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Steampunkette
2017-04-22, 11:36 AM
Character Creation under Olive Tinged Skies.

Athas is a harsh world where water and food are scarce, where monsters are dangerous, and where villainy is cruel and grandiose. Player characters who venture into the Tyr region are stronger, hardier, and generally more powerful than you might find in other worlds. To reflect this, many of the races of Athas have stronger racial abilities, or a larger number of them. But there are additional differences as well.

All characters created for games on Athas use Rolled Stats. Unlike Faerunian adventurers, however, Athasian characters roll 4d4+4 six times and then choose the order they will go in. This creates a range of scores from 8 to 20 with an average of 14.

Further, this rolling method causes a problem for characters who roll a 20 and then choose a race which gains +2 to that statistic. To offset this issue, treat any race with a +2 bonus to a given stat as having a natural cap of 22 for that statistic only. Other abilities which increase that cap (Such as a Barbarian’s Primal Champion) increase the advanced Natural Cap by the normal amount (A Mul Barbarian could have a final cap of 26 in Strength and Constitution, for example).

The Races of Athas:

The Races of Athas are slightly different from the standard 5th edition racial selection. Firstly, there are no subraces on Athas. In the wake of the Cleansing Wars the population of Athas was decimated, with many entire races completely wiped out. There are no Orcs upon Athas. No Half Orcs. No Gnomes. Tieflings were never a people, and the Dragonborn… well. Consequently, the remaining elves have coalesced into a single elven race rather than having wood elves and sand elves and high elves. The same could be said of Dwarves and Halflings.

This document reintroduces the concept of Low-Light Vision for player and DM use. While it can increase the workload of both the DM and the players, it increases the differences between races, creates situations which do not often occur at a standard 5e table, and creates a different feel for the party, as now Humans are not alone in needing torchlight to navigate dungeons and tombs.


Humans:
+1 to all stats
30ft Movement
Versatility: +1 Skill, +1 Feat


Dwarves:
+2 Con, +1 Str
25ft Movement
Darkvision: 60ft
Dwarven Resilience: Advantage to Saves vs Poison
Tool Proficiency: One Artisan’s Toolset.
Stonecunning: Advantage to Skills relating to Stone.
Focus: Choose one goal. Gain advantage to all skill checks pertaining to that goal until you achieve it. Then choose a new goal.
Enduring: Gain advantage to checks to resist exhaustion. Half rations for food and water.


Elves:
+2 Dex, +1 Str
40ft Movement
Low Light Vision: Treat light source radii as twice as large (Torch is 40ft bright, 40ft dim)
Keen Senses: Perception Proficiency
Elf Run State: DC 10 Con Save to enter. Cannot take short or long rests in Run State. Able to hustle for 48 hours, then makes a Con Save DC 15. If you succeed, you can run for another 48 hours. Then DC 20. Then 25. Then 30. Then 35. When you fail, gain 1 level of exhaustion and exit Elf Run State.
Trance: Long rests are 4 hours of sleep, and 4 hours of light activity.
Defiled Skin: +2 AC versus Spell Attack Rolls.
Weapon Training: Spear, Javelin, Longbow, and Shortbow proficiency.


Half Elves:
+2 Dex, +1 to one stat.
30ft Movement
Low Light Vision: Treat light source radii as twice as large (Torch is 40ft bright, 40ft dim)
Elven Heritage: Perception Proficiency
Human Heritage: +1 Skill
Animal Friends: Gain Animal Handling Proficiency. You gain use of the Command spell targeting animals only, once you have used this ability you must complete a short or long rest before using it again.
Wastelander: On a successful DC 15 Survival check you find sufficient food and water to provide for yourself, even in the most inhospitable portions of Athas.


Halflings:
+2 Dex, +1 Str
25ft Movement
Keen Senses: Perception Proficiency
Slippery: Advantage to escape grapples, bonds, or cages.
Brave: Advantage to avoid Fear.
Lucky: When you roll a 1 on a d20, reroll it.
Nimble: Move through squares of medium or larger creatures.
Stealthy: Can hide while only partially obscured.


Mul
+2 Str, +2 Con
30ft Movement
Darkvision: 30ft
Extraordinary Stamina: Resistance to Poison Damage, Advantage vs Disease. Advantage vs Exhaustion. One water ration, per day, regardless of heat. Hold breath twice as long.
Perfect Laborer: Double carrying capacity, including push/drag/lift.
Efficient Rest: Long rests are 4 hours of Sleep, 4 hours of light activity.


Uncommon Races


Aarakocra
Dex +2, Wis +1
25ft Movement
Flight: 50ft movement rate. While flying, you occupy a 10ft cube. Flying within 100ft of the ground during the hottest portion of the day incurs a level of exhaustion after 3 consecutive rounds. You cannot fly while wearing Medium or Heavy armor, or carrying a heavy load. If you are wounded you are unable to fly.
Hollow Bones: An Aarakocra’s carrying capacity is halved, but they gain advantage on athletics and acrobatics checks made to jump, balance, or swim.
Talons: You are proficient with your unarmed strikes which deal 1d4 slashing damage and are treated as light, offhand, weapons.

Half Giant
Str +2, Con +2, Int -1,
35ft Movement
Hulking Form: Large for Grappling purposes, double food and water rations, double armor costs, double carrying capacity, able to wield Versatile weapons one-handed and deal damage as if wielding two handed.
Boulder Thrower: You gain proficiency with thrown improvised weapons.
Stone’s Endurance: When you take damage you can use your reaction to roll 1d12+Con and reduce the damage by that amount, once per short rest.
Desert Stone: You are acclimated to desert life and do not need to make saving throws against extreme heat.
Alignment Shift: Every long rest, your alignment shifts. If you are traveling with companions, your alignment becomes the same as one of theirs, chosen randomly. If alone, roll 2d3 to determine alignment.


Thri-Kreen
+2 Con, +1 Dex
40ft Movement
Darkvision: 60ft
Chitinous Armor: AC 13+Dex
Leaper: Double Jump Distances
Sleepless: Long rests are 8 hours of light activity.
Extra Limbs: May ready 2 additional items.
Bite: Special attack action, 1 damage melee weapon attack with no stat mod, target must save or be poisoned for 1 minute. DC 8+Prof+Con. If failed by 5 or more, target falls asleep for duration.


Other Races:
At your DM’s discretion, you may play a Half-Orc, a Gnome, a Tiefling, or other strange races in the world. Such characters would be rare in the extreme, sometimes representing the last remaining member of their kind on the face of the Burned World. Of the races in the Volo’s Guide to Monsters, Yuan-Ti stand out as a race which in Athas would be considered Uncommon, rather than Rare or Exceptional.

Serpent Cults in Athas are not unheard of, and dark rituals of defilement using obsidian blades to sacrifice sentient beings to evil powers sometimes result in the creation, or advancement, of Yuan-Ti. Such rituals do not actually invoke extraplanar entities and their powers, instead the arcane magic used in the ritual is the true source of the defiling magic which creates these serpentfolk, not always of their own volition.

Yuan-Ti in Athas are defiled individuals, even if they are unaware of it, and are attacked on sight by the Druids of Athas. It would take an extreme situation to create pause long enough to discuss, or join forces, against a larger threat to keep a druid from killing a Yuan-Ti, or dying in the attempt.

Steampunkette
2017-04-22, 11:37 AM
Class in Athas

As has been stated, the Burning World is different from a standard fantasy world such as Oerth. Consequently, there are some changes to the different classes available.


Barbarian:
Perhaps the least altered of classes in the world of Dark Sun, the only changes to Barbarians lies in the naming conventions of the Totem Barbarian's totemic animals, and how Frenzy is managed.

Bear: Mekillot (6 ton reptiles with massive armored shells)
Eagle: Cloud Ray (Massive flying stingrays)
Wolf: Baazrag (Mastiff sized, and shaped, reptiles with more teeth than sense)

Frenzy, of the Berserker path, is changed in one of two ways. Either

A) Frenzy costs 1 hit dice each time you use it, weakening your healing reserves instead of granting exhaustion.
B) Frenzy's exhaustion can be removed during a Short Rest by expending an additional water ration.

Chosen by the player at level 1, this choice remains with you for the rest of your life.


Bard:
Within Athas, a Bard is a spy, an assassin, and a manipulator, rather than an arcane spellcaster steeped in lore.

As such, Bard as a class is unavailable. Bards within the world are members of any class (mostly rogues) that use the Entertainer Background.


Cleric:

Athasian Clerics do not worship deities or demigods, as no such being truly exists or grants power to individuals. Instead, Clerics swear fealty to the Elements, themselves. Within the game mechanics this has no effect, and otherwise you may create a Cleric as normal, though you should speak to your DM about the Element you swear fealty to and which of the domains are most appropriate. The DM may even provide an Elemental domain option.


Druid:

Druids on Athas are similar to druids elsewhere, but have no restriction against using metal weapons or armor. They should also choose, or at least describe, their wild shape forms as creatures of Athas. Though the stat blocks for available animals do not change.


Fighter:

Fighters gain one significant change from the PHB version: Instead of Heavy Armor proficiency, they may use their Constitution in place of their Dexterity for determining armor class. So a fighter with a dexterity of 8 and a constitution of 16 could wear light armor and gain a +3 stat modifier to armor class.

This change is because of the difficulty in acquiring and wearing heavy armors in a Dark Sun campaign.

Due to the Defiling Nature of magic and it's very limited use, Fighters cannot become Eldritch Knights.


Monk:

Monks do not fit the world of Athas very well in concept, even though their innate traits are marvelous for the world. Check with your DM before choosing to make a Monk and work out a way to fit the character into the world. This may be as simple as changing the names of certain abilities or treating the Monk as a pseudo-psionic class.

I actually suggest using the Pugilist class by Benjamin Huffman of Sterling Vermin Adventuring Co. instead.


Paladin:

As there are no Gods within the Grey or the Black of Athas's crystalline sphere, what Paladins that exist swear themselves to the Sorcerer Kings and in the process become Templars. This has no effect on their class abilities, save that their oaths do not include promises to do no evil, as the Sorcerer Kings do not withdraw power over the occasional murdered infant.

Like Fighters, however, Paladins have the option to use their Constitution Modifier in place of Dexterity Modifier when determining Armor Class.


Ranger:

Rangers on Athas are much like Rangers elsewhere, though Forest dwelling Rangers are exceedingly rare for obvious reasons.


Rogue:

Rogues of Athas are the same as Rogues anywhere else, save that they never become Arcane Tricksters.


Sorcerer:

On Athas, arcane magic defiles the land around you, destroying plant life and corrupting your very body. As such, arcane magic is a tempting path! For the purposes of a Dark Sun campaign, Sorcerer Bloodlines are refluffed as explanations of what arcane magic is doing to you, and the world around you. Rather than being the last scion of a family with draconic heritage, you are a spellcaster who is becoming a dragon, for example.

On Athas, a Sorcerer's Casting Stat is Intelligence. And they learn and prepare spells in the same manner as a Wizard does in any other setting. You also gain access to a spellbook and the ritual caster feat.

When you cast any spell you Defile the area around you for a number of 5 foot equal to the spell's level (Cantrips defile only 1ft of land). You can choose to Preserve the area, which draws the power but does not destroy the plantlife in an area of 5ft per spell level. If you choose to Defile an area with a spell of first or second level, and have access to a Metamagic feat which costs 1 sorcery point or less, you can apply it to the spell at no cost. If you defile an area with a spell of 3rd level or higher, you gain 1 sorcery point. This increases to 2 sorcery points for 5th level spells, 3 for 7th, and 5 for 9th level spells.

If you are in a defiled area when you cast a spell, the spell is weakened. If the spell deals damage, roll the damage twice and take the lower result. If the spell has a saving throw, all targets have advantage on the save to resist the spell.


Warlock:

Like Paladins, Warlocks have very limited options when it comes to Patrons. The Sorcerer Kings will empower a Warlock as a special form of Templar focused on using arcane magic rather than strength of arms. However, there are a handful of powerful entities trapped within Athas's endless ruins or bound in the Gray and the Black. A rare Warlock might turn to one of them, rather than be bound to a Sorcerer King.

Warlocks follow the same rules as Sorcerers when it comes to the defiling they do. However, Warlocks do not gain Sorcery Points, and instead they can use their defilement to recover lost spell slots. Whenever a Warlock casts a spell using one of their spell slots and defiles the area around themselves, they gain the ability to cast a spell one level lower than the maximum they are capable of casting.


Wizard:

There are no Wizards on Athas. Only the aforementioned Sorcerer.


Other Classes on Athas

There are a wide variety of non-core and homebrew classes available online, and some of them are perfectly viable for a Dark Sun campaign, though they may need some slight tweaking of fluff to fit the world. There are also Mystics, who are essentially required for an Athasian game, as Psionics is such a large part of the setting.


Kensai: Heroes of the Orient

Provided by the stellar work of Marc Altfuldisch and his team of designers, the Kensai is a marvelous class that, honestly, I feel the urge to use in place of the Fighter in all of my campaigns. However, within the blasted lands of Athas, the Kensai makes an incredible replacement for the Gladiator class introduced in AD&D 2e. With their flashy fighting styles, preference for light armor, and psionic subclass, they fit the world -very- well, outside of a bit of fluff.

Just change the name to Gladiator, make the Samurai ignore Bushido and rename them Master of Forms, and call the Shinobi Assassin. Just change the names of their class abilities and Voila!


Mystic: Unearthed Arcana

Being a world where Psionics play an integral role in the world, the Mystic is a powerful, versatile, and fitting class... However I would recommend using the Psionicist and Psychic Warrior that I created based off of the Mystic. If you do use the Mystic as-is, I strongly suggest against Multiclassing and you should ignore the Taboos.

http://homebrewery.naturalcrit.com/share/rkvArFQTe (The Psionicist)
http://homebrewery.naturalcrit.com/share/rJAtCYXpx (The Psychic Warrior)


The Pugilist: Sterling Vermin Adventuring Co.

This is a well designed stand-in for Monks developed by Benjamin Huffman. Rather than being a mystical warrior pushing the boundaries of what can be done through meditation and development of the spirit in connection with the mind and the body, the Pugilist is a taproom Brawler. Rather than focusing inward, the Pugilist throws back a few drinks and then throws a few punches, which give it a very strong feel of being connected with the more violent and brutal mindset of Athas.

I would caution you to take a long look at the Squared Circle subclass, however. And decide whether or not you really want that Half Giant Pugilist wrestling Borys to the ground and making him tap out...


Shogun: Heroes of the Orient

Like the Kensai, the Shogun was created by Marc Altfuldisch and his team. It's a great class! Personally I'd give them their Command Dice and Ancestral Decree at level 1, and increase the rate of command dice gain to 1 per 3 levels, rather than 1 per 4. But other than that the class is fantastic for a Warlord stand-in, which is what the name should be changed to for Athasian Campaigns.

Fyndhal
2017-04-22, 01:20 PM
Dwarves:
+2 Con, +1 Str
25ft Movement
Darkvision: 60ft
Dwarven Resilience: Advantage to Saves vs Poison
Tool Proficiency: One Artisan’s Toolset.
Stonecunning: Advantage to Skills relating to Stone.
Focus: Choose one goal. Gain advantage to all skill checks pertaining to that goal until you achieve it. Then choose a new goal.
Enduring: Gain advantage to checks to resist exhaustion. Half rations for food and water.
If I am an Athasian Dwarf and I set my goal as "Live a long and prosperous life" would that mean I have advantage on just about everything, always?


Elves:
+2 Dex, +1 Str
40ft Movement
Low Light Vision: Treat light source radii as twice as large (Torch is 40ft bright, 40ft dim)
Keen Senses: Perception Proficiency
Elf Run State: DC 10 Con Save to enter. Cannot take short or long rests in Run State. Able to hustle for 48 hours, then makes a Con Save DC 15. If you succeed, you can run for another 48 hours. Then DC 20. Then 25. Then 30. Then 35. When you fail, gain 1 level of exhaustion and exit Elf Run State.
Trance: Long rests are 4 hours of sleep, and 4 hours of light activity.
Defiled Skin: +2 AC versus Spell Attack Rolls.
Weapon Training: Spear, Javelin, Longbow, and Shortbow proficiency.
Ah, bringing back Low-Light vision. Interesting choice.


Half Elves:
+2 Dex, +1 to one stat.
30ft Movement
Low Light Vision: Treat light source radii as twice as large (Torch is 40ft bright, 40ft dim)
Elven Heritage: Perception Proficiency
Human Heritage: +1 Skill
Animal Friends: Gain Animal Handling Proficiency. You gain use of the Command spell targeting animals only, once you have used this ability you must complete a short or long rest before using it again.
Wastelander: On a successful DC 15 Survival check you find sufficient food and water to provide for yourself, even in the most inhospitable portions of Athas.

Halflings:
+2 Dex, +1 Str
25ft Movement
Keen Senses: Perception Proficiency
Slippery: Advantage to escape grapples, bonds, or cages.
Brave: Advantage to avoid Fear.
Lucky: When you roll a 1 on a d20, reroll it.
Nimble: Move through squares of medium or larger creatures.
Stealthy: Can hide while only partially obscured.


Mul
+2 Str, +2 Con
30ft Movement
Darkvision: 30ft
Extraordinary Stamina: Resistance to Poison Damage, Advantage vs Disease. Advantage vs Exhaustion. One water ration, per day, regardless of heat. Hold breath twice as long.
Perfect Laborer: Double carrying capacity, including push/drag/lift.
Efficient Rest: Long rests are 4 hours of Sleep, 4 hours of light activity.


Uncommon Races


Aarakocra
Dex +2, Wis +1
25ft Movement
Flight: 50ft movement rate. While flying, you occupy a 10ft cube. Flying within 100ft of the ground during the hottest portion of the day incurs a level of exhaustion after 3 consecutive rounds. You cannot fly while wearing Medium or Heavy armor, or carrying a heavy load. If you are wounded you are unable to fly.
Hollow Bones: An Aarakocra’s carrying capacity is halved, but they gain advantage on athletics and acrobatics checks made to jump, balance, or swim.
Talons: You are proficient with your unarmed strikes which deal 1d4 slashing damage and are treated as light, offhand, weapons.

Half Giant
Str +2, Con +2, Int -1,
35ft Movement
Hulking Form: Large for Grappling purposes, double food and water rations, double armor costs, double carrying capacity, able to wield Versatile weapons one-handed and deal damage as if wielding two handed.
Boulder Thrower: You gain proficiency with thrown improvised weapons.
Stone’s Endurance: When you take damage you can use your reaction to roll 1d12+Con and reduce the damage by that amount, once per short rest.
Desert Stone: You are acclimated to desert life and do not need to make saving throws against extreme heat.
Alignment Shift: Every long rest, your alignment shifts. If you are traveling with companions, your alignment becomes the same as one of theirs, chosen randomly. If alone, roll 2d3 to determine alignment.


Thri-Kreen
+2 Con, +1 Dex
40ft Movement
Darkvision: 60ft
Chitinous Armor: AC 13+Dex
Leaper: Double Jump Distances
Sleepless: Long rests are 8 hours of light activity.
Extra Limbs: May ready 2 additional items.
Bite: Special attack action, 1 damage melee weapon attack with no stat mod, target must save or be poisoned for 1 minute. DC 8+Prof+Con. If failed by 5 or more, target falls asleep for duration.


Other Races:
At your DM’s discretion, you may play a Half-Orc, a Gnome, a Tiefling, or other strange races in the world. Such characters would be rare in the extreme, sometimes representing the last remaining member of their kind on the face of the Burned World. Of the races in the Volo’s Guide to Monsters, Yuan-Ti stand out as a race which in Athas would be considered Uncommon, rather than Rare or Exceptional.

Serpent Cults in Athas are not unheard of, and dark rituals of defilement using obsidian blades to sacrifice sentient beings to evil powers sometimes result in the creation, or advancement, of Yuan-Ti. Such rituals do not actually invoke extraplanar entities and their powers, instead the arcane magic used in the ritual is the true source of the defiling magic which creates these serpentfolk, not always of their own volition.

Yuan-Ti in Athas are defiled individuals, even if they are unaware of it, and are attacked on sight by the Druids of Athas. It would take an extreme situation to create pause long enough to discuss, or join forces, against a larger threat to keep a druid from killing a Yuan-Ti, or dying in the attempt.

I generally like all these. I'd want to playtest a couple just to see how they pan out in practice (particularly the Thri-kreen and Half-Giants.) Do Yuan-Ti's magic resistance apply to Psionic effects, too? OP bastards. :)

Steampunkette
2017-04-22, 01:23 PM
If I am an Athasian Dwarf and I set my goal as "Live a long and prosperous life" would that mean I have advantage on just about everything, always?

Nope! A dwarf's focus has to be a moderate to short term goal. Excavating a specific passage, building a house, killing a specific hated foe, and similar tasks. Once you have a focus, you're stuck with it until you complete it. Even death and resurrection do not break a dwarf's focus.


Ah, bringing back Low-Light vision. Interesting choice.

Thank you! :D


I generally like all these. I'd want to playtest a couple just to see how they pan out in practice (particularly the Thri-kreen and Half-Giants.) Do Yuan-Ti's magic resistance apply to Psionic effects, too? OP bastards. :)

They do not, nope. They're only protected against actual magic as a result of the defiling rituals that created them.

Fyndhal
2017-04-22, 01:52 PM
Class in Athas

Fighter:

Fighters gain one significant change from the PHB version: Instead of Heavy Armor proficiency, they may use their Constitution in place of their Dexterity for determining armor class. So a fighter with a dexterity of 8 and a constitution of 16 could wear light armor and gain a +3 stat modifier to armor class.

This change is because of the difficulty in acquiring and wearing heavy armors in a Dark Sun campaign.

Due to the Defiling Nature of magic and it's very limited use, Fighters cannot become Eldritch Knights.

1) Is CON mod limited in the same way Dex is? If I am wearing a Breastplate and have a CON of 20, is my AC 16 or 19?

Steampunkette
2017-04-22, 01:53 PM
1) Is CON mod limited in the same way Dex is? If I am wearing a Breastplate and have a CON of 20, is my AC 16 or 19?

Yes. It follows all the normal rules of Dexterity to Armor Class, so you'd have the 16 in a Breastplate.

Fyndhal
2017-04-22, 02:10 PM
Yes. It follows all the normal rules of Dexterity to Armor Class, so you'd have the 16 in a Breastplate.

So, it's of virtually no use for Finesse Fighters. Got it.

Steampunkette
2017-04-22, 02:24 PM
Exactly! Finesse Fighters don't use Heavy Armor so not using it has no impact on them.