic damage instead of its bludgeoning, clairvoyance spell, without using a spell slot or material
slashing, or piercing damage, and it gains the light and components. Rather than creating a spherical sensor, this use
thrown properties with a normal range of 20 feet and a of clairvoyance invisibly summons the tormented soul of a
long range of 60 feet. If you drop the weapon or throw
it, the weapon dissipates and reappears in your hand at
being you have killed to the chosen location. Wisdom is your
the end of your turn. spell casting ability for these spells.
After you cast either spell in this way, you can't use this
8 A beam of crimson sunlight lances from your chest in feature again until you finish a short or long rest.
a 5-foot-wide, 60-foot-long line. Each creature in the
line must succeed on a Constitution saving throw or
take 2d8 radiant damage and be blinded until the start Vengeful Dead
of your next turn. At 14th level, your collection of souls grows more powerful
and retaliates against your living foes. When you use your
Arcane Rebuke Spirit Shield to reduce the damage of an attack, the attacker
At 10th level, the magic crackling within your soul lashes out. takes an amount of necrotic damage equal to the damage that
When a creature forces you to make a saving throw while you your Spirit Shield prevents.
are raging, you can use your reaction to deal 3d6 force
damage to that creature.
Chaotic Fury
At 14th level, you become a wellspring of wild magic while
you are raging. As a bonus action, you can reroll on the Wild
Surge table, replacing your current effect with the new one.

18
Path of the Totem Warrior Lirr. You gain the hunting sensibilities of a lirr. You can
track other creatures while traveling at a fast pace, and you
The Path of the Totem Warrior is a spiritual journey, as the can move stealthily while traveling at a normal pace (see
barbarian accepts a spirit animal as guide, protector, and chapter 8 of the Player's Handbook for rules on travel pace).
inspiration. In battle. your totem spirit fills you with
supernatural might, adding magical fuel to your barbarian Spirit Walker
rage. At 10th level, you can cast the commune with nature spell, but
Most barbarian tribes consider a totem animal to be kin to only as a ritual. When you do so, a spiritual version of one of
a particular clan. In such cases. it is unusual for an individual the animais you chose for Totem Spirit or Aspect of the Beast
to have more than one totem animal spirit, though exceptions appears to you to convey the information you seek.
exist.
Totemic Attunement
Spirit Seeker AI 14th level, you gain a magical benefit based on a totem
Yours is a path that seeks attunement with the natural world. animal of your choice. You can choose the same animal you
giving you a kinship with beasts. At 3rd level when you adopt selected previously or a different one.
this path, you gain the ability to cast the beast sense and Mekillot. While you're raging, any creature within 5 feet of
speak with animals spells, but only as rituais, as described in you that's hostile to you has disadvantage on attack rolls
chapter 10 of the Player's Handbook. against targets other than you or another character with this
feature. An enemy is immune to this effect if it can't see or
Totem Spirit hear you or if it can't be frightened.
At 3rd level, when you adopt this path, you choose a totem Kes'trekel. While raging, you have a flying speed equal to
spirit and gain its feature. You must make or acquire a your current walking speed. This benefit works only in short
physical totem object - an amulet or similar adornment - that bursts; you fall if you end your turn in the air and nothing else
incorporates fur or feathers, and claws, teeth, or bones of the is holding you aloft.
totem animal. At your option, you also gain minor physical Lirr. While you're raging, you can use a bonus action on
attributes that are reminiscent of your totem spirit. For your turn to knock a Large or smaller creature prone when
example, if you have a mekillot totem spirit, you might be you hit it with melee weapon attack.
unusually hairless and thick skinned, or if your totem is the
kes'trekel, your eyes might turn bright yellow.
Your totem animal might be an animal related to those
listed here but more appropriate to your homeland. For
example, you could choose a roc in place of a kes'trekel.
Mekillot. The mekillot is an enormous, shelled beast of
burden. While raging. you have resistance to all damage
except psychic damage. The spirit of the mekillot makes you
tough enough to stand up to any punishment.
Kes'trekel. The kes'trekel is an avian predator and
scavenger. While you're raging and aren't wearing heavy
armor, other creatures have disadvantage on opportunity
attack rolls against you, and you can use the Dash action as a
bonus action on your turn. The spirit of the kes'trekel
transforms you into a predator who can weave through the
fray with ease.
Lirr. The lirr is a reptilian pack hunter, not unlike the lion
of other worlds. While you're raging, your friends have
advantage on melee attack rolls against any creature within 5
feet of you that is hostile to you. The spirit of the lirr makes
you a leader of hunters.
Aspect of the Beast
At 6th level, you gain a magical benefit based on the totem
animal of your choice. You can choose the same animal you
selected at 3rd level or a different one.
Mekillot. You gain the might of a mekillot. Your carrying
capacity (including maximum load and maximum lift) is
doubled, and you have advantage on Strength checks made to
push, pull. lift, or break objects.
Kes'trekel. You gain the eyesight of a kes'trekel. You can
see up to 1 mile away with no difficulty, able to discern even
fine details as though looking at something no more than 100
feet away from you. Additionally, dim light doesn't impose
disadvantage on your Wisdom (Perception) checks.

19
All clerics gain the following class features.
Cleric
Athas is a world of many religions, but no gods. People seek Cantrip Versatility
divine guidance in a dazzling variety of ways, from offering 1st-level cleric feature (enhances Spellcasting)
sacrifices to elemental spirits, to worshipping the diabolical Whenever you gain a level in this class, you can replace one
sorcerer-kings. While the templars have the dubious cantrip you learned from this Spellcasting feature with
distinction of mediating mortal relations with the immortal another cantrip from the cleric spell list.
monarchs, it is the elemental priests who intercede with the
spirits on behalf of the downtrodden and poor. Though in the Cleric Spells
city-states magic use is technically the sole prerogative of the 1st-level cleric feature (enhances Spellcasting)
sorcerer-kings and their minions, many elemental priests are The following spells expand the cleric spell list.
allowed to continue their ministrations lest the people rebel.
Elemental priests worship no particular deity or spirit 1st Level
above any others. Instead, they revere all those beings tied to cause fear (XGE)
their favored element. The sacrifices clerics must offer, and wrathful smite
the boons they may expect in return, depend on the individual
spirit invoked and the element associated with it. 2nd Level
On Athas, the elements are the four traditional ones (earth, branding smite
air, fire and water) together with the three para-elements
(sand, silt and sun). Some wives' tales claim that rain was 3rd Level
once an element in its own right, but it has long since left the aura of vitality
world. The four primary elements are the building blocks of ritual of blood (ritual, DSRB)
all that is, and their spirits are generally disposed to aid
mortals when properly appeased. The paraelementals, 4th Level
however, have a more sinister reputation. For they represent aura of life
the meeting of multiple elements: sand is the meeting of aura of purity
earth and air, sun of fire and air, and silt (which chokes the conjure minor elementals
now dry ocean beds) of water and earth. The paraelementals
are thus more closely tied to Athas as it is, and so they have 5th Level
become twisted like it has. Only madmen worship the conjure Elemental
paraelemental spirits. skill empowerment (XGE)
The cleric class remains unchanged from what is
presented in the Player's Handbook. The following are the 9th Level
domains available to Athasian clerics. power word heal
Divine Domains
Domain Source Description Channel Divinity: Harness Divine Power
2nd-level cleric feature (enhances Channel Divinity)
Air DSRB Draw power from the fury of the winds. You can expend a use of your Channel Divinity to fuel your
Earth DSRB Draw strength from the immovable earth. spells. As a bonus action, you touch your holy symbol, utter a
Fire DSRB Scorch and destroy. prayer, and regain one expended 1st-level spell slot.
Sand DSRB Hide behind mirage and illusion. Proficiency Versatility
Sun DSRB Blind and burn with the power of the 4th-level and higher feature (enhances Ability Score
crimson sun. Improvement)
Silt DSRB Sap the power from the living and raise
Whenever you gain the Ability Score Improvement feature
them in undeath. from your class, you can also replace one of your skill
proficiencies with a skill proficiency offered by your class at
Water DSRB Heal and fortify with the gentle power of 1st level (the proficiency you replace needn’t be from the
water. class).

20
Air Domain
You worship the great winds that roar across the desert
landscape. They are strong, yet nimble, agile, yet unyielding.
They weather the mighty mountains to dust, and yet cool the
brow of an exhausted slave in the intense heat of the
afternoon. You sing prayers to elemental spirits and ask to
share these qualities yourself.
Air Domain Spells
Cleric Level Spell
1rst feather fall, zephyr strike (XGE)
3rd gust of wind, warding wind (XGE)
5th fly, wind wall
7th freedom of movement, storm sphere (XGE)
9th control winds, conjure volley

Bonus Proficiency
When you choose this domain at first level, you become
proficient with martial weapons.
Turn Earth Elementals
Beginning at 1st level, when you use your Channel Divinity:
Turn Undead class feature, you can choose to also affect
elemental creatures with the earth subtype.
Air Blast
At 1st level, you can surround yourself with protective winds.
When a creature within 60 feet of you that you can see makes
a ranged weapon attack against you, you can use your
reaction to impose disadvantage on the attack roll.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
Channel Divinity: Whirlwind
Starting at 2nd level, you can use your Channel Divinity to
overwhelm your opponents in punishing winds.
As an action, you present your holy symbol. Each hostile
creature within 10 feet of you must make a Strength saving
throw. On a failed saving throw, a creature takes bludgeoning
damage equal to 2d10 + your cleric level and is flung up to 10
feet away from you in a random direction and knocked prone.
If a thrown target strikes an object, such as a wall or floor, the
target takes 1d6 bludgeoning damage. If the target is thrown Blessed Strikes
at another creature, that creature must succeed on a DC 13 In battle, you are blessed with elemental might. Starting at
Dexterity saving throw or take the same damage and be 8th level, when a creature takes damage from one of your
knocked prone. If the saving throw is successful, the target spells or weapon attacks, you can deal 1d8 bludgeoning
takes half the bludgeoning damage and isn’t flung away or damage to that creature. Once you deal this damage, you
knocked prone. can’t use this feature again until the start of your next turn.
Improved Air Blast Windwalker
Starting at 6th level, you can also use your Air Blast feature Starting at 17th level, you have a flying speed equal to your
when a creature that you can see within 60 feet of you makes current walking speed whenever you are not underground or
a ranged weapon attack against a creature other than you. indoors.

21
Earth Domain Avatar of Stone
At 17th levei, you gain resistance to bludgeoning, piercing,
You worship the fertile soil and the mighty mountains. The and slashing damage from non-magical weapons.
earth is the source of life for those who respect it and care for
it. The anger of the earth spirits can destroy entire villages, Fire Domain
however, as the ground quakes and cracks. The careless
misuse of the earth’s bounty has left much of it barren and You worship the spirits that dance in campfires on a cold
lifeless sand. You sing prayers to elemental spirits and ask desert night and rage across the dry scrub planes during the
them to deliver more of their bounty to the people, and you driest days of High Sun. Through sacrifice and prayer, their
fight the exploiter and the defiler at every turn. destructive power becomes yours as well.
Earth Domain Spells Fire Domain Spells
Cleric Level Spell Cleric Level Spell
1rst divine favor, earth tremor (XGE) 1rst burning hands, cure wounds
3rd earthbind (XGE), magic weapon 3rd pyrotechnics (XGE), scorching ray
5th crusader's mantle, erupting earth (XGE) 5th fireball, flame arrows
7th stone shape, stoneskin 7th fire shield, wall of fire
9th destructive wave, transmute rock 9th flamestrike, immolation (XGE)

Bonus Proficiency Bonus Cantrip


When you choose this domain at first level, you become When you chose this domain at first level, you learn the
proficient with martial weapons and heavy armor. produce flame cantrip. This cantrip does not count against
your number of cantrips known.
Turn Air Elementals
Beginning at 1st level, when you use your Channel Divinity: Turn Water Elementals
Turn Undead class feature, you can choose to also affect Beginning at 1st level, when you use your Channel Divinity:
elemental creatures with the air subtype. Turn Undead class feature, you can choose to also affect
elemental creatures with the water subtype.
Avalanche Strike
From 1st level, the spirits turn your attacks into an avalanche Burning Vengeance
of blows. When you use the Attack action, you can make one At 1st level, you can rebuke attackers with searing fire. When
weapon attack as a bonus action. a creature within 5 feet of you that you can see hits you with
You can use this feature a number of times equal to your an attack, you can use your reaction to cause the creature to
Wisdom modifier (a minimum of once). You regain all make a Dexterity saving throw. The creature takes 2d8 fire
expended uses when you finish a long rest. damage (your choice) on a failed saving throw, and half as
much damage on a successful one.
Channel Divinity: Guided Strike You can use this feature a number of times equal to your
Starting at 2nd level, you can use your Channel Divinity to Wisdom modifier (a minimum of once). You regain all
strike with supernatural accuracy. When you make an attack expended uses when you finish a long rest.
roll, you can use your Channel Divinity to gain a +10 bonus to
the roll. You make this choice after you see the roll, but before Channel Divinity: Destructive Wrath
the DM says whether the attack hits or misses. Starting at 2nd level, you can use your Channel Divinity to
wield the power of elemental fire with unchecked ferocity.
Protective Bond When you roll fire damage, you can use your Channel
Your will is hard as stone and shields your allies from harm. Divinity to deal maximum damage instead of rolling.
Starting at 6th level, when a creature within 30 feet of you
that you can see takes damage, you can use your reaction to Embodiment of Flame
grant it resistance to all damage. This resistance lasts until At 6th level, you become remarkably adept at channeling
the end of the current turn. magical fire. If you cast a spell from the Fire Domain spell
You cannot use this feature again until you finish a short list, you can change the spell's casting time to 1 bonus action
rest. for this casting, provided the spell's casting time is normally 1
action.
Blessed Strikes You can use this feature a number of times equal to your
In battle, you are blessed with elemental might. Starting at Wisdom modifier (minimum of once), and you regain all
8th level, when a creature takes damage from one of your expended uses of it when you finish a long rest.
spells or weapon attacks, you can deal 1d8 bludgeoning
damage to that creature. Once you deal this damage, you
can’t use this feature again until the start of your next turn.

22
Blessed Strikes Channel Divinity: Cloak of Illusion
In battle, you are blessed with elemental might. Starting at Starting at 6th level, you can use your Channel Divinity to
8th level, when a creature takes damage from one of your vanish.
spells or weapon attacks, you can deal 1d8 fire damage to As an action, you become invisible until the end of your
that creature. Once you deal this damage, you can’t use this next turn. You become visible if you attack or cast a spell.
feature again until the start of your next turn.
Blessed Strikes
Avatar of Fire In battle, you are blessed with elemental might. Starting at
Beginning at 17th level, the heat of your fire spells intensify. 8th level, when a creature takes damage from one of your
When you roll fire damage for a spell and roll the highest spells or weapon attacks, you can deal 1d8 slashing damage
number possible on any of the dice, choose one of those dice, to that creature. Once you deal this damage, you can’t use
roll it again and add that roll to the damage. You can use the this feature again until the start of your next turn.
feature only once per turn.
Sand Domain
The most abundant material on Athas is sand. It is
distracting, blinding, and conceals much. You yourself
embody these qualities, and use the powers of the elemental
spirits to confuse and trick your enemies.
Sand Domain Spells
Cleric Level Spell
1rst disguise self, expeditious retreat
3rd mirror image, dust devil (XGE)
5th major image, seeming
7th dimension door, hallucinatory terrain
9th mislead, transmute rock

Blessing of Concealment
Starting when you choose this domain at 1st level, you can
use your action to touch a willing creature other than yourself
to give it advantage on Dexterity (Stealth) checks. This
blessing lasts for 1 hour or until you use this feature again.
Turn Earth Elementals
The sands that cover Athas represent the dying of the planet,
and healthy earth is repelled by your devotion to the
encroaching destruction. Beginning at 1st level, when you use
your Channel Divinity: Turn Undead class feature, you can
choose to also affect elemental creatures with the earth
subtype.
Channel Divinity: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to
create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that
lasts for 1 minute, or until you lose your concentration (as if
you were concentrating on a spell). The illusion appears in an
unoccupied space that you can see within 30 feet of you. As a
bonus action on your turn, you can move the illusion up to 30
feet to a space you can see, but it must remain within 120
feet of you.
For the duration, you can cast spells as though you were in
the illusion's space, but you must use your own senses.
Additionally, when both you and your illusion are within 5
feet of a creature that can see the illusion, you have
advantage on attack rolls against that creature, given how
distracting the illusion is to the target.

23
Improved Duplicity Improved Reaper
At 17th level, you can create up to four duplicates of yourself, Starting at 17th level, when you cast a necromancy spell of
instead of one, when you use Invoke Duplicity. As a bonus 1st through 5th level that targets only one creature, the spell
action on your turn, you can move any number of them up to can instead target two creatures within range and within 5
30 feet, to a maximum range of 120 feet. feet of each other. If the spell consumes its material
components, you must provide them for each target.
Silt Domain
Sun Domain
Nothing remains of the waters that once filled Athas' mighty
oceans. In its place is the Sea of Silt, a basin full of Perhaps the sun was once a benevolent feature of the
dessicating dust. It is too thin to swim in, but thick enough to heavens, bringing warmth, joy, and life to the face of Athas. If
coat a man's lungs and suffocate him. The ancient waters so, those days are long gone. The crimson sun now scorches
gave life, but the silt saps it and suffocates it. You crave its everything that falls beneath its burning eye, wilting plant life
necromantic powers for yourself. as often as nourishing it. Those who worship such an
elemental body are surely mad.
Silt Domain Spells
Cleric Level Spell Sun Domain Spells
Cleric Level Spell
1rst false life, ray of sickness
1rst burning hands, faerie fire
3rd blindness/deafness, silt walk (DSRB)
3rd aganazzar's scorcher, blindness/deafness
5th animate dead, silt storm (DSRB)
5th daylight, fireball
7th blight, deathward
7th guardian of faith, wall of fire
9th anti-life shell, cloudkill
9th dawn (XGE), scrying
Bonus Proficiency
When you choose this domain at 1st level, you become Bonus Cantrip
proficient with martial weapons. When you choose this domain at 1st level, you gain the light
cantrip if you don't already know it.
Turn Water Elementals
The silt represents the desiccation of the world's oceans and Turn Water Elementals
the beginning of the end of all natural life. As such, water is The transformation of the sun into a great crimson furnace
repelled by your dedication to the encroaching destruction. represents the beginning of the end of all natural life on
Beginning at 1st level, when you use your Channel Divinity: Athas. As such, the healthier elements are repelled by your
Turn Undead class feature, you can choose to also affect dedication to the encroaching destruction. Beginning at 1st
elemental creatures with the water subtype. level, when you use your Channel Divinity: Turn Undead class
feature, you can choose to also affect elemental creatures
Reaper with the fire subtype.
At 1st level, you learn one necromancy cantrip of your choice
from any spell list. When you cast a necromancy cantrip that Warding Flare
normally targets only one creature, the spell can instead Also at 1st level, you can interpose divine light between
target two creatures within range and within 5 feet of each yourself and an attacking enemy. When you are attacked by a
other. creature within 30 feet of you that you can see, you can use
your reaction to impose disadvantage on the attack roll,
Channel Divinity: Touch of Death causing light to flare before the attacker before it hits or
Starting at 2nd level, you can use Channel Divinity destroy misses. An attacker that can't be blinded is immune to this
another creature's life force by touch. When you hit a creature feature.
with a melee attack, you can use Channel Divinity to deal You can use this feature a number of times equal to your
extra necrotic damage to the target. The damage equals 5 + Wisdom modifier (a minimum of once). You regain all
your cleric level. expended uses when you finish a long rest.
Inescapable Destruction Channel Divinity: Radiance of Dawn
Starting at 6th level, your ability to channel negative energy Starting at 2nd level, you can use your Channel Divinity to
becomes more potent. Necrotic damage dealt by your cleric harness sunlight, banishing darkness and dealing radiant
spells and Channel Divinity options ignore resistance to damage to your foes. As an action, you present your holy
necrotic damage. symbol, and any magical darkness within 30 feet of you is
dispelled. Additionally, each hostile creature within 30 feel of
Blessed Strikes you must make a Constitution saving throw. A creature takes
In battle, you are blessed with elemental might. Starting at radiant damage equal to 2d10 + your cleric level on a failed
8th level, when a creature takes damage from one of your saving throw, and half as much damage on a successful one.
spells or weapon attacks, you can deal 1d8 necrotic damage A creature that has total cover from you is not affected.
to that creature. Once you deal this damage, you can’t use
this feature again until the start of your next turn.

24
Improved Flare Blessed Healer
Starting at 6th level, you can also use your Warding Flare Beginning at 6th level, the healing spells you cast on others
feature when a creature that you can see within 30 feet of you heal you as well. When you cast a spell of 1st level or higher
attacks a creature other than you. that restores hit points to a creature other than you, you
regain hit points equal to 2 + the spell's level.
Blessed Strikes
In battle, you are blessed with elemental might. Starting at Blessed Strikes
8th level, when a creature takes damage from one of your In battle, you are blessed with elemental might. Starting at
spells or weapon attacks, you can deal 1d8 radiant damage to 8th level, when a creature takes damage from one of your
that creature. Once you deal this damage, you can’t use this spells or weapon attacks, you can deal 1d8 radiant damage to
feature again until the start of your next turn. that creature. Once you deal this damage, you can’t use this
feature again until the start of your next turn.
Corona of Light
Starting at 17th level, you can use your action to activate an Supreme Healing
aura of sunlight that lasts for 1 minute or until you dismiss it Starting at 17th levei, when you would normally roll one or
using another action. You emit bright crimson light in a 60- more dice to restore hit points with a spell, you instead use
foot radius and dim light 30 feet beyond that. Your enemies in the highest number possible for each die. For example,
the bright light have disadvantage on saving throws against instead of restoring 2d6 hit points to a creature, you restore
any spell that deals fire or radiant damage. 12 hit points.
Water Domain
Most precious of all the world's substances, water has the
power to soothe, replenish, and heal. You aspire to this power
as well, to spread what comfort and healing you can to Athas'
suffering peoples.
Water Domain Spells
Cleric Level Spell
1rst create or destroy water, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon of hope, wall of water (XGE)
7th deathward, guardian of faith
9th mass cure wounds, raise dead

Bonus Proficiency
When you choose this domain at 1st level, you become
proficient with heavy armor.
Turn Fire Elementals
Beginning at 1st level, when you use your Channel Divinity:
Turn Undead class feature, you can choose to also affect
elemental creatures with the fire subtype.
Disciple of Life
Also starting at 1st level, your healing spells are more
effective. Whenever you use a spell of 1st level or higher to
restore hit points to a creature, the creature regains
additional hit points equal to 2 + the spell's level.
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to
heal the badly injured. As an action, you present your holy
symbol and evoke healing energy that can restore a number
of hit points equal to five times your cleric level. Choose any
creatures within 30 feet of you, and divide those hit points
among them. This feature can restore a creature to no more
than half of its hit point maximum. You can't use this feature
on an undead or a construct.

25
2nd Level
Druid augury (ritual)
Athas is a dying world, its environment ravaged by destructive continual flame
magic and its surface scorched by the crimson sun. Still, enlarge/reduce
many of the nature spirits that once dwelled joyously in its 3rd Level
green pastures and cool forests remain. Some mortals, the aura of vitality
druids, worship these spirits of the land and strive to protect elemental weapon
what remains of the world's life. revify
The druid's powers are varied. They wield magic similar to ritual of blood (ritual, DSRB)
that wielded by clerics, but different in that it invokes the sandstorm (DSRB)
powers of plants and animals rather than the elements. They silt walk (DSRB)
also possess the ability to take on the shapes of various thunder step (XGE)
beasts, and thus are extremely hard to find when they don't wall of sand (XGE)
wish to be found. It is said that druids invented the
mysterious Ritual of Blood that can return life to defiled soil. 4th Level
Regardless of its origins, they are its main practitioners today. divination (ritual)
Some druids wander the world confronting defilers and fire shield
healing the land when they're able. They avoid the city-states silt storm (DSRB)
whenever possible. Most druids settle down after a number of
years of wandering, finding a suitable natural feature to guard 5th Level
from those who would abuse it. Wanderers who treat the cone of cold
guarded lands with respect and take only what they need are dawn (XGE)
allowed to make use of its resources. Abusers are not immolation
tolerated, and defilers are killed on the spot.
Druid Circles 6th Level
Circle Source Description flesh to stone
Dreams DSRB You draw strength from dreams of the
world's greener past.
7th Level
symbol
Land PHB Keeper of ancient lore and powerful
magic. 8th Level
Moon PHB Shapechangers and fierce guardians of incendiary cloud
the land.
Shephard XGE Friend of beasts and nature spirits 9th Level
everywhere, you call upon their aid in mass polymorph (XGE)
times of need. power word heal
Stars UA Stargazer and builder of astronomical
megaliths. Wild Companion
2nd-level druid feature (enhances Wild Shape)
All druids gain the following class features. You gain the ability to summon a spirit that assumes an
animal form: as an action, you can expend a use of your Wild
Cantrip Versatility
Shape feature to cast the find familiar spell, without material
1st-level druid feature (enhances Spellcasting) components. When you cast the spell in this way, the familiar
Whenever you gain a level in this class, you can replace one is a fey instead of a beast, and the familiar disappears after a
cantrip you learned from this Spellcasting feature with number of hours equal to half your druid level.
another cantrip from the druid spell list. Proficiency Versatility
Druid Spells
4th-level and higher feature (enhances Ability Score
1st-level druid feature (enhances Spellcasting) Improvement)
Whenever you gain the Ability Score Improvement feature
The following spells expand the druid spell list. from your class, you can also replace one of your skill
proficiencies with a skill proficiency offered by your class at
Cantrips (0 level) 1st level (the proficiency you replace needn’t be from the
acid splash class).
This change represents one of your skills atrophying as you
1st Level focus on a different skill.
ceremony (ritual, XGE)
protection from evil and good

26
Circle of Dreams Circle of the Land
The ancient days when the planet was green and blue are The terrain types common in the Dark Sun campaign setting
long gone. Few, if any live, that remember it. But sometimes are different from those in standard D&D campaigns. Below
the glorious landscapes of the ancients can be glimpsed in are circle spells available to a Dark Sun druid,
dreams, as if the minds of humanoids long for that which Rocky Badlands
their ancestors knew but they never will. As a guardian of the Druid Level Circle Spells
land, you have learned to listen to these dreams and
remember what they show you of a bygone world. 3rd hold person, spike growth
5th erupting earth (XGE), meld into stone
Balm of Remembered Beauty
At 2nd level, your visions of a better world heal those you 7th freedom of movement, stone shape
share them with. You have a pool of dream magic 9th passwall, wall of stone
represented by a number of d6s equal to your druid level. As a
bonus action, you can choose one creature you can see within Sandy Wastes
120 feet of you and spend a number of those dice equal to Druid Level Circle Spells
half your druid level or less. Roll the spent dice and add them
together. The target regains a number of hit points equal to 3rd blur, silence
the total. The target also gains 1 temporary hit point per die 5th sandstorm (DSR), wall of sand (XGE)
spent. 7th hallucinatory terrain, blight
You regain all expended dice when you finish a long rest.
9th insect plague, transmute rock (XGE)
Vanished Hearth
At 6th level, home can be wherever you are. During a short or Scrub Plains
long rest, you can and your allies can dream of a safer time. Druid Level Circle Spells
At the start of the rest, you touch a point in space, and an
invisible, 30-foot-radius sphere of magic appears, centered on 3rd invisibility, pass without trace
that point. Total cover blocks the sphere. While within the 5th daylight, haste
sphere, you and your allies gain a +5 bonus to Dexterity 7th divination, freedom of movement
(Stealth) and Wisdom (Perception) checks, and any light
from open flames in the sphere (a campfire, torches, or the 9th dream, insect plague
like) isn't visible outside it.
The sphere vanishes at the end of the rest or when you Stony Barrens
leave the sphere. Druid
Level Circle Spells
Hidden Paths 3rd pass without trace, erupting earth (XGE)
Starting at 10th level, you can use the hidden, magical
pathways left behind by your most vivid dreams. As a bonus 5th blight, slow
action on your turn, you can teleport up to 60 feet to an 7th freedom of movement, guardian of nature
unoccupied space you can see. Alternatively, you can use your (XGE)
action to teleport one willing creature you touch up to 30 feet 9th antilife shell, transmute rock (XGE)
to an unoccupied space you can see.
You can use this feature a number of times equal to your Silt
Wisdom modifier (minimum of once), and you regain all
expended uses of it when you finish a long rest. Druid Level Circle Spells
3rd dust devil (XGE), misty step
Walker in Dreams 5th sandstorm (DSR), silt walk (DSR)
At 14th level, the magic of your dreams grants you the ability
to travel mentally or physically. 7th freedom of movement, silt storm (DSR)
When you finish a short rest, you can cast one of the 9th antilife shell, cloudkill
following spells, without expending a spell slot or requiring
material components: dream (with you as the messenger), Mountains
scrying, or teleportation circle. Druid Level Circle Spells
This use of a teleportation circle is special. Rather than
opening a portal to a permanent teleportation circle, it opens 3rd spider climb, spike growth
a portal to the last location where you finished a long rest on 5th lightning bolt, meld into stone
your current plane of existence. If you haven't taken a long
rest on your current plane, the spell fails but isn't wasted. 7th stone shape, stoneskin
Once you use this feature, you can't use it again until you 9th passwall, wall of stone
finish a long rest.

27
Fighter
Violence and combat are as common on Athas as water and
compassion are rare. Skill at arms is widespread and in
much demand. Athasian fighters lead expeditions into the
desert, lay siege to enemy city-states, and die to the cheers of
the crowds in the arena.
Fighter Archetypes
Path Source Description
Battlemaster PHB Your skill and training make you a
deadly adversary.
Brute UA You hit things until they stop hitting
back.
Cavalier XGE You are a master of mounted
combat, be it on the back of an
animal or from the seat of a chariot.
Champion PHB You are raw physical power honed to
perfection.
Psywarrior DSRB You have trained your mind and body
to fight as one.

All Fighters gain the following class features.


Martial Versatility
1st-level feature (enhances Fighting Style)
Whenever you gain a level in a class that has the Fighting
Style feature, you can replace a fighting style you know with
another style available to your class. This change represents
a shift of focus in your martial training and practice, causing
you to lose the benefits of one style and gain the benefits of
another style.
Fighting Style Options
1st-level fighter feature (enhances Fighting Style)
When you gain the Fighting Style feature, you get access to
following fighting styles in addition to those listed in the
Player's Handbook.
Superior Technique
You learn one maneuver of your choice from among those
available to the Battle Master archetype. If a maneuver you
use requires your target to make a saving throw to resist the
maneuver’s effects, the saving throw DC equals 8 + your
proficiency bonus + your Strength or Dexterity modifier (your
choice).
You gain one superiority die, which is a d6 (this die is
added to any superiority dice you have from another source).
This die is used to fuel your maneuvers. A superiority die is
expended when you use it. You regain your expended
superiority dice when you finish a short or long rest. Interception
When a creature you can see hits a target that is within 5 feet
Blind Fighting of you with an attack, you can use your reaction to reduce the
Being unable to see a creature doesn’t impose disadvantage damage the target takes by 1d10 + your proficiency bonus (to
on your attack rolls against it, provided the creature isn’t a minimum of 0 damage). You must be wielding a shield or a
hidden from you. simple or martial weapon to use this reaction.
Bravado Thrown Weapon Fighting
While you are not wearing any armor, your Armor Class You can draw a weapon that has the thrown property as part
equals 10 + your Dexterity modifier + your Charisma of an attack with it. Also, when you hit with a ranged attack
modifier. You can use a shield and still gain this benefit. using a thrown weapon, you gain a +1 bonus to damage.

28
Treachery Snipe
When you strike an enemy with advantage, for example As a bonus action, you can expend one superiority die and
because they are surprised, you add 1d6 to your damage make a ranged weapon attack. You can draw a thrown
against them. weapon as part of making this attack. If you hit, add the
superiority die to the attack’s damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to Studious Eye
1d6 + your Strength modifier. If you strike with two free When you make a Wisdom (Insight) check or an Intelligence
hands, the d6 becomes a d8. (Investigation) check, you can expend one superiority die, and
When you successfully start a grapple, you can deal 1d4 add the superiority die to the ability check.
bludgeoning damage to the grappled creature. Until the
grapple ends, you can also deal this damage to the creature Proficiency Versatility
whenever you hit it with a melee attack. 4th-level and higher feature (enhances Ability Score
Improvement)
Maneuver Versatility Whenever you gain the Ability Score Improvement feature
1st-level feature (enhances Maneuvers) from your class, you can also replace one of your skill
If you know any maneuvers from the fighter’s Battle Master proficiencies with a skill proficiency offered by your class at
archetype, you can replace one maneuver you know with a 1st level (the proficiency you replace needn’t be from the
different maneuver whenever you finish a long rest. This class).
change reflects your physical and mental preparation for the This change represents one of your skills atrophying as you
day ahead. focus on a different skill.
Maneuver Options Psywarrior
1st-level feature (enhances Maneuvers) You combine the martial mastery common to all fighters with
If you have access to maneuvers, the following maneuvers a careful study of the Way of the Unseen.
are added to the list of options available to you. Maneuvers
are available to Battle Masters and to characters who have Psionics
the Superior Technique fighting style or the Martial Adept When you reach 3rd level, you augment your martial prowess
feat. with the ability to use psionic devotions.
Ambush Talents. You learn one talent of your choice from the
When you make a Dexterity (Stealth) check or an initiative mystic talent list. You learn an additional mystic talent of your
roll, you can expend one superiority die and add the die to the choice at 10th level.
roll. Will Points. You have an internal reservoir of energy that
Bait and Switch
can be devoted to psionic devotions you know. This energy is
represented by will points (wp). Each psionic devotion
When you’re within 5 feet of an ally on your turn, you can describes effects you can create with it by spending a certain
expend one superiority die and switch places with that ally, number of will points. A psionic talent requires no will points.
provided you spend at least 5 feet of movement. This The number of will points you have is based on your fighter
movement doesn’t provoke opportunity attacks. level, as shown in the Will Points column of the Psywarrior
Roll the superiority die. Until the start of your next turn, the table. The number shown for your level is your will point
ally gains a bonus to AC equal to the number rolled. maximum. Your will point total returns to its maximum when
Brace you finish a long rest. The number of will points you have
When an enemy you can see moves within 5 feet of you, you can’t go below 0 or over your maximum.
can use your reaction to expend one superiority die and make Will Point Limit. Though you have access to a potent
one weapon attack against that creature. If the attack hits, amount of psionic energy, it takes training and practice to
add the superiority die to the attack’s damage roll. channel that energy. There is a limit on the number of will
points you can spend to activate a psionic devotion. The limit
Restraining Strike is based on your fighter level, as shown in the Will Limit
Immediately after you hit a creature with a melee weapon column of the Psywarrior table. For example, as a 3rd-level
attack on your turn, you can expend one superiority die and fighter, you can spend no more than 2 wp on a devotion each
use a bonus action to grapple the target (see chapter 9 in the time you use it, no matter how many will points you have.
Player's Handbook for rules on grappling). Add the Devotions Known In addition to your wild talent, you
superiority die to your Strength (Athletics) check. The target know one devotion chosen from the following list: adaptive
is also restrained while grappled in this way. body, force, iron durability, intellect fortress, telekinesis.
The Devotions Known column of the Psywarrior table
Silver Tongue shows when you learn more devotions. Each of these
When you make a Charisma (Deception) check or a devotions must be from the Psywarrior list.
Charisma (Persuasion) check, you can expend one
superiority die, and add the superiority die to the ability
check.

29
You can have up to two bonded weapons, but can summon
only one at a time with your bonus action. If you attempt to
The Psywarrior bond with a third weapon, you must break the bond with one
Talents Devotions WP
of the other two.
Level Known Known WP Limit
Combined Arms
3rd 1 1 4 2 Beginning at 7th level, when you use your action to cast a
4th 1 1 6 2 cantrip, you can make one weapon attack as a bonus action.
5th 1 1 6 2
Psionic Strike
6th 1 1 6 2 At 10th level, you learn how to make your weapon strikes
7th 1 2 14 3 undercut a creature's resistance to your psionic powers.
When you hit a creature with a weapon attack, that
8th 1 2 14 3 creature has disadvantage on the next saving throw it makes
9th 1 2 14 3 against a power you use before the end of your next turn.
10th 2 2 17 3
Psionic Charge
11th 2 2 17 3 At 15th level, you gain the ability to teleport up to 30 feet to
12th 2 2 17 3 an unoccupied space you can see when you use your Action
Surge. You can teleport before or after the additional action.
13th 2 3 27 5
14th 2 3 27 5 Improved Combined Arms
15th 2 3 27 5
Starting at 18th level, when you use your action to use a
psionic power, you can make one weapon attack as a bonus
16th 2 3 32 5 action.
17th 2 3 32 5
18th 2 3 32 5
19th 2 4 38 6
20th 2 4 38 6

Whenever you gain a level in this class, you can replace one
of the devotions you know with another devotion of your
choice from the psywarrior devotion list. You cannot replace
your wild talent, however.
Psionic Ability. Intelligence is your psionic ability for your
psionic powers. You use your Intelligence whenever a psionic
power refers to your psionic ability. In addition, you use your
Intelligence modifier when setting the saving throw DC for a
psionic power you use and when making an attack roll with
one.
Devotion save DC = 8 + your proficiency bonus + your
Intelligence modifier
Devotion attack modifier = your proficiency bonus + your
Intelligence modifier
Weapon Bond
At 3rd level, you learn a ritual that creates a psionic bond
between yourself and one weapon. You perform the ritual
over the course of 1 hour, which can be done during a short
rest. The weapon must be within your reach throughout the
ritual, at the conclusion of which you touch the weapon and
forge the bond. Once you have bonded a weapon to yourself,
you can't be disarmed of that weapon unless you are
incapacitated. If it is on the same plane of existence, you can
summon that weapon as a bonus action on your turn, causing
it to teleport instantly to your hand.

30
Monk
For the lower classes on Athas, weapons and armor are
luxuries. But life at the bottom is just as violent as at the top,
more so. Centuries ago, slaves and commoners developed an Ki Features
unarmed fighting technique that blends agility, strength, and 2nd-level monk feature (enhances Ki) When you gain the Ki
the psionic might inborn to all Athasians. Over time, these feature at 2nd level, you get access to the following features.
martial techniques have become ubiquitous. Distant Eye
Monk Traditions When you make a ranged weapon attack, you can spend 1 ki
Tradition Source Description point to prevent attacking at long range from imposing
disadvantage on your attack rolls until the end of the current
Way of the
Drunken
XGE By imitating the movements of the
intoxicated, you keep your foes off
turn.
Master balance. Quickened Healing
Way of the XGE You wield simple weapons to deadly As an action, you can spend 2 ki points and roll a Martial Arts
Kensei effect. die. You regain a number of hit points equal to the number
Way of the PHB Your fists are as hard as stone. rolled.
Open Hand
Proficiency Versatility
Way of the
Shadow
PHB You stalk your prey, striking from
the shadows.
4th-level and higher feature (enhances Ability Score
Improvement)
Way of the DSRB You have mastered both the martial Whenever you gain the Ability Score Improvement feature
Unseen and the psionic arts. from your class, you can also replace one of your skill
proficiencies with a skill proficiency offered by your class at
All Monks gain the following class features. 1st level (the proficiency you replace needn’t be from the
class). This change represents one of your skills atrophying as
Ki-Fueled Strike you focus on a different skill.
2nd-level monk feature (enhances Ki)
If you spend 1 ki or more as part of your action on your
turn, you can then immediately make one unarmed strike as
a bonus action.

31
Way of the Unseen
All monks use their psionic potential to turn their bodies into
deadly weapons. You take this one step further, becoming a
master of both the psionic and martial arts.
Discipline of the Mind
When you choose this tradition at 3rd level, choose a psionic
devotion from the following list: bestial form, celerity, fire,
force, iron durability.
You can spend your ki points to use the powers of that
devotion as if they were wp. You are not able to use the
psionic focus of the devotion unless you have the ability to do
so from another source.
You are limited in the number of ki points you are able to
spend on the powers of your devotion, just like mystics are
limited in the number of wp they can spend. Whenever the
Monk class table indicates that you gain a Monastic Tradition
feature, you instead increase the maximum number of ki you
can spend on your devotion, as shown below.
Ki Points and Psionic Devotions
Monk Level Ki Point Limit
5th - 8th 3
9th - 12th 4
13th - 16th 5
17th - 20th 6

32
Mystic
Psionic power is ubiquitous on Athas. All beings, from the Class Features
lowliest slave who uses a sixth sense to detect his overseer’s As a mystic, you gain the following class features.
approach, to the sanity shattering power of the mighty
Dragon itself, have some ability to warp reality with their Hit Points
mind alone. The mystic, however, is a master of the psionic Hit Dice: 1d8 per mystic level
art. Whether they’ve gained their power through Hit Points at 1st Level: 8 + your Constitution modifier
contemplation and training or been altered by the scorching Hit Points at Higher Levels: 1d8 (or 4) + your Constitution
rays of the crimson sun, the mystic has control over psionic modifier per mystic level after 1st
power unmatched by other beings.
Proficiencies
The Will and the Way Armor: Light armor
Weapons: Simple weapons
Psionic power stems from two sources. All beings possess Tools: None
the Will, the innate ability to bend the world around them
with their minds alone. Only a select few, however, are Saving Throws: See Mystic Discipline below
trained in the Way, the mental discipline and self-reflection Skills: Choose two skills from Arcana, Bureaucracy, History,
necessary to truly master the psionic arts. Some mystics, like Insight, Nature, Perception, Religion
the famous philosophers and mendicants of the city-states, Equipment
spend years in study and meditation, following the ancient You start with the following equipment, in addition to the
teachings of the psionic masters. Others find their minds and equipment granted by your background:
bodies altered by the harsh realities of life on the burnt world.
(a) a spear or (b) a mace
Contemplatives and Visionaries (a) leather armor or (b) studded leather armor
While clerics and druids pray to the elemental spirits for their (a) a light crossbow and 20 bolts or (b) any simple weapon
power, and wizards tap the ambient energy contained in all (a) a scholar's pack or (b) an explorer's pack
life for theirs, the mystic looks inward to find his power. His is Alternatively, you can ignore the equipment here and in
a life of meditation and contemplation, of solitude and self- your background, and buy 5d4x10 gp worth of equipment
reflection. What they take from that life depends on the from chapter 5 in the Player's Handbook.
individual mystic. Some become reservoirs of wisdom and
prophecy, while others are consumed by their own rampant
emotions.

34
The Mystic
Proficiency Talents Devotions WP
Level Bonus Features Known Known WP Limit
1st +2 Psionics, Mystic Discipline 1 1 4 2
2nd +2 Telepathy, Mystical Recovery 1 1 6 2
3rd +2 Mystic Discipline Feature 2 2 14 3
4th +2 Ability Score Improvement, Strength of Mind 2 2 17 3
5th +3 ─ 2 3 27 5
6th +3 Mystic Discipline Feature 2 3 32 5
7th +3 ─ 2 4 38 6
8th +3 Ability Score Improvement, Potent Psionics 2 4 44 6
9th +4 ─ 2 5 57 7
10th +4 Consumptive Power 3 5 64 7
11th +4 Psionic Mastery (1/day) 3 5 64 7
12th +4 Ability Score Improvement 3 6 64 7
13th +5 Psionic Mastery (2/day) 3 6 64 7
14th +5 Mystic Discipline Feature 3 6 64 7
15th +5 Psionic Mastery (3/day) 3 7 64 7
16th +5 Ability Score Improvement 3 7 64 7
17th +6 Psionic Mastery (4/day) 4 7 64 7
18th +6 ─ 4 7 71 7
19th +6 Ability Score Improvement 4 8 71 7
20th +6 Psionic Body 4 8 71 7

Psionics talent and one other devotion chosen from those available to
your psionic discipline. The Devotions Known column of the
As a student of psionics, you can master and use psionic Mystic table shows the total number of devotions you've
talents and disciplines. Psionics is a special form of magic gained from this class at each level; when that number goes
use, distinct from spellcasting. Unlike wizards, clerics, and up for you, choose a new devotion. In addition, whenever you
druids, the energy that fuels your magic does not come from gain a level in this class, you can replace one devotion you
the natural world or the elemental planes but instead from know with a different one of your choice from your
deep within yourself. You do not need words, gestures or discipline's devotion list. You cannot replace your wild talent,
components to tap this power. For all other purposes, though, however.
psionic powers count as magical spells. They can be At 7th and 15th level, you may choose your new devotion
dispelled, for example. from any discipline. If you choose to replace a devotion
gained in this way, you may replace it with a devotion from
Psionic Talents any discipline.
A psionic talent is a minor psionic effect you have mastered.
At 1st level, you know three psionic talents of your choice. Will Points
You learn additional talents of your choice at higher levels. You have an internal reservoir of energy that can be devoted
The Talents Known column of the Mystic table shows the to psionic devotions you know. This energy is represented by
total number of talents you know at each level; when that will points (wp). Each psionic devotion describes effects you
number goes up for you, choose a new talent. can create with it by spending a certain number of will points.
A psionic talent requires no will points. The number of will
Psionic Devotions points you have is based on your mystic level, as shown in the
A psionic devotion is a rigid set of mental exercises that Will Points column of the Mystic table. The number shown
allows a mystic to manifest psionic power. A mystic masters for your level is your will point maximum. Your will point total
only a few devotions at a time. returns to its maximum when you finish a long rest. The
At 1st level, you know two psionic devotions: your wild number of will points you have can’t go below 0 or over your
maximum.

35
Will Point Limit Telepathy
Though you have access to a potent amount of psionic At 2nd level, your mind awakens to the ability to
energy, it takes training and practice to channel that energy. communicate via telepathy. You can telepathically speak to
There is a limit on the number of will points you can spend to any creature you can see within 120 feet of you in this
activate a psionic devotion. The limit is based on your mystic manner. You don’t need to share a language with the creature
level, as shown in the Will Limit column of the Mystic table. for it to understand your telepathic messages, but the
For example, as a 3rd-level mystic, you can spend no more creature must be able to understand at least one language or
than 3 wp on a devotion each time you use it, no matter how be telepathic itself. Be careful, telepathic communication with
many will points you have. some creatures can be dangerous.
Psychic Focus Mystical Recovery
You can focus psionic energy on one of your psionic devotions
to draw ongoing benefits from it. As a bonus action, you can Starting at 2nd level, you can draw vigor from the will power
choose one of your psionic devotions and gain its psychic you use to power your psionic disciplines. Immediately after
focus benefit, which is detailed in that devotion’s description. you spend psi points on a psionic discipline, you can take a
The benefit lasts until you are incapacitated or until you use bonus action to regain hit points equal to the number of wp
another bonus action to choose a different focus benefit. You you spent.
can have only one psychic focus benefit at a time, and using
the psychic focus of one devotion doesn’t limit your ability to Ability Score Improvement
use the powers of other devotions. When you reach 4th level, and again at 8th, 12th, 16th, and
You lose the ability to use the wild talent powers of 19th level, you can increase one ability score of your choice
devotions you know. You can only use the psionic focus by 2, or you can increase two ability scores of your choice by
powers of those devotions, including the devotion you learned 1. As normal, you can’t increase an ability score above 20
as a wild talent. using this feature.
Psionic Ability
You can also replace one of your skill proficiencies with a
Your psionic ability depends on your mystic discipline as skill proficiency offered by your class at 1st level (the
shown in the chart below. You use your psionic ability proficiency you replace needn’t be from the class). This
modifier when setting the saving throw DC for a psionic change represents one of your skills atrophying as you focus
devotion or when making an attack roll with one. on a different skill.

Devotion save DC = 8 + your proficiency bonus + your Strength of Mind


Intelligence modifier Even the simplest psionic technique requires a deep
Devotion attack modifier = your proficiency bonus + your understanding of how psionic energy can augment mind and
Intelligence modifier body. This understanding allows you to alter your defenses to
better deal with threats.
Psionic Ability By Discipline Starting at 4th level, you can replace your proficiency in
Discipline Ability one saving throw with proficiency in another. When you finish
Immortal Charisma a short or long rest, you may choose a saving throw
proficiency in an ability other than your psionic ability. You
Nomad Wisdom can replace it with proficiency in Constitution, Intelligence,
Awakened Intelligence Wisdom, or Charisma saving throws. You cannot choose a
Empath Charisma saving throw that you already have proficiency in. This
change lasts until you finish your next short or long rest.
Mystic Discipline Potent Psionics
At 1st level, you choose a Mystic Discipline: the Immortal, the At 8th level, you gain the ability to infuse your weapon attacks
Nomad, the Awakened, or the Empath, each of which is with psychic energy. Once on each of your turns when you hit
detailed at the end of the class description. Each discipline a creature with a weapon, you can deal an extra 1d8 psychic
specializes in a specific approach to psionics. Your discipline damage to that target. When you reach 14th level, this extra
gives you features when you choose it at 1st level and damage increases to 2d8.
additional features at 3rd, 6th, and 14th level.
Your Mystic Discipline determines your saving throw
proficiencies as shown in the chart below. Consumptive Power
Starting at 10th level, when activating a psionic devotion, you
Saving Throw Proficiencies by Discipline can pay its wp cost with your hit points, instead of using any
Discipline Ability will points. Your current hit points and hit point maximum
Immortal Constitution, Charisma are both reduced by the number of hit points you spend. This
Mendicant Intelligence, Wisdom
reduction can’t be lessened in any way, and the reduction to
your hit point maximum lasts until you finish a long rest.
Philosopher Intelligence, Wisdom Once you use this feature, you can’t use it again until you
Wilder Constitution, Charisma finish a long rest.

36
Psionic Mastery Trained to Perfection
At 1st level, Athletics counts as a mystic class skill for you.
Beginning at 11th level, your mastery of psionic energy
allows you to push your mind beyond its normal limits. As an Immortal Durability
action, you gain 9 special wp that you can spend only on Starting at 1st level, your hit point maximum increases by 1
devotions that require an action or a bonus action to use. You per mystic level.
can use all 9 wp on one devotion, ignoring your wp limit, or In addition, while you aren’t wearing armor or wielding a
you can spread them across multiple devotions. You can’t also shield, your base AC equals 10 + your Dexterity modifier +
spend your normal wp on these devotions; you can spend your Constitution modifier.
only the special points gained from this feature. When you
finish a long rest, you lose any of these special points that you Psionic Resilience
haven’t spent. Starting at 3rd level, your psionic energy grants you
If more than one of the devotions you activate with these extraordinary fortitude. At the start of each of your turns, you
points require concentration, you can concentrate on all of gain temporary hit points equal to your Charmisma modifier
them. Activating one of them ends any effect you were (minimum of 0), if you have at least 1 hit point.
already concentrating on, and if you begin concentrating on
an effect that doesn’t use these special points, the devotions Surge of Health
end that you’re concentrating on. Starting at 6th level, you can draw on your psychic focus to
At 15th level, the pool of wp you gain from this feature escape death’s grasp. As a reaction when you take damage,
increases to 11. you can halve that damage against you. Your psychic focus
You have one use of this feature, and you regain any immediately ends if it’s active, and you can’t use it until you
expended use of it with a long rest. You gain one additional finish a short or long rest. You can’t use this feature if you
use of this feature at 13th, 15th, and 17th level. can’t use your psychic focus.
Psionic Body Immortal Will
At 20th level, your mastery of psionic power causes your Starting at 14th level, you can draw on your reserves of
mind to transcend the body. Your physical form is infused psionic power to survive beyond death. At the end of your
with psionic energy. You gain the following benefits: turn while at 0 hit points, you can spend 5 wp to immediately
regain a number of hit points equal to your mystic level + your
You gain resistance to bludgeoning, piercing, and slashing Constitution modifier.
damage.
You no longer age. The Mendicant
You are immune to disease, poison damage, and the The mendicant believes that true enlightenment comes from
poisoned condition. within, from delving into the depths of one's own
If you die, roll a d20. On a 10 or higher, you discorporate consciousness. The aspiration to wealth, power, and pleasure
with 0 hit points, instead of dying, and you fall distracts most people from that truth. But the mendicant has
unconscious. You and your gear disappear. You appear at a forsaken these things, choosing to live a life of poverty,
spot of your choice 1d3 days later on the plane of asceticism, and contemplation. Their purposeful avoidance of
existence where you died, having gained the benefits of luxury and orientation towards spiritual living leaves them
one long rest. unphased by the advantages had by others.
They live as beggars, destitute wise men whose ragged
Mystic Disciplines appearance belies their power. Many mendicants hail from
Psionics is widespread on Athas, more so than any type of the lower classes already, but there are more than a few
magic. People as high as the mightiest Sorcerer-Kings and as scions of the greatest noble houses in their ranks. Freemen
low as the most destitute half-elf vagabond are gifted with the sometimes bring their children to learn the Way from
Will and the slim advantage it confers in the struggle to live mendicants, though the social stigma is enough to make this
another day. Many develop this raw talent further by pursuing rare.
the Way and its promise of greater power. Psionic power
comes in many forms, however, some learned and some Care for the Downtrodden
innate. These are detailed below. At 1st level, Medicine counts as a mystic class skill for you.
The Immortal Virtues of Poverty
Your order teaches that those who do not seek advantages do
The Order of the Immortal uses psionic energy to augment not need advantages. Thus you have learned to ignore
and modify the physical form. Followers of this order are privileges of all sorts. When a creature you can see within 60
known as Immortals. They use psionic energy to modify their feet of you is about to roll a d20 with advantage or
bodies, strengthening them against attack and turning disadvantage, you can use your reaction to prevent the roll
themselves into living weapons. Their mastery of the physical from being affected by advantage and disadvantage.
form grants them their name, for Immortals are notoriously You can use this feature a number of times equal to your
difficult to kill. Wisdom modifier (minimum of once), and you regain all
expended uses when you finish a long rest.

37
Memory of One Thousand Steps opportunity to study with the masters, and their houses pay
Since you set out to pursue the Way of the Unseen, your life great sums to ensure their scions receive the best education.
has been a journey towards self-realization. Since you eschew
wealth in all its forms, this journey has been primarily by foot. Practiced Rationality
At 3rd level, you gain the ability to use psionics to recall your At 1st level, Investigation counts as a mystic class skill for
many steps. As a reaction when you are hit by an attack, you you.
can teleport to an unoccupied space that you occupied since
the start of your last turn, and the attack misses you. Once Metaphysical Insight
you use this feature, you can’t use it again until you finish a Starting at 1st level, you can use your superior knowledge to
short or long rest. gain advantage on one attack roll, ability check, or saving
throw. Once you do so, you must finish a short or a long rest
Trance of Indifference before you can use this feature again.
You gain the ability to enter a state of detached
consciousness as a bonus action. For the next minute, attack Psionic Investigation
rolls against you can’t benefit from advantage, and whenever Starting at 3rd level, you can focus your mind to read the
you make an attack roll, an ability check, or a saving throw, psionic imprint left on an object. If you hold an object and
you can treat a d20 roll of 9 or lower as a 10. Once you use concentrate on it for 10 minutes (as if concentrating on a
this action, you can’t use it again until you finish a long rest or psionic discipline), you learn a few basic facts about it. You
until you expend 5 wp to use it again. gain a mental image from the object’s point of view, showing
the last creature to hold the object within the past 24 hours.
The Philosopher You also learn of any events that have occurred within 20
feet of the object within the past hour. The events you
The Way of the Unseen can be a path to deep insights into perceive unfold from the object’s perspective. You see and
the sentient mind. The philosophers dedicate themselves to hear such events as if you were there, but can’t use other
the pursuit of this knowledge. They rely on insight and senses.
ancient techniques of meditation to master their own mind Additionally, you can embed an intangible psionic sensor
and the minds of others. within the object. For the next 24 hours, you can use an
Philosophers congregate in the famous psionic schools of action to learn the object’s location relative to you (its
the city-states. Typically 5 to 15 powerful mystics will gather distance and direction) and to look at the object’s
together to conduct scientific and mathematical research, surroundings from its point of view as if you were there. This
meditate on the inner mysteries, and train new students. The perception lasts until the start of your next turn.
most powerful of their number are sought after for advice and Once you use this feature, you can’t use it again until you
counsel. The children of the nobility compete fiercely for the finish a short or long rest.

38
Psionic Surge Careful Power When you use a power that forces other
Starting at 6th level, you can overload your psychic focus to creatures to make a saving throw, you can protect some of
batter down an opponent’s defenses. You can impose those creatures from the power's full force. To do so, you
disadvantage on a target’s saving throw against a discipline or spend 1 will point and choose a number of those creatures up
talent you use, but at the cost of using your psychic focus. to your Charisma modifier (minimum of one creature). A
Your psychic focus immediately ends if it’s active, and you chosen creature automatically succeeds on its saving throw
can’t use it until you finish a short or long rest. You can’t use against the spell.
this feature if you can’t use your psychic focus. Destructive Power When you roll damage for a power, you
can spend 1 will point to reroll a number of the damage dice
Solipsistic Prison up to your Charisma modifier (minimum of one). You must
At 14th level, you learn how to severely damage the minds of use the new rolls. You can use Overcharged Power even if
those you defeat in combat. You can use your action to touch you have already used a different Metapsionic option on the
an incapacitated humanoid. The target's Intelligence, power.
Wisdom and Charisma are reduced to 3, it loses the ability to Distant Power When you use a power that has a range of
take actions, speak, understand speech, cast spells, and 5 feet or greater, you can spend 1 will point to double the
manifest psionic powers. This condition lasts until a remove range of the power. When you use a power that has a range of
curse spell or similar power is used on it. touch, you can spend 1 will point to make the range of the
You carry part of the target's mind with you and gain a power 30 feet.
limited ability to access its former memories and knowledge. Extended Power When you use a power that has a
As an action, you force the target's mind to make an duration of 1 minute or longer, you can spend 1 will point to
Intelligence saving throw using its former saving throw value. double its duration, to a maximum duration of 24 hours.
If you succeed, you gain access to the desired memory or Heightened Power When you use a power that forces a
knowledge. You lose the ability to access the target's creature to make a saving throw to resist its effects, you can
knowledge in this way if you use Solipsistic Prison on a spend 3 will points to give one target of the power
different target. disadvantage on its first saving throw made against the
power.
The Wilder Quickened Power When you use a power that requires 1
action to use, you can spend 2 will points to use the power
Many mystics hone their psionic powers by studying the Way with 1 bonus action instead. Just like with spells, you can still
of the Unseen. Wilders, however, need no training. They are only use one psionic power a turn, not counting talents.
born with fearsome psionic power. As children, they are often Twinned Power When you use a power that targets only
feared and despised by those around them. Thus, they one creature and doesn't have a range of self, you can spend a
typically live as loners and outcasts. They often relish the number of will points equal to the number of will points you
opportunity to turn their vast power on those who rejected spent to use the power. If you do so, you can target a second
them. creature in range with the same power (1 will point if the
Training in the Way is a matter of learning to apply cold spell is a talent).
reason and strict discipline to one's thoughts and emotions.
Wilders have no need for such unnatural restrictions. They Psionic Mastery
understand the primacy of emotion and irrationality over the Starting at 14th level, you can spend 2 will points as a
transient power of consciousness. Their embrace of their reaction when you take psychic or force damage to ignore
own unchecked feelings grants them a wild power out of that damage; you gain immunity to that damage type until the
reach to most mystics. end of your next turn.
Power Overwhelming
At 1st level, Intimidation counts as a mystic class skill for you.
Favored by Destiny
Starting at 1st level, you can foresee your own destiny. If you
fail a saving throw or miss with an attack roll, you can roll
2d4 and add it to the total, possibly changing the outcome.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Metapsionics
At 3rd level, you gain the ability to alter your powers to suit
your needs. You gain two of the following Metapsionic
options of your choice. You can use only one Metapsionic
option on a power that you use, unless otherwise noted.

39
Ranger
The wilderness is harsh and unforgiving, calling for skilled
and capable people to master its ways. The ranger answers
that challenge. A ranger's motivations can vary greatly. For
instance, human rangers are very often former slaves forced
into the desert wilderness for simple survival. Halfling
rangers, on the other hand, are an integral part of their
aboriginal society, serving as advisors and trackers.
Deadly Hunters
Warriors of the wilderness, rangers specialize in tracking and
hunting the monsters that lurk at the edges of civilization -
humanoid raiders, rampaging beasts and monstrosities, and
terrible giants. They learn to track their quarry as a predator
does, moving stealthily through the wilds and hiding
themselves in brush and rubble.
Independent Adventurers
Many rangers are independent almost to a fault. This fierce
attitude makes them well suited to adventuring, since they
are accustomed to life far from the comforts of civilization,
such as they are.
Class Features
As a ranger, you gain the following class features
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 5) + your Constitution
modifier per ranger level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics,
Insight, Investigation, Nature, Perception, Stealth, and
Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) scale mail or (b) leather armor
(a) two short swords or (b) two simple melee weapons
(a) a dungeoneer's pack or (b) an explorer's pack
A longbow and a quiver of 20 arrows
Alternatively, you can ignore the equipment here and in attack, you can deal an extra d8 damage to it. This damage is
your background, and buy 5d4x10 gp worth of equipment of the same type as the damage dealt by the attack. Further,
from chapter 5 in the Player's Handbook. you have advantage on any Wisdom (Perception) and
Wisdom (Survival) checks made to find it. The target remains
Hunter's Quarry your quarry until you are dead or incapacitated, it is dead, or
you designate another target.
You are an expert at tracking, hunting, and killing your The extra damage increases to 2d8 at level 11, and 3d8 at
enemies. level 15.
As a bonus action, you can designate a creature as your Once you use this feature, you cannot use it again until you
quarry. Once per round, when you hit that creature with an finish a short rest.

40
The Ranger
Level Proficiency Bonus Features Tactics Known
1st +2 Hunter's Quarry, Natural Explorer ─
2nd +2 Fighting Style 2
3rd +2 Ranger Archetype 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 3
6th +3 ─ 3
7th +3 Ranger Archetype Feature 4
8th +3 Ability Score Improvement, Land's Stride 4
9th +4 ─ 5
10th +4 Hide in Plain Sight 5
11th +4 Ranger Archetype Feature 5
12th +4 Ability Score Improvement 6
13th +5 ─ 6
14th +5 Vanish 6
15th +5 Ranger Archetype Feature 7
16th +5 Ability Score Improvement 7
17th +6 ─ 7
18th +6 Feral Senses 8
19th +6 Ability Score Improvement 8
20th +6 Foe Slayer 8

Natural Explorer Archery


You gain a +2 bonus to attack rolls you make with ranged
You are deeply familiar with the difficulties of travel in the weapons.
natural world. You gain the following benefits when traveling
for an hour or more in the wilderness: Blind Fighting
Difficult terrain doesn't slow your group's travel. Being unable to see a creature doesn’t impose disadvantage
Your group can't be lost except by magical means. on your attack rolls against it, provided the creature isn’t
Even when you are engaged in another activity while hidden from you.
traveling (such as foraging, navigating, or tracking) you Close Quarters Shooter
remain alert to danger. When making a ranged attack while you are within 5 feet of a
If you are traveling alone, you can move stealthily at a hostile creature, you do not have disadvantage on the attack
normal pace. roll. Your ranged attacks ignore half cover and three-quarters
When you forage, you find twice as much food as you cover against targets within 30 feet of you. You have a +1
normally would. bonus to attack rolls on ranged attacks.
While tracking other creatures, you also learn their exact
number, their sizes, and how long ago they passed Defense
through the area. While you are wearing armor, you gain a +1 bonus to AC.
Fighting Style
Druidic Warrior
At 2nd level, you adopt a particular style of fighting as your You learn two cantrips of your choice from the druid spell list.
specialty. Choose one of the following options. You can't take They count as druid spells for you, and Wisdom is your
a Fighting Style option more than once, even if you later get spellcasting ability for them. Whenever you gain a level in this
to choose again. Whenever you gain a level in this class, you class, you can replace one of these cantrips with another
can replace a fighting style you know with a new one chosen cantrip from the druid spell list.
from the following options.

41
Dueling Feral Senses
When you are wielding a melee weapon in one hand and no At 18th level, you gain preternatural senses that help you fight
other weapons, you gain a +2 bonus to damage rolls with that creatures you can't see. When you attack a creature you can't
weapon. see, your inability to see it doesn't impose disadvantage on
your Attack rolls against it. You are also aware of the location
Thrown Weapon Fighting of any invisible creature within 30 feet of you, provided that
You can draw a weapon that has the thrown property as part the creature isn't hidden from you and you aren't Blinded or
of the attack you make with the weapon. In addition, when Deafened.
you hit with a ranged attack using a thrown weapon, you gain
a +1 bonus to the damage roll. Foe Slayer
Two-Weapon Fighting At 20th level, you become an unparalleled Hunter of your
When you engage in two-weapon fighting, you can add your enemies. When you take the Attack actions, you can add your
ability modifier to the damage of the second attack. Wisdom modifier to the Attack roll or the damage roll of any
Attack you make. You can choose which after the roll, but
Ability Score Improvement before you know whether you hit and before any Effects of
the roll are applied.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by Ranger Archetypes
1. As normal, you can’t increase an ability score above 20
using this feature. Beast Master
You can also replace one of your skill proficiencies with a The barren wastes of Athas are home to a wide variety of
skill proficiency offered by your class at 1st level (the beats, natural and unnatural. The Beast Master tames and
proficiency you replace needn’t be from the class). This controls these beasts, using their natural ferocity and animal
change represents one of your skills atrophying as you focus cunning to serve his own ends.
on a different skill.
Ranger's Companion
Extra Attack At 3rd level, you gain a beast companion that accompanies
Beginning at 5th level, you can attack twice, instead of once, you on your adventures and is trained to fight alongside you.
whenever you take the Attack action on your turn. Your first companion approaches you without any action on
your part. You must seek out later companions yourself.
Choose a beast that is no larger than Medium and that has a
Land's Stride challenge rating of 1/4 or lower. Add your proficiency bonus
Starting at 8th level, moving through non-magical difficult to the beast's AC, attack rolls, and damage rolls, as well as to
terrain costs you no extra movement. You can also pass any saving throws and skills it is proficient in. Its hitpoint
through non-magical plants without being slowed by them maximum equals its normal maximum or four times your
and without taking damage from them if they have thorns, ranger level, whichever is higher. The beast obeys your
spines, or a similar hazard. commands as best as it can. It takes its turn on your initiative,
In addition, you have advantage on saving throws against though it doesn't take an action unless you command it to. On
plants that are magically created or manipulated to impede your turn, you can verbally command the beast where to
movement, such those created by the entangle spell. move (no action required by you). You can use your action to
verbally command it to take the Attack, Dash, Disengage,
Hide in Plain Sight Dodge, or Help action. Once you have the Extra Attack
Starting at 10th level, you can spend 1 minute creating feature, you can make one weapon attack yourself when you
camouflage for yourself. You must have access to fresh mud, command the beast in this manner. While traveling with only
dirt, plants, soot, and other naturally occurring materials with the beast, you can move stealthily at a normal pace.
which to create your camouflage. As you increase in level, you can tame more powerful
Once you are camouflaged in this way, you can try to hide beasts, and even unnatural creatures. The CR of the beasts
by pressing yourself up against a solid surface, such as a tree you can tame increases to CR 1/2 at level 7, CR 1 at level 11,
or wall, that is at least as tall and wide as you are. You gain a CR 2 at level 15, and CR 3 at level 20. At level 11 you can
+10 bonus to Dexterity (Stealth) checks as long as you tame monstrosities, and at level 15 you can tame large
remain there without moving or taking actions. Once you creatures.
move or take an action or a reaction, you must camouflage At any time, you can have a number of companions equal to
yourself again to gain this benefit. your Wisdom modifier. You can only take one companion
adventuring with you at a time, though. If one of your
companions dies, you can obtain another one by spending 8
Vanish hours bonding with another creature that isn't hostile to you,
Starting at 14th level, you can use the Hide action as a Bonus either the same type of companion as before or a different
Action on your turn. Also, you can't be tracked by non-magical one.
means, unless you choose to leave a trail.

42
Escape the Horde Opportunity attacks against you are
made with disadvantage.
Multiattack Defense When a creature hits you with an
attack, you gain a +4 bonus to AC against all subsequent
attacks made by that creature for the rest of the turn.
Superior Hunter's Defense
At 15th level, you gain one of the following features of your
choice.
Evasion When you are subjected to an effect, such as a red
dragon’s fiery breath or a lightning bolt spell, that allows you
to make a Dexterity saving throw to take only half damage,
you instead take no damage if you succeed on a saving throw,
and only half damage if you fail.
Stand Against the Tide When a hostile creature misses
you with a melee attack, you can use your reaction to force
that creature to repeat the same attack against another
creature (other than itself) of your choice.
Uncanny Dodge When an attacker that you can see hits
you with an attack, you can use your reaction to halve the
attack’s damage against you.
Gloom Stalker
You prowl the shadows, ambushing your prey and delivering
knockout blows before your enemies even realize you're
Beast's Defense there.
At 7th level, while your companion can see you, it has
advantage on all saving throws. Dread Ambusher
You have advantage on Dexterity (Stealth) and Charisma
Exceptional Training (Deception) checks against your hunter's quarry. If you deal
Beginning at 11th level, on any of your turns when your beast your hunter's quarry damage to a creature that you've
companion doesn't attack, you can use a bonus action to surprised, maximize the hunter's quarry damage dealt to it.
command the beast to take the Dash, Disengage, Dodge, or
Help action on its turn. Umbral Sight
At 3rd level, you gain darkvis ion out to a range of 60 feet. If
Superior Beast's Defense you already have dark vision from your race, its range
At 15th level, whenever an attacker that your companion can increases by 30 feet.
see hits it with an attack, it can use its reaction to halve the You are also adept at evading creatures that rely on
attack’s damage against it. darkvision. While in darkness, you are invisible to any
creature that relies on darkvision to see you in that darkness.
Hunter
You have spent many days in the wilds hunting beasts and Iron Mind
monsters of all sorts. You have developed the knowledge and By 7th level, you have honed your ability to resist the mind-
skill necessary to bring down the most terrible of creatures affecting powers of the monsters that dwell in darkness. You
and the most ravenous of hordes. gain proficiency in Wisdom saving throws. If you already have
this proficiency, you instead gain proficiency in Intelligence or
Hunter's Prey Charisma saving throws (your choice).
At 3rd level, you gain one of the following features of your Stalker's Flurry
choice. At 11th level, you learn to attack with such unexpected speed
Colossus Slayer Whenever the target of your hunter's that you can turn a miss into another strike. Once on each of
quarry misses you with an attack, you can use your reaction your turns when you miss with a weapon attack, you can
to deal your hunter's quarry damage to it. This damage is the make another weapon attack as part of the same action.
same type as that dealt by your main hand weapon.
Horde Breaker Whenever the target of your hunter's
quarry misses you with an attack, you can use your reaction Shadowy Dodge
to deal your hunter's quarry damage to another enemy that is Starting at 15th level, you can dodge in unforeseen ways.
adjacent to you. This damage is the same type as that dealt by Whenever a creature makes an attack roll against you and
your main hand weapon. doesn't have advantage on the roll, you can use your reaction
to impose disadvantage on it. You must use this feature
Defensive Maneuvers before you know the outcome of the attack roll.
At 7th level, you gain one of the following features of your
choice.

43
Finder
Ranger Tactics Prerequisite: proficiency in the Nature skill
Ambusher Name a plant or animal species. You know if that species
You gain proficiency in the Deception and Stealth skills. can be found within 5 miles of your current location. You
have advantage on any ability checks made to find instances
Beast Charmer of that species. You can only gain this bonus for one species
Prerequisite: proficiency in the Animal Handling skill at a time.
You know how to calm wild beasts and convince them you
are a friend. As an action, choose a non-hostile beast that you Green Thumb
can see within 30 ft. It must succeed on a Wisdom saving Prerequisite: 9th level
throw with a DC equal to 8 + your proficiency bonus + your You can cast the spell speak with plants. You regain the
wisdom modifier or become charmed by you for the next 24 ability to do so after you complete a long rest.
hours. The charmed condition ends early if you or one of your
allies takes hostile action against the beast. You can only have Healer
one beast charmed in this manner at a time. You gain proficiency in the Medicine skill and herbalism
kit.
Beast Speech Natural Allies
You have spent many days in hiding, stalking beasts and Prerequisite: 13th level, Druidic Warrior fighting style
animals of all types. So much so that you have learned to You can cast the spell conjure woodland beings. You regain
understand what passes for their speech. You can cast speak the ability to do so when you finish a long rest.
with animals at will.
Canny No One
Chose one of the following skills that you are proficient in: Prerequisite: 9th level
Animal Handling, Athletics, History, Insight, Investigation, You cannot be magically scried upon. Any time you would
Medicine, Nature, Perception, Stealth, or Survival. You now be subject to a divination effect, that effect fails to work for a
add double your proficiency bonus to ability checks using that number of rounds equal to your Wisdom modifier.
skill. One with Nature
You can choose this tactic multiple times. Each time you do Prerequisite: 17th level
so you must pick a different skill. You can cast the spell commune with nature. You regain
Careful Eye the ability to do so after you complete a long rest.
You have advantage on Perception and Investigation One with Shadows
checks to detect traps and natural hazards resembling traps. Prerequisite: proficiency in the Stealth Skill
Ensnaring Strike When you are in an area of dim light or darkness, you can
Prerequisite: Druidic Warrior fighting style use your action to become invisible until you move or take an
You can cast the spell ensnaring strike. You regain the action or reaction.
ability to do so when you finish a long rest. Parry
Explorer's Escape Prerequisite: 17th level, Defense or Duelling fighting style
Prerequisite: 13th level When you are the target of a melee attack, you can choose
You ignore difficult terrain, and you have advantage on to impose disadvantage on the attack roll. You can choose to
saving throws versus any effect that slows you, restrains you, do this after seeing the roll before knowing the result. You
or paralyzes you. You also have advantage on checks made to can do this a number of times equal to your Wisdom modifier.
escape a grapple. You regain all expended uses of this ability when finishing a
long or short rest.
Favored Enemy Poisoner
Choose a type of favored enemy: aberrations, beasts, You gain proficiency with poisoner's kits. When an attack
constructs, dragons, elementals, fey, giants, monstrosities, you make delivers poison to the target of your hunter's quarry,
oozes, plants, or undead. Alternatively, you can select two you can forgo the extra damage and instead cause the target
races of humanoid (such as gith and elves) as favored to roll a d4 and subtract the result from it's saving throw
enemies. against the poison.
When you gain this feature, you also learn one language of
your choice that is spoken by your favored enemies, if they Poison Tolerance
speak one at all. You have resistance to poison damage.
You have advantage on Wisdom (Survival) checks to track
your favored enemies, as well as on Intelligence checks to Quick Draw
recall information about them. Prerequisite: 9th level
When a favored enemy that you can see and have You gain a +2 bonus to initiative rolls.
designated as your hunter's quarry dies, you can designate
another favored enemy you can see as your hunter's quarry.

44
Rover Untrackable
Your walking speed permanently increases by 5ft. Prerequisite: proficiency in the Survival skill
You leave behind no trace of your passage. You can only be
Sensitive Nose tracked by magical means.
You have advantage on ability checks to detect poison and
disease and also to identify them when found.
Sight is Weakness
Prerequisite: 17th level, Blind Fighting fighting style
Once on each of your turns when you take the attack action
and make a weapon attack against a creature you cannot see,
you can make an additional attack against that creature.
Spikes
Prerequisite: 9th level, Druidic Warrior fighting style
You can cast the spell spike growth. You regain the ability
to do so when you finish a long rest.
Swift Quiver
Prerequisite: 17th level, Archery or Close Quarters Shooter
or Thrown Weapon fighting style
You can use a bonus action to make an attack with a
ranged weapon. This attack uses ammunition normally.
Tireless
As an action, you can remove one level of exhaustion from
yourself. You regain the ability to do so after completing a
short or long rest.
Trapper
You gain advantage on Perception checks to detect traps.
Further, you can set your own traps. Detecting and resisting
your traps have a DC of 8 + your proficiency bonus + your
Wisdom modifier. The traps deal damage based on your level
(see setback traps DMG pg. 121). You can chose the following
types of traps:
Deadfall. A deadfall trap deals damage to all creatures in a
10 ft. radius from the space directly beneath it.
Pit A pit trap is 10 ft. deep by 10 ft. wide by 10 ft. long.
Creatures who take the trap's damage have fallen in and must
climb to get out.
Snare A snare trap deals no damage, but a creature that
fails it's saving throw against the trap is retrained. As an
action, it can attempt to escape by rolling an Athletics check
with DC equal to the DC to avoid the trap.
Alarm An alarm trap deals damage to a single target and
also causes a tremendous amount of noise, automatically
waking anyone sleeping nearby.
Tree Strider
Prerequisite: 17th level, Druidic Warrior fighting style
You can cast the spell tree stride. You regain the ability to
do so when you finish a long rest.
Two Weapon Master
Prerequisite: 17th level, Two Weapon Fighting fighting style
If you hit a creature with both your main hand weapon and
off hand weapon in a single round, you can take an additional
attack against that creature using either weapon.

45
Rogue
Athas is a world of intrigue and treachery, of shady deals and
closely guarded secrets. It's a rogue's paradise. Beyond the
cities, among the wasteland tribes and villages, rogues live by
their wits. Within the secure walls of the city states, many
typically roguish occupations have become institutions unto
themselves. Thieves and bards have become pawns of the
wealthy, deployed in deadly games of deceit between noble
families.
Roguish Archetypes
Archetypes Source Description
Assassin PHB You are an expert at striking from
the shodows and dealing grievous
injuries.
Inquisitive XGE You are raw physical power honed
to perfection.
Mastermind XGE You have trained your mind and
body to fight as one.
Psionic DSRB You utilize your psychic gifts to
Trickster deceive and misdirect.
Scout XGE You have trained your mind and
body to fight as one.
Swashbuckler XGE You have trained your mind and
body to fight as one.
Revived UA You died and returned to life
posessed of power from beyond the
grave.
Thief PHB Your skill and training make you a
deadly adversary.

All Rogues gain the following class features.


Bureaucracy Skill
1st-level rogue feature
Add the Bureaucracy skill to the rogue class skill list.
Cunning Action: Aim
2nd-level rogue feature (enhances Cunning Action)
You gain an additional way to use your Cunning Action:
carefully aiming your next attack. As a bonus action, you give
yourself advantage on your next attack roll on the current
turn. You can use this bonus action only if you haven’t moved
during this turn, and after you use the bonus action, your
speed is 0 until the end of the current turn.
Proficiency Versatility
4th-level and higher feature (enhances Ability Score
Improvement) Psionic Trickster
Whenever you gain the Ability Score Improvement feature
from your class, you can also replace one of your skill Some rogues enhance their fine-honed skills of stealth and
proficiencies with a skill proficiency offered by your class at agility with psionics, learning tricks of enchantment and
1st level (the proficiency you replace needn’t be from the illusion. These rogues include pickpockets and burglars, but
class). also pranksters, mischief-makers, and a significant number of
This change represents one of your skills atrophying as you adventurers.
focus on a different skill.

46
Psionics Magical Ambush
When you reach 3rd level, you gain the ability to use psionic Starting at 9th level, if you are hidden from a creature when
powers. you use a psionic power on it, the creature has disadvantage
Talents. You learn two talents, mystic hand and one other on any saving throw it makes against the power this turn.
of your choice from the mystic talent list. You learn an
additional mystic talent of your choice at 10th level. Versatile Trickster
Will Points. You have an internal reservoir of energy that At 13th level, you gain the ability to distract targets with your
can be devoted to psionic devotions you know. This energy is mystic hand. As a bonus action on your turn, you can
represented by will points (wp). Each psionic devotion designate a creature within 5 feet of the spectral hand
describes effects you can create with it by spending a certain created by the power. Doing so gives you advantage on attack
number of wp. A psionic talent requires no wp. The number rolls against that creature until the end of the turn.
of wp you have is based on your rogue level, as shown in the
WP column of the psionic trickster table. The number shown Power Thief
for your level is your wp maximum. Your wp total returns to At 17th level, you gain the ability to psionically steal the
its maximum when you finish a long rest. The number of wp knowledge of a psionic power from another psychic.
you have can’t go below 0 or over your maximum. Immediately after a creature uses a power that targets you
Will Point Limit. Though you have access to a potent or includes you in its area of effect, you can use your reaction
amount of psionic energy, it takes training and practice to to force the creature to make a saving throw with its psionic
channel that energy. There is a limit on the number of wp you ability modifier. The DC equals your power save DC. On a
can spend to activate a psionic devotion. The limit is based on failed save, you negate the power's effect against you, and you
your rogue level, as shown in the WP Limit column of the steal the knowledge of the power if it is not a talent and can
psionic trickster table. For example, as a 3rd-level rogue, you be activated for a number of wp less than your wp limit. For
can spend no more than 2 wp on a devotion each time you the next 8 hours, you know the power and can use it using
use it, no matter how many will points you have. your wp. You do not gain any other powers in its associated
Devotions Known In addition to your wild talent, you discipline, however. The creature can't use that power until
know two devotions chosen from the following list: fear, light the 8 hours have passed.
and darkness, nomadic chameleon, psychic disruption, Once you use this feature, you can't use it again until you
psychic phantoms, telepathic contact. finish a long rest.
The Devotions Known column of the Psionic Trickster
table shows when you learn more devotions. Each of these
devotions must be from the Psionic Trickster list. The Psionic Trickster
Whenever you gain a level in this class, you can replace one
of the devotions you know with another devotion of your Talents Devotions WP
choice from the psionic trickster devotion list. You cannot Level Known Known WP Limit
replace your wild talent, however. 3rd 2 1 4 2
Psionic Ability. Intelligence is your psionic ability for your 4th 2 1 6 2
psionic powers. You use your Intelligence whenever a psionic
power refers to your psionic ability. In addition, you use your 5th 2 1 6 2
Intelligence modifier when setting the saving throw DC for a 6th 2 1 6 2
psionic power you use and when making an attack roll with
one. 7th 2 2 14 3
Devotion save DC = 8 + your proficiency bonus + your 8th 2 2 14 3
Intelligence modifier 9th 2 2 14 3
Devotion attack modifier = your proficiency bonus + your
Intelligence modifier 10th 3 2 17 3
11th 3 2 17 3
Mystic Hand Legerdemaine
Starting at 3rd level, when you mystic hand, you can make the 12th 3 2 17 3
spectral hand invisible. and you can perform the following 13th 3 3 27 5
additional tasks with it: you can stow one object the hand is 14th 3 3 27 5
holding in a container worn or carried by another creature,
you can retrieve an object in a container worn or carried by 15th 3 3 27 5
another creature, you can use thieves' tools to pick locks and 16th 3 3 32 5
disarm traps at range.
You can perform one of these tasks without being noticed 17th 3 3 32 5
by a creature if you succeed on a Dexterity (Sleight of Hand) 18th 3 3 32 5
check contested by the creature's Wisdom (Perception) 19th 3 4 38 6
check.
In addition, you can use the bonus action granted by your 20th 3 4 38 6
Cunning Action to control the hand.

47
Templar
Templars are the greatly feared disciples of the sorcerer-
kings. Their organization is steeped in ancient tradition and
treacherous politics, and the work they perform for the
sorcerer-kings is governed by endless bureaucracy. To city
dwellers, the templars are the enforcers of the sorcerer-king's
will, allowed to run rampant, enforcing the local edicts with
painstaking indifference, doling out punishment or even
execution with the sorcerer-king's blessing. An organization
of wicked men looking out for their own wealth and power,
the templars are overrun with corruption to the highest level -
the sorcerer-kings generally turn a blind eye to bribery and
scandal among the templars, provided terror is maintained
among their subject populations.
The templar uses the same game statistics as the warlock.
Like the traditional warlock, the templar makes a pact with
being of nearly divine power. In exchange for service, he
receives political authority within his patron's city-state and a
modicum of arcane power to enforce the king's will. Unlike
the warlock, the specific powers granted to a templar depend
not on his particular patron but on the bureau in which he
serves. See page 105 of the Player's Handbook for the
warlock's game statistics.
Templar Bureaus
Bureau Source Description
Coin DSRB Your work in the highest and most
secretive bureau requires mastery of
intrigue and deception.
War DSRB Your role as an officer in the slave armies
of your sorcerer-king requires martial skill
as well as arcane might.
Works DSRB Your role as administrator of the state and
manager of the king's slaves requires the
subtle manipulation of lesser minds.

All templars gain the following class features.


Bureaucracy Skill
1st-level templar feature
Add the Bureaucracy skill to the rogue class skill list.
Scribe
1st-level templar feature
You have been trained in the art of the written word. Others
are forbidden this knowledge on pain of death. The ability to
preserve information for future generations, to organize one's
thoughts for later reexamination, and oe keep complex
accounts represents great power and is reserved to the
followers of the sorcerer-kings alone.
You begin play able to read and write any language you can
speak. If you learn other languages during the course of play,
you must learn to read and write them separately.
Spell Versatility
1st-level templar feature (enhances Pact Magic)
Whenever you finish a long rest, you can replace one spell
you learned from this Pact Magic feature with another spell
from the templar spell list. The new spell must be the same
level as the spell you replace.

48
Templar Spells ceremony to receive a replacement from your king. This
1st-level templar feature (enhances Spellcasting) ceremony can be performed during a short or long rest, and it
destroys the previous amulet.
The following spells expand the templar spell list. The talisman turns to ash when you die.
Cantrips Eldritch Invocation Options
booming blade (DSRB) 2nd-level warlock feature (enhances Eldritch Invocations)
dread lure (DSRB) When you choose eldritch invocations, you have access to
green-flame blade (DSRB) the following options.
mind sliver (DSRB) Bond of the Talisman
sword burst (DSRB) Prerequisite: 12th level, Pact of the Talisman feature
vicious mockery While someone else is wearing your talisman, you can use
1st Level your action to teleport to the unoccupied space closest to
thunderwave them, provided the two of you are on the same plane of
existence. The wearer of your talisman can do the same
2nd Level thing, using their action to teleport to you.
knock Chain Master’s Fury
Prerequisite: 9th level, Pact of the Chain feature
3rd Level As a bonus action, you can command your familiar to make
animate dead one attack.
life transference (XGE)
Eldritch Armor
4th Level Prerequisite: Pact of the Blade feature
compulsion As an action, you can touch a suit of armor that isn’t being
greater invisibility worn or carried by anyone and instantly don it, provided you
phantasmal killer aren’t wearing armor already. You are proficient with this suit
of armor until it’s removed.
5th Level
mislead Eldritch Mind
modify memory Prerequisite: Pact of the Tome feature
planar binding You have advantage on Constitution saving throws that you
teleportation circle make to maintain your concentration on a spell.
6th Level Far Scribe
create homunculus (XGE) Prerequisite: 5th level, Pact of the Tome feature
magic jar A new page appears in your Book of Shadows. With a
creature's permission, you can use your action to write its
7th Level name on that page, which can contain a number of names
project image equal to your Charisma modifier (minimum of 1). You can
cast the sending spell, targeting a creature whose name is on
8th Level the page, without using a spell slot and without using
Abi-Dalzim’s horrid wilting (XGE) material components. To do so, you must write the message
on the page. The target hears the message in their mind, and
9th Level if the target replies, their message appears on the page,
gate rather than in your mind. The writing disappears after 1
shapechange minute.
weird As an action, you can magically erase a name on the page
by touching the name on it.
Pact Boon Option Gift of the Protectors
3rd-level templar feature (enhances Pact Boon)
When you choose your Pact Boon feature, the the following Prerequisite: 9th level, Pact of the Tome feature
option is available to you. A new page appears in your Book of Shadows. With your
permission, a creature can use its action to write its name on
Pact of the Talisman that page, which can contain a number of names equal to
Your sorcerer-king gives you a special amulet, a talisman that your Charisma modifier (minimum of 1).
can aid you or one of your slaves, should they wear it. When When any creature whose name is on the page is reduced
the wearer makes an ability check with a skill in which they to 0 hit points but not killed outright, the creature magically
lack proficiency, they can add a d4 to the roll. drops to 1 hit point instead. Once this magic is triggered, no
If you lose the talisman, you can perform a 1- hour creature can benefit from it until you finish a long rest.

49
As an action, you can magically erase a name on the page by Expanded Spell List
touching the name on it. The following spells are added to the templar spell list for
Investment of the Chain Master
you.
Prerequisite: Pact of the Chain feature
When you cast find familiar, you infuse the summoned
familiar with a measure of your eldritch power, granting the Bureau of Coin Expanded Spell List
creature the following benefits: Spell Level Spells
The familiar gains a flying speed of 40 feet. 1st disguise self, sleep
The familiar no longer needs to breathe. 2nd calm emotions, phantasmal force
The familiar’s weapon attacks are considered magical for
the purpose of overcoming immunity and resistance to 3rd blink, clairvoyance
non-magical attacks. 4th confusion, greater invisibility
If the familiar forces a creature to make a saving throw, it
uses your spell save DC. 5th dominate person, seeming

Protection of the Talisman


Prerequisite: 9th level, Pact of the Talisman feature
When the wearer of your talisman makes a saving throw in
which they lack proficiency, they can add a d4 to the roll. Divine Authority
Starting at 1st level, your sorcerer-monarch bestows upon
Rebuke of the Talisman you the ability to project their divine authority. As an action,
Prerequisite: Pact of the Talisman feature you can cause each creature in a 10-foot cube originating
When the wearer of your talisman is hit by an attacker you from you to make a Wisdom saving throw against your
can see within 30 feet of you, you can use your reaction to templar spell save DC. The creatures that fail their saving
deal psychic damage to the attacker equal to your Charisma throws are all charmed or frightened by you (your choice)
modifier (minimum of 1 damage) and push it up to 10 feet until the end of your next turn.
away from the talisman’s wearer. Once you use this feature, you can't use it again until you
finish a short or long rest.
Proficiency Versatility
4th-level and higher feature (enhances Ability Score Dark Escape
Improvement) Starting at 6th level, you can vanish in a cloud of darkness in
Whenever you gain the Ability Score Improvement feature response to harm. When you take damage, you can use your
from your class, you can also replace one of your skill reaction to turn invisible and teleport up to 60 feet to an
proficiencies with a skill proficiency offered by your class at unoccupied space you can see. Vou remain invisible until the
1st level (the proficiency you replace needn’t be from the start of your next turn or until you attack or cast a spell.
class). Once you use this feature, you can't use it again until you
This change represents one of your skills atrophying as you finish a short or long rest.
focus on a different skill.
Beguiling Defenses
Bureau of Coin Beginning at 10th level, your sorcerer-monarch teaches you
The primary public function of the Bureau of Coin is to how to turn the mind-affecting magic and psionics of your
ensure that the King's taxes are paid on time and in full. To enemies against them. You are immune to being charmed,
fulfill this mandate, they are on the one hand scribes and and when another creature attempts to charm you, you can
administrators, and on the other spies and investigators. The use your reaction to attempt to turn the charm back on that
templars of the king's treasury are among the most powerful creature. The creature must succeed on a Wisdom saving
and secretive of the state's servants. From monitoring the throw against your templar spell save DC or be charmed by
lesser bureaus to rooting out treason amongst the populace, you for 1 minute or until the creature takes any damage.
the bureau of coin operates as the sorcerer-king's secret
police. To this end, its templars master spells of illusion and Dark Delirium
deception, ensuring their targets never see what's coming for Starting at 14th level, you can plunge a creature into an
them. illusory realm of madness and pain. As an action, choose a
creature that you can see within 60 feet of you. It must make
a Wisdom saving throw against your templar spell save DC.
On a failed save, it is charmed or frightened by you (your
choice) for 1 minute or until your concentration is broken (as
if you are concentrating on a spell). This effect ends early if
the creature takes any damage.

50
Until this illusion ends, the creature thinks it is lost in a Sorcerer-King's Curse
terrifying realm full of nightmares and suffering, the Starting at 1st level, you gain the ability to place a baleful
appearance of which you choose. The creature can see and curse on someone. As a bonus action, choose one creature
hear only itself, you, and the illusion. you can see within 30 feet of you. The target is cursed for 1
You must finish a short or long rest before you can use this minute. The curse ends early if the target dies, you die, or you
feature again. are incapacitated. Until the curse ends, you gain the following
benefits:
Bureau of War You gain a bonus to damage rolls against the cursed
Templars of the bureau of war are the officers of the sorcerer- target. The bonus equals your proficiency bonus.
king's armies. Other templars train with the scribe's pen Any attack roll you make against the cursed target is a
along with the defiler's incantations, but the templars of war critical hit on a roll of 19 or 20 on the d20.
train with weapons and armor. They infuse their attacks with If the cursed target dies, you regain hit points equal to
fel energies and curse their enemies in the name of their lord. your templar level + your Charisma modifier (minimum of
They are the enforcers and guards of the sorcerer-kings and 1 hit point).
are much feared on the battlefield.
You can't use this feature again until you finish a short or
Expanded Spell List long rest.
The following spells are added to the templar spell list for
you. War Priest
At 1st level, you acquire the training necessary to effectively
arm yourself for battle. You gain proficiency with medium
armor, shields, and martial weapons.
Bureau of War Expanded Spell List The influence of your sorcerer-king also allows you to
Spell Level Spells mystically channel your will through a particular weapon.
Whenever you finish a long rest, you can touch one weapon
1st shield, wrathful smite that you are proficient with and that lacks the two-handed
2nd blur, branding smite property. When you attack with that weapon, you can use
3rd blink, elemental weapon
your Charisma modifier, instead of Strength or Dexterity, for
the attack and damage rolls. This benefit lasts until you finish
4th phantasmal killer, staggering smite a long rest. If you later gain the Pact of the Blade feature, this
5th banishing smite, destructive smite benefit extends to every pact weapon you conjure with that
feature, no matter the weapon's type.

51
Accursed Specter Awakened Mind
Starting at 6th level, you can call upon your sorcerer-king to Starting at 1st level, your knowledge of peoples motivations
curse the soul of an enemy you slay, temporarily binding it to and fears gives you the ability to touch their minds. You can
your service. When you slay a humanoid, you can cause its communicate telepathically with any creature you can see
spirit to rise from its corpse as a specter, the statistics for within 30 feet of you. You don't need to share a language with
which are in the Monster Manual. When the specter appears, the creature for it to understand your telepathic utterances,
it gains temporary hit points equal to half your templar level. but the creature must be able to understand at least one
Roll initiative for the specter, which has its own turns. It language.
obeys your verbal commands, and it gains a special bonus to
its attack rolls equal to your Charisma modifier (minimum of Entropic Ward
+0). At 6th level, you learn to magically ward yourself against
The specter remains in your service until the end of your attack and to turn an enemy's failed strike into good luck for
next long rest, at which point it vanishes to the afterlife. Once yourself. When a creature makes an attack roll against you,
you bind a specter with this feature, you can't use the feature you can use your reaction to impose disadvantage on that roll.
again until you finish a long rest. If the attack misses you, your next attack roll against the
creature has advantage if you make it before the end of your
Accursed Armor next turn.
At 10th level, your hex grows more powerful. If the target Once you use this feature, you can't use it again until you
cursed by your Sorcerer-King's Curse hits you with an attack finish a short or long rest.
roll, you can use your reaction to roll a d6. On a 4 or higher,
the attack instead misses you, regardless of its roll. Thought Shield
Starting at 10th level, your thoughts can't be read by telepathy
Master of Curses or other means unless you allow it. You also have resistance
Starting at 14th level, you can spread your Sorcerer-King's to psychic damage, and whenever a creature deals psychic
Curse from a slain creature to another creature . When the damage to you, that creature takes the same amount of
creature cursed by your Sorcerer-King's Curse dies, you can damage that you do.
apply the curse to a different creature you can see within 30
feet of you, provided you aren't incapacitated. Create Thrall
When you apply the curse in this way, you don't regain hit At 14th level, you gain the ability to enslave a humanoid's
points from the death of the previously cursed creature. mind with the magic of your sorcerer-king. You can use your
action to touch an incapacitated humanoid. That creature is
Bureau of Works then charmed by you until a remove curse spell is cast on it,
the charmed condition is removed from it, or you use this
Templars of the bureau of works are responsible for the feature again.
maintenance and construction of the infrastructure of the You can communicate telepathically with the charmed
city-states. They direct slave gangs in repairing irrigation creature as long as the two of you are on the same plane of
ditches and in the construction of grand architecture like existence.
Kalak's ziggurat. They design elaborate fortifications to
protect their cities from attack and, for the right price, build
grand townhouses for the richest nobles. Such work requires
magic that can charm and compel both recalcitrant workers
and stingy suppliers. Thus, the templars of the King's works
excel at enchantment and manipulation.
Expanded Spell List
The following spells are added to the templar spell list for
you.

Bureau of War Expanded Spell List


Spell Level Spells
1st dissonant whispers, Tasha's hideous laughter
2nd blur, branding smite
3rd blink, elemental weapon
4th phantasmal killer, staggering smite
5th banishing smite, destructive smite

52
Wizard
The rarest and yet most consequential of all characters on
Athas are wizards. For in Dark Sun, magic is irrevocably
linked to the environment. The casting of magical spells and
the enchantment of magical items always draws energy
directly from the living ecology in the vicinity, destroying the
life there. Wizards can choose two paths toward mastery of
magical energy.
The preserver learns to tap magical energies in such a
way as to minimize or even cancel her destruction through
balance and in-depth study, but her spells attain only
mediocre power.
The defiler, on the other hand, casts magical spells without
regard to the havoc he plays upon the environment. The less
he cares for the well-being of the land and of future
generations, the more powerful his magic.
It was, of course, defilers who brought the world to its
current state of ecological collapse. Because of this, all
wizards are hated and feared by the common people.
Lynchings of suspected mages is common, and the
prohibition on sorcery is one of the few laws citizens of the
city-states assist the templars in enforcing.
Mechanically, both defilers and preservers use the wizard
class from the Player's Handbook. All wizards have the
option to defile when casting a spell. The rewards are great,
but wizards who travel too far down that path find it difficult
to return.
Arcane Traditions
Tradition Source Description
Lore Master UA You are a scholar of the theory and
mechanics of magic use.
School of PHB You specialize in magic that wards
Abjuration and protects.
School of PHB You specialize in magic that
Conjuration comjurs something from nothing.
School of PHB You specialize in magic that reveals
Divination what is hidden.
School of PHB You specialize in magic that
Enchantment manipulates thoughts and
emotions.
School of PHB You specialize in magic that wreaks
Evocation great destruction.
School of PHB You specialize in magic that
Illusion misdirects and deceives.
School of PHB You specialize in magic that wards
Necromancy and protects.
School of PHB You specialize in magic that
Transmutation changes and transforms.
War Magic XGE You are trained to use magic in
battle.
Arcane Defiling
All Wizards gain the following class features. 1st-Level wizard feature (enhances Spellcasting)
All wizards are tempted by the power of defiling. By
Cantrip Versatility
drawing upon all available living energy within range, a
1st-level wizard feature (enhances Spellcasting) wizard can produce spell effects significantly more powerful
Whenever you gain a level in this class, you can replace one than normal. Whenever a wizard casts a spell of 1st level or
cantrip you learned from this Spellcasting feature with higher, they have the option to defile. See the Arcane Defiling
another cantrip from the wizard spell list. rules in chapter 7 for more detail.

53
Scribe
1st-level wizard feature
You have been trained in the art of the written word. The
people of the city-states are forbidden this knowledge on pain
of death. The ability to preserve information for future
generations, to organize one's thoughts for later
reexamination, and to keep complex accounts represents
great power and is reserved to the followers of the sorcerer-
kings alone.
You begin play able to read and write any language you can
speak. If you learn other languages during the course of play,
you must learn to read and write them separately.
Wizard Spells
1st-level wizard feature (enhances Spellcasting)
The following spells expand the wizard spell list.
Cantrips
booming blade (DSRB)
dread lure (DSRB)
green-flame blade (DSRB)
mind sliver (DSRB)
sword burst (DSRB)
1st Level
augury (ritual)
enhance ability
2nd Level
acid stream (DSRB)
3rd Level
speak with dead
ritual of blood (ritual, DSRB)
4th Level
divination (ritual)
Proficiency Versatility
4th-level and higher feature (enhances Ability Score
Improvement)
Whenever you gain the Ability Score Improvement feature
from your class, you can also replace one of your skill
proficiencies with a skill proficiency offered by your class at
1st level (the proficiency you replace needn’t be from the
class).
This change represents one of your skills atrophying as you
focus on a different skill.

54
Chapter 3: Backgrounds
Every story has a beginning. Your character's background You might also have ties to a specific temple, school, or holy
reveals where you came from, how you became an site, and you have a residence there. This could be at the
adventurer, and your place in the world. Your fighter might templar bureau where you serve, if you remain on good terms
have been a charismatic gladiator or a grizzled mercenary. with your superiors, or a temple where you have found a new
Your mystic could have been a student at a psionic academy home. While near this site, you can call upon the other
or an orphan living on the streets. Your rogue might have acolytes for assistance. provided the assistance you ask for is
gotten by as a dune trader or an assassin disguised as an not hazardous and your faith remains strong.
entertainer.
Choosing a background provides you with important story
cues about your character's identity. The most important Artisan
question to ask about your background is what changed? You worked for time as a free artisan, skilled at crafting tools
Why did you stop doing whatever your background describes and other goods necessary for life on Athas. You were
and start adventuring? Where did you get the money to apprenticed to a master and granted the right to work
purchase your starting gear, or, if you come from a wealthy independently by the laws of your city-state. Most artisans are
background, why don't you have more money? How did you employed by a patron among the nobility, aristocracy, or
learn the skills of your e1ass? What sets you apart from dynastic merchant houses, though you may be one of the few
ordinary people who share your background? beholden to no one.
See page 125 of the Player's Handbook for more Skill Proficiencies: Insight, Persuasion
information on backgrounds. Tool Proficiencies One type of artisan's tools
Languages: One of your choice
Acolyte Equipment: A set of artisan's tools (one of your choice), a
letter of introduction from your patron, a set of traveler's
There are no true gods on Athas, but religion, spirituality, and clothes, and a belt pouch containing 15 cp
mysticism flourish. People with similar ideas about these Social Class Free
things often congregate together in monasteries, schools, and
secluded communities where they pursue enlightenment Powerful Patron
without distraction. Your character spent time in such a As an established and respected artisan, you can rely on
group, either being raised there or having joined later in life. certain benefits that your relationship to your patron
Perhaps you are an orphan, raised in the school's of the provides. You will be provided with lodging and food if
sorcerer-king and given the beginnings of training as a necessary. You have access to your patron's network, making
templar. Perhaps you are a child of privilege whose it easy to connect with other artisans, potential allies, or
aristocratic family secured you an expensive seat in a great available hirelings.
psionics academy. Perhaps you were raised by clerics or Patrons often wield great political power. If you are
druids in the deep desert, learning the ways of the elemental accused of a crime, your patron will likely support you in
spirits. exchange for your goods and services.
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you entered
the community), a prayer book or prayer wheel, 5 sticks of
Bard
incense, vestments, a set of common clothes, and a belt You thrive in front of an audience. You know how to entrance
pouch containing 15 cp them, entertain them, and even inspire them. Your poetics
Social Class Free can stir the hearts of those who hear you, awakening grief or
joy, laughter or anger. Your music raises their spirits or
Shelter of the Faithful captures their sorrow. Your dance steps captivate, your
humor cuts to the quick.
As an acolyte, you command the respect of those who share Like many bards, though, your art hides a darker purpose.
your spirituality, and you can perform the rites and You are a spy, or a thief, or an assassin. Perhaps all three.
ceremonies of your community. You have allies among your Your performance is a cover, and many an aristocratic house
faith. This might be the entire community, for example if you has sent you as a "gift" to a rival who can no longer be
belong to the mystery cult of an elemental being. Or your tolerated.
allies may be individuals within the community, for example a Skill Proficiencies: Acrobatics, Performance
few other templars that you have damaging information on. Tool Proficiencies: Choose 2 from among a disguise kit,
You and your adventuring companions can expect to receive one type of musical instrument, and a poisoner's kit
free services at a temple, shrine, or other established Equipment: A disguise kit, musical instrument, or
presence of your faith, though you must provide any material poisoner's kit (one of your choice), the favor of an admirer
components needed for spells or psionic powers. Those who (love letter, lock of hair, or trinket), a costume, and a belt
share your spirituality will support you (but only you) at a pouch containing 15 cp
modest lifestyle. Social Class: Lowest

56
By Popular Demand
You can always find a place to perform, usually in the home of
a wealthy patron. At such a place, you receive free lodging
and food of a modest or comfortable standard, as long as you
perform each night. In addition, you receive offers of
employment of a more sinister nature. You can easily make
quite a bit of money selling secrets or poisoning an
unsuspecting merchant prince's wine. If you don't get caught,
that is. Which won't be easy, since no one trusts a bard.

Charlatan
You have always had a way with people. You know what
makes them tick. you can tease out their hearts' desires after
a few minutes of conversation. It's a useful talent, and one
that you're perfectly willing to use for your advantage.
You know what people want and you deliver, or rather, you
promise to deliver. Common sense should steer people away
from things that sound too good to be true, but common
sense seems to be in short supply when you're around. The
bottle of pink-colored liquid will surely cure that unseemly
rash, this ointment-nothing more than a bit of fat with a
sprinkle of fool's gold-can restore youth and vigor, and there's
a bridge in the city that just happens to be for sale. These
marvels sound implausible, but you make them sound like
the real deal.
Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiencies: Disguise kit, your choice of alchemist's
kit or gaming set
Equipment: A set of fine clothes, a disguise kit, tools of the
con of your choice (ten stoppered bottles filled with colored
liquid, a set of weighted dice, a deck of marked cards, or a
signet ring of an imaginary duke), and a belt pouch containing
15 cp
Social Class: Lowest
False Identity
You have created a second identity that includes established
acquaintances, disguises, and even records with the templar
bureaus that allow you to assume that persona.
Additionally, you are skilled at creating useless alchemical
substances that look, smell, or taste magical. You can use
these false potions to convince the gullible that you are a
powerful healer or friend of the elemental spirits.

57
Courtier Criminal
In your earlier days, you were a personage of some You are an experienced criminal wilh a history of breaking
significance among the nobility, templar bureaucracy, or the law. You have spent a lot of time among other criminais
dynastic merchant houses. If you mingled with aristocrats, and still have contacts within the criminal underworld. You're
you probably have noble blood. If you're a templar or far closer than most people to the world of murder, theft, and
merchant, your talents, rather than the circumstances of your violence that pervades the underbelly of civilizalion, and you
birth, could have secured you this position. have survived up to this point by flouting the rules and
Rather than getting your hands dirty as a warrior, priest- regulations of society.
bureaucrat, or trader, you specialized in negotiation, intrigue, Skill Proficiencies: Deception, Stealth
and shadowy plots. You've likely left a number of enemies in Tool Proficiencies: One type of gaming set, thieves' tools
your wake. Equipment: A crowbar, a set of dark common clothes
Skill Proficiencies: Bureaucracy, Insight including a hood, and a belt pouch containing 15 cp
Languages: Two of your choice Social Class: Lowest
Equipment: A set of fine clothes and a pouch containing 5
cp Criminal Contact
Social Class: Aristocratic You have a reliable and trustworthy contact who acts as your
Court Functionary liaison to a network of other criminals. You know how to get
messages to and from your contact, even over great
Your knowledge of the obscure laws of the city-states distances; specifically, you know the local messengers,
regarding inheritance, taxes, and trade regulations lets you corrupt caravan masters, and seedy skimmers who can
gain access to the inner workings of most noble courts, deliver messages for you.
governments, or trading houses that you encounter. You know
who the movers and shakers are, whom to go to for the favors
you seek, and what the current intrigues of interest in the
group are.

58
Dune Trader Gladiator
In a world where life's basic necessities - food, water, metal - You are one of the famed slave-warriors of the city-states,
are in short supply, the individual who can provide them fighting and bleeding in the arena for the entertainment of
wields enormous influence. Dune trader's range far and wide the masses. Your life is hard, full of chains, whips, training,
across the desert wastes in search of trading opportunities. and bloody combat. But the rewards are great. The greatest
While disliked and often openly reviled by templars jealous of gladiators attract fanatical followings: enthusiastic fans who
their wealth and independence, dune traders are popular don't hesitate to murder the fans of rivals. Their masters
with ordinary citizens. They are tolerated everywhere, for shower them with luxuries, romantic partners, and money.
without them life on Athas would come to a grim end. Their names live on in legend after their deaths. And some
Skill Proficiencies: Bureaucracy, Persuasion lucky few can kill enough to earn their freedom.
Tool Proficiencies: one vehicle (land or silt) Skill Proficiencies: Insight, Performance
Languages: one of your choice Tool Proficiencies: gaming set (your choice)
Equipment: Abacus, traverler's clothes, merchant's scale, Languages: one of your choice
and a pouch containing 20cp Equipment: an exotic weapon, a favor from an admirer (a
Social Class: Free ribbon, lock of hair, exquisite flower, etc.), a flashy piece of
armor (no effect on your AC, but you look great)
Help Wanted Social Class: Lowest
You are always on the lookout for business opportunities, and Die Hard Fans
have your fingers on the pulse of the local economy. You are
able to find opportunities for making money wherever you You were once popular with the fans and have a following. If
are. You might hear that a certain trade good is in high you don't fight in the arena anymore, they nevertheless
demand, and learn where you can acquire it. You might learn remember you. Friendly fans will buy you drinks and help you
of an opportunity for sell swords, and you know how to in minor ways that won't cost them much. After a few drinks,
secure a cut if you can supply them. You may even hear however, you can probably get them to start a brawl with rival
rumors of lost caravans in the wilds or unplundered ruins of fans and use the ensuing chaos to your advantage.
the ancients where great profits might be made. If one can You need to be careful, though. Your rivals have fans as
overcome the dangers. well, and they don't like you.

59
Hermit
You lived in seclusion - either in a sheltered community such
as a monastery, or entirely alone - for a formative part of your
life. In your time apart from the clamor of society, you found
quiet, solitude, and perhaps some of the answers you were
looking for.
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: One of your choice
Equipment: A minor item related to your discovery, such
as an ancient trinket, a map, or a rubbing of an ancient
engraving, traveller's clothes, an herbalism kit, and 5 cp
Social Class: Lowest
Discovery
The quiet seclusion of your extended hermitage gave you
access to a unique and powerful discovery. The exact nature
of this revelation depends on the nature of your seclusion. It
might be a great truth about the cosmos, the elemental
spirits, the ancients, or even the sorcerer-kings themselves. It
could be a site that no one else has ever seen. You might have
uncovered a fact that has long been forgotten, or unearthed
some relic of the past that reveals some piece of history long
forgotten. It might be information that would be damaging to
the people who consigned you to exile, and hence the reason
for your return to society.
Work with your DM to determine the details of your
discovery and its impact on the campaign.

Noble
You belong to one of the wealthiest families in the city-states.
Your ancestors were rulers, warriors, and philosophers. Now,
your family owns vast farms, water resources, and other
lucrative properties. A small army of slaves works these
holdings, owned by your elders and cowed by the overseer's
whips. Unlike the children of those poor wretches, you were
raised in privilege and luxury.
But your youth was not one of leisure. You were expected
to carry on the aristocratic traditions of your forebears and
honor your house. You were trained relentlessly, either in war,
diplomacy, philosophy, or the Way. Perhaps you were even
one of the few youths taught to read and write, a privilege you
guard jealously.
Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set, your choice of
chariot (a land vehicle) or the ability to read and write one
language of your choice.
Languages: One of your choice
Equipment: A set of fine clothes, a signet ring, a scroll of
pedigree, and a purse containing 25 cp
Social Class: Aristocratic

60
captained by a former crewmate). Because you're calling in a
Overseer favor, you can't be certain of a schedule or route that will
Few are as despised as the slave overseer. You wrung every meet your every need. Your Dungeon Master will determine
last bit of labor from your charges, ordering their rations how long it takes to get where you need to go. In return for
reduced or striping their backs when they didn't cooperate. your free passage, you and your companions are expected to
Or when you had a bad day. You might have been a slave assist the crew during the voyage.
yourself, tough enough and loyal enough to be promoted. Or
perhaps you were a freeman who upset the wrong people and
was demoted to this thankless and dehumanizing job.
Regardless, you know how to force the unwilling to work the
fields in the sweltering heat of the afternoon or risk their lives
on monumental building projects.
You were cruel and brutal once, though you may not be
anymore. Perhaps you had a change of heart and left your job
to find something better. Regardless, your time in the pits is a
stain on your honor and reputation.
Skill Proficiencies: Insight, Intimidation
Tool Proficiencies: One type of gaming set
Languages: One of your choice
Equipment: A whip, a set of manacles, a gaming set of
your choice, a purse containing 15cp
Social Class Lowest
Bad Reputation
No matter where you go, people are afraid of you due to your
reputation. When you are in a civilized settlement, you can
get away with minor criminal offenses, such as refusing to
pay for food at a tavern or breaking down doors at a local
shop, since most people will not report your activity to the
authorities.

Skimmer
Legends say that Athas was once covered in vast oceans of
blue water, but only the gullible believe such tall tales. The
only ocean on the burnt world is the infamous Sea of Silt, a
dangerous basin filled with fine white powder and prowled by
dangerous beasts. Some brave souls traverse the silt in
various craft called silt skimmers. Such journeys are
dangerous in the extreme, but the rewards are great. A trip
across the silt can save weeks in travel time, and some
merchants will pay well to see their goods delivered quickly.
You spent time working on one of these flimsy craft that ply
the silt sea. You can tie knots, rig a sail, preserve food in salt
for long voyages, and spot wading giants from miles away. All
invaluable skills for those forced to travel the world's greatest
dust sink.
Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator's tools, vehicles (silt)
Equipment: A belaying pin (club), 50 feet of hemp rope, a
lucky charm such, a set of common dothes, and a belt pouch
containing 10 cp
Social Class: Free
Ship's Passage
When you need to, you can secure free passage on a silt
skimmer for yourself and your adventuring companions. You
might sail on the skimmer you served on, or another
skimmer you have good relations with (perhaps one

61
Up Through The Ranks
Soldier You rose to prominence during your time away at war.
War has been your life for as long as you care to remember. Common soldiers loyal to your former military organization
You trained as a youth, studied the use of weapons and still recognize your ability and influence, and they defer to
armor, learned basic survival techniques, including how to you. You can invoke your station to exert influence over other
stay alive on the battlefield. You might have been part of a soldiers and requisition simple equipment or horses for
mercenary company, an aristocrat's private force, or perhaps temporary use. You can also usually gain access to friendly
the slave legions of a sorcerer-king. military encampments and fortresses where you are
When you choose this background, work with your DM to recognized.
determine which military organization you were a part of,
how far through its ranks you progressed, and what kind of
experiences you had during your military career.
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One type of gaming set, vehicles (land)
Equipment: An insignia of rank, a trophy taken from a
fallen enemy (a dagger, broken blade, or piece of a banner), a
set of bone dice or deck of cards, a set of common clothes,
and a belt pouch containing 10 cp
Social Class: Free

62
marauder. Even in places where you don't know the specific
Urchin features of the terrain, you know the ways of the wild.
You grew up on the streets alone, orphaned, and poor. You Skill Proficiencies: Athletics, Survival
had no one to watch over you or to provide for you, so you Tool Proficiencies: One type of musical instrument
learned to provide for yourself. You fought fiercely over food Languages: One of your choice
and kept a constant watch out for other desperate souls who Equipment: A staff, a hunting trap, a trophy from an
might steal from you. You slept on rooftops and in alleyways, animal you killed, a set of traveler's clothes, and a belt pouch
exposed to the elements, and endured sickness without the containing 10 gp
advantage of medicine or a place to recuperate. You've
survived despite all odds, and did so through cunning, Wanderer
strength, speed, or some combination of each. You have an excellent memory for maps and geography, and
Skill Proficiencies: Sleight of Hand, Stealth you can always recall the general layout of terrain,
Tool Proficiencies: Disguise kit, thieves' tools settlements, and other features around you. In addition, you
Equipment: A small knife, a map of the city you grew up in, are skilled at finding food and fresh water for yourself.
a pet mouse, a token to remember your parents by, a set of Provided that the land offers cacti, small game, water, and so
common clothes, and a belt pouch containing 10 cp on, you can automatically find enough food and water to
Social Class: Lowest sustain yourself for one day.
Even your knowledge isn't enough to survive indefinitely in
City Secrets the hostile desert, however. In harsh terrain, you can
You know the secret patterns and flow to cities and can find automatically find this food and water a number of times
passages through the urban sprawl that others would miss. equal to your proficiency bonus before you have to roll for
When you are not in combat, you (and companions you lead) foraging like everyone else. You regain all uses of this ability
can travel between any two locations in the city twice as fast once you take a long rest somewhere safe, like a city, outpost,
as your speed would normally allow. or hidden village.

Wastelander
You grew up in the desert wastes, far from civilization and the
comforts of the city-states. You've witnessed the migration of
herds larger than forests, survived weather more extreme
than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any
direction. The wilds are in your blood, whether you were a
nomad, an explorer, a recluse, a hunter-gatherer, or even a

63
Chapter 4: Feats
A feat represents a talent or an area of expertise that gives You master the shortsword, longsword, scimitar, rapier, and
a character special capabilities. It embodies training, greatsword. You gain the following benefits when using any of
experience, and abilities beyond what a class provides. them:
The Player's Handbook and Xanathaar's Guide to
Everything contain extensive lists of feats, most of which are You gain a +1 bonus to attack rolls you make with the
allowed in a Dark Sun campaign. (Exceptions should be weapon.
obvious, for example racial feats for races that don't exist in On your turn, you can use your reaction to assume a
Dark Sun). Unearthed Arcana playtest documents contain a parrying stance, provided you have the weapon in hand.
number of new feats as well. Acceptable feats from those Doing so grants you a +1 bonus to your AC until the start
documents are presented here. of your next turn or until you’re not holding the weapon.
When you make an opportunity attack with the weapon,
Acrobat you have advantage on the attack roll.
You become more nimble, gaining the following benefits: Brawny
Increase your Dexterity score by 1, to a maximum of 20. You become stronger, gaining the following benefits:
You gain proficiency in the Acrobatics skill. If you are
already proficient in the skill, you add double your Increase your Strength score by 1, to a maximum of 20.
proficiency bonus to checks you make with it. You gain proficiency in the Athletics skill. If you are
As a bonus action, you can make a DC 15 Dexterity already proficient in the skill, you add double your
(Acrobatics) check. If you succeed, difficult terrain doesn’t proficiency bonus to checks you make with it.
cost you extra movement until the end of the current turn. You count as if you were one size larger for the purpose of
determining your carrying capacity.
Alchemist
You have studied the secrets of alchemy and are an expert in Brutish
its practice, gaining the following benefits: Prerequisite: Half-giant
Increase your Intelligence score by 1, to a maximum of 20. Your giant heritage manifests itself in greater size.
You gain proficiency with alchemist’s supplies. If you are Increase your Strength score by 1, to a maximum of 20.
already proficient with them, you add double your For the purposes of grappling, you are treated as a large
proficiency bonus to checks you make with them. creature.
As an action, you can identify one potion within 5 feet of For the purposes of determining whether another
you, as if you had tasted it. You must see the liquid for this creature can move through your space, or whether you
benefit to work. can move through another creature's space, you are
Over the course of any short rest, you can temporarily treated as if you were a large creature.
improve the potency of one potion of healing of any rarity.
To use this benefit, you must have alchemist’s supplies Racial Feats
with you, and the potion must be within reach. If the Feat Source Prerequisites
potion is drunk no more than 1 hour after the short rest
ends, the creature drinking the potion can forgo the Brutish DSRB half-giant
potion’s die roll and regains the maximum number of hit Cannibalism DSRB halfling
points that the potion can restore. Dwarven Fortitude XGE dwarf, mul
Animal Handler Elven Accuracy XGE elf, half-elf
You master the techniques needed to train and handle Fury DSRB mul
animals. You gain the following benefits. Giant DSRB half-giant
Increase your Wisdom score by 1, to a maximum of 20. Insectoid Physiology DSRB thri-kreen
You gain proficiency in the Animal Handling skill. If you
are already proficient in the skill, you add double your Oversized Strength DSRB half-giant
proficiency bonus to checks you make with it. Prodigy XGE half-elf, human, mul
You can use a bonus action on your turn to command one Squat Nimbleness XGE dwarf, halfling
friendly beast within 60 feet of you that can hear you and
that isn’t currently following the command of someone
else. You decide now what action the beast will take and
where it will move during its next turn, or you issue a
general command that lasts for 1 minute, such as to guard
a particular area.

Blade Mastery
65
Burglar Once per turn, when you hit a creature with an attack that
deals bludgeoning damage, you can move it 5 feet to an
You pride yourself on your quickness and your close study of unoccupied space, provided the target is no more than
certain clandestine activities. You gain the following benefits: one size larger than you.
Increase your Dexterity score by 1, to a maximum of 20. When you score a critical hit that deals bludgeoning
You gain proficiency with thieves’ tools. If you are already damage to a creature, attack rolls against that creature are
proficient with them, you add double your proficiency made with advantage until the end of your next turn.
bonus to checks you make with them. Defiler
Cannibalism Prerequisite: Corruption of 5 or higher
Prerequisite: halfling You are practiced at defiling the land for your own selfish
You have been trained in the ritual consumption of the ends. So much so that you defile without adding to your
flesh of your enemies. You gain great power from this corruption.
venerable tradition of your people. When you cast a spell of 1st level or higher, you can use a
If you participate in the defeat of a humanoid creature bonus action to sacrifice an unused spell slot to defile the
whose challenge rating is equal to or greater than your level, land and empower your spell. For most defiling effects, you
you can harvest a part of its body and conduct a ritual of must sacrifice a spell slot of 1st level or higher. Several
cannibalism. The ritual takes 1 hour, can be performed as effects are more taxing on the caster, however, and require
part of a short or long rest, and must be conducted within 24 higher level spell slots. Heightened Spell and Quickened
hours of the creature's death. Spell require a slot of 2nd level or higher. Twinned Spell
Upon completing the ritual, you cast the enhanced ability requires the sacrifice of a spell slot of equal or higher level
spell with yourself as the target. The ability enhanced is the than the spell it applies to.
highest ability score of the slain humanoid, and you must Feats Granting a Bonus to Strength
consume a part of its body related to the ability to be Feat Source Prerequisites
enhanced. For example, if you wish to enhance your
intelligence, you must consume the creature's brain. The Athlete PHB -
body parts of a slain creature are enough for only one Brawny DSRB -
performance of this ritual. You must concentrate on the spell Brutish DSRB half-giant
normally while it is in effect.
Once you perform this ritual, you cannot do so again until Crusher DSRB -
you complete a long rest. Fury DSRB -
Giant DSRB half-giant, Oversized, Brutish
Chef
Heavily Armored PHB Proficiency with Medium
Time and effort spent mastering the culinary arts has paid Armor
off. You gain the following benefits:
Heavy Armor PHB Proficiency with Heavy Armor
Increase your Constitution or Wisdom score by 1, to a Master
maximum of 20. Insectoid DSRB thri-kreen
You gain proficiency with cook’s utensils if you don’t Physiology
already have it.
As part of a short rest, you can cook special food, provided Lightly Armored PHB -
you have ingredients and cook’s utensils on hand. You can Moderately PHB Proficiency with Light Armor
prepare enough of this food for a number of creatures Armored
equal to 4 + your proficiency bonus. At the end of the short Mutant DSRB -
rest, any creature who eats the food and spends one or
more Hit Dice to regain hit points regains an extra 1d8 hit Piercer DSRB -
points. Practiced Expert DSRB -
With one hour of work or when you finish a long rest, you Resilient PHB -
can cook a number of treats equal to your proficiency
bonus. These special treats last 8 hours after being made. Shield Training DSRB -
A creature can use a bonus action to eat one of those Slasher DSRB -
treats to gain temporary hit points equal to your
proficiency bonus. Squat Nimbleness XGE dwarf, halfling
Tavern Brawler PHB -
Crusher Weapon Master PHB -
You are practiced in the art of crushing your enemies,
granting you the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of
20.

66
If you spend 1 minute talking to someone who can
understand what you say, you can make a Charisma
(Persuasion) check contested by the creature’s Wisdom
(Insight) check. If you or your companions are fighting the
creature, your check automatically fails. If your check
succeeds, the target is charmed by you as long as it
remains within 60 feet of you and for 1 minute thereafter.
Empathic
You possess keen insight into how other people think and
feel. You gain the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in the Insight skill. If you are already
proficient in the skill, you add double your proficiency
bonus to checks you make with it.
You can use your action to try to get uncanny insight about
one humanoid you can see within 30 feet of you. Make a
Wisdom (Insight) check contested by the target’s
Charisma (Deception) check. If your check succeeds, you
have advantage on attack rolls and ability checks against
the target until the end of your next turn.
Fell Handed
You master the handaxe, battleaxe, greataxe, warhammer,
and maul. You gain the following benefits when using any of
them:
You gain a +1 bonus to attack rolls you make with the
weapon.
Whenever you have advantage on a melee attack roll you
make with the weapon and hit, you can knock the target
prone if the lower of the two d20 rolls would also hit the
target.
Whenever you have disadvantage on a melee attack roll
you make with the weapon, the target takes bludgeoning
damage equal to your Strength modifier (minimum of 0) if
the attack misses but the higher of the two d20 rolls
would have hit.
If you use the Help action to aid an ally’s melee attack
while you’re wielding the weapon, you knock the target’s
shield aside momentarily. In addition to the ally gaining
advantage on the attack roll, the ally gains a +2 bonus to
the roll if the target is using a shield.
Fighting Initiate
Prerequisite: Proficiency with a martial weapon
Your martial training has helped you develop a particular
style of fighting. As a result, you learn one Fighting Style
option of your choice from the fighter class. If you already
Diplomat have a style, the one you choose must be different.
Whenever you gain a level, you can replace this feat’s
You master the arts of diplomacy, gaining the following fighting style with another one from the fighter class that you
benefits: don’t have.
Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in the Persuasion skill. If you are
already proficient in this skill, you add double your
proficiency bonus to checks you make with it.

67
Feat Source Prerequisites
Flail Mastery
Acrobat DSRB -
The flail is a tricky weapon to use, but you have spent
countless hours mastering it. You gain the following benefits. Athlete PHB -

You gain a +1 bonus to attack rolls you make with a flail. Burglar DSRB -
As a bonus action on your turn, you can prepare yourself Crusher DSRB -
to extend your flail to sweep over targets’ shields. Until the Elven Accuracy XGE elf, half-elf
end of this turn, your attack rolls with a flail gain a +2
bonus against any target using a shield. Insectoid Physiology DSRB thri-kreen
When you hit with an opportunity attack using a flail, the Lightly Armored PHB -
target must succeed on a Strength saving throw (DC 8 +
your proficiency bonus + your Strength modifier) or be Moderately Armored PHB Proficiency with Light Armor
knocked prone. Mutant DSRB -
Piercer DSRB -
Fury
Practiced Expert DSRB -
Prerequisite: mul
Your life has been hard, full of misery, and filled with Quick-fingered DSRB -
people whose indifference scarred you. In battle, your anger Resilient PHB -
and hatred escape your control.
Shield Training DSRB -
Increase your Strength or Constitution score by 1, to a Slasher DSRB -
maximum of 20 .
When you hit with an attack using a simple or martial Stealthy DSRB -
weapon , you can roll one of the weapon's damage dice an Squat Nimbleness XGE dwarf, halfling
additional time and add it as extra damage of the weapon's
damage type. Once you use this ability, you can't use it When you take the Help action to aid another creature’s
again until you finish a short or long rest. ability check, you can make a DC 15 Intelligence (History)
Immediately after you use your Relentless Endurance check. On a success, that creature’s check gains a bonus
trait, you can use your reaction to make one weapon equal to your proficiency bonus, as you share pertinent
attack. advice and historical examples. To receive this bonus, the
Giant creature must be able to understand what you’re saying.
Prerequisite: Half-giant, Oversized Strength, Brute Insectoid Physiology
Your giant heritage manifests itself in greater size. Prerequisite: Thri-Kreen
Increase your Strength score by 1, to a maximum of 20. You have spent many nights hunting game in the wastes,
Your size changes to large. honing your insect physiology is honed into a deadly weapon.
Healer Increase your Strength, Dexterity or Wisdom score by 1,
to a maximum of 20.
You master the physician’s arts, gaining the following Your poison bite becomes more deadly. Whenever a
benefits: creature is poisoned by your bite, it is also paralyzed.
You gain the ability to make powerful jumps when you are
Increase your Wisdom score by 1, to a maximum of 20. not wearing armor. You can jump 30 feet vertically and 15
You gain proficiency in the Medicine skill. If you are horizontally, irrespective of whether you have a running
already proficient in the skill, you add double your start.
proficiency bonus to checks you make with it.
During a short rest, you can clean and bind the wounds of Investigator
up to six willing beasts and humanoids. Make a DC 15
Wisdom (Medicine) check for each creature. On a success, You have an eye for detail and can pick out the smallest clues.
if a creature spends a Hit Die during this rest, that You gain the following benefits:
creature can forgo the roll and instead regain the Increase your Intelligence score by 1, to a maximum of 20.
maximum number of hit points the die can restore. A You gain proficiency in the Investigation skill. If you are
creature can do so only once per rest, regardless of how already proficient in the skill, you add double your
many Hit Dice it spends. proficiency bonus to checks you make with it.
Historian You can take the Search action as a bonus action.
Your study of history rewards you with the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency in the History skill. If you are already
proficient in the skill, you add double your proficiency
bonus to checks you make with it.
Feats Granting a Bonus to Dexterity

68
Master of Disguise Malformed legs Your legs are bulky and oddly shaped.
Normally you walk with an unusual gait, but you can move
You have honed your ability to shape your personality and to with shocking speed over short distances. If you move at least
read the personalities of others. You gain the following 20 feet straight toward a target and then hit it with a melee
benefits: weapon attack on the same turn, roll the weapon’s damage
Increase your Charisma score by 1, to a maximum of 20. dice twice and add them together. Once you use this ability,
You gain proficiency with the disguise kit. If you are you can’t use it again until you finish a long rest.
already proficient with it, you add double your proficiency Prehensile Toes You gain a climbing speed equal to your
bonus to checks you make with it. walking speed. You can also grasp objects with your feet as if
If you spend 1 hour observing a creature, you can then with your hands, but you gain no special actions for doing so
spend 8 hours crafting a disguise you can quickly don to since you still need two limbs to stand or hang.
mimic that creature. Making the disguise requires a
disguise kit. You must make checks as normal to disguise
yourself, but you can assume the disguise as an action.
Menacing
You become fearsome to others, gaining the following
benefits:
Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in the Intimidation skill. If you are
already proficient in the skill, you add double your
proficiency bonus to checks you make with it.
When you take the Attack action on your turn, you can
replace one attack with an attempt to demoralize one
humanoid you can see within 30 feet of you that can see
and hear you. Make a Charisma (Intimidation) check
contested by the target’s Wisdom (Insight) check. If your
check succeeds, the target is frightened until the end of
your next turn. If your check fails, the target can’t be
frightened by you in this way for 1 hour.
Mutant
Athas is a damaged and twisted world, and it warps those
who live there. Many who live in the deep desert are
physically altered by the burning rays of the crimson sun and
the lingering magic of ancient defiling.
Increase 1 ability score of your choice by 1, to a maximum
of 20.
Your appearance alters in an obvious and borderline
shocking manner. Choose sufficiently disturbing changes
to your hair, skin, eyes and limbs. These changes are
cosmetic only, and should be mostly concealable with the
right clothing.
Choose one of the following powers stemming from
unnatural changes to your body.
Thick Hide You are covered in thick scales, boney plates,
or chiton. When not wearing armor, your armor class is 13 +
your dexterity modifier.
Enlarged Eyes Your eyes are large and bulging. You can
see in dim light within 60 feet of you as if it were bright light,
and in darkness as if it were dim light. You can't discern color
in darkness, only shades of gray.
Wings You have the wings of a bird, lizard, or insect. You
are too heavy to fly normally, but you can take to the air for
short stretches. When you move on your turn, you can choose
to fly with a speed of 50 ft. You fall if you don't end your turn
on the ground. Once you use this feature, you can't do so
again until you finish a short rest.

69
Protective Coloration Your skin turns a deep and you first gain this feat. You learn the prestidigitation cantrip
unnatural color, protecting you from the rays of the crimson and detect magic spell. You can cast detect magic once
sun. As a side effect, you gain resistance to radiant damage. without expending a spell slot, and you regain the ability to do
Corruption Lingering magic from ancient defilers has so when you finish a long rest.
corrupted your body. As a side effect, you gain resistance to
necrotic damage. Perceptive
Naturalist You hone your senses until they become razor sharp. You
gain the following benefits:
Your extensive study of nature rewards you with the following
benefits: Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in the Perception skill. If you are
Increase your Intelligence score by 1, to a maximum of 20. already proficient in the skill, you add double your
You gain proficiency in the Nature skill. If you are already proficiency bonus to checks you make with it.
proficient in the skill, you add double your proficiency Being in a lightly obscured area doesn’t impose
bonus to checks you make with it. disadvantage on your Wisdom (Perception) checks if you
You learn the druidcraft and detect poison and disease can both see and hear.
spells. You can cast detect poison and disease once
without expending a spell slot, and you regain the ability Performer
to do so when you finish a long rest. You master performance so that you can command any stage.
Oversized Strength You gain the following benefits:
Prerequisite: Half-giant Increase your Charisma score by 1, to a maximum of 20.
Your giant heritage manifests itself in greater strength and You gain proficiency in the Performance skill. If you are
an ability to use larger weapons. already proficient in the skill, you add double your
Ability score adjustments, feats, and any other effect that proficiency bonus to checks you make with it.
would permanently increase your Strength score can now While performing, you can try to distract one humanoid
increase it to at least 22. If that effect would already have you can see who can see and hear you. Make a Charisma
been able to permanently increase your Strength beyond 22, (Performance) check contested by the humanoid’s
it remains unchanged. Wisdom (Insight) check. If your check succeeds, you grab
You can now use oversized weapons. You gain proficiency the humanoid’s attention enough that it makes Wisdom
with large versions of any weapons you are normally (Perception) and Intelligence (Investigation) checks with
proficient with. disadvantage until you stop performing.
Increase the damage of your unarmed strikes to d4. Piercer
Pantomath You have achieved a penetrating precision in combat,
You collect information regarding the supernatural, especially granting you the following benefits:
magic and psionics, gaining the following benefits: Increase your Strength or Dexterity by 1, to a maximum of
20.
Increase your Intelligence score by 1, to a maximum of 20. Once per turn, when you hit a creature with an attack that
You gain proficiency in the Arcana skill. If you are already deals piercing damage, you can reroll one of the attack’s
proficient in the skill, you add double your proficiency damage dice, and you must use the new roll.
bonus to checks you make with it. When you score a critical hit that deals piercing damage
You can generate two minor supernatural effects. You to a creature, you can roll one additional damage die when
decide whether these are magical or psionic effects when determining the extra piercing damage the target takes.
Feats Granting a Bonus to Constitution
Feat Source Prerequisites
Poisoner
Durable PHB -
You can prepare and deliver deadly poisons, gaining the
following benefits:
Dwarven Fortitude XGE dwarf
When you make a damage roll, you ignore resistance to
Chef DSRB - poison damage.
Fury DSRB - You can coat a weapon in poison as a bonus action,
Mutant DSRB -
instead of an action.
You gain proficiency with the poisoner’s kit if you don’t
Practiced Expert DSRB - already have it. With one hour of work using a poisoner’s
Resilient PHB - kit and expending 50 cp worth of materials, you can
create a number of doses of potent poison equal to your
Shield Training DSRB - proficiency bonus. Once applied to a weapon, the poison
Tavern Brawler PHB - retains potency for 1 minute or until you hit with the
Weapon Master PHB -
weapon. When a weapon is coated in this poison

70
and deals damage to a creature, that creature must succeed Feats Granting a Bonus to Intelligence
on a DC 14 Constitution saving throw or take 2d8 poison Feat Source Prerequisites
damage and become poisoned until the end of your next turn. Alchemist DSRB -
Psionic Training Elven Accuracy XGE elf, half-elf
Prerequisite: Psionic Wild Talent, no levels in a class that Historian DSRB -
grants you will points Investigator DSRB -
Living beings under the crimson sun seek every advantage Keen Mind PHB -
in the grim struggle for survival. One of the most common
adaptations is the ability to use psionics. All player characters Mutant DSRB -
begin with a psionic wild talent. Some characters choose to Linguist PHB -
invest time and effort in expanding their psionic power. This
feat represents the power gained in this manner. Naturalist PHB -
You can take this feat up to 3 times. Whenever you do so, Observant PHB -
you learn one psionic talent of your choice and gain a number Pantomath PHB -
of will points based on the number of times you've taken this
feat. These points can be used on any discipline you know. Practiced Expert DSRB -
The first time you take this feat, your will point maximum Shaman DSRB -
becomes 2. The second time you take this feat, your will point
maximum becomes 6. The third time you take this feat, your Resilient PHB -
will point maximum becomes 15. Your will point limit is equal
to 2 times the number of times you've taken this feat. The If you have the Spellcasting or Pact Magic feature, you can
first time you take this feat, you choose whether Intelligence, use a shield as a spellcasting focus.
Wisdom, or Charisma is your psionic ability for your talents
and devotion powers. Silver-Tongued
You regain the will points when you finish a long rest. You develop your conversational skill to better deceive others.
You gain the following benefits:
Quick-Fingered Increase your Charisma score by 1, to a maximum of 20.
Your nimble fingers and agility let you perform sleight of You gain proficiency in the Deception skill. If you are
hand. You gain the following benefits: already proficient in the skill, you add double your
Increase your Dexterity score by 1, to a maximum of 20. proficiency bonus to checks you make with it.
You gain proficiency in the Sleight of Hand skill. If you are When you take the Attack action on your turn, you can
already proficient in the skill, you add double your replace one attack with an attempt to deceive one
proficiency bonus to checks you make with it. humanoid you can see within 30 feet of you that can see
As a bonus action, you can make a Dexterity (Sleight of and hear you. Make a Charisma (Deception) check
Hand) check to plant something on someone else, conceal contested by the target’s Wisdom (Insight) check. If your
an object on a creature, lift a purse, or take something check succeeds, your movement doesn’t provoke
from a pocket. opportunity attacks from the target and your attack rolls
against it have advantage; both benefits last until the end
Shaman of your next turn or until you use this ability on a different
target. If your check fails, the target can’t be deceived by
Your extensive study of religion rewards you with the you in this way for 1 hour.
following benefits:
Increase your Intelligence score by 1, to a maximum of 20. Slasher
You gain proficiency in the Religion skill. If you are already You’ve learned where to cut to have the greatest results,
proficient in the skill, you add double your proficiency granting you the following benefits:
bonus to checks you make with it. Increase your Strength or Dexterity by 1, to a maximum of
You learn the thaumaturgy and detect evil and good spells. 20.
You can cast detect evil and good once without expending Once per turn when you hit a creature with an attack that
a spell slot, and you regain the ability to do so when you deals slashing damage, you can reduce the speed of the
finish a long rest. target by 10 feet until the start of your next turn.
Shield Training When you score a critical hit that deals slashing damage
to a creature, you grievously wound it. Until the start of
You’ve trained in the effective use of shields. You gain the your next turn, the target has disadvantage on all attack
following benefits: rolls.
Increase your Strength, Dexterity, or Constitution score by
1, to a maximum of 20.
You gain proficiency with shields.
In combat, you can don or doff a shield as the free object
interaction on your turn.

71
Feats Granting a Bonus to Wisdom You learn the alarm spell. You can cast it once without
Feat Source Prerequisites expending a spell slot, and you regain the ability to do so
Animal Handler DSRB -
when you finish a long rest.
Chef DSRB - Tandem Tactician
Elven Accuracy XGE elf, half-elf Your presence in a scrap tends to elevate your comrades. You
Empathic DSRB -
gain the following benefits:
Healer DSRB - You can use the Help action as a bonus action.
When you use the Help action to aid an ally in attacking a
Insectoid Physiology DSRB thri-kreen creature, increase the range of the Help action by 10 feet.
Mutant DSRB - Additionally, you can help two allies targeting the same
Observant PHB - creature within range when you use the Help action this
way.
Perceptive PHB -
Practiced Expert DSRB - Templar Adept
Resilient PHB - Prerequisite: Spellcasting or Pact Magic feature
By pledging yourself to a sorcerer-monarch, you have
Survivalist DSRB - unlocked eldritch power within yourself: you learn one
Tracker DSRB - Eldritch Invocation option of your choice from the warlock
class. If the invocation has a prerequisite, you can choose that
Spear Mastery invocation only if you’re a templar and only if you meet the
prerequisite.
Though the spear is a simple weapon to learn, it rewards you Whenever you gain a level, you can replace the invocation
for the time you have taken to master it. You gain the with another one from the warlock class.
following benefits.
You gain a +1 bonus to attack rolls you make with a spear. Tracker
When you use a spear, its damage die changes from a d6 You have spent time hunting creatures and honed your skills,
to a d8, and from a d8 to a d10 when wielded with two gaining the following benefits:
hands. (This benefit has no effect if another feature has
already improved the weapon’s die.) Increase your Wisdom score by 1, to a maximum of 20.
You can set your spear to receive a charge. As a bonus You learn the hunter’s mark spell. You can cast it once
action, choose a creature you can see that is at least 20 without expending a spell slot, and you must finish a long
feet away from you. If that creatures moves within your rest before you can cast it in this way again. You can also
spear’s reach on its next turn, you can make a melee cast the spell using any spell slots you have. Wisdom is
attack against it with your spear as a reaction. If the attack your spellcasting ability for this spell.
hits, the target takes an extra 1d8 piercing damage, or an You have advantage on Wisdom (Survival) checks to track
extra 1d10 piercing damage if you wield the spear with creatures.
two hands. You can’t use this ability if the creature used Feats Granting a Bonus to Charisma
the Disengage action before moving. Feat Source Prerequisites
As a bonus action on your turn, you can increase your
reach with a spear by 5 feet for the rest of your turn. Actor PHB -
Diplomat DSRB -
Stealthy
Elven Accuracy XGE elf, half-elf
You know how best to hide. You gain the following benefits:
Master of Disguise DSRB -
Increase your Dexterity score by 1, to a maximum of 20. Menacing DSRB -
You gain proficiency in the Stealth skill. If you are already
proficient in the skill, you add double your proficiency Mutant DSRB -
bonus to checks you make with it. Performer DSRB -
If you are hidden, you can move up to 10 feet in the open
without revealing yourself if you end the move in a Practiced Expert DSRB -
position where you’re not clearly visible. Resilient PHB -

Survivalist Silver-tongued DSRB -

You master wilderness lore, gaining the following benefits:


Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in the Survival skill. If you are already
proficient in the skill, you add double your proficiency
bonus to checks you make with it.

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Chapter 5: Psionics
Psionic talents and devotions are the heart of a mystic’s Components
craft. They are the mental exercises and psionic formulae Devotions don’t require the components that many spells
used to forge will into tangible, magical effects. Over time, require. Using a devotion requires no spoken words,
the different psionic disciplines specialized in powers that gestures, or materials. The power of psionics comes from the
reflect their philosophies and approach to the Way. mind.
Therefore, each devotion is associated with a particular
discipline. While a mystic can learn a few devotions from Duration
disciplines besides their own, the bulk of their psionic powers An effect option in a devotion specifies how long its effect
lie in familiar areas. lasts.
Instantaneous. If no duration is specified, the effect of the
Using a Discipline option is instantaneous.
Concentration. Some options require concentration to
Each psionic devotion has several ways you can use it, all maintain their effects. This requirement is noted with “conc.”
contained in its description. The devotion specifies the type after the option’s will point cost. The “conc.” notation is
of action and number of will points it requires. It also details followed by the maximum duration of the concentration. For
whether you must concentrate on its effects, how many example, if an option says “conc., 1 min.,” you can
targets it affects, what saving throws it requires, and so on. concentrate on its effect for up to 1 minute. Concentrating on
The following sections go into more detail on using a a devotion follows the same rules as concentrating on a spell.
devotion. This rule means you can’t concentrate on a spell and a
devotion at the same time, nor can you concentrate on two
Wild Talent devotions at the same time. See chapter 10, “Spellcasting,” in
The Wild Talent section of a devotion describes the benefit the Player's Handbook for how concentration works.
you gain when you choose that devotion for your wild talent. Targets and Areas of Effect
A wild talent requires no action to use, but you can only use Psionic devotions use the same rules as spells for
one wild talent per round. If you have the psychic focus determining targets and areas of effect, as presented in
feature, you cannot use the wild talent feature of the chapter 10, “Spellcasting,” of the Player's Handbook.
devotions you know.
Saving Throws and Attack Rolls
Psychic Focus If a devotion requires a saving throw, it specifies the type of
The Psychic Focus section of a devotion describes the benefit save and the results of a successful or failed saving throw.
you gain when you choose that devotion for your psychic The DC is determined by your psionic ability. Some devotions
focus. require you to make an attack roll to determine whether the
discipline’s effect hits its target. The attack roll uses your
Effect Options and Will Points psionic ability.
A devotion provides different options for how to use it with Combining Psionic Effects
your will points. Each effect option has a name, and the will The effects of different psionic devotions add together while
point cost of that option appears in parentheses after its the durations of the devotions overlap. Likewise, different
name. You must spend that number of will points to use that options from a psionic devotions combine if they are active at
option, while abiding by your will limit. If you don’t have the same time. However, a specific option from a psionic
enough will points left, or the cost is above your will limit, you devotion doesn’t combine with itself if the option is used
can’t use the option. multiple times. Instead, the most potent effect—usually
Some options show a range of will points, rather than a dependent on how many wps were used to create the effect—
specific cost. To use that option, you must spend a number of applies while the durations of the effects overlap.
points within that point range, still abiding by your will limit. Psionics and spells are separate effects, and therefore their
Some options let you spend additional will points to increase benefits and drawbacks overlap. A psionic effect that
a devotion’s potency. Again, you must abide by your will limit, reproduces a spell is an exception to this rule.
and you must spend all the points when you first use the
devotion; you can’t decide to spend additional points once you
see the devotion in action.
Each option notes specific information about its effect,
including any action required to use it and its range.

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Psionic Devotions by Devotion Descriptions
The psionic devotions are presented here in alphabetical
Discipline order.
Each psionic devotion is associated with a Mystic Discipline.
The following lists organize the devotions by those Adaptive Body
disciplines. Immortal Devotion
You can alter your body to match your surroundings,
Immortal Devotions allowing you to withstand punishing environments. With
greater will energy, you can extend this protection to others.
Adaptive Body Wild Talent. When you rest, you can gain the benefits of a
Bestial Form long rest with only 8 hours of light activity, rather than
Brute Force sleeping during any of it. You cannot use this ability again
Celerity until you complete a long rest.
Corrosive Metabolism Psychic Focus. While focused on this discipline, you don’t
Diminution need to eat, breathe, or sleep. To gain the benefits of a long
Giant Growth rest, you can spend 8 hours engaged in light activity, rather
Iron Durability than sleeping during any of it.
Psionic Weapon Environmental Adaptation (2 wp). As an action, you or a
creature you touch ignores the effects of extreme heat or cold
Mendicant Devotions (but not cold or fire damage) for the next hour.
Fire Adaptive Shield (3 wp). When you take acid, cold, fire,
Light and Darkness lightning, or thunder damage, you can use your reaction to
Nomadic Arrow gain resistance to damage of that type—including the
Nomadic Chameleon triggering damage— until the end of your next turn.
Nomadic Mind Energy Adaptation (5 wp; conc., 1 hr.). As an action, you
Nomadic Step can touch one creature and give it resistance to acid, cold,
Third Eye fire, lightning, or thunder damage (your choice), which lasts
until your concentration ends.
Philosopher Devotions Energy Immunity (7 wp; conc., 1 hr.). As an action, you
can touch one creature and give it immunity to acid, cold, fire,
Aura Sight lightning, or thunder damage (your choice), which lasts until
Awe your concentration ends.
Force
Intellect Fortress Aura Sight
Precognition Philosopher Devotion
Psychic Assault You refocus your sight to see the energy that surrounds all
Psychic Disruption creatures. You perceive auras, energy signatures that can
Psychic Inquisition reveal key elements of a creature’s nature.
Psychic Phantoms Wild Talent. When you roll a Wisdom (Insight) check, you
Telepathic Contact can choose to roll with advantage. You cannot use this feature
Telekinesis again until you complete a long rest.
Psychic Focus. While focused on this discipline, you have
Wilder Devotions advantage on Wisdom (Insight) checks.
Command Assess Foe (2 wp). As a bonus action, you analyze the
Courage aura of one creature you see. You learn its current hit point
Despair total and all its immunities, resistances, and vulnerabilities.
Disgust Read Moods (2 wp). As a bonus action, you learn a one-
Fear word summary of the emotional state of up to six creatures
Fury you can see, such as happy, confused, afraid, or violent.
Joy View Aura (3 wp; conc., 1 hr.). As an action, you study one
Rage creature’s aura. Until your concentration ends, while you can
see the target, you learn if it’s under the effect of any magical
or psionic effects, its current hit point total, and its basic
emotional state. While this effect lasts, you have advantage
on Wisdom (Insight) and Charisma checks you make against
it.
Perceive the Unseen (5 wp; conc., 1 min.). As a bonus
action, you gain the ability to see auras even of invisible or
hidden creatures. Until your concentration ends, you can see
all creatures, including hidden and invisible ones, regardless
of lighting conditions.

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Awe Amphibious (2 wp). You gain gills; you can breathe air and
Philosopher Devotion water.
You learn to use psionic energy to manipulate others with a Climbing (2 wp). You grow tiny hooked claws that give you
subtle combination of wp and your own, natural charm. gain a climbing speed equal to your walking speed.
Wild Talent. When you make a charisma check, you can Flight (5 wp). Wings sprout from your back. You gain a
choose to gain a bonus equal to half your Intelligence flying speed equal to your walking speed.
modifier (minimum of +1). You cannot use this ability again Keen Senses (2 wp). Your eyes and ears become more
until you finish a long rest. sensitive. You gain advantage on Wisdom (Perception)
Psychic Focus. While focused on this discipline, you gain checks.
a bonus to Charisma checks. The bonus equals half your Perfect Senses (3 wp). You gain a keen sense of smell and
Intelligence modifier (minimum of +1). an instinct to detect prey. You can see invisible creatures and
Charming Presence (1–7 wp). As an action, you exert an objects within 10 feet of you, even if you are blinded.
aura of sympathetic power. Roll 2d8 per wp spent on this Swimming (2 wp). You gain fins and webbing between
ability; the total is how many hit points worth of creatures your fingers and toes; you gain a swimming speed equal to
this option can affect. Creatures within 30 feet of you are your walking speed.
affected in ascending order of their hit point maximums, Tough Hide (2 wp). Your skin becomes as tough as
ignoring incapacitated creatures, creatures immune to being leather; you gain a +2 bonus to AC.
charmed, and creatures engaged in combat.
Starting with the creature that has the lowest hit point Brute Force
maximum, each creature affected by this option is charmed Immortal Devotion
by you for 10 minutes, regarding you as a friendly You augment your natural strength with psionic energy,
acquaintance. Subtract each creature’s hit point maximum granting you the ability to achieve incredible feats of might.
from the total before moving on to the next creature. A Wild Talent. When you roll a Strength (Athletics) check,
creature’s hit point maximum must be equal to or less than you can choose to roll with advantage. You cannot use this
the remaining total for that creature to be affected. feature again until you complete a long rest.
Center of Attention (2 wp; conc., 1 min.). As an action, Psychic Focus. While focused on this discipline, you have
you exert an aura of power that grabs a creature's attention. advantage on Strength (Athletics) checks.
Choose one creature you can see within 60 feet of you. It Brute Strike (1–7 wp). As a bonus action, you gain a
must make a Charisma saving throw. On a failed save, the bonus to your next damage roll against a target you hit with a
creature is so thoroughly distracted by you that all other melee attack during the current turn. The bonus equals +1d6
creatures are invisible to it until your concentration ends. per wp point spent, and the bonus damage is the same type
This effect ends if the creature can no longer see or hear you as the attack. If the attack has more than one damage type,
or if it takes damage. you choose which one to use for the bonus damage.
Invoke Awe (7 wp; conc., 10 min.). As an action, you exert Knock Back (1–7 wp). When you hit a target with a melee
an aura that inspires awe in others. Choose up to 5 creatures attack, you can activate this ability as a reaction. The target
you can see within 60 feet of you. Each target must succeed must succeed on a Strength saving throw or be knocked 10
on an Intelligence saving throw or be charmed by you until feet away from you per wp spent. The target moves in a
your concentration ends. While charmed, the target obeys all straight line. If it hits an object, this movement immediately
your verbal commands to the best of its ability and without ends and the target takes 1d6 bludgeoning damage per wp
doing anything obviously self-destructive. The charmed target spent.
will attack only creatures that it has seen attack you since it Mighty Leap (1–7 wp). As part of your movement, you
was charmed or that it was already hostile toward. At the end jump in any direction up to 20 feet per wp spent.
of each of its turns, it can repeat the saving throw, ending the Feat of Strength (2 wp). As a bonus action, you gain a +5
effect on itself on a success. bonus to Strength checks until the end of your next turn.
Bestial Form
Immortal Devotion
You transform your body, gaining traits of different beasts.
Wild Talent. When you roll a Wisdom (Animal Handling)
check, you can choose to roll with advantage. You cannot use
this feature again until you complete a long rest.
Psychic Focus. While focused on this discipline, you have
advantage on Wisdom (Animal Handling) checks.
Bestial Claws (1–7 wp). You manifest long claws for an
instant and make a melee weapon attack against one
creature within 5 feet of you. On a hit, this attack deals 1d10
slashing damage per wp spent.
Bestial Transformation. As a bonus action, you alter your
physical form to gain different characteristics. When you use
this ability, you can choose one or more of the following
effects. Each effect has its own wp cost. Add them together to
determine the total cost. This transformation lasts for 1 hour,
until you die, or until you end it as a bonus action.

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Celerity Overwhelming Attack (7 wp). As an action, choose up to
Immortal Devotion five allies you can see within 60 feet of you. Each of those
You channel psionic power into your body, honing your allies can use their reaction to take the Attack action. You
reflexes and agility to an incredible degree. The world seems choose the targets of the attacks.
to slow down while you continue to move as normal.
Wild Talent. When you move on your turn, you can choose Corrosive Metabolism
to increase your walking speed by 10 until the end of your Immortal Devotion
turn. You cannot use this ability again until you finish a long Your control over your body allows you to deliver acid or
rest. poison attacks.
Psychic Focus. While focused on this discipline, your Wild Talent. When you take acid or poison damage, you
walking speed increases by 10 feet. can choose to gain resistance against that damage. You
Rapid Step (1–7 wp). As a bonus action, you increase your cannot use this ability again until you finish a long rest.
walking speed by 10 feet per wp point spent until the end of Psychic Focus. While focused on this discipline, you have
the current turn. If you have a climbing or swimming speed, resistance to acid and poison damage.
this increase applies to that speed as well. Corrosive Touch (1–7 wp). As an action, you deliver a
Agile Defense (2 wp). As a bonus action, you take the touch of acid to one creature within your reach. The target
Dodge action. must make a Dexterity saving throw, taking 1d10 acid
Blur of Motion (2 wp). As an action, you cause yourself to damage per wp point spent on a failed save, or half as much
be invisible during any of your movement during the current damage on a successful one.
turn. Venom Strike (1–7 wp). As an action, you create a poison
Surge of Speed (2 wp). As a bonus action, you gain two spray that targets one creature you can see within 30 feet of
benefits until the end of the current turn: you don’t provoke you. The target must make a Constitution saving throw. On a
opportunity attacks, and you have a climbing speed equal to failed save, it takes 1d6 poison damage per wp spent and is
your walking speed. poisoned until the end of your next turn. On a successful
Surge of Action (5 wp). As a bonus action, you can Dash save, the target takes half as much damage and isn’t
or make one weapon attack. poisoned.
Acid Spray (2 wp). As a reaction when you take piercing
Command or slashing damage, you cause acid to spray from your
Wilder Devotion wound; each creature within 5 feet of you takes 2d6 acid
You exert an aura of trust and authority, enhancing the damage.
coordination among your allies. Corrosive Exhalation (5 wp). You exhale a wave of acid in
Wild Talent. When you end your turn and didn’t move a 60-foot line that is 5 feet wide. Each creature in the line
during it, you can chose to use your reaction to allow one ally must make a Constitution saving throw, taking 6d6 acid
you can see within 30 feet of you to move up to half their damage on a failed save, or half as much on a successful one.
speed, following a path of your choice. To move in this way, You can increase the damage by 1d6 per additional wp spent
the ally mustn’t be incapacitated. You can't use this feature on it.
again until you complete a long rest. Toxic Exhalation (7 wp). You exhale a cloud of poison in a
Psychic Focus. While focused on this discipline, when you 90-foot cone. Each creature in the line must make a
end your turn and didn’t move during it, you can use your Constitution saving throw, taking 10d6 poison damage on a
reaction to allow one ally you can see within 30 feet of you to failed save, or half as much damage on a successful one.
move up to half their speed, following a path of your choice.
To move in this way, the ally mustn’t be incapacitated. Courage
Coordinated Movement (2 wp). As a bonus action, choose Wilder Devotion
up to five allies you can see within 60 feet of you. Each of You focus your mind on courage, radiating confidence and
those allies can use their reaction to move up to half their bravado to your allies.
speed, following a path of your choice. Wild Talent. When you or an ally you can see makes a
Commander’s Sight (2 wp; conc., 1 rnd.). As an action, saving throw against being frightened, you can choose to
choose one creature you can see within 60 feet of you. Until grant yourself or that ally advantage on the saving throw. You
the start of your next turn, your allies have advantage on can't use this feature again until you complete a long rest.
attack rolls against that target. Psychic Focus. While focused on this discipline, you and
Command to Strike (3 wp). As an action, choose one ally allies within 10 feet of you who can see you have advantage
you can see within 60 feet of you. That ally can use their on saving throws against being frightened.
reaction to immediately take the Attack action. You choose Incite Courage (2 wp). As a bonus action, choose up to six
the targets. creatures you can see within 60 feet of you. If any of those
Strategic Mind (5 wp; conc., 1 min.). As an action, you creatures is frightened, that condition ends on that creature.
exert an aura of trust and command that unites your allies
into a cohesive unit. Until your concentration ends, any ally
within 60 feet of you on their turn can, as a bonus action, take
the Dash or Disengage action or roll a d4 and add the
number rolled to each attack roll they make that turn.

77
Aura of Victory (1–7 wp; conc., 10 min.). As a bonus Miniature Form (2 wp; conc., 10 min.). As a bonus
action, you project psionic energy until your concentration action, you become Tiny until your concentration ends. While
ends. The energy fortifies you and your allies when your this size, you gain a +5 bonus to Dexterity (Stealth) checks
enemies are felled; whenever an enemy you can see is and can move through gaps up to 6 inches across without
reduced to 0 hit points, you and each of your allies within 30 squeezing.
feet of you gain temporary hit points equal to double the wps Toppling Shift (2 wp). As a bonus action, you shift to an
spent to activate this effect. incredibly small size and then suddenly return to normal,
Pillar of Confidence (6 wp; conc., 1 rnd.). As an action, sending an opponent flying backward. Choose one creature
you and up to five creatures you can see within 60 feet of you you can see within 5 feet of you. It must succeed on a
each gain one extra action to use on your individual turns. Strength saving throw or be knocked prone.
The action goes away if not used before the end of your next Sudden Shift (5 wp). As a reaction when you are hit by an
turn. the action can be used only to make one weapon attack attack, you shift down to minute size to avoid the attack. The
or to take the Dash or Disengage action. attack misses, and you move up to 5 feet without provoking
opportunity attacks before returning to normal size.
Despair Microscopic Form (7 wp; conc., 10 min.). As a bonus
Wilder Devotion action, you become smaller than Tiny until your
You have learned to harvest seeds of despair in a creature’s concentration ends. While this size, you gain a +10 bonus to
psyche, wracking it with self-doubt and inaction. Dexterity (Stealth) checks and a +5 bonus to AC, you can
Wild Talent. When you roll a Charisma (Intimidation) move through gaps up to 1 inch across without squeezing,
check, you can choose to roll with advantage. You cannot use and you can’t make weapon attacks.
this feature again until you complete a long rest.
Psychic Focus. While focused on this discipline, you have Disgust
advantage on Charisma (Intimidation) checks. Wilder Devotion
Crowned in Sorrow (1–7 wp). As an action, one creature You cause a creature to be flooded with emotions of
you can see within 60 feet of you must make a Charisma disgust.
saving throw. On a failed save, it takes 1d8 psychic damage Wild Talent. When an enemy that isn’t immune to being
per wp spent, and it can’t take reactions until the start of its frightened moves within 5 feet of you, you can choose to
next turn. On a successful save, it takes half as much damage. make the area in a 5-foot radius around you difficult terrain
Call to Inaction (2 wp; conc., 10 min.). If you spend 1 for that enemy. This effect lasts until the end of the current
minute conversing with a creature, you can attempt to seed it turn. You cannot use this ability again until you complete a
with overwhelming ennui. At the end of the minute, you can long rest.
use an action to force the creature to make a Wisdom saving Psychic Focus. While you are focused on this discipline,
throw. The save automatically succeeds if the target is the area in a 5-foot radius around you is difficult terrain for
immune to being charmed. On a failed save, it sits and is any enemy that isn’t immune to being frightened.
incapacitated until your concentration ends. This effect Eye of Horror (1–7 wp). As an action, choose one creature
immediately ends if the target or any ally it can see is you can see within 60 feet of you. The target must make a
attacked or takes damage. On a successful save, the creature Charisma saving throw. On a failed save, it takes 1d6 psychic
is unaffected and has no inkling of your attempt to bend its damage per wp spent and can’t move closer to you until the
will. end of its next turn. On a successful save, it takes half as
Visions of Despair (3 wp). As an action, you force one much damage.
creature you can see within 60 feet of you to make a Wall of Repulsion (3 wp; conc., 10 min.). As an action,
Charisma saving throw. On a failed save, it takes 3d6 psychic you create an invisible, insubstantial wall of energy within 60
damage, and its speed is reduced to 0 until the end of its next feet of you that is up to 30 feet long, 10 feet high, and 1 foot
turn. On a successful save, it takes half as much damage. You thick. The wall lasts until your concentration ends. Any
can increase the damage by 1d6 per additional wp spent on creature attempting to move through it must make a Wisdom
it. Dolorous Mind (5 wp; conc., 1 min.). As an action, you saving throw. On a failed save, a creature can’t move through
choose one creature you can see within 60 feet of you. It the wall until the start of its next turn. On a successful save,
must succeed on a Charisma saving throw, or it is the creature can pass through it. A creature must make this
incapacitated and has a speed of 0 until your concentration save whenever it attempts to pass through the wall, whether
ends. It can repeat this saving throw at the end of each of its willingly or unwillingly.
turns, ending the effect on itself on a success. Visions of Disgust (5 wp; conc., 1 min.). You cause a
creature to regard all other beings as horrid, alien entities. As
Diminution an action, choose one creature you can see within 60 feet of
Immortal Devotion you. The target must make a Wisdom saving throw. On a
You manipulate the matter that composes your body, failed save, it takes 5d6 psychic damage, and until your
drastically reducing your size without surrendering any of concentration ends, it takes 1d6 psychic damage per creature
your might. within 5 feet of it at the end of each of its turns. On a
Psychic Focus. When you make a Dexterity (Stealth) successful save, the target takes only half the initial damage
check, you can choose to roll with advantage. You cannot use and suffers none of the other effects.
this feature again until you complete a long rest.
Psychic Focus. While focused on this discipline, you have
advantage on Dexterity (Stealth) checks.

78
World of Horror (7 wp; conc., 1 min.). As an action, Combustion (1–7 wp; conc., 1 min.). As an action, choose
choose up to six creatures within 60 feet of you. Each target one creature or object you can see within 120 feet of you. The
must make a Charisma saving throw. On a failed save, a target must make a Constitution save. On a failed save, the
target takes 8d6 psychic damage, and it is frightened until target takes 1d10 fire damage per wp spent, and it catches on
your concentration ends. On a successful save, a target takes fire, taking 1d6 fire damage at the end of each of its turns
half as much damage. until your concentration ends or until it or a creature adjacent
While frightened by this effect, a target’s speed is reduced to it extinguishes the flames with an action. On a successful
to 0, and the target can use its action, and any bonus action it save, the target takes half as much damage and doesn’t catch
might have, only to make melee attacks. The frightened target on fire.
can repeat the saving throw at the end of each of its turns, Rolling Flame (3 wp; conc., 1 min.). As an action, you
ending the effect on itself on a success. create fire in a 20-foot-by-20-foot cube within 5 feet of you.
The fire lasts until your concentration ends. Any creature in
Fear that area when you use this ability and any creature that ends
Wilder Devotion its turn there takes 5 fire damage.
You tap into a well of primal fear and turn yourself into a Detonation (5 wp). As an action, you create a fiery
beacon of terror to your enemies. explosion at a point you can see within 120 feet of you. Each
Wild Talent. When you make a Charisma (Intimidation) creature in a 20-foot-radius sphere centered on that point
check, you can choose to roll with advantage. You cannot use must make a Constitution saving throw, taking 7d6 fire
this feature again until you complete a long rest. damage and being knocked prone on a failed save, or half as
Psychic Focus. While focused on this discipline, you have much damage on a successful one.
advantage on Charisma (Intimidation) checks. Fire Form (5 wp; conc., 1 min.). As a bonus action, you
Incite Fear (2 wp; conc., 1 min.). As an action, choose become wreathed in flames until your concentration ends.
one creature you can see within 60 feet of you. The target Any creature that end its turn within 5 feet of you takes 3d6
must succeed on a Wisdom saving throw or become fire damage.
frightened of you until your concentration ends. Whenever Animate Fire (7 wp; conc., 1 hr.). As an action, you cause
the frightened target ends its turn in a location where it can’t a creature of animate flame to appear in an unoccupied space
see you, it can repeat the saving throw, ending the effect on you can see within 120 feet of you. The creature has the
itself on a success. statistics of a fire elemental but its type is construct. It lasts
Unsettling Aura (3 wp; conc., 1 hr.). As a bonus action, until your concentration ends, and it obeys your verbal
you cloak yourself in unsettling psychic energy. Until your commands. In combat, roll for its initiative, and choose its
concentration ends, any enemy within 60 feet of you that can behavior during its turns. When this effect ends, the creature
see you must spend 1 extra foot of movement for every foot it disappears.
moves toward you. A creature ignores this effect if immune to
being frightened. Force
Incite Panic (5 wp; conc., 1 min.). As an action, choose Philosopher Devotion
up to eight creatures you can see within 90 feet of you that As a student of psionic power, you perceive the potential
can see you. At the start of each of a target’s turns before your energy that flows through all things. You reach out with your
concentration ends, the target must make a Wisdom saving mind, transforming the potential into the actual. Objects and
throw. On a failed save, the target is frightened until the start creatures move at your command.
of its next turn, and you roll a die. If you roll an odd number, Wild Talent. When you make a Strength check, you can
the frightened target moves half its speed in a random choose to roll with advantage. You cannot use this feature
direction and takes no action on that turn, other than to again until you complete a long rest.
scream in terror. If you roll an even number, the frightened Psychic Focus. While focused on this discipline, you have
target makes one melee attack against a random target advantage on Strength checks.
within its reach. If there is no such target, it moves half its Push (1–7 wp). As an action, choose one creature you can
speed in a random direction and takes no action on that turn. see within 60 feet of you. The target must make a Strength
This effect ends on a target if it succeeds on three saving saving throw. On a failed save, it takes 1d8 force damage per
throws against it. wp point spent and is pushed up to 5 feet per point spent in a
straight line away from you. On a successful save, it takes half
Fire as much damage.
Mendicant Devotion Move (2–7 wp). Choose one object you can see within 60
You align your mind with the energy of elemental fire. feet of you that isn’t being worn or carried by another
Wild Talent. When you take fire damage, you can choose creature and that isn’t secured in place. It can’t be larger than
to have resistance against that damage. If you use this 20 feet on a side, and its maximum weight depends on the
feature, you get +2 to the next fire damage you deal before wps spent on this ability, as shown below. As an action, you
you take a short rest. You can't use this feature again until you move the object up to 60 feet, and you must keep the object
finish a long rest. within sight during this movement. If the object ends this
Psychic Focus. While focused on this discipline, you gain movement in the air, it falls. If the object would fall on a
resistance to fire damage, and you gain a +2 bonus to rolls for creature, the creature must succeed on a DC 10 Dexterity
fire damage. saving throw or take damage as listed on the table below.

79
WP Spent Maximum Weight Bludgeoning Damage Mindless Charge (2 wp). As a bonus action, choose up to
2 25 lbs. 2d6 three creatures you can see within 60 feet of you. Each target
can immediately use its reaction to move up to its speed in a
3 50 lbs. 4d6 straight line toward its nearest enemy.
5 250 lbs. 6d6 Aura of Bloodletting (3 wp; conc., 1 min.). As a bonus
6 500 lbs 7d6
action, you unleash an aura of rage. Until your concentration
ends, you and any creature within 60 feet of you has
7 1,000 lbs. 8d6 advantage on melee attack rolls.
Overwhelming Fury (5 wp; conc., 1 min.). As an action,
Inertial Armor (2 wp). As an action, you sheathe yourself you flood rage into one creature you can see within 60 feet of
in an intangible field of magical force. For 8 hours, your base you. The target must succeed on a Charisma saving throw, or
AC is 14 + your Dexterity modifier, and you gain resistance to it can use its actions only to make melee attacks until your
force damage. This effect ends if you are wearing or don concentration ends. It can repeat the saving throw at the end
armor. of each of its turns, ending the effect on itself on a success.
Telekinetic Barrier (3 wp; conc., 10 min.). As an action,
you create a transparent wall of telekinetic energy, at least Giant Growth
one portion of which must be within 60 feet of you. The wall Immortal Devotion
is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts You infuse yourself with psionic energy to grow to
until your concentration ends. Each 10-foot section of the tremendous size, bolstering your strength and durability.
wall has an AC of 10 and 10 hit points. Wild Talent. When you make an attack roll, you can
Grasp (3 wp; conc., 1 min.). You attempt to grasp a choose to increase your reach by 5 feet. You cannot use this
creature in telekinetic energy and hold it captive. As an feature again until you finish a long rest.
action, choose one creature you can see within 60 feet of you. Psychic Focus. While focused on this devotion, your reach
The target must succeed on a Strength saving throw or be increases by 5 feet.
grappled by you until your concentration ends or until the Half-giant Form (2 wp; conc., 1 min.). As a bonus action,
target leaves your reach, which is 60 feet for this grapple. you gain 10 temporary hit points. In addition, until your
The grappled target can escape by succeeding on a concentration ends, your melee weapon attacks deal an extra
Strength (Athletics) or Dexterity (Acrobatics) check contested 1d4 bludgeoning damage on a hit, and your reach increases
by your psionic ability plus your proficiency bonus. When a by 5 feet. If you’re smaller than Large, you also become Large
target attempts to escape in this way, you can spend wp to for the duration.
boost your check, abiding by your wp limit. You gain a +1 Giant Form (7 wp; conc., 1 min.). As a bonus action, you
bonus per wp spent. gain 30 temporary hit points. In addition, until your
While a target is grappled in this manner, you create one of concentration ends, your melee weapon attacks deal an extra
the following effects as an action: 2d6 bludgeoning damage on a hit, and your reach increases
Crush (1–7 wp). The target takes 1d6 bludgeoning by 10 feet. If you’re smaller than Huge, you also become
damage per wp spent. Huge for the duration.
Move (1–7 wp). You move the target up to 5 feet per wp
spent. You can move it in the air and hold it there. It falls if Intellect Fortress
the grapple ends. Philosopher Devotion
You forge an indomitable wall of psionic energy around
Fury your mind — one that allows you to launch counter attacks
Wilder Devotion against your opponents.
You allow the primal fury lurking deep within your mind to Wild Talent. When you take psychic damage, you can
burst forth, catching you and your allies in an implacable choose to gain resistance to that damage. You cannot use this
bloodthirst. feature again until you finish a long rest.
Wild Talent. When you move on your turn or when an ally Psychic Focus. While focused on this discipline, you gain
who starts their turn within 10 feet of you moves on their resistance to psychic damage.
turn, you can choose to grant them a 5-foot increase to their Psychic Parry (1–7 wp). As a reaction when you make an
walking speed during that turn. You cannot use this feature Intelligence, a Wisdom, or a Charisma saving throw, you gain
again until you finish a long rest. a +1 bonus to that saving throw for each wp you spend on
Psychic Focus. While focused on this discipline in combat, this ability. You can use this ability after rolling the die but
you and any ally who starts their turn within 10 feet of you before suffering the results.
gains a 5-foot increase to their walking speed during that Psychic Backlash (2 wp). As a reaction, you can impose
turn. disadvantage on an attack roll against you if you can see the
Incite Fury (2 wp; conc., 1 min.). As a bonus action, attacker. If the attack still hits you, the attacker takes 2d10
choose up to three allies you can see within 60 feet of you psychic damage.
(you can choose yourself in place of one of the allies). Until
your concentration ends, each target can roll a d4 when
rolling damage for a melee weapon attack and add the
number rolled to the damage roll.

80
Psychic Redoubt (5 wp; conc., 10 min.). As an action, you Light and Darkness
create a field of protective psychic energy. Choose any Mendicant Devotion
number of creatures within 30 feet of you. Until your You claim dominion over light and darkness with your
concentration ends, each target has resistance to psychic mind.
damage and advantage on Intelligence, Wisdom, and Wild Talent. You can choose to temporarily gain enhanced
Charisma saving throws. dark vision. If you do so, natural and magical darkness within
30 feet of you has no effect on your vision until the beginning
Iron Durability of your next turn. You cannot use this feature again until you
Immortal Devotion finish a long rest.
You transform your body to become a living metal, allowing Psychic Focus. While focused on this discipline, natural
you to shrug off attacks that would cripple weaker creatures. and magical darkness within 30 feet of you has no effect on
Wild Talent. When you are hit by an attack, you can your vision.
choose to gain +1 to your armor class against that attack. Darkness (1–7 wp). As an action, you create an area of
This may cause the attack to miss. You cannot use this magical darkness, which foils darkvision. Choose a spot you
feature again until you finish a long rest. can see within 60 feet of you. Magical darkness radiates from
Psychic Focus. While focused on this discipline, you gain that point in a sphere with a 10-foot radius per wp point
a +1 bonus to AC. spent on this ability. The light produced by spells of 2nd level
Bronze Hide (1–7 wp). As a reaction when you are hit by or less is suppressed in this area.
an attack, you gain a +1 bonus to AC for each wp you spend Light (2 wp; conc., 1 min.). As an action, an object you
on this ability. The bonus lasts until the end of your next turn. touch radiates light in a 20-foot radius and dim light for an
This bonus applies against the triggering attack. additional 20 feet. The light lasts until your concentration
Iron Hide (2 wp). As a bonus action, you gain resistance to ends. Alternatively, a creature you touch radiates light in the
bludgeoning, piercing, and slashing damage until the end of same manner if it fails a Dexterity saving throw. While lit in
your next turn. this manner, it can’t hide, and attack rolls against it gain
Steel Resistance (7 wp; conc., 1 hr.). As an action, you advantage.
gain resistance to bludgeoning, piercing, or slashing damage Shadow Beasts (3 wp; conc., 1 min.). As an action, you
(your choice), which lasts until your concentration ends. cause two creatures of shadow to appear in unoccupied
spaces you can see within 60 feet of you. They have the same
Joy statistics as shadows but their type is construct. The
Wilder Devotion creatures last until your concentration ends, and they obey
You tap into the joy within you, radiating it outward in your verbal commands. In combat, roll for their initiative, and
soothing, psychic energy that brings hope and comfort to choose their behavior during their turns. When this effect
creatures around you. ends, the shadows disappear.
Wild Talent. When you make a Charisma (Persuasion) Radiant Beam (5 wp; conc., 1 min.). As an action, you
check, you can choose to roll with advantage. You cannot use project a beam of light at one creature you can see within 60
this feature again until you complete a long rest. feet of you. The target must make a Dexterity saving throw.
Psychic Focus. While focused on this discipline, you have On a failed save, it takes 6d6 radiant damage and is blinded
advantage on Charisma (Persuasion) checks. until your concentration ends. On a successful save, it takes
Soothing Presence (1–7 wp). As a bonus action, choose half as much damage. A blinded target can repeat the saving
up to three creatures you can see within 60 feet of you. Each throw at the end of each of its turns, ending the effect on
target gains 3 temporary hit points per wp spent on this itself on a success.
effect. You can increase this effect’s damage by 1d6 per each
Comforting Aura (2 wp; conc., 1 min.). As a bonus action, additional wp spent on it.
choose up to three allies you can see (you can choose yourself
in place of one of the allies). Until your concentration ends, Nomadic Arrow
each target can roll a d4 when making a saving throw and Mendicant Devotion
add the number rolled to the total. You imbue a ranged weapon with a strange semblance of
Aura of Jubilation (3 wp; conc., 1 min.). As a bonus sentience, allowing it to unerringly find its mark.
action, you radiate a distracting mirth until your Wild Talent. When you make an attack roll with a ranged
concentration ends. Each creature within 60 feet of you that weapon and suffer from disadvantage, you can choose to
can see you suffers disadvantage on any checks using the ignore that disadvantage. If you do so, your attack cannot
Perception and Investigation skills. benefit from advantage. You cannot use this feature again
Beacon of Recovery (5 wp). As a bonus action, you and up until you finish a long rest.
to five allies you can see within 60 feet of you can
immediately make saving throws against every effect they’re
suffering that allows a save at the start or end of their turns.

81
Psychic Focus. While you are focused on this discipline, any Wandering Mind (2–6 wp; conc., 10 min.). You enter a
attack roll you make for a ranged weapon attack ignores deep contemplation. If you concentrate for this option’s full
disadvantage. If disadvantage would normally apply to the duration, you then gain proficiency with up to three of the
roll, that roll also can’t benefit from advantage. following skills (one skill for every 2 wps spent): Animal
Speed Dart (1–7 wp). As a bonus action, you imbue one Handling, Arcana, History, Medicine, Nature, Performance,
ranged weapon you hold with psionic power. The next attack Religion, and Survival. The benefit lasts for 1 hour, no
you make with it that hits before the end of the current turn concentration required.
deals an extra 1d10 psychic damage per wp spent. Find Creature (2 wp; conc., 1 hr.). You cast your mind
Seeking Missile (2 wp). As a reaction when you miss with about for information about a specific creature. If you
a ranged weapon attack, you can repeat the attack roll concentrate for this option’s full duration, you then gain a
against the same target. general understanding of the creature’s current location. You
Faithful Archer (5 wp; conc., 1 min.). As a bonus action, learn the region, city, town, village, or district where it is,
you imbue a ranged weapon with a limited sentience. Until pinpointing an area between 1 and 3 miles on a side (DM’s
your concentration ends, you can make an extra attack with choice). If the creature is on another plane of existence, you
the weapon at the start of each of your turns (no action instead learn which plane.
required). If it is a thrown weapon, it returns to your grasp Item Lore (3 wp; conc., 1 hr.). You carefully study an item.
each time you make any attack with it. If you concentrate for this option’s full duration while
remaining within 5 feet of the item, you then gain the benefits
Nomadic Chameleon of an identify spell cast on that item.
Mendicant Devotion Psychic Speech (5 wp). As an action, you attune your
You create a screen of psychic power that distorts your mind to the psychic imprint of all language. For 1 hour, you
appearance, allowing you to blend into the background or gain the ability to understand any language you hear or
even turn invisible. attempt to read. In addition, when you speak, all creatures
Wild Talent. When you make a Dexterity (Stealth) check, that can understand a language understand what you say,
you can choose to roll with advantage. You cannot use this regardless of what language you use.
feature again until you complete a long rest. Wandering Eye (6 wp; conc., 1 hr.). As an action, you
Psychic Focus. While focused on this discipline, you have create a psychic sensor within 60 feet of you. The sensor
advantage on Dexterity (Stealth) checks. lasts until your concentration ends. The sensor is invisible
Chameleon (2 wp). As an action, you can attempt to hide and hovers in the air. You mentally receive visual information
even if you fail to meet the requirements needed to do so. At from it, which has normal vision and darkvision with a range
the end of the current turn, you remain hidden only if you of 60 feet. The sensor can look in all directions. As an action,
then meet the normal requirements for hiding. you can move the sensor up to 30 feet in any direction. There
Step from Sight (3 wp; conc., 1 min.). As a bonus action, is no limit to how far away from you the eye can move, but it
cloak yourself from sight. You can target one additional can’t enter another plane of existence. A solid barrier blocks
creature for every additional wp you spend on this ability. The the eye’s movement, but the eye can pass through an opening
added targets must be visible to you and within 60 feet of you. as small as 1 inch in diameter.
Each target turns invisible and remains so until your Phasing Eye (7 wp; conc., 1 hr.). As Wandering Eye
concentration ends or until immediately after it targets, above, except the eye can move through solid objects but
damages, or otherwise affects any creature with an attack, a can’t end its movement in one. If it does so, the effect
spell, or another ability. immediately ends.
Enduring Invisibility (7 wp; conc., 1 min.). As a bonus
action, you turn invisible and remain so until your Nomadic Step
concentration ends. Mendicant Discipline
You exert your mind on the area around you, twisting the
Nomadic Mind intraplanar pathways you perceive to allow instantaneous
Mendicant Devotion travel.
You dispatch part of your psyche, letting it roam free in the Wild Talent. When you move on your turn, you can choose
collective vista of minds and knowledge possessed by living to teleport for part of your movement. If you do so, you can
things. choose up to 10 feet of your movement to be teleportation.
Wild Talent. When you make a check with a skill or tool You cannot use this feature again until you finish a long rest.
that you are not proficient with, you can choose to add your Psychic Focus. After you teleport on your turn while
proficiency bonus to the roll. You cannot use this feature focused on this discipline, your walking speed increases by
again until you finish a long rest. 10 feet until the end of the turn, as you are propelled by the
Psychic Focus. Whenever you focus on this discipline, you magic of your teleportation. You can receive this increase
choose one skill or tool and have proficiency with it until your only once per turn.
focus ends. Alternatively, you gain the ability to read and write
one language of your choice until your focus ends.

82
Step of a Dozen Paces (1–7 wp). If you haven’t moved yet Danger Sense (5 wp; conc., 8 hr.). As an action, you
on your turn, you take a bonus action to teleport up to 20 feet create a psychic model of reality in your mind and set it to
per wp spent to an unoccupied space you can see, and your show you a few seconds into the future. Until your
speed is reduced to 0 until the end of the turn. concentration ends, you can’t be surprised, attack rolls
Nomadic Anchor (1 wp). As an action, you create an against you can’t gain advantage, and you gain a +10 bonus to
invisible, intangible teleportation anchor in a 5-foot cube you initiative.
can see within 120 feet of you. For the next 8 hours, Victory Before Battle (7 wp). When you roll initiative, you
whenever you use this psionic discipline to teleport, you can can use this ability to grant yourself and up to five creatures
instead teleport to the anchor, even if you can’t see it, but it of your choice within 60 feet of you a +10 bonus to initiative.
must be within range of the teleportation ability.
Defensive Step (2 wp). When you are hit by an attack, you Psionic Weapon
can use your reaction to gain a +4 bonus to AC against that Immortal Devotion
attack, possibly turning it into a miss. You then teleport up to You have learned how to channel psionic energy into your
10 feet to an unoccupied space you can see. attacks, lending them devastating power.
There and Back Again (2 wp). As a bonus action, you Wild Talent. When you hit with a weapon attack or or
teleport up to 20 feet to an unoccupied space you can see and unarmed strike, you can choose to deal psychic damage
then move up to half your speed. At the end of your turn, you instead of the attack's normal damage type. Until you reach
can teleport back to the spot you occupied before teleporting, 6th level, you don’t add your ability modifier to the psychic
unless it is now occupied or on a different plane of existence. attack’s damage rolls. You cannot use this feature again until
Transposition (3 wp). If you haven’t moved yet on your you finish a long rest.
turn, choose an ally you can see within 60 feet of you. As a Psychic Focus. Whenever you focus on this discipline,
bonus action, you and that creature teleport, swapping choose one weapon you’re holding or your unarmed strike.
places, and your speed is reduced to 0 until the end of the When you attack with it while focused on this discipline, its
turn. This ability fails and is wasted if either of you can’t fit in damage is psychic and magical, rather than its normal
the destination space. damage type. Until you reach 6th level as a mystic, you don’t
Baleful Transposition (5 wp). As an action, choose one add your ability modifier to the psychic attack’s damage rolls.
creature you can see within 120 feet of you. That creature Ethereal Weapon (1 wp). As a bonus action, you
must make a Wisdom saving throw. On a failed save, you and temporarily transform one weapon you’re holding or your
that creature teleport, swapping places. This ability fails and unarmed strike into pure psionic energy. The next attack you
is wasted if either of you can’t fit in the destination space. make with it before the end of your turn ignores the target’s
Phantom Caravan (6 wp). As an action, you and up to six armor, requiring no attack roll. Instead, the target makes a
willing creatures of your choice that you can see within 60 Dexterity saving throw against this discipline. On a failed
feet of you teleport up to 1 mile to a spot you can see. If there save, the target takes the attack’s normal damage and suffers
isn’t an open space for all the targets to occupy at the arrival its additional effects. On a successful save, the target takes
point, this ability fails and is wasted. half damage from the attack but suffers no additional effects
Nomad’s Gate (7 wp; conc., 1 hr.). As an action, you that would normally be imposed on a hit.
create a 5-foot cube of dim, gray light within 5 feet of you. You Lethal Strike (1–7 wp). As a bonus action, you imbue a
create an identical cube at any point of your choice within 1 weapon you’re holding or your unarmed strike with psychic
mile that you have viewed within the past 24 hours. Until energy. The next time you hit with it before the end of your
your concentration ends, anyone entering one of the cubes turn, it deals an extra 1d10 psychic damage per wp spent.
immediately teleports to the other one, appearing in an Augmented Weapon (5 wp; conc., 10 min.). As a bonus
unoccupied space next to it. The teleportation fails if there is action, touch one simple or martial weapon. Until your
no space for the creature to appear in. concentration ends, that weapon becomes a magic weapon
with a +3 bonus to its attack and damage rolls.
Precognition
Philosopher Discipline Psychic Assault
By analyzing information around you, from subtle hints to Philosopher Devotion
seemingly disconnected facts, you learn to weave a string of You wield your mind like a weapon, unleashing salvos of
probabilities in an instant that gives you extraordinary psionic energy.
insights. Wild Talent. When you deal psychic damage with a psionic
Wild Talent. When you roll initiative, you can choose to talent, magical cantrip, or weapon attack, you can choose to
gain a bonus to the roll equal to your proficiency bonus. You deal +2 psychic damage with that attack. You cannot use this
cannot use this feature again until you finish a long rest. feature again until you finish a long rest.
Psychic Focus. While focused on this discipline, you have Psychic Focus. While focused on this discipline, you gain
advantage on initiative rolls. a +2 bonus to damage rolls with psionic talents that deal
Precognitive Hunch (2 wp; conc., 1 min.). As a bonus psychic damage.
action, you open yourself to receive momentary insights that
improve your odds of success; until your concentration ends,
whenever you make an attack roll, a saving throw, or an
ability check, you roll a d4 and add it to the total.
All-Around Sight (3 wp). In response to an attack hitting
you, you use your reaction to impose disadvantage on that
attack roll, possibly causing it to miss.

83
Psionic Blast (1–7 wp). As an action, choose one creature Psychic Inquisition
you can see within 60 feet of you. The target takes 1d8 Philosopher Discipline
psychic damage per wp point spent on this ability. You reach into a creature’s mind to uncover information or
Ego Whip (3 wp). As an action, choose one creature you plant ideas within it.
can see within 60 feet of you. The target must make an Wild Talent. When you make a Wisdom (Insight) check,
Intelligence saving throw. On a failed save, the creature takes you can choose to roll with advantage. You cannot use this
3d8 psychic damage, and it is filled with self-doubt, leaving it feature again until you complete a long rest.
able to use its action on its next turn only to take the Dodge, Psychic Focus. While focused on this discipline, you know
Disengage, or Hide action. On a successful saving throw, it when a creature communicating with you via telepathy is
takes half as much damage. lying.
Id Insinuation (5 wp). As an action, choose one creature Hammer of Inquisition (1–7 wp). As an action, choose
you can see within 60 feet of you. The target must make an one creature you can see within 60 feet of you. The target
Intelligence saving throw. On a failed save, the creature takes must make an Intelligence saving throw. On a failed save, it
5d8 psychic damage, and it goes into a fury, as its id runs takes 1d10 psychic damage per wp spent and suffers
rampant. On its next turn, it can use its action only to take the disadvantage on its next Wisdom saving throw before the end
Dodge or Attack action. On a successful save, it takes half as of your next turn. On a successful save, it takes half as much
much damage. damage.
Psychic Blast (6 wp). As an action, you unleash Forceful Query (2 wp). As an action, you ask a question of
devastating psychic energy in a 60-foot cone. Each creature one creature that can see and hear you within 30 feet of you.
in that area must make an Intelligence saving throw, taking The question must be phrased so that it can be answered
8d8 psychic damage on a failed save, or half as much damage with a yes or no, otherwise this ability fails. The target must
on a successful one. You can increase the damage by 2d8 if succeed on a Wisdom saving throw, or it replies with a
you spend 1 more wp on this ability. truthful answer. A creature is immune to this ability if it is
Psychic Crush (7 wp). As an action, you create a 20-foot immune to being charmed.
cube of psychic energy within 120 feet of you. Each creature Ransack Mind (5 wp; conc., 1 hr.). While you concentrate
in that area must make an Intelligence saving throw. On a on this ability, you probe one creature’s mind. The creature
failed save, a target takes 8d8 psychic damage and is stunned must remain within 30 feet of you, and you must be able to
until the end of your next turn. On a successful save, a target see it. If you reach the ability’s full duration, the target must
takes half as much damage. make three Intelligence saving throws, and you learn
information from it based on the number of saving throws it
Psychic Disruption fails. With one failed saving throw, you learn its key
Philosopher Discipline memories from the past 12 hours. With two failed saving
You create psychic static that disrupts other creatures’ throws, you learn its key memories from the past 24 hours.
ability to think clearly. With three failed saving throws, you learn its key memories
Wild Talent. When you make a Charisma (Deception) from the past 48 hours.
check, you can choose to roll with advantage. You cannot use Phantom Idea (6 wp; conc., 1 hr.). While you concentrate
this feature again until you complete a long rest. on this ability, you probe one creature’s mind. The creature
Psychic Focus. While focused on this discipline, you have must remain within 30 feet of you, and you must be able to
advantage on Charisma (Deception) checks. see it. If you reach the ability’s full duration, the target must
Distracting Haze (1–7 wp; conc., 1 min.). As an action, make three Intelligence saving throws, and you plant a
choose one creature you can see within 60 feet of you. That memory or an idea in it, which lasts for a number of hours
creature must make an Intelligence saving throw. On a failed based on the number of saving throws it fails. You choose
save, it takes 1d10 psychic damage per wp spent and can’t whether the idea or memory is trivial (such as “I had porridge
see anything more than 10 feet from it until your for breakfast” or “Ale is the worst”) or personality-defining (“I
concentration ends. On a successful save, it takes half as failed to save my village from orc marauders and am
much damage. therefore a coward” or “Magic is a scourge, so I renounce it”).
Daze (3 wp). As an action, choose one creature you can With one failed saving throw, the idea or memory lasts for
see within 60 feet of you. That creature must make an the next 4 hours. With two failed saving throws, it lasts for 24
Intelligence saving throw. On a failed save, the target is hours. With three failed saving throws, it lasts for 48 hours.
incapacitated until the end of your next turn or until it takes
any damage. Psychic Phantoms
Mind Storm (5 wp). As an action, choose a point you can Philosopher Discipline
see within 60 feet of you. Each creature in a 20-foot-radius Your power reaches into a creature’s mind and causes false
sphere centered on that point must make a Wisdom saving perceptions.
throw. On a failed save, a target takes 6d8 psychic damage Wild Talent. When you make a Charisma (Deception)
and suffers disadvantage on all saving throws until the end of check, you can choose to roll with advantage. You cannot use
your next turn. On a successful save, a creature takes half as this feature again until you complete a long rest.
much damage. You can increase the damage by 1d6 per Psychic Focus. While focused on this discipline, you have
additional wp spent on this ability. advantage on Charisma (Deception) checks.

84
Distracting Figment (1–7 wp). As an action, choose one Fighting Words (2 wp; conc., 10 min.). If you spend 1
creature you can see within 60 feet of you. The target must minute conversing with a creature, you can attempt to leave a
make an Intelligence saving throw. On a failed save, it takes simmering violence in its mind. At the end of the minute, you
1d10 psychic damage per wp spent and thinks it perceives a can use an action to force the creature to make a Wisdom
threatening creature just out of its sight; until the end of your saving throw to resist feeling violent urges against one
next turn, it can’t use reactions, and melee attack rolls against creature you describe to it or name. The save automatically
it have advantage. On a successful save, it takes half as much succeeds if the target is immune to being charmed. On a
damage. failed save, the target attacks the chosen creature if it sees
Phantom Foe (3 wp; conc., 1 min.). As an action, choose that creature before your concentration ends, using weapons
one creature you can see within 60 feet of you. The target or spells against a creature it was already hostile toward or
must make an Intelligence saving throw. On a failed save, it unarmed strikes against an ally or a creature it was neutral
perceives a horrid creature adjacent to it until your toward. Once the fight starts, it continues to attack for 5
concentration ends. During this time, the target can’t take rounds before this effect ends. This effect immediately ends if
reactions, and it takes 1d8 psychic damage at the start of the target or any ally it can see is attacked or takes damage
each of its turns. The target can repeat the saving throw at from any creature other than the one it has been incited
the end of each of its turns, ending the effect on itself on a against. On a successful save, the creature is unaffected and
success. You can increase the damage by 1d8 for each has no inkling of your attempt to bend its will.
additional wp spent on the ability. Mindless Courage (2 wp). You cause a creature's
Phantom Betrayal (5 wp; conc., 1 min.). As an action, bloodlust to overcome its sense of preservation. As a bonus
you plant delusional paranoia in a creature’s mind. Choose action, choose one creature you can see within 60 feet of you.
one creature you can see within 60 feet of you. The target The target must succeed on a Wisdom saving throw or, until
must succeed on an Intelligence saving throw, or until your the end of your next turn, it can’t willingly move unless its
concentration ends, it must target its allies with attacks and movement brings it closer to its nearest enemy that it can
other damaging effects. The target can repeat the saving see. The save automatically succeeds if the target is immune
throw at the end of each of its turns, ending the effect on to being charmed.
itself on a success. A creature is immune to this ability if it is Punishing Fury (5 wp; conc., 1 min.). You cause a
immune to being charmed. creature's rage to grow so hot that it attacks without heeding
Phantom Riches (7 wp; conc., 1 min.). As an action, you its own safety. As a bonus action, choose one creature you
plant the phantom of a greatly desired object in a creature’s can see within 60 feet of you. The target must succeed on a
mind. Choose one creature you can see within 60 feet of you. Wisdom saving throw or, until your concentration ends, any
The target must make an Intelligence saving throw. On a creature within 5 feet of it can use a reaction to make a melee
failed save, you gain partial control over the target’s behavior attack against it whenever the target makes a melee attack.
until your concentration ends; the target moves as you wish The save automatically succeeds if the target is immune to
on each of its turns, as it thinks it pursues the phantom object being charmed.
it desires. If it hasn’t taken damage since its last turn, it can
use its action only to admire the object you created in its Telekinesis
perception. The target can repeat the saving throw at the end Philosopher Devotion
of each of its turns, ending the effect on itself on a success. You manipulate physical matter with the strength of your
mind alone.
Rage Psychic Focus. When you enter difficult terrain, you can
Wilder Devotion choose to ignore the movement cost associated with it for the
You place a mote of pure fury within a creature’s mind, remainder of your turn. You cannot use this feature again
causing its bloodlust to overcome its senses and for it to act until you finish a long rest.
as you wish it to. Psychic Focus. While focused on this discipline, you take
Wild Talent. When any enemy within 5 feet of you makes a no falling damage, and you ignore difficult terrain when
melee attack roll against a creature other than you, you can walking.
choose to impose disadvantage on the roll. You cannot use Telekinetic Step (1–7 wp). As part of your move on your
this feature again until you finish a long rest. turn, you can fly up to 20 feet for each wp point spent. If you
Psychic Focus. While you are focused on this discipline, end this flight in the air, you fall unless something else holds
any enemy within 5 feet of you that makes a melee attack roll you aloft.
against creatures other than you does so with disadvantage. Telekinetic Shove (1–7 wp). As an action, you create a
Primal Fury (1–7 wp). As an action, choose one creature line of focused force that is 30 feet long and 5 feet wide. Each
you can see within 60 feet of you. The target must succeed on creature in that area must make a Strength saving throw,
a Charisma saving throw or take 1d6 psychic damage per wp taking 1d8 bludgeoning damage per wp spent and being
spent on this ability and immediately use its reaction to move knocked prone on a failed save, or half as much damage on a
its speed in a straight line toward its nearest enemy. The save successful one.
automatically succeeds if the target is immune to being
charmed.

85
Telekinetic Parry (3 wp; conc., 10 min.). As a bonus via telepathy. The statement can be up to ten words long, and
action, you create a protective veil of force around yourself. it must describe you or a creature or an object the target can
Until your concentration ends, attack rolls against you have see. On a successful save, the target is unaffected, and you
disadvantage, and when a creature you can see misses you can’t use this ability on it again until you finish a long rest. A
with a melee attack, you can use your reaction to force the creature is immune to this ability if it is immune to being
creature to repeat the attack roll against itself. charmed.
Telekinetic Flight (5 wp; conc., 10 min.). As a bonus Broken Will (5 wp). As an action, you target one creature
action, you gain a flying speed of 60 feet, which lasts until you can communicate with via telepathy. The target must
your concentration ends. make an Intelligence saving throw. On a failed save, you
Telekinetic Bubble (6 wp; conc., 1 min.). As an action, choose the target’s movement and action on its next turn. On
you surround yourself in a sphere of telekinetic force until a successful save, the target is unaffected, and you can’t use
your concentration ends. You gain resistance to bludgeoning, this ability on it again until you finish a long rest. A creature
piercing, and slashing damage, but you can’t take actions is immune to this ability if it is immune to being charmed.
other than the Dash action. You are able to float up to 15 feet Psychic Grip (6 wp; conc., 1 min.). As an action, you
off the ground. target one creature you can see within 60 feet of you. The
Telekinetic Construct (7 wp; conc., 1 hr.). As an action, target must succeed on an Intelligence saving throw, or it is
you create a living manifestation of force in an unoccupied paralyzed until your concentration ends. At the end of each of
space you can see within 120 feet of you. The force creature its turns, it can repeat the saving throw. On a success, this
lasts until your concentration ends, and it obeys your verbal effect ends. On a failure, you can use your reaction to force
commands. Choose one of the following: the creature has the the target to move up to half its speed, even though it’s
statistics of an air elemental, or the creature has the statistics paralyzed.
of an earth elemental. Its type changes from elemental to Psychic Domination (7 wp; conc., 1 min.). As an action,
construct. In combat, roll for its initiative, and choose its you target one creature you can see within 60 feet of you. The
behavior during its turns. When this effect ends, the creature target must succeed on an Intelligence saving throw, or you
disappears. choose the creature’s actions and movement on its turns until
your concentration ends. At the end of each of its turns, it can
Telepathic Contact repeat the saving throw, ending the effect on itself on a
Philosopher Discipline success. A creature is immune to this ability if it is immune to
By channeling psionic power, you gain the ability to control being charmed.
other creatures by substituting your will for their own.
Wild Talent. You may choose to communicate Third Eye
telepathically with a creature you can see within 60 feet of Mendicant Discipline
you. You don’t need to share a language with the creature for You create a third, psychic eye in your mind, which you cast
it to understand your telepathic messages, but the creature out into the world. It channels thoughts and knowledge back
must be able to understand at least one language or be to you, greatly enhancing your senses.
telepathic itself. You can communicate in this manner for a Wild Talent. You can choose to gain dark vision out to 60
number of rounds equal to your Intelligence, Wisdom or feet, or to add 10 feet to your preexisting dark vision. Either
Charisma modifier (your choice). You cannot use this ability way, your enhanced vision lasts for a number of rounds equal
again until you finish a long rest. to your Intelligence, Wisdom, or Charisma modifier (your
Psychic Focus. While focused on this discipline, you gain choice). You cannot use this feature again until you finish a
the ability to use your Telepathy class feature with up to six short or long rest.
creatures at once. If you don’t have that feature from the Psychic Focus. While focused on this discipline, you have
mystic class, you instead gain it while focused on this darkvision with a range of 60 feet. If you already have
discipline. darkvision with that range or greater, increase its range by 10
Exacting Query (2 wp). As an action, you target one feet.
creature you can communicate with via telepathy. The target Tremorsense (2 wp; conc., 1 min.). As a bonus action, you
must make an Intelligence saving throw. On a failed save, the gain tremorsense with a radius of 30 feet, which lasts until
target truthfully answers one question you ask it via telepathy. your concentration ends.
On a successful save, the target is unaffected, and you can’t Unwavering Eye (2 wp). As a bonus action, you gain
use this ability on it again until you finish a long rest. A advantage on Wisdom checks for 1 minute.
creature is immune to this ability if it is immune to being Piercing Sight (3 wp; conc., 1 min.). As a bonus action,
charmed. you gain the ability to see through objects that are up to 1
Occluded Mind (2 wp). As an action, you target one foot thick within 30 feet of you. This sight lasts until your
creature you can communicate with via telepathy. The target concentration ends
must make an Intelligence saving throw. On a failed save, the Truesight (5 wp; conc., 1 min.). As a bonus action, you
target believes one statement of your choice for the next 5 gain truesight with a radius of 30 feet, which lasts until your
minutes that you communicate to it concentration ends.

86
Psionic Talents Mind Meld
Psionic Talent
Psionic talents are minor abilities that require psionic As a bonus action, you can communicate telepathically
aptitude but don’t drain a mystic’s reservoir of psionic power. with one willing creature you can see within 120 feet of you.
Talents are similar to disciplines and use the same rules, but The target must have an Intelligence of at least 2, otherwise
with three important exceptions: this talent fails and the action is wasted.
You can never use your psychic focus on a talent. This communication can occur until the end of the current
Talents don’t require you to spend wp to use them. turn. You don’t need to share a language with the target for it
Talents aren’t linked to Mystic Orders. to understand your telepathic utterances, and it understands
you even if it lacks a language. You also gain access to one
The talents are presented below in alphabetical order. memory of the target’s choice, gaining perfect recall of one
thing it saw or did.
Beacon
Psionic Talent Mind Slam
As a bonus action, you cause bright light to radiate from Psionic Talent
your body in a 20-foot radius and dim light for an additional As an action, you target one creature you can see within 60
20 feet. The light can be colored as you like. The light lasts feet of you. The target must succeed on a Constitution saving
for 1 hour, and you can extinguish it earlier as a bonus action. throw or take 1d6 force damage. If it takes any of this damage
and is Large or smaller, it is knocked prone.
Blade Meld The talent’s damage increases by 1d6 when you reach 5th
Psionic Talent level (2d6), 11th level (3d6), and 17th level (4d6).
As a bonus action, a one-handed melee weapon you hold
becomes one with your hand. For the next minute, you can’t Mind Sliver
let go of the weapon nor can it be forced from your grasp. Psionic Talent
As an action, you drive a disorienting spike of psychic
Blind Spot energy into the mind of one creature you can see within 60
Psionic Talent As an action, you erase your image from the feet. The target must make an Intelligence saving throw.
mind of one creature you can see within 120 feet of you; the Unless the saving throw is successful, the target takes 1d6
target must succeed on a Wisdom saving throw, or you are psychic damage, and the first time it makes a saving throw
invisible to it until the end of your next turn. before the end of your next turn, it must roll a d4 and subtract
the number rolled from the save.
Delusion This spell’s damage increases by 1d6 when you reach
Psionic Talent As an action, you plant a false belief in the certain levels: 5th level (2d6), 11th level (3d6), and 17th level
mind of one creature that you can see within 60 feet of you. (4d6).
You can create a sound or an image. Only the target of this
talent perceives the sound or image you create. Mind Thrust
If you create a sound, its volume can range from a whisper Psionic Talent
to a scream. It can be your voice, someone else's voice, a As an action, you target one creature you can see within
creature's roar, a musical instrument, or any other sound you 120 feet of you. The target must succeed on an Intelligence
pick. It lasts for 1 minute. saving throw or take 1d10 psychic damage.
If you create an object, it must fit within a 5- foot cube and The talent’s damage increases by 1d10 when you reach 5th
can’t move or be reflective. The image can't create any effect level (2d10), 11th level (3d10), and 17th level (4d10).
that influences a sense other than sight. The image lasts for 1
minute, and it disappears if the creature touches it. Mystic Charm
Psionic Talent
Energy Beam As an action, you beguile one humanoid you can see within
Psionic Talent 120 feet of you. The target must succeed on a Charisma
As an action, you target one creature you can see within 90 saving throw or be charmed by you until the end of your next
feet of you. The target must succeed on a Dexterity saving turn.
throw or take 1d8 acid, cold, fire, lightning, or thunder
damage (your choice). Mystic Hand
The talent’s damage increases by 1d8 when you reach 5th Psionic Talent
level (2d8), 11th level (3d8), and 17th level (4d8). You can use your action to manipulate or move one object
within 30 feet of you. The object can’t weigh more than 10
Light Step pounds, and you can’t affect an object being worn or carried
Psionic Talent by another creature. If the object is loose, you can move it up
As a bonus action, you alter your density and weight to to 30 feet in any direction.
improve your mobility. For the rest of your turn, your walking This talent allows you to open an unlocked door, pour out a
speed increases by 10 feet, and the first time you stand up beer stein, and so on. The object falls to the ground at the
this turn, you do so without expending any of your movement end of your turn if you leave it suspended in midair.
if your speed is greater than 0.

87
Psychic Hammer
Psionic Talent
As an action, you try to grasp one creature you can see
within 120 feet of you, with a hand crafted from telekinetic
energy. The target must succeed on a Strength saving throw
or take 1d6 force damage. If it takes any of this damage and
is Large or smaller, you can move it up to 10 feet in a straight
line in a direction of your choice. You can’t lift the target off
the ground unless it is already airborne or underwater.
The talent’s damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).

88
Chapter 6: Magic
Psionics are by far the most common supernatural powers As part of the action used to cast this spell, you must make
on Athas, but in many ways magic is more important. Only a melee attack with a weapon against one creature within the
servants of the elemental powers can heal. And the reckless spell's range, otherwise the spell fails. On a hit, the target
use of arcane magic has led to the world's ecological suffers the attack's normal effects, and it becomes sheathed
collapse. in booming energy until the start of your next turn. If the
This chapter details new spells for a Dark Sun campaign. target willingly moves before then, it immediately takes 1d8
Verteran D&D players will note that several of the spells thunder damage, and the spell ends.
comes from other sources, such as the Sword Coast's This spell's damage increases when you reach higher
Adventurer's Guide and various Unearthed Acana levels. At 5th level, the melee attack deals an extra 1d8
supplements. They have been reprinted here in the interest of thunder damage to the target, and the damage the target
minimizing the number of books needed at the gaming table. takes for moving increases to 2d8. Both damage rolls
increase by 1d8 at 11th level and 17th level.
Spells that Create Water Create or Destroy Water
On Athas, water is more precious than gold. Magic can 1st-level transmutation
sometimes create or conjure water but generally only in Casting Time: 1 action
small amounts. To reflect this, use the following guideline: Range: 30 feet
the effects of any spell that creates water, ice, or another Components: V, S, M(a drop of water if creating water or a
liquid are only temporary. At the end of the spell's duration, few grains of sand if destroying it)
or after 1 round if the spell has an instantaneous duration, all Duration: Instantaneous
water created by it disappears. This guideline does not apply
to any spell below that explicitly contradicts it. You either create or destroy water.
In addition, some spells from the Player's Handbook Create Water. You create 1 gallon of clean water within
require revisions. Spells on the following list have revised range in an open container. Alternatively, the water falls as
versions presented below. rain in a 5-foot cube within range, extinguishing exposed
create or destroy water flames in the area. Water created in this way is permanent
create food and water and does not disappear after 1 round.
tsunami Destroy Water. You destroy up to 10 gallons of water in an
open container within range. Alternatively, you destroy fog
Spell Descriptions in a 30-foot cube within range.
Acid Stream At Higher Levels. When you cast this spell using a spell slot
1st-level evocation of 2nd level or higher, you create an additional gallon of
Casting Time: 1 action water or destroy 10 additional gallons of water, or the size
Range: Self (30-foot line) of the cube increases by 5 feet, for each slot level above 1st.
Components: V, S, M (a bit of rotten food)
Duration: Concentration, up to 1 minute Create Food and Water
A stream of acid emanates from you in a line 30 feet long 3rd-level conjuration
and 5 feet wide in a direction you choose. Each creature in Casting Time: 1 action
the line must succeed on a Dexterity saving throw or be Range: 30 feet
covered in acid for the spell’s duration or until a creature Components: V, S
uses its action to scrape or wash the acid off itself or another Duration: Instantaneous
creature. A creature covered in the acid takes 3d4 acid You create 10 pounds of food and 5 gallons of water on the
damage at start of each of its turns. ground or in containers within range, enough to sustain a few
At Higher Levels. When you cast this spell using a spell people for 24 hours. The food is bland but nourishing, and
slot of 2nd level or higher, the damage increases by 1d4 for spoils if uneaten after 24 hours. The water is clean and
each slot level above 1st. disappears after 24 hours.
Booming Blade
evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round

90
Dread Lure You drive a disorienting spike of psychic energy into the
necromancy cantrip mind of one creature you can see within range. The target
must make an Intelligence saving throw. Unless the saving
Casting Time: 1 action throw is successful, the target takes 1d6 psychic damage, and
Range: 15 feet the next time it makes a saving throw before the end of your
Components: V next turn, it must roll a d4 and subtract the number rolled
Duration: Instantaneous from the save.
You create a lash of necrotic energy that strikes at one This spell’s damage increases by 1d6 when you reach
creature of your choice that you can see within range. The certain levels: 5th level (2d6), 11th level (3d6), and 17th level
target must succeed on a Strength saving throw or be pulled (4d6).
up to 10 feet in a straight line toward you and then take 1d8
necrotic damage if it is within 5 feet of you. Ritual of Blood
This spell's damage increases by 1d8 when you reach 5th 3rd-level necromancy (ritual)
level (2d8), 11th level (3d8), and 17th level (4d8). Casting Time: 1 hour
Range: 5 feet
Goodberry Components: V, S, M (the blood of sacrificed sentient being;
1st-level transmutation see below)
Casting Time: 1 action Duration: Instantaneous
Range: Touch Defilers are the scourge of Athas because the damage they
Components: V, S, M (a sprig of mistletoe) do to the land is so difficult to heal. When the land is defiled,
Duration: Instantaneous it becomes so barren that nothing can grow there for a
Up to ten berries appear in your hand and are infused with generation. Long ago, preservers developed this spell to
magic for the duration. A creature can use its aclion to eat speed the process.
one berry. Eating a berry restores 1 hit point. Eating one The ritual cleanses an area of defiled ground and restores
berry does not provide enough nourishment to matter, but its fertility. The caster must sacrifice sentient beings and
eating all 10 provides enough nourishment to sustain a sprinkle their blood on the defiled ground, using their life
creature for one day. force to restore life to the land. The number of sacrifices
The berries lose their potency if they have not been required depends on their hit dice and the strength of the
consumed within 24 hours of the casting of this spell. magic used to defile the land. One hit dice worth of sentient
beings must be sacrificed for each spell level of the spells
Green-Flame Blade used in the defiling. The spell fails if the required hit dice
evocation cantrip worth of victims is unavailable. A caster knows immediately
Casting Time: 1 action upon beginning the ritual how many hit dice are needed.
Range: 5 feet Fertility doesn't return right away. It takes one day per hit
Components: V, M (a weapon) dice of the victims before the land is healed. At the end of this
Duration: Instantaneous time, small green seedlings sprout from the ground. Whether
they survive depends on the surrounding environment.
As part of the action used to cast this spell, you must make
a melee attack with a weapon against one creature within the Sand Storm
spell's range, otherwise the spell fails. On a hit, the target 3rd-level conjuration
suffers the attack's normal effects, and green fire leaps from Casting Time: 1 action
the target to a different creature of your choice that you can Range: 150 feet
see within 5 feet of it. The second creature takes fire damage Components: V, S, M (a pinch of dust and a breath)
equal to your spellcasting ability modifier. Duration: Concentration, up to 1 minute
This spell's damage increases when you reach higher
levels. At 5th level, the melee attack deals an extra 1d8 fire Until the spell ends, wind and sand blasts everything in a
damage to the target, and the fire damage to the second 20-foot-tall cylinder with a 40-foot radius centered on a point
creature increases to 1d8 + your spellcasting ability modifier. you choose within range. The area is heavily obscured, and
Both damage rolls increase by 1d8 at 11th level and 17th exposed flames in the area are doused.
level. The winds batter everything in the cylinder, making it
difficult terrain. When a creature enters the spell's area for
Mind Sliver the first time on a turn or starts its turn there, it must make a
enchantment cantrip Dexterity saving throw. On a failed save, it falls prone.
Casting Time: 1 action If a creature is concentrating in the spell's area, the
Range: 60 feet creature must make a successful Constitution saving throw
Components: V against your spell save DC or lose concentration.
Duration: 1 round

91
Silt Storm Tsunami
4th-level evocation 8th-level conjuration
Casting Time: 1 action Casting Time: 1 minute
Range: 300 feet Range: Sight
Components: V, S, M (a pinch of silt) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 6 rounds
Dry winds and desiccating dust blast the ground in a 20- A wall of earth sand, or silt springs into existence at a point
foot-radius, 40-foot-high cylinder centered on a point within you choose within range, depending on the terrain in which
range. Each creature in the cylinder must make a Dexterity you cast the spell. You can make the wall up to 300 feet long,
saving throw. A creature takes 2d8 bludgeoning damage and 300 feet high, and 50 feet thick. The wall lasts for the
4d6 necrotic damage on a failed save, or half as much duration.
damage on a successful one. When the wall appears, each creature within its area must
Thick dust covers the ground and slows movement, turning make a Strength saving throw. On a failed save, a creature
the storm's area of effect into difficult terrain until the end of takes 6dl0 bludgeoning damage, or half as much damage on
your next turn. a successful save.
At Higher Levels. When you cast this spell using a spell At the start of each of your turns after the wall appears, the
slot of 5th level or higher, the bludgeoning damage increases wall, along with any creatures in it, moves 50 feet away from
by ld8 for each slot level above 4th. you. Any Huge or smaller creature inside the wall or whose
space the wall enters when it moves must succeed on a
Silt Walk Strength saving throw or take 5dlO bludgeoning damage. A
3rd-level transmutation (ritual) creature can take this damage only once per round. At the
Casting Time: 1 action end of the turn, the wall's height is reduced by 50 feet, and
Range: 30 feet the damage creatures take from the spell on subsequent
Components: V, S, M (a piece of cork) rounds is reduced by 1dlO. When the wall reaches O feet in
Duration: 1 hour height, the spell ends.
Because of the force of the wave, any creature caught in
This spell grants the ability to move across any unstable the wall must make a successful Strength (Athletics) check
surface - such as silt, quicksand, water, acid, mud, quicksand, against your spell save DC in order to move at all. If it fails the
or lava - as if it were harmless solid ground (creatures check, it can't move. A creature that moves out of the area
crossing molten lava can still take damage from the heat). Up exits at the top of the wave and falls to the ground.
to ten willing creatures you can see within range gain this
ability for the duration.
If you target a creature submerged beneath an unstable
surface, the spell carries the target to the surface of the liquid
at a rate of 60 feet per round.
Sword Burst
conjuration cantrip
Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Instantaneous
You create a momentary circle of spectral blades that
sweep around you. Each creature within range, other than
you, must succeed on a Dexterity saving throw or take 1d6
force damage.
This spell's damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).

92
Magic Items
Magic items are rare under the dark sun, but not unknown.
Below is a rule concerning potions on Athas, as well as a new
magic item: the Tree of Life.
Potion Fruits
On Athas, potions come in the form of magical fruits or
berries. The juices of the fruit hold the magical properties of
the potion and the fruit must be eaten to release the magical
effect. In Dark Sun, potions are never found as fluids in a
flask or vial. Any juicy berry or fruit may be enchanted with a
potion. Since the juice itself holds the potion, drier fruits such
as dates cannot be so enchanted. The type of fruit chosen to
house the potion has no effect; any fruit can contain any
potion.
Any potion or oil found in the Dungeon Master's Guide can
be enchanted into a fruit. On Athas, these may be referred to
as potions or fruits, interchangeably (a potion of giant
strength is the same as a fruit of giant strength).
Once the skin of the fruit is broken, it must be eaten within
one round or the potion's magic is lost. Whereas normal
fruits may only remain ripe for a few days or weeks before
they begin to rot, potion fruits have their period of ripeness
greatly extended. Once enchanted with a potion, a fruit will
remain ripe for 99 years. After that time, the enchantment
fades and the fruit will rot normally.
The entire fruit must be eaten to gain the effect of the
potion. This takes an entire round. Fruits that are enchanted
with oil-type potions must be crushed and the juice allowed to
run over the user, which takes two rounds
Tree of Life
A tree of life is a mighty and magical tree, enchanted by a
powerful cleric, druid, or wizard. Their magical life forces
make them virtually eternal. The greatest trees of life are
ancient: many solitary trees predate the villages around them
and others stand in entire groves, a quiet testimony to the
great wizards of a bygone age. Present-day spellcasters still
create new trees to enrich the world or, in the case of the
defilers, to pervert their powerful life forces to further their
destructive, evil ambitions.
Any cleric or druid can touch the tree use it to cast one of
the following spells without expending a spell slot: augury,
cure wounds (as if expending a 3rd level slot), and lesser
restoration. Each spell can be cast in this manner once per
day.
A tree of life prevents the defiling of the land. If a wizard
attempts to defile within 300 feet of the tree, the land is
protected and the spell is fueled by the life force of the tree
instead. A tree can shield the land from 10 defiling spell levels
before it is destroyed.
Destroying a tree of life is extremely difficult. It is
unaffected by the surrounding environment. The great
ancient trees have been found growing in the middle of sand
dunes, on vertical mountain sides, and even buried under silt.
Any damage done to the tree short of complete destruction is
healed within a week. The defiling spell levels it can absorb
regenerate at a rate of 1 per day. If the tree is ever defiled (by
absorbing 10 defiling spell levels), it is destroyed
permanently.

93
Chapter 7: Rules
The burnt world of Athas is different in many ways from When you cast a spell that has a range of touch, you can
other fantasy settings. Below are rules unique to campaigns use the power gained by defiling to make the range of the
under the dark sun. spell 30 feet.
Extended Spell
Defiling When you cast a spell that has a duration of 1 minute or
Some wizards wield magic with no concern for their dying longer. you can use the power gained by defiling to double its
world. Indeed, these defilers are primarily to blame for duration, to a maximum duration of 24 hours.
Athas's current state. Defilers do not destroy plant life with
every spell they cast, but when their need is great, they draw Heightened Spell
all the magical energy from the living plants in their vicinity When you cast a spell that forces a creature to make a saving
and channel it to their own selfish ends. Even wizards who throw to resist its effects, you can use the power gained by
consciously avoid defiling the land are tempted by the power defiling to give one target of the spell disadvantage on its first
they could wield. And they can, if they choose, defile the land. saving throw made against the spell.
Among the most powerful defilers in the known world are,
or course, the sorcerer-kings and -queens. Even they, Quickened Spell
however, are not the most dread users of defiling magic: the When you cast a spell that has a casting time of 1 action, you
dragon's spells are so powerful that they destroy living can use the power gained by defiling to change the casting
animals as well. The swath of destruction left in its wake is time to 1 bonus action for this casting.
legendary.
Seeking Spell
Choosing to Defile When you cast a spell that requires you to make a spell attack
When wizards cast spells, they can choose to empower their roll or that forces a target to make a Dexterity saving throw,
magic by defiling the land. This dramatically increases the you can use the power gained by defiling to ignore the effects
power of the spell, but leaves the land barren and the caster of half- and three-quarters cover against targets of the spell.
corrupted. Twinned Spell
When casting a spell of 1st level or higher, you can use your When you cast a spell that targets only one creature and
bonus action to draw all available magical energy from living doesn't have a range of self, you can use the power gained by
plants nearby and empower the spell. Choose one of the defiling to target a second creature in range with the same
following effects and apply it to the spell. Then use the chart spell.
below to determine the radius around you in which all plant
life is defiled. Finally, add one to the your corruption score. Unerring Spell
Defiling corrupts not only the land, but the offending wizard If you make an attack roll for a spell and miss, you can use
as well. the power gained by defiling to reroll the attack roll. You must
If you are unable to cast a spell by end of your turn after use the result of the second roll. You can use this effect after
drawing this energy, it is lost. In this case, you still add 1 to you have cast the spell. You must have your bonus action
your corruption. available, however. It is used when you defile.
Careful Spell Defiling Destruction
When you cast a spell that forces other creatures to make a
saving throw, you use the extra power granted by defiling to When a wizard defiles the land, all vegetation in a sphere
shape the spell and protect your allies from the spell's full around him turns to ash. The radius of that sphere depends
force. To do so, choose a number of creatures up to your upon two things: the abundance of vegetation in the area, and
spellcasting ability modifier (minimum of one creature). A the level of the spell cast. See the Defiler Magical Destruction
chosen creature automatically succeeds on its saving throw table for the radius of this effect, in feet.
against the spell. Any creature with the plant type caught in the area of a
wizard's defiling takes 1d4 damage per level of the spell cast
Destructive Spell in addition to the spell's other effects.
When you roll damage for a spell, you can use the power While only the dreaded dragon itself can defile animals and
gained by defiling to reroll a number of the damage dice up to sentient beings, normal defiling causes such creatures great
your spellcasting ability modifier (minimum of one). You must pain. Any creature with one of the following types suffers an
use the new rolls. initiative penalty when caught within the area of a wizard's
defiling: aberration, beast, dragon, fey, giant, humanoid,
Distant Spell monstrosity, ooze. Such creatures have their initiative moved
When you cast a spell that has a range of 5 feet or greater, to the end of the round, though only for the round in which
you can use the power gained by defiling to double the range they suffered pain from defiling. If more than one creature
of the spell. has its initiative delayed in this manner, they all take their

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Defiler Magical Destruction
Terrain Spell Level
1-2 3-4 6-9
Stony Barrens 15 ft. 25 ft. 50 ft.
Sandy Wastes 15 ft. 25 ft. 50 ft.
Racky Badlands 15 ft. 25 ft. 50 ft.
Salt Flats 15 ft. 25 ft. 50 ft.
Boulder Fields 15 ft. 25 ft. 50 ft.
Silt Sea 15 ft. 25 ft. 50 ft.
Mountains 15 ft. 25 ft. 50 ft.
Scrub Plains 15 ft. 15 ft. 30 ft.
Verdant Belts 15 ft. 15 ft. 30 ft.
Forest 5 ft. 10 ft. 20 ft.

turn at the end of the round in order from highest normal


initiative to lowest normal initiative. Their initiative returns to
normal the following round.
Corruption
Defiling the land leaves a black stain on a wizard's soul,
making it more difficult to cast spells without defiling in the
future. This stain is represented by the wizard's corruption
score.
The first time a wizard choses to defile, he or she gains a
corruption score of 1. Each time in the future that he or she
empowers a spell by defiling, this corruption score increases
by 1. A wizard's corruption score cannot exceed his or her
level + Intelligence modifier. If empowering a spell by defiling
would bring a wizard's corruption score above this value,
then the spell cannot be empowered. The wizard can still
destroy the plant life around him if he chooses.
When a wizard's corruption score gets high, it becomes
more difficult to cast spells without destroying plant life in
the process. Apply the following effects when a wizard with a
high corruption score casts a spell that is not empowered by
defiling.
Wizards with a corruption score of 8 or higher draw too
much power from the living environment when they cast a
spell. The land is not defiled immediately, but over the
course of hours and days, nearby plant life withers and
dies. It is obvious to those who know what to look for that
a defiler has been in the area.
Wizards with a corruption score of 16 or higher cannot
cast high level spells without destroying the plant life
around them. Whenever such wizards cast spells of 6th-
level or higher, they cause defiling destruction as indicated
in the table. This destruction does not increase their
corruption scores.
Reducing one's corruption score and returning to the path
of the preserver is a long and arduous process. Not all who
attempt it succeed. The DM will determine the actions by
which an individual wizard may atone, if any.

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On average, a cp on Athas is equivalent to a gp on other
Languages fantasy worlds. Ceramic pieces are often perforated and can
A variety of languages are spoken in the Tyr region. The most be easily broken into 10 small parts called bits. A ceramic bit
common of these by far are thri-kreen and the so-called is equivalent in worth to 1 copper piece on other fantasy
common tongue. Unfortunately for most humanoids, the worlds. The exchange rates on Athas are as follows:
alien language of the mantis warriors is extremely difficult to 1000 bits = 100 ceramic pieces (cp) = 10 silver pieces (sp)
speak. = 1 gold piece (gp).
Choose your languages from the Standard Languages Because ceramic pieces are the primary currency on
table. With your DM's permission, you can instead choose a Athas, prices of goods in the Player's Handbook need to be
language from the Exotic Languages table or a secret adjusted. For any item found in the Player's Handbook that is
language, such as thieves' cant. not constructed from metal, simply convert its gp cost to cp.
Many items that are made of metal in typical fantasy settings
Standard Languages can be made without using metal. For example, a spear can
Language Typical Speakers have a stone or bone tip rather than a steel tip. For such
items, the gp cost in the Player's Handbook becomes cp.
Common humans For any item actually made of metal, the gp cost in the
Dwarvish dwarves Player's Handbook stands. For example, a steel longsword
Elvish elves costs 15gp, which is equivalent to 1500cp.
Giant giants Metal Weapons and Armor
Gith gith Metal weapons are superior to their counterparts constructed
from other materials. To reflect this, all metal weapons give
Halfling halflings their weilder +1 to hit and damage.
The armor listed in the Player's Handbook can be made of
Exotic Languages non-metal materials. Such armor is widely available. Like
Language Typical Speakers metal weapons, metal armor is superior to non-metal
Ancient Tyrian the ancients versions. Thus emtal armor grants a +1 bonus to armor class.
Similarly, metal shields grant an extra +1 to armor class.
Auquan water elementals Wearing metal armor in the Athasian sun is extremely
Auran air elementals dangerous. Any character doing so suffers from exposire to
Belgoi belgoi
extreme heat regardless of whetehr they have access to
drinable water. See pp. 110 of the Dungeon Master's Guide
Braxat braxat for details.
Ignan fire elementals
Sylvan fey
Oversized Weapons
Terran earth elementals
Please note that the following rule variant was created by the
community at the D&D Wiki. Many thanks for the excellent
Thieves’ Cant rogues, bards work.
Thri-kreen thri-kreen Most player characters are Small or Medium sized. In
some circumstances, a PC is Large (for example, half-giant
PCs) or can become Large (for example, through a spell or
Money and Equipment psionic power). Such characters can wield much larger
The world of Athas is a place of scarcity and want. Water, weapons than smaller characters can.
gold, iron, and nearly every other resource are in short supply. The oversized property can be applied to any weapon.
To reflect this, campaigns under the dark sun make use of the Such a weapon is heavier and more expensive than smaller
following rules. weapons. Double the weight and cost of the weapon and of
any ammunition it uses. It also deals more damage. Increase
its damage as show in the following flow chart:
Coins and the Cost of Goods 1 → 1d4 → 1d6 → 1d8 → 1d10 → 1d12 → 2d8 2d4 →
Gold, silver, and copper are in desperately short supply on 2d6 → 2d8
Athas. They are so rare, and so valuable in practical The oversized property alters the way certain other
applications, that they are rarely used as money. More often, weapon properties work.
trade is conducted by barter or in ceramic pieces. Barter is Light. The weapon is only considered light if you are a
conducted on a case by case basis, but trade with coin is Large creature, otherwise it is ignored.
based on generally accepted rules.
A ceramic piece (cp) is a baked clay token issued by the Finesse. The weapon is only considered finesse if you are
dynastic merchant houses and city-states to represent a a Large creature, otherwise it is ignored.
deposit of goods. Most often, aristocrats and the occasional
free farmer deposit agricultural goods with the templars and Versatile. The weapon is only considered versatile if you
receive the tokens in exchange. The value of these tokens is are a Large creature, otherwise it is considered to be a
thus linked to the value of produce. two-handed weapon.

97
Heavy. If you are a Medium creature, you have
disadvantage on attack rolls with the weapon. If you are Wild Talents
Small, you cannot wield the weapon at all. The grim struggle for survival beneath the crimson sun
Thrown. You can only throw the weapon if you are Large. requires every advantage. One of the most common
adaptations is the ability to use psionics. All player
Two-handed. Add the heavy property if it did not already characters, and many non-player characters, begin with a
have it. psionic wild talent.
At 1st level, choose a psionic devotion. You learn this
devotion and can use its wild talent option as described. If
Skills you have the psionic focus class feature, you are not able to
use the wild talent option and can instead use the psionic
In general, the skills in the Player's Handbook are unchanged focus option. Your wild talent does not grant you any will
in a Dark Sun campaign. One new skill is introduced. points, but if you have will points from another source, you
Intelligence (Bureaucracy)
can use the powers associated with your devotion.
The city-states of the Tyr region are administered by the The Psionic Talent feat makes your wild talent more
priest-bureaucrats of sorcerer-kings. Obscure rules, ancient powerful. See Chapter 4 for more information.
traditions, and byzantine requirements are the order of the
day. Characters with the Bureaucracy skill are adept at
navigating this challenging system.
A bureaucracy check can help a character identify which
templars have the power to approve a request, which
loopholes can get a friend out of jail, and what bribes are
necessary to make those things happen.
Skill Challenges
A skill challenge is an encounter in which your skills, rather
than your combat abilities, take center stage. In contrast to an
obstacle that requires one successful skill check, a skill
challenge is a complex situation in which you must make
several successful checks, often using a variety of skills,
before you can claim success in the encounter.
The DM has rules for skill challenges, and each encounter
has its own guidelines and requirements. In one skill
challenge, you might use a Persuasion check to entreat a
slave tribe chieftain to send warriors against a templar's
camp, a History check to remind him what happened the last
time slave raiders visited this area, and an Insight check to
realize that having your fighter companion lean on the chief
with an Intimidate check wouldn’t help your cause. In another
skill challenge, you might use Survival checks and Perception
checks to track halfling cannibals through a jungle, a Religion
check to predict a likely spot for their hidden temple, and an
Investigation check to find a hidden path through the dense
undergrowth.
Whatever the details of a skill challenge, its basic structure
is straightforward. Your goal is to accumulate a specific
number of victories (usually in the form of successful skill
checks, though not always) before you get too many defeats
(failed checks). It’s up to you to think of ways you can use your
skills to meet the challenges you face.

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