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Conan RPG

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331 views53 pages

Conan RPG

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Ícaro Yuri
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We take content rights seriously. If you suspect this is your content, claim it here.
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Dark SUN CAMPAIGN GUIDE (me sf ao vite [eto iss cy ants lee fa } YS pe arias: “t live in @ world of fire and sand, The crimson sun scorches the life from anything that crawls or flies, and storms of sand scour the foliage from the barren ground. This is a land of blood and dust, where tribes of feral elves sweep out of the salt ains_ to plunder lonely caravans, mysterious Singing winds call ravelers to slow suffocation in the Sea of Silt, and selfish kings squander their subjects’ lives building gaudy palaces and garish tombs. This bleak wasteland is Athas, and it my home.” —The Wanderers Journal Beneath a crimson sun lie wastelands of majestic desolation and cities of ervl splendor, where sandal clad heroes battle ancient sorcery and terrible monsters. Thi is Athas, the world ofthe DARK SUN campaign setting, «dying planet of | —_stvagery and deasation, Life hangs bya thread inthis barren and its nforgiving to the wea, and now i is up to yoo -___wttesour own ato in loo and one Be (a: __ ErcHT CHARACTERISTICS OF - ATHAS "THE WORLD IS A DESERT ©" From the first moments of dawn until the last twinkling of isthe erimson sun shimmers inthe olivesinged sky ike a “ery puddle of blood It climbs toward ts zenith and the temperature rises rlentlesaly: 100 degrees by midmoming, 110 at noon, 130 - sometimes even 150- by late afternoon. A ‘an eannot drink fst enough o replenish the Mss he loses As the days drag on, he fees sick and fecble. If he does not “have enoweh water, he grows too weak to move, His mouth “ecomes dry and bitter his lips, tongue, and throat grow swollen. Before long his biod is thik and gummy. His heart “ must work hard to circulate it, Finally his system overheats, Icing him dead and alone inthe sands ‘There ace no rivers or lakes and pockets of civilization are concentrated in isolated oases where water is more precios ‘ham lie, But, this isnot alla wasteland Under the sands ie ancient ruin, testament to atime before the desert, and the citytates area wonderin and of themselves 2. THE WORLD IS SAVAGE Life on Athas is brutal and short. Bloodthirsty raiders, greedy slavers, and hordes of merciless savages overrun the deserts and wastelands. The cities are not much safer; each choke in the grip of an immortal tyrant. Slavery is widespread on Athas, and many unfortunates spend their lives in chains, (oiling for brutal taskmasters, Every year, hundreds of ‘slaves, perhaps thousands, are sent to their deaths in bloody arena spectacles. Charity, compassion, kindness—these ‘qualities exit, but they are rare and precious blooms. Only a fool hopes for such riches. 3. METALIS SCARCE ‘Most weapons and armor are made of bone, stone, wood, and similar materials. Mail or plate armor exists only in the treasuries of the sorcererkings. Steel blades are nearly priceless; many heroes never see stich weapons during their lifetimes. 4, ARCANE MAGIC DEEILES THE WORLD Reckless use of arcane magic during ancient wars reduced Athas to a wasteland To cast an arcane spell, a magic user siphons power from the living world. Nearby plants wither t0 ash, crippling pain wracks animals and people, and the sol is. permanently sterilized. Itis possible to cast spells with care, avoiding any more damage to the world but defiling is easier and faster than preserving. As a result, sorcerers, wizards, ‘and other wielders of arcane magic are reviled and persecuted across Athas regardless of whether they preserve or defile. Only the most powerful spelleasters can use their arcane abilities without fear of reprisal 5, SORCERER KINGS RULE THE CITIES. Terrible defilers of immense power rule all the city-states. ‘These mighty spellcasters have held their thrones for centuries; no one alive remembers a time before the sorcerer kings. Some claim to be gods, and some profess to serve gods. Some are brutal oppressors, while others are subtle in their tyranny. The sorcerer kings govern through priesthoods or bureaucracies of greedy, ambitious templars, who channel their power In all appearances, they are gods of this world, 6. THE GODS ARE SILENT Athas is a world without deities, No clerics, no paladins, and no prophets live here. Religious orders are dedicated to sorcererckings who claim godhood Old shrines and crumbling temples lie amid ancient ruins, testimony to a time when unknown agents spoke to the people of Athas. Those who lay claim to clerical powers do so through worship of the elements: the sun, the sand, the storm, and the rarest of all, 7. FIERCE MONSTERS ROAM THE WORLD ‘The desert planct has its own deadly ecology: Many creatures that are familiar sights on milder worlds have long since died ut or never existed on Athas, The world has no cattle, swine, fr horses; instead, people tend flocks of erdlus, ride on kanks or erodlus, and draw wagons with inixes and mekillos. Wild creatures such as lions, bears, and wolves are almost nonexistent. In their place are terrors such asthe id fiend, the baazrag, and the tembo. Perhaps the harsh environment of ‘Athas breeds creatures tough and vicious enough to survive it, or maybe the touch of ancient sorcery poisoned the \wellsprings of life and inflicted monster after monster on the dying world Either way, the deserts are perilous, and only a fool ora lunatic travels them alone. baw 8. FAMILIAR RACES AND CLASSES ARE WHAT YOU EXPECT ‘Typical fantasy stereotypes don't apply to Athasian heroes. In many fantasy settings, elves are wise, benevolent forest- dwellers who guard their homelands from intrusions of evil On Athas, elves are nomadic herders, raiders, peddlers, and thieves. Hallings aren't amiable riverfolk; they're xenophobic headhunters and cannibals who hunt and kill trespassers in their mountain forests. New races thrive here: the monstrous halfiant, the insectoid thrikreen, the halfbreed mul There are no paladins, bards serve as assassins, and the mental force of psions can be found even amongst the lowliest beggar and slave pa el THE CALL “Athas is an endless wasteland, yet it has a majestic and stark beauty. When fist light casts its emerald hhues over the Sea of Silt, or when sunset spreads its orange flame over the Mekillot Mountains, the world's feral beauty stirs the untamed heart in each of us. It isa cal to take up spear and dagger, to flee the cities, to go and see what lurks out in the barrenness.”- The Wanderer's journal ———————— PLAYER TIP ‘The DARK SUN setting isn’t a place for your typical bearded dwarf with a love of beer and gems, cherubic halfling, or charging knights and gnome wizards. In this setting, some races don't exist, and the dwarf might instead be a hairless devotee to the sun, the halfling a stealthy cannibalistic hunter, and any wizard likely hides her spelleasting lest a mob hang her for defling what precious life clings to the earth. Half giants and thrikreen are part of the dorninant races, and the scarcity of metal leads crafters to creative uses of alternative materials and an entirely different economy. This book ‘expands your usual options and will help you and your friends create characters uniquely invested inthis word, Athas waits to challenge you. Whether you ate a rnul gladiator, competing forthe cheers of thousands, or the elven ‘wickster selling contraband goods 2s part of your cover forthe Velled Alliance, of a the-kreen hunter enthralled by the irregular behaviors of humanoids, you wil fae the sare basic {question; are you here simply to survive, or do you dare to do ‘This is unofficial Fan Content permitted under the Fan Content Pe are property of Wizards ofthe Not approvediendorsed by Wizarda, Portions of the materiale Wizards of the Coast LLC. PART 1 ‘CHARACTER CREATION 1. CHOOSE A RACE ‘This guide provides the racal traits and roleplay aspects ofthe ight available classes: dwar, elf, halal, hall giant, halfling, human, mul, and theickreen 2. CHOOSE ACLASS The traditional classes and archetypes may have been ‘modified or do not exist. This Guide lists any changes to each class. The classes of Athas are: barbarian, bard, cleric, druid, ‘empath (new) fighter, monk, psion (new), ranger, rogue, warlock, and wizard. The Paladin and Sorcerer do not exist 3. DETERMINE ABILITY SCORES Standard array (15, 14, 13, 12, 10, 8), of point-cost variant (PHB 13) ifpermitte. 4. DESCRIBE YOUR CHARACTER + Determine f your OM allows evil alignments + Literacy is banned in cities, so consult the DM when choosing a background as to whether your social class enables your character to read and write. Be descriptivel A character is ore than numbers. Come up with personality traits and use the Ideals, Bonds, and Flaws to assist with creating a unique character that will valve and grow as the campaign grows, Consider finding Dark Sun-themned art for your character. “The at ofthe original setting provided enhancement to the setting 5. CHOOSE EQUIPMENT. Consult this Guide's Equipment section in Part 6 for purchases, currency, and changes in material. Because of the rarity of metal and water, the economy and gear of Athas has developed quite differently (rom other settings. For example, the primary currency is a “ceramic piece (cp)," not a gold piece, which is far more valuable on Athas. (6. ASSIGN WILD TALENT Psionies are common on Athas, though few consciously | raster the "Will and the Way.” Player characters may opt to have a Wild Talent. For the people of Athas, psionics are special because it's the one source of extraordinary power that ‘does not make them beholden to someone or something else. Templars need a sorcerer king. Clerics must pray to the flernents. Wizards leech life from plants. Soldiers need someone to make and maintain armaments, Consult the Wild Talent section in Part 4ifyou are anon-psionic character 1.COME TOGETHER Most campaigns begin with a unifying starting hook or story. “The DM Is encouraged to run a Session 0: Prologue, in which players should bring a character concept to the table and utlize that session to finish making characters as a group. The [group is encouraged to roleplay how they arrived at their ‘current situation with one another, and work together in developing a narrative that ay affect your choice of assigning scores, features, and background to your character. OPTIONAL RULES The OM should notify players in advance which optional rules will be in use and which supplements are permitted beyond this Gulde. Part 9 contains a section for homebrew, optional rules, but these are also not necessary to enjoy the Dark Sun world, RACES OF ATHAS “The worst thing you can say toa dwarf is ‘Te cantt be done:'If he’ already decided todo it, he may never speak to you again. Tf he hasn't decided to take up the task, he may commit himself to it simply out of spite. ‘Impossible’ is not a concept ‘most dwarves understand Anything can be done, with ‘enough determination." Shallen, Nibenese trader On Athas, dwarves are not subterranean miners but rather, longiived, slowly dying race known for their relentless focus fom a task to the single exclusion of all others. A dwarfs chief Tove is toil, and one is never happier when tasked with ‘cause he can approach with a stoic, singlemindedness for weeks, months, years, or even decades. Once his mind is committed to a task, it is near impossible to sway him away from it as he will fail to listen to reason. Dwarves live for their focus, for those who die unable to complete a focus return fom the dead to haunt their unfinished work. A dwarf rarely Aivalges his focus to anyone. SHORT AND STOUT Short and powerful, dwarves stand between 4 14 and 5 feet tall Their frames are massive and an average dwarf weighs in the vicinity of 200 pounds. Life in the Athasian wastes makes them rugged, tanned, and callused Dwarves are hairless and find the very idea oft repulsive, THE FOCUS A dwarfs relation is often a function of his focus. Those who help him are respected, sensible companions. Those who hinder him are obstacles that must be removed There is very litle room for compromise in a dwarven mind ee ae Focus Focus is the central point of your existence, and no simple job will suffice. Work with your DM to come up with a starting focus and a new one if completed. None should be easy to complete and should take at least 1 week or longer to finish to be worthwhile. —_— eo For example, Grelak, protector of his village, makes the retrieval of a sacred book stolen by raiders his focus. After a week of gathering clues, he Sets out (0 liberate the artifact, ‘from its current owner in a trading post weeks away. On the way there, he gains the benefit of his dwarven focus for anything that would slow him because he is trying to reach the book. Later, he stops in Nibenay to rest and gets in a brawl He doesnt receive any bonuses beéause he isn't actively pursuing his focus, DWARVEN SOCIETY [Dwarves are close-knit, formed around clans and focused on family. Ties of blood are honored above all but the focus Family honor or dishonor is passed down to generations. A. ‘community is led by the Urhnomous (over-leader), and each clan by an uhrnius (leader) There are 3 main dwarven settlements in the Tablelands: Kled near Tyr, and the twin villages of North and South Ledopolus on the southwestern edge. Dwarven oral tradition shares that they were once a mighty people living in vast cities, and many of these ancient ruins are all out there, buried and forgotten, ‘hiss unofficial Fan Content permitted under the Fan Content Policy Not approvedjendorsed hy Wizards, Portions ofthe materials wsed are property of Wizards ofthe Const, BWizards of the Coast LLC. ‘many on Athas prefer just one name, using a town of Kled) if distinction is needed. s Names: Baranus, Biirgaz, Bontar, Brul, Caelum, Gare, Daled, Droe, Fyra, Ghodran, Gralth, Gram, Jurtan, - Lyanius, Murd, Nati, Portek, Rkard, Sa'ram, Sult, Veso. Female Names: Ardin, Erda, Ghava, Greshin, Gudak, DWARF TRAITS: Dwarves are nonmagical by nature and abhor arcane casters. cannot take an arcane casting class. Their priests lean s steady earth and avoid chaotic air, and they take to with a vengeance. Dwarves lave villages at times to focus and to search for ancient dwarven ruins. They prized as mercenaries because once contracted, ity wll ever change. ity Score Increase. Your Constitution score increases and you choose to increase your Strength or Wisdom by a e. Dwarves mature around age 35 and live up to 250 s though the dangers of Athan often claim them well this time Dwarves tend lawfl and good to neutral Ther n to an established hierarchy in villages means they to follow nila een to the point of ridicule, Size. A ypical wart stands about 4 5 to 5 foot tll and ci ee 200 pounds. Your sie is Medium. ed by wearing heavy armor, rkvision. Despite living aboveground, your heritage you to see in dim light within 60 feet of you as. ght light, and in darkness as if it were dim light. You can’t Aiscerm color in darkness, only shades of ess arven Focus. When making an ably check or saving Re pelted io your Foca, you are ccondcred "Tool Proficiency. You gain proficiency with the artisa's of your choice: smith’s tools, brewer's supplies, or ‘Toughness. Your bit point maximum increases ‘by Land it increases by 1 every time you gain a level Languages. You can speak Common and Dwarvish. With | DM permission, yourscharacter might be able to read with an appropriate background. Dwarves keep irate acy tel Gog arent language mostly used for writing history that they wil never share to outsiders. Their native language is deep and throaty, fall of urtural sounds and harsh exclamations that cause most nonsdwarves to get raw throats if spoken for long. ROLEPLAYING A DWARF Remember the intensity of your focus. Breaking it has social, philosophical, and spiritual repercussions. If you die before completion, your spirit will return as a banshee and you will have shamed your clan for generations to come. For someone to intentionally stand in the way of your focus is an assault on you. Your greatest satisfaction is completing the focus. Keep a serious attitude always. The only time you show your festive side (you have one) is when you have | recently fulfilled a focus or between setting a new cone. At this time, your full joy and hurnor show, but you are vulnerable in some ways because you are lost in purpose. Std i ie unofficial Fan Content permitted under the Fan Content Policy Not approvedjendorsed by Wizards, Portions of the materiale used are property of Wizards of the Coast, ©Wizards of the Coast LLC. “Honot? The word does not exist in the elven language: ‘Tharak, human guard “Better to die with a spear in your hands than to live with shackles around your wrist."~ Elven adage Athas' wilderness is home to the longelimbed elves, a race of ‘traders, herders, and fast moving raiders. Running is the key ‘to acceptance and respect amongst them. Elves who are injured and cannot run are often left behind to die. Most rarely stay in one place for long, both physically and ‘emotionally, and this is seen as a sign of strength in their people -an absolute freedom. ? BIE culture, while savage, is also rich and diverse. They x have turned celebrating into an art form, and elf song and F ance is captivating and seductive to non-elves. Elven war | parties are greatly feared in the deserts, for they are a deadly force of endurance and maneuverability Others see elves as dishonest and lazy: generally, a fair ‘assessment. Elves idle for days until compelled to exert themselves, but they can run for days without complaint. No ‘self-respecting elf will ride an animal and it is a severe dishonor to do s0. Custom dictates those who cannot keep up are left behind, and this includes the pregnant and the elderly. Elves prefer to live short, happy lives rather than long, boring ‘ones. Unlike traditional settings, Athasian elves rarely live past 140 years. Seeing the future as a dark, deadly place, they prefer to live in the “here and now." They thrive in open ‘spaces and tend to wither in captivity, making them poor ‘choices on the slave block. This: are property of Wizards of ‘ontent permitted under the Fan Content Pe LONG AND LEAN Elves are longeimbed sprintérs who stand between 6 % and 7 ¥ feet tall with slender yet muscular builds, averaging 175 pounds, They have deeply etched features with rugged skin as varied as the other races of Athas. They grow no facial ai but the locks atop their heads comes in from lightest blond to darkest black. They dress in garb designed to protect them from the elements ‘TRUST IS FOR FOOLS Elves keep to their own tribe ~ there is no racial unity - and the rare friend unless there's an angle to be gained Strangers are potential enemies waiting to take advantage of an ell, so they look to get the advantage first. If a companion shows promise, the elf devises a series of “teste” of trust that allows. them to prove their friendship is “stronger than the bonds of death,’ as elves say. Once gained, one is forever a friend, but if that trust is betrayed itis gone forever Inthe tribe, elves are all equals, except the Chief. The Chief is elected and rules for life, making all major decisions for the tribe, and elves are: expected to tithe a choice piece of loot, Holding out suggests a lack of loyalty to the tribe, Your natural enemy are the thri- Jkreen who view your people as.a delicacy. lS ‘THE RUN Those who cannot keep up die, and freedom in all matters is life. Most elves don't li, cheat, or steal out of malice. They see an opportunity and the gullible can't keep up. In their culture, an elf is Fewarded for being faster, both in wit and running. If you stop running, if you settle down, you wither. —K—_—————————" HOME IS WHERE YOU RUN Elves are nomads by nature, though they maintain semi permanent settlements in the wilderness. Their ability to cover vast distances makes them master raiders, and they consider anywhere their legs can take them as their territory to take from as they see fit. Elves may flippantly adventure for wandetlust, but those who persist often do so for a desire for profit, glory, revenge, or loyalty, They like to boast about their accomplishments, weaving these into song. Elves often take keepsakes from memorable raids and sew these into their cloaks, Elves are pleased by flaunting a stolen item before an owner. Elven custom dictates the victim congratulate the thief on his postession of such an attractive item (those who don't are poor sports) Unlike most other races, elves have no issue with defling ‘magic and arcane practice. dorsed by Wizards, Port ards ofthe Coast LLC. Ni Bo 7 Naming of young runners is a sacred responsibility, given | after the first interesting thing the child does while learning | to run. With the right name, an elf child can grow to “greatness, but the wrong name may cause one to vanish in | the wastes, A child's name can be changed because of an ‘extraordinary deed performed during the rite of passage | Blves take the surname oftheir tribe. Male Names: Botus (Water Runner) Coraanu (First El, the Warrior Thief) Dukkoti (Wind Fighter) Haaku (Iwo Daggers), Lobue (First Runner} Mutami (Laughs at Suny —_Natuko (Sky Hunter) Traako (Metal Stealer), Female Names: Alaa (Bird Chaser) Ekee (Wild Dancer}, Guuta Singing Sword) Hukaa Fire Leaper),Itee (Dancing Bow), Nusta (Quiet Hunter), Utaa (Laughing Moon) “Tribe (Clan) Names: Clearwater Tribe (Fireshaper, _Graffyon, Graystar, Lightning, Onyx, Sandrunner, Seafoam, leah, Songweaver, Stecliaw, Wavedivers, Windriders ns); Night Runner Tribe (Dark Moons, Full Moons, Half | Moons, Lone Moons, New Moons, Quarter Moons clans) ~ Shadow Tribe; Sit Stalker Tibe Fire Bow Fie Dagger Fite ‘Sword clans); Silver Hand Tribe; Sky Singer Tribe — (Dawnchaser, Dayjumper, Twlighteatcher clans}, Swiftwing Tribes Water Hunter Tribe (Raindancer, Poolrunnes, —Lakesinger clans); Wind Dancer Tribe (Airhunter, _ ELF TRAITS tend to any profession and trade that let's them act Seely This makes them poor stdents ofthe rigorous study of psioncs, and rarely docs anything but Air draw them to clerical ty. “Ability Score Increase. Your Dexterity score increstes by | and you choose to increase your Intelligence or Charisma yt “Age. Elves reach physical maturity at the same rate as Fhuimans but must pass the wibe'’ rites of inktiation before being recognized as adults, typically around 20, Elves can live ives tend chaotic hecause of their love of jom, variety and selfexpression. They tend neutrality; h they tend good (selfsacrifce) when the tribe is ‘concerned. Although they will steal everything in sight, they are not morderous and avoid unnecessary violence. "Size. A ypical ef stands about 6 1/2 to 7 1/2 feet tall and ‘around 175 pounds. Your size is Medium. Speed Your base walking speed is 35 feet. Burst of Speed Your heritage allows you to move ia sprints. When you move on your tur in combat, you can ‘double your speed until the end of the turn, Once you use this ‘trait, you cant use it again until you move 0 feet on one of, your turns. Elven Resilience. You are conditioned to the extreme ‘weather of the wastelands and have advantage on all saves ‘against extreme heat and cold, “Mask of the Wild. You can attempt to hide even when you ‘are only lightly obscured by terrain, weather, or other natural phenomena ‘This is unofficial Fan Content permitted under the Fan Content Policy. Not sppravedjendorsed by Wizards. Portions ofthe material sed are property of Wizards of the Coast, ©Wizards of the Coast LLC. ails you can travel i x day. You have advantage on force march saves, \ Languages. You can speak Common and Flvish, Each tribe has a distinct dialect. The language is filed with short, clipped words, run with a rapid staccato pace difficult for ‘others to pick up. They disdain the siow, tedious languages of others but condescend to learn Common. Elves that learn other tongues hide it to gain advantage. a i ROLEPLAYING AN ELF Rely on guerilla combat. skills — distance, maneuverability and speed. The elven philosophy ever t0 stand up ina far ight, and running = prized, whether it be from an equal combat, an awkward situation, of a pregnant lover. When someone professes to be your friend, dismiss them at first then offer them a test of trust (don’t tell them), Ask them to give you a prized possession or see if they take one of yours left out in a conspicuous place. Pretend to sleep and listen to what they say about you. Maybe allow yourself to be captured and see if this presumed friend will rescue you! —_—_—_——r "People are no good You can only trust animals and the bottle.” Delmao, halfelf thiet Unlike the parents of tnules, elves and humans are often attracted to each other, but just as often, they are the unwanted product of a casual encounter. Born from two ‘worlds but not welcome in either, they find an attraction to the solitary wastes. In conjunction with a lack of unifying culture, most turn into lonesome, self-sufficient folk. Elves ‘have no tolerance for them (the mother is expected to get rid of the child or be cast out) and most, though not all, humans. believe their ears make them just another lazy thief and trickster. When everyone sees you as the worst quality of your parent race, the halfelf turns away and has found a kinship in the animal world unmatched by either oftheir parent races. HALF AND HALF Half-elves are taller than most humans, standing 6 to 6 1/2 feet tall, bulkier than elves and able to pass themselves off ‘more as humans than full elves. The men can grow beards and they have a full range of skin tones and hair colors. Some enjoy proving themselves better than humans or elves at a task, and others simply turn to different cultures, such as thr kreen or muls, for friendship. They rarely maintain a friendship for long as itis their experience that everyone is foing to let you down or betray you eventually, but at times it is necessary to ally or simply not be alone. NO CULTURE Halfelves don't form communities despite their numbers, land they can reproduce with either parent race. Most will never know their elven parent and they aren't weleome in elven tribes, seen as an embarrassment who can't keep up. Their affinity to beasts leads them to be valuable animal handlers. Some find acceptance in the ranks of templars, where service to the sorcerer king or queen provides a weleome home. In adventuring partis, they tend to be aloof because it's likely to be a short-lived experience. HALF-ELF NAMES ‘Most have human names as they cannot run as elves to gain a given name, nor an accepted tribal name. Some warp the elvish custom and simply take a name, much to the anger of elves. Like most races, halfelves use only one name, though they may adopt a city oF village surname, oF a profession, to distinguish themselves. Male Names: Boaz, Brazin, Ero, Fyrian, Gathalimay, Laban, Lafus, Luris, Melestan, Mirch, Navarch, Poortool, egg, Ruach, Solzak, Vok, Wek, Wheetan, Xutan, Female Names: Alie, Arya, Aso, Drewet, Feera, Feykaa Krysta, Lorelei, Mila, Ranis, Sareka, Thania, Vaerhirmana. HALF-ELF TRAITS Halfelves are influenced by both parents, even if not accepted by either race. Ability Score Increase. Your Wisdom score increases by 2, und two other ability seares of your choice increase by 1 ‘Age. Hallelves mature as humans, reaching adulthood around 20, and some live to 130 years, ‘Alignment. Lawful and neutral half-elves labor for ‘acceptance from a parent race while chaotic ones have given up, rejecting a society that has rejected them. Size. A typical halfelf stands close to 6 ¥ feet tall and weighs 140 pounds. Your size is Medium. ‘Speed. Your base walking speed is 30 fect. Nomadic Life. You have proficiency in the Survival and. ‘Animal Handling skills ‘This is unofficial Fan Content permitted under the Fan Content Pe are property of Wizards ofthe Not approvediendorsed by Wizards, Portions of the materiale Wizards of the Coast LLC. ty. At 3rd level you can you can use an Action ‘charm medium size or smaller beast with 3 or lower. You must be able to touch and talk to [your or your companions are fighting the beas “cannot be charmed It must pass a Wisdom save or be for 24 hours. The saving throw is 8 ~ your ‘bonus + your Wisdom modifier If you or your do anything harmful to the beast, the charm ‘cannot use this trait again until you complete a ROLEPLAYING AALEELE You don't consider yourself a separate race. You pride yourself on your selfreliance and refuse patronizing offers to help you. You'll do fine on your own, thank you very much. Take any chance to Show humans you're just as talented as them or elves you're just as clever. IF others view your attempts as irrational, well, they get to be wrapped in the blankets of racial acceptance. You're left out in the cold. Praise should be viewed with suspicion because no one hands that out without an angle in mind, Other halFelves dor't interest you by default. Just because they have the same ears doesn't mean you suddenly have anything in common. In an adventuring group, you don't need charity and don't need someone else to cook your food or take your watch, This does not mean youll never form a lasting friendship. But it's hard to get over a lifetime of being on the outside and being constantly reminded of that. This is why you feel affinity with the beast. They're simple. They don't judge, and they don't act with malice i is unofficial Fan Content permitted under the Fan Content Policy. Not spprovedjendorsed by Wizards, Portions of the materials used are property of Wizards ofthe Coast, ©Wizards of the Coast LLC. “Mind of a child strength of three grown men. Ive seen half giant tear the walls out of building because he wanted a better look at the tattoos on a mul inside.” ~ Daro, buman trader EEE hse pat socceee king NAT RIea eion of cunt andhanan oma rad __Stoowera slaves, Whatever he eth, the helgant sac he SERPST aa tebe wit con sooner and wre sug I ic cuads and rotcnac aces the beans, ipecause oftheir atl origins, there i no haart cata wation, o homeland They realy itt customs avlealres of thowe te adie or aoc wi They are ep tative, cage to Hite print tbl for Me ee Ope vonage arty cag nck fo Bao Ns ica EU cgorng 9 deca oh el ah Mies sey set csing once snd nists ene sho ae ano sod ache races This: are property of Wi ‘ontent permitted under the Fan Content Pe ds ofthe BIG AND STRONG Halégiants are enormous individuals, generally 10 to 12 feet high and weighing in upwards of 1600 pounds. Though they hhave human features, these tend to be exaggerated in some ways, Skin tones range from light brown to deep tan, like sand, They vary in hair color and tend to wear whatever hair style or fashion they currently are emulating, Absent that, their giant heritage makes for thick hair amenable to braids. ‘There is no economy for half-giant stature, so their clothing would likely consist of several humansized articles. of clothing stitched together. A tavern would charge extra for filling enough plates for a half-giant sized appetite, and any armor would have to be specially crafted. Most nobles, templars, and merchant houses feel the investment is worth the return when they have 1500 pounds of enforcement at their command, IMPRESSIONABLE ‘The most powerful warriors on Athas, halfgiants seem content to dwell in humanity’s shadow and drift towards charismatic leaders of all races. For example, if halfgiant village is near elven raiders, they are likely to emulate the guerilla tactics ofthe elves. However, this innate need to fit in is more than a whim. Itis inherent to the half-giants creation, ‘Abalfgiant farmer's village might be raided, and he may soon adopt the morals of the invaders because they seem to know what they're doing, and the halfgiant finds he's pretty good at smashing heads too, ah tt ALIGNMENT ON A WHIM One axis of your alignment will be fixed and the other subject to change, even daily, based on influential events or persons around you that you find a reason to emulate or admire. You will try out their morals or philosophies and perhaps stick with it for a time if you're good at it. This does not mean halfgiants are unreliable + the influence must be strong for them to change, and they have a core philosophy that is fairly unchanging. A halfgiant Soldier might see a dwarven cleric of the sun and be impressed by her unflappable devotions. He may try shaving himself and praying to the sun Until he finds he cannot stare at the sun without hurting his eyes and cannot make fie appear. ‘This can make role-playing a half-giant a challenge. —_—_—_——__—F HALF-GIANT NAME! ‘Shaves are given human names while free halfgiants will take names based off the adopted culture, See other races for ‘name suggestions, dorsed by Wizards, Port ards ofthe Coast LLC. Abily Score Increase. You have 4 points to split between your Strength and Constitution scores. Your Strength score may reach maximum of 22 instead of 20 Your Intelligence and Wisdom scores are decreased by 2 each ‘Age. Halfgiants mature around 24 years of age and can live up to 220 years. ‘Alignment. Your alignment may fluctuate as deseribed in Alignment on a Whim. You begin with one fixed alignment axis (good-neutral-evil or lawfulneutralchaotic) that will never change, The other axis may change depending on who you are emulating, Subject to DM approval, when imitating a ‘arismatie leader, select an appropriate Ideal or Flaw and “replace your current one. Ifthe new Ideal is tied to a non: “fixed axis of your alignment, change that aspect of your - alignment. Size. A typical halfgiant stands 10 to 12 fect tall and "weighs 1,600 pounds. You occupy a 100 by 10-fot space and have a5 foot reach, Your size is Large. ‘Speed. Your base walking speed is 35 feet. Giant Body. You cannot wear ordinary gear sized for | smaller ereatures such as boos, gloves, and backpacks. All | othing. armor meals, nd lodging ost double for you Large Hands. You may wield versatile and twoshanded | you can use your reaction to reduce that damage by your Constitution score, After using this trait, you cannot use it again until you finish a short or long rest Giant's Toughness. Your hit point maximum increases by increases by 2 every time you gain a level Languages. You can speak Common. Your voice is always low, making it difficult for most to hear and understand more ‘than a rumble. a FOOD AND WATER NEEDS Large creatures require four times the daily amount ‘of water and food needed for a small creature (OMG p111). ‘This is unofficial Fan Content permitted under the Fan Content Policy. Not spprovedjendorsed by Wizards. Portions ofthe mates fare property of Wizards of the Const, ©Wisnrds ofthe Coast LC. ROLEPLAYING A HALF-GIANT- Always temember how much bigger and heavier you are than everyone else. Take advantage of your height in combat, but remember the disadvantages. Between your size and your lesser wits (even if you are a relatively intelligent half giant people will assume you to be dull, you find yourself an object of cornic relief. You are used to being teased and will endure more witty remarks than most people, but when you have been pushed too far your personality can suddenly shift, and you can unleash astonishing violence on your tormentors and any who stand in your way. Less frequently, these shifts can happen to you without provocation — you just wake up with a different ethos and altered disposition Remember you are influenced by powerful personalities, and can shift your personality and ethics. You tend to imitate the tactics, clothes and demeanor of your “little master.” SEE ‘SIZE AND MAGIC ITEMS ‘ Magical gear adjusts for the size of the wearer from z Small to Large. A half-giant or halfling can wear the = same pair of boots if magical, but ordinary kank leather boots sized for a human simply won't fit. For creatures with an alien physique, such as a th kreen, certain iterns like boots will never work, magical or not. P cecemnanenemamiet i ans [RESIZING ITEMS Consult if your DM permits resizing of armor by a trained crafter (PHB 144). If so, the half-giant would still pay double the size of resizing the armor, which begins at 10 to 40% of the armor price, reflecting the extra materials needed, —_—_—_—_—_— ey’ 13 “Be wary of the forest ridge. The halllings who live there ‘would as soon eat you alive as look at you. Chances are you Won't even notice them until you've become the main course. “—Mornune, half Elven ranger Halfings are masters of the jungles of the Ringing Mountains. They are small, quick and agile creatures steeped in-an ancient and rich culture that goes back far into Athas’ past. Although they are not common in the Tablelands, some halflings leave their homes in the forests to adventure under the dark sun. While omnivores, halfings prefer raw flesh and, let no meat go to waste, including that of enemies, humans, and other sentient creatures, Halfings have difficulty understanding others’ customs or points of view, but curiosity helps some halflings overcome their xenophobia. Litle concerned with material wealth, haalflings are more conterned with how their actions will affect other halflings. ‘This is unofficial Fan Content permitted under the Fan Content Pe ds ofthe are property of Wi SMALL AND SAVAGE Halflings are small creature, standing only about 3 1/2 feet tall and weighing 50 to 60 pounds. Rarely affected by age, halfling faces are often mistaken for the faces of human children, even the elderly among them. They dress in loincloths, sometimes with shirt or yest, and paint their skins with bright reds and greens. Forest halfings rarely tend to their hair, and some let it grow to great lengths, though it can be unkempt and dirty. ANCIENT CULTURE Halling culture dominates their relations with others and predates human civilization. Rarely will they ever draw the blood of another halfling. Hallings of different tribes share a tradition of song, art and poetry, which serves as a basis of communication. Creatures that do not know'these cultural expressions are often at a loss to understand a hallling’s expressions, analogies and allusions to well-known tales. Halfings can easily become frustrated with such “uncultured” creatures lose patience with outsider Intolerance of their ways, such as eating other humanoids, ‘They abhor slavery and most haflings will starve themselves rather than accept slavery. FEAR OF OUTSIDERS Halflings have no desire to see their home become like the rest of Athas. They are fierce and merciless in its defense, uncaring about the struggles and excuses of other races ilflings' bond with nature extends into most aspects oftheir culture. A shaman or witch doctor, who also acts as a spiritual leader, often rules their clans. This leader is obeyed without question. Halfling. fighters willingly sacrifice themselves to obey their leader, leaving outsiders to perceive them as fanatics when hallings dearly love and enjoy lif. Exploring the Tablelands gives curious halflings the ‘opportunity to learn other customs. Although they may at first have difficulty in understanding the numerous practices of the races of the Tablelands, their natural curiosity enables them o learn and interact with others. Other halllings may be criminals, renegades or other tribal outcasts, venturing into the Tablelands to escape persecution by their kin. Most tribes reject arcane magic, but a few have preserver chieftains who would sacrifice an entire tribe to keep one defiler out. HALFLING NAMES Halflings have only one name assigned at birth Male Names: Basha, Cerk, Derlan, Drassu, Entrok, Kakzim, Lokee, Nok, Pauik, Plool Sala, Tanuka, Ukos, Zol Female Names: Alansa, Anezka, Dokala, Grelzen, Horga, {ik Joura, Nasaha, Vensa, Not approvediendorsed by Wizards, Portions of the materiale Wizards of the Coast LLC. Jom score by 1. © reach adulthood atthe same rate as humans ive to be about 120 years old ent. Halfngs tend towards law and evil "Uncomfortable with change, halflings tend to rely on “intangible constants, such as racial identity, family, clan tes and personal honor. Halfings generally have little respect for ‘the laws of the big people. Size. Hallings average around 3 % feet tall and 50 to 60 ‘Your base walking speed is 25 feet. ‘Nimbleness. You can move through the space of of larger size than yours. Fry ofthe Small When you damage a creature atleast site larger than you with an altack or spell you can cause to ad exra damage equal to your level Once you his trait, you cannot use it again until you finish a short You can speak Halfling and Common. Your fe uses drawings and tales rather than a written . Halling rarely teach others their language, but individuals of the Tablelands have learned the wild Halflings found in the Tablelands learn Common to ‘but it is generally unknown past the Ringing 3 ie unofficial Fan Content permitted under the Fan Content Policy Not approvedjendorsed by Wizards, Portions ofthe materials used are property of Wizards of the Coast, ©Wizards of the Coast LLC. [ROLEPLAYING AHALHLANG Remember to consistently take your height into account. Role-play the halfling culture described above: eating opponents, treating fellow halflings with trust and kindness, suspicion of big people, and general lack of interest in money. Conquest and plundering have no place in your society; rather the most important value isthe ability of the inner self as it harmonizes with the environment. You should be sickened by the landscape of the Tablelands and desperately want to avoid any rsk that devastation ever spreading to your homelands in the Forest Ridge. You wil lear about other cultures, but you should firmly believe halfling culture to be innately superior to all others However, you don't try to change other's cultures, rno more than you would try to convince a tembo to change its diet While omnivorous, you vastly prefer meat, and everything is a source of food, You should presume : most other races will eat anything,_ including ‘ halflings, if they are hungry enough, and this makes % ithard to trust them, | “Humans are fools and hopelessly naive as well They outnumber us; they are everywhere, and yet they have n0 “more sense of their strength than a rat. Let us hope that the Dato stay that way." —Dukkoti Nightrunner, elven warrior Humans are the dominant culture in the explored parts of ‘Athas, known for their versatility and adaptability. Most tend to be ambitious and individualistic; even the tyranny of ssoréerer kings hasnt stamped out this diversity. Other races ‘often don't know what to expect when meeting a human for the first time because predicting their behavior based on ‘cultural norms is dificult. ‘saying when humans appear to take action for no apparent Humans tend to get along well with races they comingle ‘with (most often dwarves and muls) Halfgiants and thri keen are seen as dangerous monsters. Elves and halfelves are considered flighty and untrustworthy. Halllings are exotics. Humans often serve as a go-between when one race deals with another 's human nature” is a common ABROAD SPECTRUM Men average 6 feet tall and 200 pounds while women range around 5 ¥% feet tall and 140 pounds. They tend to darkeskin ‘and bronzed tones with darker hair, though all colors exist with nobility tending to the greatest variety. Humans are prone to mutations, and it is not uncommon to find exaggerated features, webbed feet, or even extra digits on hands and feet. MUTATIONS Centuries of abusive magic have taken their toll on the human body. Some humans have marked alterations to their appearance, such as a bizarre symmetry, exaggerated facial feature, pointed ears, no facial hair, unusual skin coloration like copper or grey, etc. Humans are familiar and generally unsurprised by such differences. Ultimately, these give no benefits or hindrances in gameplay and are for flavor. HUMAN NAMES Human names vary by region. For most a single name suffices. A noble will have a family surname but often revert to use of one name. Freemen occasionally refer to their ‘occupations to avoid being taken for laborers or slaves, such as "Barek the Weaver ‘Tyr/Urik Male Names: Agis, Amilanu, Baal, Banoc, Duzi Ba, Gulkishar, Igigi, Markduk, Rim-Sin, Sargon, Silani, Tithian, Utusa, Zu ‘Tyr[Urik Fomale Names: Amata, Bau, Belli, Damkin Gula, Ishtar, Kishar, Mummu, Mylitta, Neeva, Ninsunu, Rubati, Shala, Zakit HUMAN TRAITS. Humans are hard to generalize Ability Score Increase. Your ability scores all increase by 1 ‘Age. Humans tend to reach adulthood in their late teens and can live to around 80 years, Aligament. Humans tend to no particular alignment. The best and worst are found among them, Size. Men average 6 feet tall and 200 pounds while women range around 5 % feet tall and 140 pounds. Your size is Medium, ‘Speed. Your base walking speed is 30 feet. Languages. Common and one other language of your choi. i HUMAN VARIANT (OPTIONAL) Instead of increasing all ability scores, you may increase two different ability scores by 1, gain proficiency in a skill, and gain one feat —_eoOo ‘hiss unofficial Fan Content permitted under the Fae Content Policy Not approvedjendorsed hy Wizards, Portions ofthe materials weed are property of Wizards ofthe Const, Wizards of the Coast LLC. See, the trick is to break their will Not too much, mind ‘You. Nobody wants to watch a docile gladiator, and muls are "toe expensive to waste as labor slaves. But, you don't want them trying to escape every other day. Would you lke to tell the arena crowd that their favorite champion will not be appearing in today's match because he died trying to escape _ your pens?" —Gaal, Urikite arena trainer Born from the unlikely parentage of dwarves and humans, a mul (pronounced word “mulzhennedar” which means “strength”; “mule” is used as a derogatory pronunciation) combines the height and adaptable nature of humans with the musculature and nce of dwarves. Muls enjoy traits that are uniquely their ‘own, such as their robust metabolism and almost inexhaustible capacity for work The hybrid has disadvantages in a few areas as well: sterility, and the social repercussions of being created for a life of slavery. Humans and dwarves are not typically attracted to each other. The ‘only reason that muls are so common in the Tablelands is because oftheir value as laborers and gladiators: slave-sllers force-breed humans and dwarves for profit. “mull, from the dwarven ‘This is unofficial Fan Content permitted under the Fan Content Policy, Not approvedjendorsed by Wizards. Portions ofthe mates ards ofthe Coast, OW are property of Wi While mulbreeding practices are exorbitantly lucrative, they are often lethal (© both the mother and the baby. Conception is difficult and impractical often taking months to achieve. Even once conceived, thé mul takes a full twelve ‘months to catty to term; fatalities during this period are hig, ‘As likely as not, anxious overseers cat muls from the dying bodies of their mothers. STRENGTH AND ENDURANCE ‘Second only to the half-giant, the mul is the strongest of the common humanoid races of the tablelands. Muls grow as high as seven feet, weighing upwards of 250 pounds, but carry almost no fat at ll on their broad muscular frames, Universal mul characteristics include angular, almost protrusive eye ridges, and ears that point sharply backwards against the temples. Most muls have dark copper-colored skin and hairless bodies. They are always sterile. BRED TO SLAVERY ‘Mals are bred to fight or labor. Most mul laborers master the conventions of slave life, figuring out through painful experience who can be trusted and who cannot. Muls learn from their mistakes in the slave pits to a greater extent than other races not because they are cleverer, but because unlike slaves of other races they tend to survive their mistakes, While other slave races are less expensive and therefore disposable. Only the most foolish and disobedient mul would be kulled Most masters will sell a problem mul slave rather than kil him. Their mastery ofthe rules of slave life and their boundless capacity for hard work allows them to gain favor with their masters and reputation among their fellow slaves LIFE OFA SLAVE, All gladiators who perform well in the arenas receive some degree of pampered treatment, but muls receive more pampering than others. Some mul gladiators even come to see slavery as an acceptable patt of their lives, being given 200d foad, good housing, and mates. However, those that acquire a taste of freedom will fight for it. Stoic and dull to pain, muls are not easily intimidated by the lash. Masters are loath to slay or maim a mul wh« repeatedly to escape, although those who help the mul’ escape will be tormented in order to punish the mul without damaging valuable property. Once a mul escapes or earns his freedom, slavery remains a dominant part of his life. Most mus are heavily marked with tattoos that mark his ownership, history, capabilities and disciplinary measures Even untattooed muls are marked as a potential windfall for slavers: itis clearly cheaper to “retrieve” a mul who slavers: can claim had run away, than to start from scratch in the breeding pits. ards ofthe Coast LLC. ‘Durn, Eben, Erekard, Gard Harask, Marok, Morg, | Rikard, Sanozar, Tomak, Uskan, Zedath, Zorus. -_ Female Names: Aisa, Aivel Brithis, Calia, Demosis, Elina, | Faivel, Himithis, Laivi, Mersten, Narisel, Raina, Reshel ‘Saditha, Tirshet Uisel Zerima. mul is bred for physical attibutes but can inherit a sens quick mind A mul cannot bean arcane caster, having rite their dwarven heritage Ability Score Increase. Your Strength score increases by gut Constitution and Wisdom by I ‘A mul ages like humans, tending to reach adulthood & Fortwo year earlier and given ther lt in ie rarely reach age of 85. © Alignment. Muls tend towards neutrality with respect to and evil ut run the garnt wit respect to law or chaos lawful muls adapt well tothe indignities of slavery, nthe game forthe comforts that they can win a valued Speed Your base walking speed i 30 fot. Relentless Endurance. When you are reduced to 0 hit nts but not killed ought, you can drop ‘0 1 hit point ROLEPLAYING A MUL Bom to the slave pens, you never knew love or affection; the taskmaster’s whip took the place of loving parents. As far as you have seen, all of life's problerns that can be solved are solved by sheer brute force. You know to bow to force when you see it, especialy the veiled force of wealth, power and privilege. The noble and templar may not look strong, but they can kill a man with @ word. You tend towards gruffness. In the slave pits, you knew some muls that never sought friends or companionship, but lived in bitter, isolated servitude. You knew other muls who found friendship in an arena partner or co- worker. You are capable of affection, trust and friendship, but camaraderie is easier for you to understand and express — warriors slap each other on the shoulder after a victory, or give their lives for each other in battle, You, don't think of that sort of event as “friendship” it just happens. Muls dislike what they fear, and they fear wizards. They resent that a wizard's power comes from without, with no seeming effort on the wizard's part, while the mul's power is born of pain and Tabor. You may never have been exposed to psionic study or clerical ways, but there is nothing preventing you from learning. This unofficial Fan Content permited under the Fa Content Pola. Not approvdjendored hy Wizards, Portions ofthe == a propery of Wierd of te Const Ozanne Goat LG “This one does not speak with the quivering soft shells that Jay about all night. This one might eat you, but never speak” —Tutochuk ‘Thrickreen ("kreen” for short) are the strangest of the intelligent races of the Tablelands, These insectoid beings ‘born from eggs possess a mindset very different from any ‘humanoid being encountered. They roam the wastes in - packs, hunting for food day and night, since they require no © sleep. Thri-kreen are quick and agile and make fearsome fighters, feared throughout the wastes. They refer to thr kreen_who have become city dwellers as “tohrkreen," meaning “settled person,” whereas thrifercen means " *wanderer-person.” INSECT BODY Mature Thri-kreen stand about 7 fect tall, with a rough body. length of LI feet. Their four arms end in claws; their two legs are extremely powerful capable of incredible leaps. However, kreen are unable to jump backwards. Their body is covered. ‘with 2 sandy- yellow chitin, a tough exoskeleton that grants the Thrickreen protection from blows. Their head is topped ‘with two antennae, and their two eyes are compound and ‘mulifaceted The kreen mouth consists of small pincers, Male and female Thri-kreen are physically indistinguishable. ‘Thri-kreen usually do not wear clothing, but wear some sort ‘of harness to carry weapons and food ‘This is unofficial Fan Content permitted under the Fan Content Policy, Not approvedjendorsed by Wizards. Portions ofthe mates ‘are property of Wizards of the Coast, BWisards ofthe Coast LLC. ‘Many wear leg or armbands, or bracelets. Some attach rings on different places on their chitin, though this requires careful work by a skilled artisan. While most thri-kreen appear identical to nondkreen, their nuances of exoskeleton development render them quite unique in their view. Pheromones release modifies their eye coloration: light for pleasant feelings and dark for distress. They are. carnivores and become sick if eating plants, the only exception being a hhandful of common spices and fruitbased potions. NO SLEEP REQUIRED Since Thri-kreen do not require sleep, they have difficulty understanding this state of “laziness” in others. Other behaviors of humanoids seem unnecessarily complex. A keen’ life is simple: hunt prey. Kren live for the hunt, and. ‘own only what they can carry. Their knowledge is largely passed by an instinctual racial memory shared with the clutch. At birth, they already know what animals make the best prey and ways to catch them. A DIFFERENT PERSPECTIVE ‘The pack mentality dominates a keen’ relation with others. Kreen hunt in small groups and will move to other areas rather than depopuilate an area of prey, A kreen that joins a group of humanoids will oRten try to establish dominance in the group. This can be disconcerting (o those unaware of the een’s behavior, since establishing dominance usually means making threatening gestures. Once the matter is settled, they will abide by the outcome. Thri-kreen view humanoids as possible sources of food but rarely hunt them as humanoids are not simple prey. Many kreen have a particularly fond taste for elves; as such, meetings between these two races are often tense. However, once part of a clutch, Thri-kreen will never turn on their humanoid friends, even in the worst of situations. Kreen have a severe fear of any water smaller than a puddle as they cannot swim or float. They have no idea how to ride another creature and find the concept alien and non. sensical, RACIAL MEMORY Contrary to the variety of humans, thri-kreen are largely predisposed to tasks due to their racial memory. They have no wizards; their lack of natural sleep and need to hunt ‘makes it impractical, but kreen take to psionics as a way of life and the hunt. They revere the elements and ancestral memory causes them to revere the Great One, a legendary leader from many clutches past n language is very different from those of the other telligent races, They have no lips or tongues, and so cannot “make the same sounds humanoids make. Kren language is ‘made up of clicks, pops, or grinding noises. They do not distinguish male and female names. Names: Chalks, Chukatet, Drasna, Drik-chkit, Hakko, Katcha, Kaitho, Klik-chakalda, Lakta-cho, Qhak'cha, Qhik: ‘cha, SaRelka, T'Chai, Tak-tha. THRI-KREEN TRAITS ‘compensate for not being able to utilize items commonly ‘worn by other races. Ability Score Increase. Your Dexterity score inereases by 2 and your Wisdom score increases by 1 Age. A thri-kreen is bor from an egg and becomes fully “mature at 6 years. They demonstrate no effect of aging until, ‘they reach the end of their life eycle around 30 years. Sensing “their death, such thri-kreen go on a final hunt. © Alignment. Most Thri-kreen are chaotic, acting in "whatever fashion benefits the pack mentality, and this rarely "_Ieads them to philosophies of good and evil Size. A thrikreen is 7 fect tall 11 feet long, and Your size is Large. ‘Speed Your base walking speed is 40 feet. _—Carapace. Your chitinous plates provide a natural armor lass of 13 + Dexterity modifier. You cannot wear armor but you may earry a shield. ‘Thri-kreen Physiology. You only require 1 gallon of water ‘per week. You cannot swim. You cannot wear items fitted for “humanoids, including but not limited to armor, bracers, cloaks, and rings. Sleepless. You require no sleep and are immune to sleep ‘effects. You need only 4 hours of light activity to gain the fits ofa long rest. You are not required to make saves for ‘Thridkreen Weapon Training. You are proficient withthe ~gythka, chatkcha, and your claws and bite. (Gite. Your claws can be used to make a single natural | attack for 1d4 + Strength modifier sleshing damage. At Sth level, this inereases to 244, Bite. Your bite can be used to make a natural attack for 144 ~ Strength modifier piercing damage. At Sth level you fadd thrikreen venom to your bite. A target must make a Constitation save or be poisoned for 1 minute if failed by 8 ‘of more, the target is paralyed forthe duration. The target repeats the save tthe beginning oft turn to end the effect. ‘The DCis 8= proficiency bonus ~ Constitation modifier ‘Additional Arms. You have two ancillary arms below your main ones. Each of these weaker arms can hol tems but not a yn re en No nya your ext arms to stow oF retrieve one item each tin without using an action and may freely swap items between your arms without ‘using a action. ‘This s wnofficial Fan Content permitted under the Fae Content Policy. Not approved or Leep- Ai rd evel your legs hae gon to jump 80 feet forward or 20 straight up, without a running start. You cannot jump backwards, Naturally Psionic. Your Psi Point maximum increases by 2and by another 2 at Sth level Languages. You can speak ThriKreen and Common. Thri Kreen is a language composed of clicks and whirring, antennae movements, and pheromone emissions that non: fkrcen find too difficult to interpret and impossible to duplicate. When you speak other languages, you use a high pitched voice. lah it [ROLEPLAYING A THRIKREEN ‘You tend to rely on your natural attacks and special kreen weapons. Everything you kill is @ potential dinner. You have a strong need for a party leader — obedience to this leader in the party is important to you. IF you seem to be the most powerful and capable, then you will assure leadership; if someone challenges your authority then you will wish to test whether they are in fact stronger than you. It is not a question of vanity; you won't want to fight to the death, but merely to ascertain who is. worthy to lead the par. You do not have the focus (fa Gvaiftolcompletelalproject, Bit you would ve your life to protect your companions. If you {id not trust and honor them a5 your own fay, ‘then you would not travel with them and work together with them. You do not understand the concept of sleep. It disturbs you that your dra (sentient meat creatures like humans) companions lie unconscious for a third oftheir lifetimes. Spend your rest periods watching them in this state. You ‘own only what you can carry, caring litle for money or other items that other races consider as treasure. Your philosophy of ownership sometimes leads you into conflict with presumptuous dra who think they can own buildings, land, and even whole herds of carrul QVvee Ey ndorsed by Wizards, Portions of the mterials used are property of Wizards of the Coast, Wizards ofthe Coast LLC. he main sources of barbarians are slave tibes and hunter-gatherer cultures from beyond the Tablelands. Life among slave tribes is often brutal and short. A barbarian might be a sole survivor ofa raid or monster attack. She might be an exile or returned to her tribe to find it gone. Barbarian halfling tribes that draw power from the spirits can be found in the forest ridge, and For some, it comes from within, amplified by horrific life ents, and for others, it may come from unity with ancient contacted through rituals whose ways are ned only in oral tradition, to be lost ifthe tribe is ever itbalance hen standing, and covered in thick sandy fur Icis one of he most feared predators in the land. place Eagle with Kes-trekel, a deadly carrion bird with plumage and crimson red head whose croak is ~ eoasidered a harbinger of death, eplace Wolf with Dagorran, a fearsome frogalike reptilian ‘unter able to track prey psionically for days or week relenting. i | OF THE STORM HERALD (XANATHAR) [No changes to Desert. Replace "Sea" with ‘Aie” At 6th, replace breathe underwater and vim features with “you take half damage from falling” At 14th, replace “struck with wave" with “etruck by a powerful gus of wind” ‘Replace "Tundra! with *Mountains” At 3rd level change “ley spine” to “earthen spirits” At 6th, replace resistance to cold with force. Replace immunity to extreme cold with “gain advantage against effects that would knock you “prone” Replace make ice with “as an action, you can touch sand or silt and turn a5 foot square of tint a sold non-diffieult terrain that ean support any amount of weight for 1 minute, At 14th, replace “magical frost” with “magical stone” ee PATH OF THE ZEALOT (XANATHAR) ‘+ At 3rd level choose to draw power from the Black, a nether realm (necrotic) or a clerical efement (radiant. ‘Those who draw from the Black cannot have a good alignment. When choosing an element, your back-story should include how the element came to accept you. See the Cleric, Elemental Pact for a description of how a ‘character submits herself to the elements. “The Paladin and Sorcerer do not exist as player classes in Dark Sun, The Paladin was removed in the original AD&D setting as this is not a world of gods and divine warriors. The sorcerer subtypes are il-suited for Athas and its mechanics are utilized for defiling | This esnoficial Fan Content permitted under the Fan Content Policy. Not approvedjendorsed by Wizards, Portions of the materiale used are property of Wizards of the Coast, ©Wizards of the Coast LLC. hhe minstrels of Athas are entertainers to the CLASS CHANGES. wealthy and powerful elite of the city-states. Singers, acrobats, poets, dancers, and slontcllers minstecls ur the cites of Athos Instruments of Athas: Common instruments and their es Sika ae At prices if nt listed in the PHB are: lap harp (30cp,6ibs} yr, ek aa aad alent Aeeaa ia hase in lite, red pipe (Zep, 1 Ibhomn trumpet Gep, 2 Ibs) and plain ight we anolfehoctmmatauon ofveinnde rum. Unless one has access to extravagant resources, these who have, over time, come to utilize magic without hve ne metal components | spellbooks, augmented by music. To survive and avoid the | fate of most wizards, they take ther natural anit to music "and have mixed with the minstrel culture, | By tradition all but the poorest or most suspicious of hosts, proud: to open their doors to traveling performers. ‘4 minstrel or sponsoring a troupe's performance _Defiting. Bards are subject to the rules of defiling contained ‘well on the host, and most Athasians are eager tin the wizard section ba their troubles with a few hours of song and dance. often send troupes of minstrels to one another as fits; itis seen as a great insult co refuse such a gift, even ‘when all involved know that minstrels are often spies or ete a “ » "Fortunate minstrels are highly paid companions to nobility, “trusted advisors or agents who enjoy the most intimate BARD AND "BARD? intrels are often retained i SREP Ging ntien or each toms oct he The ecole of Auas oidelysccept thet even the They might sere as. Dodyeuards and. fiyhtng Bere efeee eter instructors at the same time. Minstrels who belong to 3 used interchangeably for any performer, whether rospe lack the comfort and trust bestowed on a kept they have arcane talent or not, nd could include a ‘minstrel, but they enjoy the freedom to travel and the aid of a charming rogue assassin who can play the lyre. network of informants and allies. The poorest and most Most civilized creatures would, however, kill a bard 3 minstrels are simple wandering storytellers or on sight if they learned the bard had arcane talent. * who perform for ther supper from night tonight. Those with it take great measure to hide their Settieee trinatilt five a dark aide they conceal beneath thet powers. Ifa sorcerer king learns of the existence of ‘ ‘charm and talent. Those with ambition and ruthlessness find a caster-bard in his city, he will take great steps to ‘opportunities in the employ of the elite classes. Minstrels ensure the bard is destroyed. nTead double lives as blackmailers, thieves, spies, OF | qq ns; a minstrels visit or a troupe's performance might ‘eanceal a mission of espionage or murder. They are awed as masters of poison, concealed weapons, and _subtle trickery. Even the humblest wandering minstrel with hreadbare cloak and battered Iyre might be more than he or the noms theres no better apy than someone who seems ; "armless and is weleome wherever he of she goes. The most dangerous of these = spelcasting bards - are employed in stables by sorcerer kings and employed ruthlessly against thei? most dangerous and wellprotected foes. Use the default rules for hards unless change is indicated Music of Athas. Slower, haunting voices punctuated with the pluck of stringed instruments are the most popular Kind. College of Glamour (Kanathar) Does not exist ‘hiss unofficial Fan Content permitted under the Fan Content Policy. Not approvedjendorsed by Wizards, Portions ofthe materials used are property of Wizards ofthe Coast, Wizards ofthe Coast LLC. sige CLERIC he clerics who inhabit the wastes of Athas are very different from those of a standard D&D ‘campaign. They do not pray to patron deities, for they have no deities. Clerics beneath the dark sun pledge themselves to the very powers that dwell on the elemental planes. Like the Athasian deserts, the elemental powers are ‘either benevolent nor malevolent, caring only that their ‘natural forms are preserved in the material world To preserve what they can in a dying world the elements forge pacts with a select few beings and through them hope to replenish a decaying planet to the ancient, carefree days of power. ‘The clerics who do the elementals’ bidding are a strange ‘and varied lot. Some teach crop rotation in order to protect “and restore the earth of the harsh planet. Others command ‘the power of flame for little more than vengeance's sake. Whatever their motivations, each cleric is bound and sworn to preserve her patron clement in the physical world, Few exer renounce the solemn agreement: to forsake the Pat is fe incur the wrath of beings who possess the raw power of | theclements ELEMENTAL PACT |. The pacts forged by the elemental beings with the J mortals who serve them are strange and terrible ©) contracts. The elementals demand nothing less © than the entire lives of the clerics, spent in total : service and obedience to their element. In - ‘exchange, the elements bestow what powers they have to give upon their clerics. Some are great, some weak, but all of them demand the cleric’s total commitment. The pact is signed during the Cleric’ Inflation, if she. succeeds; falure means insanity, death, and occasionally even worse fates. Violations of the various pacts are dealt with quickly and without pity. | Use the default rules for clerics untess a change is indicated "below: CLASS CHANGES ‘New Domains. The traditional domains are replaced with Air (also known as storm, Barth (sand) Fire (sun) and Water (rain). Holy Symbol Traditional symbols are replaced with a physical embodiment of your clement. Earth clerics ‘commonly use small chunks of granite, quartz, or precious ‘metal and those with resources may mount i in a staff or ‘medallion. A water cleric likely has a vial of pure water worn around the neck, though a waterskin of untainted water could ssullice. Fire cleries prefer obsidian stone, often carved into the shape of flames. Air clerics are the most fortunate, not tied by material possessions, and may use a gentle pull of their own breath as a holy symbol ‘This is unofficial Fan Content permitted under the Fan Content Policy, Not approvedjendorsed by Wizards. Portions ofthe mates i ‘re property of Wizards of the Coast, BWisards ofthe Coast LLC. ‘Bonus Language. You can speak the Primordial language of ‘your element at 1st level Spell changes: Create or Destroy Water affects and produces only I gallon per casting and at each higher spell slot. Only Water clerics can Jearn this spell The spell Create Food and Water does not exis. AIR CLERICS Clerics who make pacts with the Plane of Air are perhaps the most misunderstood of all the elemental clerics, They are wanderers, diviners, travelers, and mystics. Like the winds, their minds are constantly wandering, and they rarely seem. focused on a current problem or situation. Air clerics prize freedom over all. They loathe restriction in ‘movement, personalities, beliefs, practices, clothing, and any attempt to impose limitations. This makes them enemies of bondage and slavery. The growing power of the sun has made the air angry, dry and lifeless, unable to power hurricanes and typhoons. Air clerics are obligated to protect earth and water in the hopes mighty forests might sway again and raging ins, bringing back unbridled freedom. i AIR INITIATION The test of the air cleric is perhaps the most terrifying of the elemental initiations. A cleric and her mentor meditate for up to two weeks atop the highest mountain they can find, When the initiate feels ready, she walks to an overhand and leaps from the precipice, throwing off the shackles of the earth and giving herself completely to the wind. AAs she falls, the air spirits may speak with her and forge a pact of air, lowering her softly to the ground. not, she likely dies. Air can be destructive and powerful, but it also can distract and obscure. Choose either the Tempest or Trickery domain from the PHB, adjusted as follows: ‘Air Weapon Proficiencies: At Ist level you gain proficiency with all ammunition weapons. This replaces the Tempest bonus proficiency and is added to the Trickster domain. ‘TEMPEST (FURY OF THE STORM) DOMAIN SPELLS Cleric Level Spells Ist feather fall, thunderwave 3rd gust of wind, shatter sth call ightoing, fy zh nla minor elemental (i, feedom of Sth conjure elemental ai, destructive wave

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