100% found this document useful (1 vote)
122 views

Chapter 2 - Classes

The document summarizes the barbarian class for the Dark Sun setting. It describes barbarians as fearsome warriors who can enter into powerful rages that make them stronger and tougher. Their rages leave them tired, limiting their use. The document discusses common races for barbarians, their religion, alignments, and relationships with other classes. It also provides examples of notable barbarians and how barbarians fit into daily life on brutal Athas.

Uploaded by

Grigor Kolev
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
122 views

Chapter 2 - Classes

The document summarizes the barbarian class for the Dark Sun setting. It describes barbarians as fearsome warriors who can enter into powerful rages that make them stronger and tougher. Their rages leave them tired, limiting their use. The document discusses common races for barbarians, their religion, alignments, and relationships with other classes. It also provides examples of notable barbarians and how barbarians fit into daily life on brutal Athas.

Uploaded by

Grigor Kolev
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 111

Chapter 2: Classes

“From the lowliest slave to the highest templar, our fates are decided for us. The slave at the
hands of the master, and the templar at the will of the king. Pray to Ral and Guthay that
your children are born when the stars align to favor them. Few are those privileged to choose
their own path of life, and cursed are those for they are bound by choice and have but
themselves to blame for their misfortune. The bard addicted to his alchemical mixtures, the
templar imprisoned for his crimes, and the gladiator sacrificed for the thrill of the fight. It is
the choices that define who you are and how you die, regardless of who makes them.”
―The Oracle, Blue Shrine Scrolls

Almost all of the standard D&D classes are found in Athas. In addition, this chapter presents
three new classes; The Pugilist, The Psion and The Templar. The Athasian variation of the Bard
is so different from the traditional that it could be considered a new one as well.

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 1


Barbarian

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 2


“Gith’s blood! I will hunt that wizard down and skin him alive.” ―Borac,, Mul Barbarian

rutality is a way of life in Athas, as much


in some of the cities as in the dwindling
tribes of Athas’ harsh wastes. Cannibal
headhunting halflings (who occasionally visit
Urik from the Forest Ridge) sometimes
express shock at the savagery and
bloodshed of the folk that call themselves
“civilized” and live between walls of stone.
They would be more horrified if they were to
see the skull piles of Draj, experience the
Red Moon Hunt in Gulg, or watch a
seemingly docile house slave in Eldaarich
rage as she finally “goes feral”, taking every
frustration of her short cruel life out on
whoever happens to be closest to hand.
Nibenese sages claim that the potential for
savagery is in every sentient race, and the
history of Athas seems to support their claim.

Some on Athas have turned their brutality


into an art of war. They are known as
“brutes”, “barbarians” or “feral warriors” and
they wear the name with pride. Impious but
superstitious, cunning and merciless,
fearless and persistent, they have carved a
name for their martial traditions out of fear Races: Humans are often barbarians, many
and blood. having been raised in the wastes or escaped
from slavery. Half‐ elves sometimes become
Making a Barbarian: The barbarian is a barbarians, having been abandoned by their
fearsome warrior, compensating for lack of elven parents to the desert to survive on their
training and discipline with bouts of powerful own; if more of them survived they would be
rage. While in this berserk fury, barbarians quite numerous. Dwarves are very rarely
become stronger and tougher, better able to barbarians, but their mul half‐children take to
defeat their foes and withstand attacks. brutishness like a bird takes to flight, living by
These rages leave barbarians winded; at first their wits and strengths in the wastes. Muls
they only have the energy for a few such have a particular inclination this way of life,
spectacular displays per day, but those few and very often “go feral” in the wilderness
rages are usually sufficient. after escaping slavery in the city. Elves rarely

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 3


take to the barbarian class; those that do are Religion: Although most are profoundly
usually from raiding tribes such as the Silt superstitious, barbarians distrust the
Stalkers. Half‐giants readily take the established elemental temples of the cities.
barbarian class. Despite their feral Some worship the elements of fire or air or
reputations, halflings rarely become devote themselves to a famous figure. Most
barbarians; their small statures and weak barbarians truly believe the sorcerer‐kings to
strength adapts them better for the ranger be gods, because of their undeniable power,
class. Likewise, despite their wild nature, and a few actually worship a sorcerer‐king,
thri‐kreen are rarely barbarians, since their usually the one that conquered their tribe.
innate memories allow them to gain more Such barbarians often escape menial slavery
specialized classes such as ranger and by joining an elite unit of barbarians in the
psychic warrior without training. Pterrans of service of an aggressive city‐ state such as
the Forest Ridge occasionally become Urik, Draj or Gulg.
barbarians, but like halflings they more often
favor the ranger class. Other Classes: Barbarians are most
comfortable in the company of pugilists, and
Alignment: Barbarians are rarely lawful— of clerics of Air and Fire. Enthusiastic lovers
their characteristic rage is anything but of music and dance, barbarians admire
disciplined and controlled. Many barbarians bardic talent, and some barbarians also
in the cities are often rejects from the regular express fascination with bardic poisons,
army, unable to bear regular discipline or antidotes and alchemical concoctions. With
training. Some may be honorable, but at some justification, barbarians do not trust
heart they are wild. At best, chaotic wizardry. Even though many barbarians
barbarians are free and expressive. At worst, manifest a wild talent, they tend to be wary of
they are thoughtlessly destructive. psions and trained psionicists. Psychic
warriors, on the other hand, are creatures
Playing a Barbarian: All cower and stand in after the barbarian’s own heart, loving battle
awe at the fury you can tap, enhancing your for its own sake. Barbarians have no special
strength and toughness. But what do these attitudes toward fighters or rogues.
people know of the burnt wastes of Athas, Barbarians admire Pugilists and will ask
the hellish jungles of the Forest Ridge? The about their tattoos and exploits, but will
cruel vicissitudes of growing up in the wastes quickly grow bored if the Pugilist does not
of Athas were nothing but normal to you. respond boastfully.
When your family was lost in a tembo attack,
or when your entire village was either Combat: You know that half the battle
murdered or forced into slavery, how could occurs before the fight even begins. You
you know that they didn’t have to die? These prefer to choose your battleground when you
and many other brutal experiences marked can, stalking your opponent into terrain that
you, and you now stand apart from those best suits your abilities. Once battle is joined,
born into the “comforts” of the city‐states. you become a wild frenzy of motion, striking
quickly and powerfully until all your

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 4


opponents are crushed. While you lack the validation of his superior strength and
training of the fighter, or the cunning of the resilience. In his mind, his presence alone is
Pugilist, you more than compensate them enough to ensure the success of a quest,
through sheer power and resilience. adventure, or ruin raid. Even simple tasks are
additional opportunities to prove his own
Barbarians on Athas: In a savage world like worth by accomplishing the task with might
Athas, is only natural that some of its and alacrity. Barbarians are typically
inhabitants have turned into barbarians. hardheaded and unforgiving because of the
They are fierce combatants without the army rigors of his previous life.
training fighters receive or wild rangers
without the hunting skills. Notables: It is rare for a barbarian to live

long enough, or close enough to civilization,


Daily Life: A barbarian is a passionate in order to become famous, but a few
adventurer. As a survivalist, he often sees his examples exist. Korno, a Raamite gladiator,
involvement in a particular enterprise as a became the leader of a group of slaves, and

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 5


Korno’s furious rage known from the arenas

Class Changes:
has only increased after losing everything
after being imprisoned by Abalach-Re,
Sorcerer Queen of Raam. The leader of
Pillage, Chilod, is a tarek known for his
outbursts of rage and cruelty, being one of
the most feared chiefs of the Bandit States. Naming: The beast aspects “Bear”, “Eagle”
and “Wolf” in Path of the Totem Warrior are
Organizations: Because of their replaced with “Braxat”, “Kes’trekel” and
independent and sometimes downright “Tembo”.
chaotic natures, many barbarians refuse to
join organizations of any kind, though they Flavour: The barbarian “Path of the Totem
usually maintain relationships with trading Warrior”, “Path of the Storm Herald” and
houses and raiding tribes. There is no “Path of the Ancestral Guardian” are most
specific organization that binds barbarians similar to the Athasian Ranger, in that they
together. gain their magic from small spirits in the land.

NPC Reactions: Many lay people cannot tell Removed Subclasses: “Path of the Zealot”
a barbarian from a ranger or a fighter until his will not be included, as the Gods long lost
rage overcomes him and he starts screaming contact with Athas. The “Path of the
and bashing. Most authority figures and Battlerager” will also have its racial
templars do not appreciate barbarians since restrictions removed.
they are prone to losing control and cannot
be truly trusted. Thus, they generally treat
barbarians with a great deal of caution.

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 6


Bard

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 7


“Some people think a club can solve any problem. Unless you’re a half-giant, there are more
sophisticated ways of settling a disagreement.” ―Cabal, half‐elven bard

rom the shadowy corners of Athas’ most


disreputable places hails the bard. Like
their counterparts in other fantasy
worlds, Athasian bards are the unquestioned
masters of oral tradition and forgotten lore,
but rather than sharing their lore with
whoever will listen, Athasian bards guard
their secrets as jealousy as the sorcerer‐
kings harbor their water and iron. Athasian
bards may sell information to the highest
bidder; they peddle their services and the
fruits of their knowledge, but trade secrets
are what give bards an edge on the
uninitiated. Bards would rather die than
reveal these secrets.

Meeting a bard can be an uneasy encounter,


since one never knows how the bard has
chosen to devote his multiple talents. Some
bards master the art of making poisons, and
survive by selling these poisons and their
antidotes for those who have coin to pay.
Some bards master the art of entertainment,
using their performances to amuse nobles
and templars and gain wealth. Some
become assassins, mixing their knowledge Making a Bard: Bards receive numerous
of poison and stealth to become hired hands. abilities they can use to survive. Many
Bards’ unique position in the Athasian become masters of poisons, selling their
society means they often overhear illegal substances to anyone. Alone of the
conversations between high‐ranking classes, bards hold the secrets of alchemy,
templars or nobles, or they may have treated creating fiery concoctions and mysterious
an injured person that prefers to remain mixes. Bards are master smugglers, selling
anonymous. Respectable folk despise them; spell components and other illegal items in
the powerful fear them; but in the Athasian the Bard’s Quarters of the city‐states. All
cities, everyone eventually comes to need bards, however, have some degree of
their services. entertainment skill. The songs of most bards
can dazzle a crowd, or incite them to riot.

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 8


Bards tend to learn to play a variety of arranging deals, smuggling illegal wares
instruments, or recite poetry or old legends such as poisons, drugs, spell components
by campfire. They can be acrobats, and other things. Neutral bards are the ones
performing dazzling displays of physical most likely to operate in fellowships with
prowess. They are often called upon as adventurers, or entertain in troupes with
sources of information. other bards. The rare lawful bards can easily
secure positions as councilors or agents for
Abilities: Charisma is the most important templars, and noble and merchant houses.
ability for a bard, because many of their Good bards are often entertainers or
abilities and skills are affected by it. A high lorekeepers, putting their talents to
Dexterity improves the bard’s defensive benevolent use, sometimes diagnosing
ability. Intelligence is also important because poisonings and selling the proper antidotes.
it bolsters the number of skills he can work Evil bards are often masters of poisons and
with. alchemy, selling their wares to anyone with
the ceramic to pay.
Races: All humanoid races of Athas can
become bards. The social stigma in certain Playing a Bard: You are a master of oral
regions may be higher than others, however. tradition and lore, and a true artist, but you
For example, the loremasters of the halflings share your talents only with those who can
of the Jagged Cliffs are highly regarded afford to pay you. You are an artist. You are
because of the ancient secrets and histories the center of attention (whenever you want
they preserve. But in the city‐states, where to), the person everyone wants to talk to, and
the Bard’s Quarters are notorious, being a the “face” of the party.
bard is not usually a good thing. Elven tribes
often have a bard, who keeps the history of Even if you aren’t the most attractive or
the tribe alive, its conquests and defeats. charismatic member of your group, your
Humans are often bards, becoming unequaled skill at performance arts creates
performers of great talent, or assassins of an irresistible appeal born of justified
deadly skill and precision. Half‐elves, confidence. You are more than just light
because of their lonely existence, often take entertainment, though. Your target rarely
to being bards. The prejudice they face at survives the encounter if you don’t want him
every stage in life can move some to become to.
great poets or singers. Muls and half‐giants
make poor bards; their talents are usually You might adventure because you desire
better served elsewhere than the stage or entertainment. Someone with your smarts
the shadows of alleys. As well, thri‐kreen are gets bored easily. Alternatively, you may
rarely seen as bards, relying instead upon have been blacklisted on your current
their racial memory. location because of a “business transaction”
gone wrong. You have to keep moving, and
Alignment: Most bards are chaotic, and adventuring offers you a regular change of
operate alone, brokering information, scenery. In any case, a life of adventure

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 9


allows you to see new things, meet may worship the elements, fearing the power
interesting people, and get some silvers in of the elemental forces, and most bards tend
the process. to relate to the Air ever‐changing nature, but
bards that worship sorcerer‐ kings are rare.
A lifestyle of breaking the rules of the city‐
states does not lend one to worship the
lawgivers.

Other Classes: Bards face life as it comes,


and usually hold no special grudge or awe for
any one class. They usually approach other’s
profession on the basis of how it can help
them at the moment. Clerics and druids are
respected for their devotion to a divine force,
but usually not held in awe. Fighters,
Pugilists and rangers can be useful as
sword– arms but are otherwise useless to the
bard. Bards do not view wizards with the
same aversion as others might view them,
since bards sell them their components.

Combat: A bard rarely seeks to initiate


combat―instead he skulks about, looking for
an opportunity to strike swiftly, using his
poisons to their greatest advantage. You
work best with teammates, maneuvering to
get flanks and help bring down opponents
with your various poisons. Use your bardic
music to bolster your allies and distract your
Religion: No central bardic organization opponents while the real heavy hitters in your
exists, and more often than not bards have group mop them up.
no particular penchant for religion. Some

Level Proficiency Trade Smuggler Features

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 10


Bonus Secrets Bonus

1 +2 0 0 Bardic Inspiration (d6), Smuggler, Bolster Allies

2 +2 0 +1 Jack of All Trades, Song of Rest, Venomous Blades

3 +2 0 +1 Bard Academy, Expertise

4 +2 1 +2 Ability Score Improvement, Trade Secrets

5 +3 1 +2 Bardic Inspiration (d8), Font of Inspiration, Mental Resistance

6 +3 1 +3 Countercharm, Bard Academy Feature, Quick Thinking, Improved


Careful Poisoner

7 +3 1 +3 ---

8 +3 2 +4 Ability Score Improvement, Trade Secrets

9 +4 2 +4 Song of Rest (d8)

10 +4 2 +5 Bardic Inspiration (d10), Expertise

11 +4 2 +5 Quick Thinking

12 +4 3 +6 Ability Score Improvement, Trade Secrets, Superior Bolster Allies

13 +5 3 +6 Song of Rest (d10)

14 +5 3 +7 Bard Academy Feature

15 +5 3 +7 Bardic Inspiration (d12)

16 +5 4 +8 Ability Score Improvement, Trade Secrets, Quick Thinking

17 +6 4 +8 Song of Rest (d12)

18 +6 4 +9 ---

19 +6 4 +9 Ability Score Improvement

20 +6 5 +10 Superior Bolster Allies, Trade Secrets

Class Features
As a Bard, you gain the following class armour: Light armour, Medium armour
features. Weapons: Simple weapons, shortsword,
bard’s friend, crossbow (any), Splashbow,
Hit Points garrote, blowgun, whip, widow’s knife.
Hit Dice: 1d8 per Bard level Tools: Three from the following list: Any
Hit Points at 1st Level: 8 + your Constitution musical instrument, Alchemist’s supplies,
modifier Herbalism kit, Poisoner’s kit, Thieves’ tools
Hit Points at Higher Levels: 1d8 (or 5) + your Saving Throws: Intelligence, Constitution
Constitution modifier per Bard level after 1st Skills: Choose any three
Proficiencies Bardic Inspiration

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 11


You can inspire others through stirring words
or music. To do so, you use a bonus action Jack of All Trades
on your turn to choose one creature other Starting at 2nd level, you can add half your
than yourself within 60 feet of you who can proficiency bonus, rounded down, to any
hear you. That creature gains one Bardic ability check you make that doesn’t already
Inspiration die, a d6. Once within the next 10 include your proficiency bonus.
minutes, the creature can roll the die and add
the number rolled to one ability check, attack Song of Rest
roll, or saving throw it makes. The creature Beginning at 2nd level, you can use soothing
can wait until after it rolls the d20 before music or oration to help revitalize your
deciding to use the Bardic Inspiration die, but wounded allies during a short rest. If you or
must decide before the DM says whether the any friendly creatures who can hear your
roll succeeds or fails. Once the Bardic performance regain hit points at the end of
Inspiration die is rolled, it is lost. A creature the short rest, each of those creatures
can have only one Bardic Inspiration die at a regains an extra 1d6 hit points. The extra hit
time points increase when you reach certain
. levels in this class: to 1d8 at 9th level, to
You can use this feature a number of times 1d10 at 13th level, and to 1d12 at 17th level.
equal to your Charisma modifier (a minimum
of once). You regain any expended uses Venomous Blades
when you finish a long rest. Your Bardic From 2nd level you gain the ability to make
Inspiration die changes when you reach your weapon attacks toxic for a moment.
certain levels in this class. The die becomes When applying poison to a weapon, the time
a d8 at 5th level, a d10 at 10th level, and a taken reduces from one action to a bonus
d12 at 15th level. action.

Smuggler Expertise
You receive a +1 bonus to Deception and At 3rd level, your proficiency bonus is
Sleight of Hand checks for every two bard doubled for any ability check you make that
levels. uses any of the tool proficiencies you gain
from this class.
Bolster Allies
As a bonus action, you can expend one use At 10th level, you can again choose two skill
of your bardic inspiration to give a number or tool proficiencies to gain this benefit.
your party members equal to your Charisma
modifier (including yourself) within 30 feet Ability Score Improvement
who can see or hear you temporary hit When you reach 4th level, and again at 8th,
points. These equal your bardic inspiration 12th, 16th, and 19th level, you can increase
die + your level. one ability score of your choice by 2, or you
can increase two ability scores of your choice
by 1. As normal, you can’t increase an ability

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 12


score above 20 using this feature. You may Skilled: Add one‐half your bard level
forgo this increase to instead choose a Feat. (rounded down) as a bonus to one of the
following skills: Deception, Persuasion,
Trade Secrets Medicine, Performance, Investigation,
At every 4th level you learn a trade secret Insight or Sleight of Hand. This trade secret
chosen from the list below. Additionally, may be chosen more than once, each time it
when you gain a level in this class, you can applies to a different skill.
choose one of the secrets you know and
replace it with another secret that you could Trader: When purchasing common items,
learn at that level. you are able to negotiate better prices. You
gain advantage on all Charisma based
Coolheaded: You may gain advantage on checks to haggle.
Deception and Persuasion checks a number
of times equal to your Charisma Modifier per Versatile: Select any two skills you are not
long rest. proficient with. You are now proficient with
these skills.
Everybody’s Friend: Choose one humanoid
race (e.g. Human, Elf, Mul etc.). You have Vicious Mockery: As an Action, you unleash
advantage on all Persuasion checks when a string of insults laced with subtle
bartering with this race. This trade secret enchantments at a creature you can see
may be chosen more than once, choosing a within range. If the target can hear you
different race each time. (though it need not understand you), it must
succeed on a Wisdom saving throw (DC =
Poison Dealer: Pay one‐half of the market CHA modifier + 8 + proficiency modifier) or
price for raw materials needed to craft take 1d4 psychic damage and have
poisons disadvantage on the next attack roll it makes
. before the end of its next turn. This ability’s
Poisonbane: You have advantage on checks damage increases by 1d4 when you reach
when creating antitoxin and poison 5th level (2d4), 11th level (3d4) and 17th
antidotes. level (4d4).

Poison Resistance: You gain resistance to Font of Inspiration


poison damage, and advantage on saving Beginning when you reach 5th level, you
throws regarding poison. regain all of your expended uses of Bardic
Inspiration when you finish a short or long
Scorpion’s Touch: Add +1 to the save DC of rest.
all poisons applied by you. This trade secret
may be chosen more than once, and its Mental Resistance
effects stack. Bards carry many dark secrets they would
prefer remain secret. This, combined with a
large amount of knowledge based on half‐

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 13


truths and false rumors makes your mind
unreliable to those who would seek to At 20th level, the range of this aura increases
mentally affect it. At 5th level you have to 30 feet.
advantage on saves made against psionic

Bard Academies
powers which charm and enchantment
spells.

Countercharm The way of the Bard is discrete and subtle.


At 6th level, you gain the ability to use Still, these wandering musicians often seek
musical notes or words of power to disrupt companionship with the only ones in the
mind-influencing effects. As an action, you wastes that know their struggles, other
can start a performance that lasts until the Bards. They swap songs and stories, boast
end of your next turn. During that time, you of their accomplishments, share their
and any friendly creatures within 30 feet of knowledge, and sharpen their abilities. They
you have advantage on saving throws form loose associations, which they call
against being frightened or charmed. A academies, to facilitate their gatherings and
creature must be able to hear you to gain this preserve their traditions.
benefit. The performance ends early if you
are incapacitated or silenced or if you Academy of Alchemy
voluntarily end it (no action required).
Bards of the Academy of Alchemy are the
Careful Poisoner
only masters of their work in the wastes, able
At 6th level, you can apply poison to a
to craft healing concoctions and deadly
weapon you are holding as an object
poisons. Whether crushing leaves and
interaction.
needles to make a paste to seal his friend’s
wound, or carefully cultivating deadly
Quick Thinking
nightshade and stalking a tembo for his
Bards often find themselves in a tight spot
droppings, these bards use their gifts to great
where they have to act quickly, whether it is
effect. When the night is ending and the
to escape a templar patrol or strike first when
harsh crimson sun of Athas is cresting its
in confrontation with a foe. At 6th level, you
head above the horizon, a few less people
get a +1 bonus on initiative checks. This
may live that day.
bonus increases by 1 at 11th and 16th level.
Alchemist's Satchel
Superior Bolster Allies
At 3rd level, you craft an Alchemist's Satchel,
At 12th level, whenever you or a friendly
a bag of reagents that you use to create a
creature within 10 feet of you must make a
variety of concoctions. The bag and its
saving throw, the creature gains a bonus to
contents are both magical, and this magic
the saving throw equal to your Charisma
allows you to pull out exactly the right
modifier (with a minimum bonus of +1). You
materials you need for your Alchemical
must be conscious to grant this bonus.
Formula options, described below. After you

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 14


use one of those options, the bag reclaims contents disappear if you don't hurl the vial
the materials. by the end of the current turn). The vial
shatters on impact. A creature must succeed
If you lose this satchel, you can create a new on a Dexterity saving throw or take 2d6 acid
one over the course of three days of work damage. An object automatically takes that
(eight hours each day) by expending 100 Cp damage, and the damage is maximized. This
worth of leather, glass, and other raw formula's damage increases by 1d6 when
materials. you reach certain levels in this class: 5th
level (3d6), 7th level (4d6), 9th level (5d6),
Alchemical Formula 11th level (6d6), 13th level (7d6), 15th level
At 3rd level, you learn two Alchemical (8d6), 17th level (9d6), and 19th level (10d6).
Formula options: Alchemical Fire, and one
other option of your choice. You can learn an Healing Splash. As an action, you can reach
additional formula of your choice instead of a into your Alchemist's Satchel and pull out a
trade secret. To use any of these options, vial of healing liquid and hurl the vial at a
your Alchemist's Satchel must be within creature, object, or surface within 30 feet of
reach. you (the vial and its contents disappear if you
don't hurl the vial by the end of the current
If an Alchemical Formula option requires a turn). On impact, the vial detonates in a 5-
saving throw, the DC is 8 + your proficiency foot radius. Any creature in that area regains
bonus + your Intelligence modifier. 2d4 hit points. You can use this feature a
number of times equal to your Intelligence
Alchemical Fire. As an action, you can reach modifier, before needing to complete long
into your Alchemist's Satchel, pull out a vial rest. This formula's damage increases by
of volatile liquid, and hurl the vial at a 2d4 when you reach certain levels in this
creature, object, or surface within 30 feet of class: 5th level (4d4), 10th level (6d4),16th
you (the vial and its contents disappear if you level (8d4), and 19th level (10d4).
don't hurl the vial by the end of the current
turn). On impact, the vial detonates in a 5- Smoke Stick. As an action, you can reach
foot radius. Any creature in that area must into your Alchemist's Satchel and pull out a
succeed on a Dexterity saving throw or take stick that produces a thick plume of smoke.
1d6 fire damage. This formula's damage You can hold on to the stick or throw it to a
increases by 1d6 when you reach certain point up to 30 feet away as part of the action
levels in this class: 5th level (2d6), 7th level used to produce it. The area in a 10-foot
(3d6), 10th level (4d6), 13th level (5d6), 16th radius around the stick is filled with thick
level (6d6), and 19th level (7d6). smoke that blocks vision, including
darkvision. The stick and smoke persist for 1
Alchemical Acid. As an action, you can reach minute and then disappear. After using this
into your Alchemist's Satchel, pull out a vial formula, you can't do so again for 1 minute.
of acid, and hurl the vial at a creature or
object within 30 feet of you (the vial and its

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 15


Swift Step Draught. As a bonus action, you You gain advantage on Stealth checks made
can reach into your Alchemist's Satchel and in cities at night.
pull out a vial filled with a bubbling, brown
liquid. As an action, a creature can drink it. Specialist Trade Secrets
Doing so increases the creature's speed by From 4th level, Alchemical Bards can choose
20 feet for 1 minute, and the vial disappears. from the following additional trade secrets:
If not used, the vial and its contents
disappear after 1 minute. After using this Alchemy Dealer: Pay one‐half of the market
formula, you can't do so again for 1 minute. price for raw materials needed to craft
Tanglefoot. As an action, you can reach into alchemical items.
your Alchemist's Satchel and pull out a bag
filled with writhing, sticky black tar and hurl it Lesser Alchemical Fruits: You learn how to
at a point on the ground within 30 feet of you craft two lesser alchemical fruits, chosen
(the bag and its contents disappear if you from the table below. The cost listed
don't hurl the bag by the end of the current represents the cost of the necessary
turn). The bag bursts on impact and covers components, all of which can be easily found
the ground in a 5-foot radius with sticky goo. with a day spent in the markets, merchant
That area becomes difficult terrain for 1 bars and alleyways of populated areas. It
minute, and any creature that starts its turn takes 1d4 days of care and attention for the
on the ground in that area has its speed fruit to develop alchemical qualities. The
halved for that turn. After using this formula, Bard can prepare and tend an amount of
you can't do so again for 1 minute. lesser fruits that is equal to their INT bonus
at one time. A fruit can be ingested as an
Thunderstone. As an action, you can reach action. This trade secret can be taken
into your Alchemist's Satchel and pull out a multiple times.
crystalline shard and hurl it at a creature,
object, or surface within 30 feet of you (the Lesser Alchemical Fruits
shard disappears if you don't hurl it by the
end of the current turn). The shard shatters
Name Description Cost
on impact with a blast of concussive energy.
Each creature within 10 feet of the point of Healing Gain 2d4+ bards CHA modifier 50 CP
in HP
impact must succeed on a Constitution
saving throw or be knocked prone and Resistance Gain Resistance to one 75 CP
damage type for 1 hour
pushed 10 feet away from that point.
Strength Gain +1 Strength for one hour 100 CP

Mysterious Travel Dexterity Gain +1 Dexterity for one hour 100 CP


Also at 3rd level, you know the hidden
Charisma Gain +1 Charisma for one 100 CP
alleyways and passages in most cities, hour
allowing you to procure your necessary
Intellect Gain +1 Intelligence for one 100 CP
supplies, silence nosey troublemakers, and hour
travel quickly by the light of Ral & Guthay.

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 16


Wisdom Gain +1 Wisdom for one hour 100 CP Academy of Survival
Health Gain +1 Constitution for one 100 CP
hour
Bards of the Academy of Survival are daring
Grease When thrown on the ground 125 CP skalds whose tales keep alive the hope of a
(20ft range), it causes a 10x10
foot area to become slippery,
better future, and thereby inspire a new
as per the Grease spell generation of warriors. These bards gather in
Mindhaze Provides advantage to saving 150 CP
taverns or around great bonfires to sing the
throws against fear and charm deeds of the mighty, both past and present.
effects for 1 hour
They travel the land to witness great events
firsthand and to ensure that the memory of
Improvised Materials: You can craft poison those events doesn’t pass from the world.
and brews from raw materials at hand With their songs, they inspire others to
instead of relying on specific ingredients. campaign and fight for a better future for all.
Doing so increases the DC by 5 but
otherwise has no effect on the poison/brew’s Bonus Proficiencies
potency When you join the Academy of Survival at
3rd level, you gain proficiency with shields,
Smokestick Application: You can combine the Survival skill and martial weapons.
inhaled poisons with smokesticks. All
creatures within the area of the smokestick Combat Inspiration
(covers a 10‐ft. cube) are affected by the Also at 3rd level, you learn to inspire others
poison you applied to the smokestick. in battle. A creature that has a Bardic
Inspiration die from you can roll that die and
Venomous Coercion add the number rolled to a weapon damage
At 6th level, you gain advantage on roll it just made. Alternatively, when an attack
Persuasion checks made to encourage roll is made against the creature, it can use
someone to consume or otherwise its reaction to roll the Bardic Inspiration die
unknowingly intake a poison. Advantage is and add the number rolled to its AC against
not granted if the person is suspicious or that attack, after seeing the roll but before
knows that there is a poison. knowing whether it hits or misses.

Peerless Skill Additional Trade Secret


Starting at 14th level, when you make an At 4th level, Survival Bards can choose one
ability check, you can expend one use of additional Trade Secret. This may not be
Bardic Inspiration. Roll a Bardic Inspiration selected from the Survival Bard Specialist
die and add the number rolled to your ability Trade Secrets.
check. You can choose to do so after you roll
the die for the ability check, but before the Specialist Trade Secrets
DM tells you whether you succeed or fail. From 4th level, Survival Bards can choose
from the following additional trade secrets:

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 17


Accurate: You gain +1 bonus to attack and audience’s minds and putting on a truly
damage rolls with weapons you are proficient captivating display.
with.

Archery: You gain a +2 bonus to attack rolls Psionic secrets


you make with ranged weapons.
At 3rd level, you gain access to Psi-points

Agile: You receive a +1 bonus to AC. This according to the table below. You also learn 3
trade secret may be chosen more than once, disciplines. You can choose disciplines
and its effects stack. selected from the Invisible Hand and
Awakened lists (see Chapter 3):
Dueling. When you are wielding a melee
weapon in one hand and no other weapons,
you gain a +2 bonus to damage rolls with that Disciplines Known.
weapon. You know three disciplines of your choice,
which must be from the above list. The
Two-Weapon Fighting. When you engage in Disciplines Known column of the Ardent Bard
two-weapon fighting, you can add your ability Psionics table shows when you learn more
modifier to the damage of the second attack. disciplines. You must be at least 13th level to
learn a greater discipline. In addition,
Extra Attack whenever you gain a level in this class, you
Starting at 6th level, you can attack twice, can replace one discipline you know with a
instead of once, whenever you take the different one of your choice. You can replace
Attack action on your turn. a lesser discipline with a greater discipline,
but only if you are at least 13th level.
Rapidstrike
Starting at 14th level, you learn to trade Psionics Ability.
accuracy for swift strikes. If you take the Charisma is your psionic ability for your
Attack action on your turn and have psionic disciplines. You use your Charisma
advantage on an attack roll against one of modifier when setting the saving throw DC
the targets, you can forgo the advantage for for a psionic discipline or when making an
that roll to make an additional weapon attack attack roll with one.
against that target, as part of the same
action. You can do so no more than once per Discipline save DC = 8 + your proficiency
turn.. bonus + your Charisma modifier

Discipline attack modifier = your proficiency


Academy of Ardents
bonus + your Charisma modifier

Bards of the Ardent learn to weave Psionic Specialist Trade Secrets


effects into their displays, melding their

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 18


From 4th level, Ardent Bards
can choose a Psionic Talent
instead of a Trade Secret, see
chapter 3 for details on
psionics

Master of the audience


Beginning at 6th level, when
you complete a short or long
rest you may choose to either
attract or repel attention, or to
do neither. If you choose to
attract attention you have
advantage on Persuasion, Performance and At higher levels, you gain an increased psi
Intimidation checks, as your words seem to limit: 8 points at 16th level, and 10 points at
19th level. You regain all uses of your Power
gain additional weight, but you have
Sure when you finish a long rest.
disadvantage on Stealth, Sleight of Hand,
and Deception checks as you attract extra
notice and people closely consider your
words. If you choose to repel attention this is
reversed. Once you have made your choice
you may not change or cancel it until after
you finish a short or longrest.

Academy of Ardents
Power Surge
At 14th level, you unlock the ability to briefly Level Disciplines Psi Psi Limit
Known Points
push beyond your psi limit.
3 2 4 2

At any time, you can raise your psi limit, 4 3 6 2


increasing it to 6 points. The next discipline
5 3 6 2
effect you use consumes this effect, reducing
your psi limit to its normal amount. You must 6 3 6 2
finish a long rest before you can do so again.
7 3 14 3

8 3 14 3

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 19


9 3 14 3 18 4 32 5

10 3 17 3 19 5 38 6

11 3 17 4 20 5 38 6

12 3 17 4

13 4 27 4

14 4 27 4

15 4 27 5

16 4 32 5

17 4 32 5

Cleric

“Without destruction, there is nothing to build.” ―Credo of the Fire

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 20


n a world without gods, spiritualism on
Athas has unlocked the secrets of the raw
forces of which the very planet is comprised:
earth, air, fire, and water. However, other
forces exist which seek to supplant them and
rise to ascendancy in their place. These
forces have taken up battle against the
elements of creation on the element’s own
ground in the form of entropic perversions of
the elements themselves: magma, rain, silt
and sun.

Making a Cleric: Clerics are the masters of


elemental forces; they possess unique
supernatural abilities to direct and harness
elemental energy, and cast elemental spells.
All things are comprised of the four elements
in some degree, thus clerics can use their
elemental powers to heal or harm others.
Due to their affinities with the elements,
clerics possess a number of supernatural
elemental abilities. Though dimly
understood, there exists a connection
between elemental forces and the nature of
undeath. Clerics can turn away, control, or
even destroy undead creatures. Athas is a
dangerous world; this practicality dictates
that clerics must be able to defend
themselves capably. Clerics are trained to
use simple weapons and, in some cases,
martial weapons; they are also taught to
wear and use armour, since wearing armour
does not interfere with elemental spells as it
does arcane spells.

Races: All races include clerics in their


societies, though each race possesses
different perspectives regarding what a
cleric’s role involves. As masters of myth and

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 21


the elemental mysteries, most clerics hold a save their dying planet and reverse the
place of reverence within their respective ancient environmental disaster. You are a
societies. However, more than a few races servant of your element, your goal in life is to
have varying affinities for one element over expand its presence in Athas, and find your
another. Dwarves almost always become element’s foes and destroy them with your
earth clerics, a connection they’ve shared cleansing element. You adventure out of a
since before they were driven from their halls desire to preach the words of your element,
under the mountains. Dwarven prove your worth and to destroy infidels who
determination and obsessive dedication worship opposed elements.
matches perfectly with the enduring earth.
Elves most often revere water, fire, or the Religion: Unlike clerics found on other
winds; as nomads, they seldom feel a deep– worlds, elemental clerics do not generally
seated affinity for the land. Thri‐kreen are congregate at temples or churches, nor do
known to ally with all elements to the they participate in a uniform, organized
exclusion of fire. This seems to stem from a religion. Each cleric’s calling to the raw
mistrust of flame, which is common in many energy of the elements is personal,
kreen. individual. Some clerics believe that, upon
their initiation, they enter pacts with powerful
Alignment: Attaining the abilities of a true beings, elemental lords, who grant powers to
servant of the elements requires a deep those who contract with them. Others believe
understanding of the chosen kind of element that the elements are neither malevolent nor
of paraelement. An aspiring cleric must make benevolent, but a tool to be used, or a force
a study of the element’s typical personality to be harnessed. Regardless, all clerics
and role; opens the door to the element’s desire the preservation of their patron
power. Thus, Athasians clerics align their element, though the reasons for this are
morals to suit the traits of the element to many and varied. Clerics are found
which they dedicate themselves. everywhere on Athas. Most common clerics
are wanderers, who preach the concept of
Playing a Cleric: The clerics of Athas are preservation with the hope of restoring Athas
like the rare snows that blanket the highest to a greener state. Wanderers are generally
peaks of the Ringing Mountains. Though the well received by those that dwell in the
cascading flakes all seem the same, the desert, such as villagers and slave tribes.
pattern of each is as different as the faces of They cure the sick and heal the wounded,
men are from muls. Indeed, clerics are like sometimes even aiding in defeating local
snowflakes, each preaching about threats. Other clerics act as wardens of
preservation and the elements, but no two of small, hidden shrines, which they hope
them do it for the same reason. This makes creates a clearer channel to the elemental
these environmental warriors an extremely plane of worship, and fortifies their powers
diverse and interesting class to play. Some and spells. Tribal and primitive societies
are merely power‐hungry, some seek include shamans, who see to the spiritual
revenge, and some are honestly struggling to needs of their groups, offering advice to the

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 22


leaders and providing supernatural around them is being devoured by the fiery
protection and offence. Lastly, some clerics appetites of their patrons. Water clerics are
stay in the cities, where they most commonly usually healers, but they can be known to be
work against the sorcerer‐kings and their meticulous in the cruelty of their vengeance
templars. There they quietly preach the when someone wantonly wastes water.
message of preservation to the citizenry, and Don’t neglect your ability to heal yourself or
even sometimes work with the Veiled your allies, but don’t burn through your spells
Alliance. early in an attempt to do so; make the most
efficient use of your spells in battle, saving
Other Classes: In an adventuring party, the the healing until combat is over or it becomes
cleric often fills the role of advisor and absolutely necessary.
protector. Clerics often possess an
unshakable distrust of wizards and their Clerics on Athas: Like the Athasian deserts,
arcane spells. Most clerics are well aware of the elemental powers are neither benevolent
the danger that the Sorcerer King represents nor malevolent, caring only that their natural
to the dying planet, and watch those who forms are preserved in the material world.
wield such power carefully. Generally This is the source of their power, and the
speaking, the elemental clerics are all on impending ecological collapse in Athas has
friendly terms with each other, recognizing created an unusual and dynamic power
an ancient pact made by their ancestors to struggle on the elemental planes. The clerics
put aside their differences in the opposition of Athas are nothing but the pawns of this
of Athas’ destruction. However, clerics titanic struggle.
whose elements are diametrically opposed
often clash regarding the means used in Daily Life: A cleric typically begins his day
furthering their goals, and at times this has by finding a suitable locale where he can
led to bloodshed. commune with his element and pray for the
spells he desires. He then spends the rest of
Combat: Athasian clerics make use of the the day engaged in whatever task seems
same general combat tactics as those most important for advancing his element’s
described in the Player’s Handbook―that is, goals while trying to avoid too much trouble.
stay back from melee and use your spells to When not adventuring, clerics often spend
either destroy your enemies or enhance your their time seeking out scraps of information
allies’ abilities. Your tactics on the battlefield about the elemental planes and other clerics.
depend largely on your element and domains The pursuit of such knowledge is often quite
chosen. Air clerics are not very offensive, but dangerous and can result in the cleric
when needed they usually employ attacks undertaking additional adventures.
from the heights. Earth clerics believe the
best defense is a good offense, but they also Notables: The pursuit of his element’s goals
employ the strongest of metal weapons. Fire garners notoriety for a cleric, but it also can
clerics are feared and unpredictable, bring about his death of force him into exile.
appearing to thrive only when everything The Wanderer, famous for compiling the

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 23


history and geography of Athas, is said to be Within the ranks of elemental clerics,
an earth cleric. prestige and influence is measured by the
depth of their devotion to their element. The
Organizations: A cleric usually finds a role most highly admired are those who have
in an adventuring party or other organization further accomplished their element’s pact
that allows his free time to explore his divine and those who most wield elemental power.
abilities freely. Since no organization When two or more clerics come into conflict,
specifically caters to Athasian clerics, many they usually defer to the one with a greater
find themselves in drastically different knowledge of their element, relying on
circumstances from those of their comrades. wisdom and experiences to provide a
reasonable solution.
The elemental clerics are much more tightly
tied to their temples than paraelemental
ones. Because the elements are losing the
battle against the paraelements, they cannot
afford to be without staunch allies.
NPC Reactions: The reactions clerics
receive from communities are directly tied to
how those cultures regard their specific
element. A silt cleric is viewed in a much
friendlier manner near to the Sea of Silt than
near the Forest Ridge, for example.
As a general rule of thumb, an NPCʹs attitude
is one step nearer helpful for elemental
clerics and one step nearer hostile for
paraelemental clerics.

Class Changes:

Only elemental and paraelemental domains


are available; Air, Earth, Fire, and Water,
and Magma, Rain, Silt and Sun.

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 24


Air Domain

Cleric Level Spells

1st Featherfall, Hail of Thorns

3rd Acid Arrow, Shatter

5th Fly, Lightning Arrow

7th Storm Sphere, Windwall

9th Conjure Elemental (Air), Control Winds

11th Investiture of Air

1st Level – Bonus Proficiencies. You can You make this choice after you see the roll,
turn Earth creatures with your Turn Undead but before the DM says whether the attack
ability. You gain proficiency with all ranged hits or misses.
weapons.
8th Level – Divine Strike. You gain the
2nd Level – Channel Divinity: Guiding ability to infuse your ranged weapon strikes
Winds – You can strike with supernatural with elemental energy. Once on each of your
accuracy. When you make an attack roll, you turns when you hit a creature with a ranged
can use your Channel Divinity to gain a +10 weapon attack, you can cause the attack to
bonus to the roll. You make this choice after deal an extra 1d8 thunder damage to the
you see the roll, but before the DM says target. When you reach 14th level, the extra
whether the attack hits or misses. damage increases to 2d8.

6th Level – Channel Divinity: Empowered 17th Level – Blessed by Wind. At 17th
Winds.- At 6th level, when a creature within level, you have a flying speed equal to your
30 feet of you makes an attack roll, you can current walking speed whenever you are not
use your reaction to grant that creature a +10 underground or indoors.
bonus to the roll, using your Channel Divinity.

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 25


Earth Domain

Cleric Level Spells

1st Earth Tremor, Wrathful Smite

3rd Maximilian's Earthen Grasp, Earthbind

5th Erupting Earth, Meld Into Stone

7th Stoneskin, Stone Shape

9th Conjure Elemental (Earth), Transmute Rock

11th Investiture of Stone

1st Level – Bonus Proficiencies. You can stones, sending them streaking toward a
turn Flying creatures with your Turn Undead point or points you choose within 30 feet of
ability. You gain proficiency with martial you. Once a stone reaches its destination or
weapons and heavy armour. impacts against a solid surface the Dexterity
saving throw (using your Cleric spell DC). A
2nd Level – Channel Divinity: Fellowship creature takes 1d8 bludgeoning damage per
of Stone – This ability lasts for 1 minute. As stone on a failed save, or half as much
an action, you cause a number of small damage on a successful one.
rocks, equal to half your Cleric Level
(rounded down) move towards you. They 6th Level – Hibernation of Earth – You and
float in the air and orbit you for the abilities up to 10 other creatures must be standing on
duration. When you activate the ability—and dirt for this to work. You and the targets will
as a bonus action on each of your turns sink down into the ground until you hit
thereafter—you can expend one or two of the bedrock or when you go 10 feet plus a

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 26


number of feet equal to your Cleric level cause the attack to deal an extra 1d8 force
(whichever comes first). During this time you damage to the target. When you reach 14th
and the targeted creatures need not breathe level, the extra damage increases to 2d8.
and will sleep peacefully. You can do this
once per Long Rest. This ability lasts for a 17th Level – Earth Elemental – Once per
number of hours equal to your Cleric level. short rest you can become an Earth or Stone
Elemental (up to half your cleric level in CR
8th Level – Elemental Wrath – At 8th level, value). This lasts for a number of rounds
you gain the ability to infuse your weapon equal to half your Cleric level. If you are
strikes with the forceful power of the earth. reduced to 0 hit points in this form, you revert
Once on each of your turns when you hit a to your original form, and any other damage
creature with a weapon attack, you can is carried over.

Fire Domain

Cleric Level Spells

1st Burning Hands, Searing Smite

3rd Flame Blade, Heat Metal

5th Elemental Weapon (Fire), Fireball

7th Fire Shield, Wall of Fire

9th Conjure Elemental (Fire), Immolation

11th Investiture of Flame

1st Level – Bonus Proficiencies. You can


use your Turn Undead ability on Water 6th Level – Channel Divinity: Wreathed in
creatures. You gain Produce Flame and Holy Fire. This effect lasts for 1 minute. Any
Create Bonfire as Cantrips.. creature that ends its turn within a 5 feet
radius of you must make a Dexterity saving
2nd Level – Channel Divinity: Sculpt throw or take 2d6 fire damage. On a failed
Flames – You can create pockets of relative saving throw they take half damage. Undead
safety within your fire spells. When you cast take full damage on a failed saving throw. If
a fire spell that affects other creatures that you move and creatures enter into this radius
you can see, you can choose a number of they also need to make a saving throw.
them equal to the spell’s level + 1. The
chosen creatures automatically succeed on 8th Level – Potent Spellcasting. You can
their saving throws against the spell, and add your Wisdom modifier to the damage
they take no damage if they would normally you deal with any Cleric cantrip.
take half damage on a successful save.

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 27


17th Level – Hurl Through Fire. Starting at experience. Once you use this feature, you
17th level, when you hit a creature with an can't use it again until you finish a long rest.
attack, you can use this feature to instantly
transport the target through the elemental
plane of fire. The creature disappears and
hurtles through a flame wrought landscape.
At the end of your next turn, the target returns
to the space it previously occupied, or the
nearest unoccupied space. If the target is not
an elemental from the plane of fire, it takes
12d12 fire damage as it reels from its horrific

Water Domain

Cleric Level Spells

1st Create or Destroy Water*, Purify Food or Drink*

3rd Fog Cloud, Waterbreathing

5th Create Food or Water*, Wall of Water

7th Watery Sphere, Control Water

9th Conjure Elemental(Water), Maelstrom

11th Investiture of Ice

*These spells only create/destroy/purify half their normal amount.


1st Level – Bonus Proficiencies. You can reaction to grant resistance to the creature
turn Fire creatures with your Turn Undead against that instance of the damage. If it is
ability. You learn the Shape Water and acid or other water related damage, you or
Frostbolt cantrips. the creature take no damage.

2nd Level – Channel Divinity: Water Walk 8th Level – Potent Spellcasting. You can
– This is equivalent to the Water Walk spell add your Wisdom modifier to the damage
but with a duration of 1 minute per Cleric you deal with any Cleric cantrip.
level, and only targeting yourself.
17th Level – Water Elemental – Once per
6th Level – Channel Divinity: Dampen short rest you can become a Water or Ice
Elements – When you or a creature within Elemental (up to half your cleric level in CR
30 feet of you takes acid, cold, fire, lightning value). This lasts for a number of rounds
or thunder damage, you can use your equal to half your Cleric level. If you are

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 28


reduced to 0 hit points in this form, you revert
to your original form, and any other damage
is carried over.

Magma Domain

Cleric Level Spells

1st Searing Smite, Shield

3rd Branding Smite, Magic Weapon

5th Blinding Smite, Crusader’s Mantle*

7th Staggering Smite, Wall of Fire

9th Banishing Smite, Flame Strike

11th Primordial Ward

*Deals fire damage instead of radiant


1st Level – Bonus Proficiency. When you your cleric level. This effect ends when you
choose this domain at 1st level, you gain take a short or long rest.
proficiency with heavy armour and martial
weapons. 6th Level – Volcanic Might. Starting at 6th
level, your mastery of the forge grants you
2nd Level – Channel Divinity: Enduring special abilities.
Spirit. Starting at 2nd level, you can use your ● You gain resistance to fire damage
Channel Divinity to access a more resilient ● Whilst wearing heavy armour, you
state of being. You can use an action to give gain a +1 bonus to AC.
yourself advantage on all Constitution saving
throws for a number of hours equal to half 8th Level – Elemental Strike At 8th level,
you gain the ability to infuse your weapon

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 29


strikes with paraelemental energy. Once on
each of your turns when you hit a creature ● You gain immunity to fire damage
with a weapon attack, you can cause the ● While wearing heavy armour, you
attack to deal an extra 1d8 fire damage to the have resistance to bludgeoning,
target. When you reach 14th level, the extra piercing, and slashing damage from
damage increases to 2d8. nonmagical attacks.

17th Level – Obsidian Avatar. At 17th level,


the magma cools in your spirit, hardening
you. You gain the following benefits:

Rain Domain

Cleric Level Spells

1st Fog Cloud, Thunderwave

3rd Shadow Blade*, Warding Wind

5th Call Lightning, Thunder Step

7th Ice Storm, Storm Sphere

9th Control Winds, Destructive Wave

11th Chain Lightning

*Deals lightning damage instead of psychic

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 30


1st Level – Bonus Proficiencies. At 1st
level, you gain proficiency with martial 8th Level – Elemental Strike At 8th level,
weapons and heavy armour. you gain the ability to infuse your weapon
strikes with paraelemental energy. Once on
2nd Level – Channel Divinity: Destructive each of your turns when you hit a creature
Wrath. Starting at 2nd level, you can use with a weapon attack, you can cause the
your Channel Divinity to wield the power of attack to deal an extra 1d8 lightning or
the storm with unchecked ferocity. When you thunder damage to the target. When you
roll lightning or thunder damage, you can use reach 14th level, the extra damage increases
your Channel Divinity to ignore resistance to to 2d8.
damage of the chosen type. In addition,
when you use this ability and roll damage 17th Level – Cerulean Avatar. At 17th level,
you can treat any 1 on a damage die as a 2. you have become one with the Cerulean
Storm. You gain immunity to thunder and
6th Level – Thunderbolt Strike. At 6th level, lightning damage.
when you deal lightning damage to a Large
or smaller creature, you can also push it up
to 10 feet away from you

Silt Domain

Cleric Level Spells

1st Absorb Elements, Zephyr Strike

3rd Dust Devil, Blur

5th Water Walk, Haste

7th Dimension Door, Hallucinatory Terrain

9th Transmute Rock, Steel Wind Strike

11th Disintegrate

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 31


1st Level – Shifting Silt. To travel, and to on attack rolls against that creature, given
fight, effectively in the Silt Sea, one cannot how distracting the illusion is to the target.
be encumbered by heavy weapons and
heavier armour. Starting at 1st level, when 6th Level – Channel Divinity: Cloak of
you aren't wearing armour, your armour Shadows. Starting at 6th level, you can use
Class equals 13 + your Dexterity modifier. your Channel Divinity to vanish. As an action,
You also gain proficiency with one type of you become invisible until the end of your
one-handed melee weapon of your choice. next turn. You become visible if you attack or
cast a spell.
2nd Level – Channel Divinity: Invoke
Duplicity. Starting at 2nd level, you can use 8th Level – Elemental Strike At 8th level,
your Channel Divinity to create an illusory you gain the ability to infuse your weapon
duplicate of yourself. As an action, you strikes with paraelemental energy. Once on
create a perfect illusion of yourself that lasts each of your turns when you hit a creature
for 1 minute, or until you lose your with a weapon attack, you can cause the
concentration (as if you were concentrating attack to deal an extra 1d8 necrotic damage
on a spell). The illusion appears in an to the target. When you reach 14th level, the
unoccupied space that you can see within 30 extra damage increases to 2d8.
feet of you. As a bonus action on your turn,
you can move the illusion up to 30 feet to a 17th Level – Improved Duplicity
space you can see, but it must remain within At 17th level, you can create up to four
120 feet of you. For the duration, you can duplicates of yourself, instead of one, when
cast spells as though you were in the you use Invoke Duplicity. As a bonus action
illusion's space, but you must use your own on your turn, you can move any number of
senses. Additionally, when both you and them up to 30 feet, to a maximum range of
your illusion are within 5 feet of a creature 120 feet.
that can see the illusion, you have advantage

Sun Domain

Cleric Level Spells

1st Burning Hands, Faerie Fire

3rd Flaming Sphere, See Invisibility

5th Daylight, Melf’s Minute Meteors

7th Private Sanctum, Sickening Radiance

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 32


9th Dawn, Wall of Light

11th Sunbeam

1st Level – Bonus Cantrip. When you as much damage on a successful one. A
choose this domain at 1st level, you gain the creature that has total cover from you is not
light cantrip if you don't already know it. affected.

1st Level – Warding Flare. When you are 6th Level – Improved Flare. You can also
attacked by a creature within 30 feet of you use your Warding Flare feature when a
that you can see, you can use your reaction creature that you can see within 30 feet of
to impose disadvantage on the attack roll, you attacks a creature other than you.
causing light to flare before the attacker
before it hits or misses. An attacker that can’t 8th Level – Potent Spellcasting. You can
be blinded is immune to this feature. You can add your Wisdom modifier to the damage
use this feature a number of times equal to you deal with any Cleric cantrip.
your Wisdom modifier (a minimum of once).
You regain all expended uses when you 17th Level – Corona of the Creator. You
finish a long rest. can use your action to activate an aura of
sunlight that lasts for 1 minute or until you
2nd Level – Channel Divinity: Crimson dismiss it using another action. You emit
Smite – As an action, you present a symbol bright light in a 60-foot radius and dim light
of the sun, and any magical darkness within 30 feet beyond that. Your enemies in the
30 feet of you is dispelled. Additionally, each bright light have disadvantage on saving
hostile creature within 30 feet of you must throws against any spell that deals fire or
make a Constitution saving throw. A creature radiant damage.
takes radiant damage equal to 2d10 + your
cleric level on a failed saving throw, and half

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 33


Druid

“A spirit took me in, when neither of my parents would accept me. Athas provides for those
who care for it. We live in a desert simply because no-one cares for the land.” ―Sutura, half‐
elven Druid

thasian druids are the protectors of


Athas’ dying landscape. Patient and
often unforgiving, they try to preserve
and reclaim the barren lands that surround
the Tyr region. Well-armed with spells and
abilities from the Spirits of the Land, they
work to bolster Athas’ failing ecology.

Often, druids prefer to remain hidden,


observing the behavior of creatures and
people before passing judgment. Travelers
to an oasis are often unaware they are being
observed; wanton destruction of the oasis
will find themselves under the full fury of the
druid and his many abilities.

Making a Druid: Druids cast divine spells


through the powers granted them by a spirit
of the land. A druid develops a special
relationship with the land’s spirit. As a druid
travels the tablelands, she is recognized by
the spirit of the land as a friend. The spirit natural talent than others. Half‐elves, with
grants the druid’s spells, while the druid their natural affinity for animals, make good
protects the land and reinforces the spirit. In druids. Their often‐lonely existence also
addition to spells, druids receive special lends itself well to a lone druid caring for a
abilities as they gain in knowledge and piece of Athas. Aarakocra, muls and Thri‐
power. kreen are also good candidates for druids.
Halflings druids often hold a position of
Races: Druids come from all races common respect and authority among their tribe.
in the Tablelands, although some have more Halfling druids are rarely found outside of the

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 34


Forest Ridge, though. Half‐giants, with their demand a toll or gift of small bands for the
slow wits, make poor druids. Of the savage use of their land.
races, tareks sometimes have druids in their
numbers, but rarely do other creatures have
the patience or ability to care for a particular Playing a Druid: You are a humanoid
piece of Athas. Druids get along well with servant devoted to Athas and all of its
most of the races of the Tablelands, provided elements equally. As a guardian, tender,
they respect the natural order of the land. warrior, and sometimes assassin, you further
Creatures that kill without need or destroy out the cause of nature and help to make Athas
of sheer pleasure will find an enemy in the verdant again.
druid.
You, like nature itself are neutral. You see
Alignment: Druids understand the harsh the balance of all things. You know that every
cycle of life and death, of predator and prey, living creature is part of the food chain, and
and so one component of their alignment birth and death are the natural order of life.
must be neutral. Good druids will tend to help This is one of the reasons druids harbor such
the people they protect, if they serve as intense hatred for the defilers. Their magic of
protector of a village. They will leave visitors decay lies outside the normal cycle of life.
alone, letting them refill their water pouches Matter should not be destroyed, but
at no cost, provided there is no abuse. converted to a form that will eventually return
Neutral druids will put the concerns of their to the earth. Defiling magic destroys that
guarded lands first, and will not hesitate to
punish those that break any rules the druid
has determined. Evil druids often rule by fear;
some people of the Tablelands prefer the
justice of the druid to that of the city‐states,
even though the druid may be harsh and
cruel. The evil druid will often make the
villagers work for their protection, helping to
plant trees or shrubs, or repair any damage
done by a Tyr– storm. Evil druids that guard
an oasis or similar geological feature will

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 35


which should never be destroyed, and its However, the ranger and the druid may
practice is an abomination to druids. sometimes be at odds, if the ranger is
determined to eradicate his favored enemy
Religion: A druid is an individual who has while the druid seeks to protect that particular
devoted themselves to the balance of nature species.
on Athas, and in particular someone who has
sought out or been chosen by one of the few Combat: Your ability to summon creatures
living spirits left in the barren land, protecting and to turn into them is your primary weapon.
and nurturing them and the natural balance Consider using them to aid your companions
they represent. Individual druids do not in flanking maneuvers, or better yet to harass
necessarily recognize one another as kin or enemy spellcasters (many of whom are easy
as brothers in a religion; each conducts their to hit), especially if they are defilers. Few
affairs as they see fit in their quest to restore foes are prepared for an opponent who can
the balance of nature and protect their spirit’s call such potent beings to service, so you’ve
lands. Most druids recognize the various also got the advantage of surprise.
spirits as a manifestation of Athas itself,
though some few more primitive or Though somewhat skilled at both combat
uncultured individuals or groups may believe and spellcasting, you are more suited to
the spirit to be a god and treat it as such. guerrilla warfare— tracking enemies to their
lair ambushing them while they sleep, or
Other Classes: Druids get along with most engaging in other sue surreptitious tactics.
classes, though they despise wizards. Magic With Pass Without a Trace and Wildshape,
is the cause of Athas’ current state, so say you can usually escape through the
the druids, and while they may tolerate wilderness before your enemies know what
preservers for a short while, defilers are slain hit them.
on sight. Templars are usually not welcomed
by druids, as the templar is responsible for a Druids on Athas: Perhaps the only thing
city that encroaches on nature, and templars rarer to see in Athas than a wizard is a druid.
serve the sorcerer‐kings, Athas’ most After centuries of persecution, they were
powerful magic users. Elemental clerics are forced to either die in the hands of the agents
well received by druids, as they often share of the sorcerer‐monarchs, or to watch their
the same goals. Druids are usually at odds beloved land wither and die before their
with paraelemental clerics, though. The eyes.
paraelement proliferation on Athas is usually Because of that, druids are usually loners
at the land’s expense, destroying what the and avert to social interaction. They live off
druid tries to accomplish. Rangers are the land, within the land, and they have
probably the druid’s best allies. They often sacrificed their entire lives for the land, very
share the same goals, and the druid may little besides it occupies the mind of a druid.
even call upon the ranger for help in
controlling a species that has become Daily Life: A druid adventures to learn about
problematic or detrimental to an area. Athas, to protect nature, and to further his

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 36


own aims. Druids usually spend their days in they should scatter to the most remote
contemplation of nature and tending their reaches and farthest regions of Athas, there
lands; one may watch over a particular to bide their time, waiting for the day when
stretch of open desert, another may protect they were powerful enough to challenge the
a belt of scrub grass within it, while still sorcerer‐kings again. This was a long time
another might watch over a small oasis that ago, and the druids have yet to return to the
borders on both, always hidden and always cities of the defilers. Some say that they will
watching. never return and that their seclusion and
isolation have destroyed whatever power
The Athasian druid is a wanderer who hunts they once wielded as a circle. Others say that
down a powerful defiler that has spoiled the the druid’s long wait is indicative of their
wastes, or a visionary who tends the land cunning, and that their plan is to insure that
and teaches the local population how to live the next confrontation with the kings won’t
in harmony with their surroundings. The end in defeat.
Athasian druid fights for an almost lost
cause, and it matters not if that cause is NPC Reactions: Druids are natural loners,
revenge against those who destroyed his and usually avoid social interactions unless
land and friends or a ceaseless desire to they have to. In such cases, those who are
bring green and hope to Athas. directly benefited from the druid’s work of
tending the land begin two steps nearer
Notables: Druids very rarely become helpful, while defilers and evil paraelemental
famous, since they usually avoid social clerics begin two steps nearer hostile.
interaction combined the fact that it might put
their lives at risk since usually sorcerer‐kings
and defiler usually put a reward for the head
Class Changes:
of a notorious or troublesome druid. A legend
claim that Mearedes the druidess came to
the island of Shault when its forest was all but
dead and she managed to nurture it back to Skills
its vibrant health. In addition to the skills in the Player’s
Handbook, Stealth and Persuasion can be
Organizations: Ever since the Eradication, chosen as skills for Athasian druids.
an anti‐druidic jihad led by sorcerer‐kings
more than 1,500 years ago, no specific Weapon and armour Proficiency
druidic organization exists, although some Druids are proficient with the alak and the
form temporary alliances with Veiled Alliance blowgun, in addition to the proficiencies
members from time to time. given in the Player’s Handbook.
Legends say that the druids who remained
after the Eradication gathered on a high Subclasses Omitted:
mesa somewhere in the northern Circle of Dreams will be omitted, due to its
Tablelands. It was there they decided that strong ties with the Feywild.

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 37


Fighter

“Any wastelander can pick up a bone and call it a club, but try pitting fifty of those against
one dozen trained soldiers, and maybe you’ll have an even match.” ―Nikolos, Human Fighter
rom the small forts in sandy wastes of Athas sight. Whether it is as mercenaries for the
to the guards of the merchant houses in the sorcerer‐kings or as hired guards protecting
city‐states, fighters are Athas’ most common the wealth of the nobility, fighters can be

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 38


found everywhere in the Tablelands.
Athas’ fighters are trained to fight in
small groups or huge units. Those that
have proven themselves can become the
commanders in the city‐ states’ armies,
commanding hundreds or even thousands of
men into war.

Making a Fighter: Fighters receive the best


allotment of fighting skills and abilities. They
learn the use of most weapons, the best
armours and shields, as well as gaining
special abilities to use with these weapons
and armour. Some fighters specialize in
using a single weapon, and become masters
at its use and deadliness. Other fighters will fighters, since their great strength and size
prefer more rounded skills, learning to shoot are perfect for the job. Muls, with the
from far with bows and arrows, or nets or inherited traits of both humans and dwarves,
spears. Regardless, the fighter is to be are also great fighters. Elves, with their long
feared. legs and frail constitution, are not often seen
as fighters. Athas’ intelligent insects, the
Races: All of Athas’ races can become
Thri‐kreen, make excellent warriors, with
fighters. Humans are usually the most
their four arms and the fact they do not need
numerous, though, since they are the most
to sleep. Many of the savage races of the
numerous of the races of the Tablelands.
Tablelands are fighters, although most
Dwarves make good fighters, even though
become rangers in order to survive.
they are smaller than most races; their inborn
toughness and great strength more than
Alignment: Fighters come from all walks of
makes up for their smaller stature. The half‐ life, and can be of any alignment. Good
giants are also seen very often as fighters are usually seen as the protectors of
small villagers or are part of renegade slave
tribes, helping their tribe to survive in the
harsh desert. Or they can be found as a
dwarf perhaps, whose focus it is to guard his
fellows. Evil fighters are often part of
mercenary bands or under the control of a
sorcerer‐ king; these beings often fight for
power and money. Evil fighters can also be

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 39


found as the rulers of small forts, guarding Religion: There are no gods on Athas, but
their oasis and exacting a hefty toll for its use. many fighters worship the sorcerer‐king of
their respective cities as gods. Some fighters
Playing a Fighter: Playing an Athasian pay homage to the elemental forces of the
fighter is not much different than playing one Tablelands, asking their favored element for
in other settings, the only difference is that luck before entering the battlefield.
the extreme heat makes most armour less
than desirable on Athas. As a fighter, you Other Classes: Fighters get along with most

undertake adventures according to the other classes. The rangers of the Tablelands
dictates of your cause, your faith, or your own often receive the highest of the respect for
selfish needs. You might find yourself on the their ability to survive the wastes. Pugilists
hot, sandy field of battle, charging shoulder and fighters are often at each other’s throats,
to shoulder with peasants and soldiers, since both share great combat abilities but
raising pitchforks and shields against the differ in their methodology; they often try to
defilers of the enemy army. show how each is better than the other is.
Elemental clerics are welcome for their
healing abilities as well as the help they can

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 40


provide in battle. Fighters are uneasy around that of the Crimson Legion, and how it
wizards; like the rest of the population they managed to defeat Urik’s previously
distrust magic. Rogues are usually scorned undefeated army.
by fighters; they prefer open battle to the
rogue’s sneaky ways. Organizations: Fighters often band together
into small armies or as mercenary groups
Combat: Your specific tactics in battle working for trade houses. These
depend on your role in the party and your organizations typically have different credos
weapon of choice. However, certain tactics and values, but they allow their members to
are common to all fighters. As a fighter, focus their time on their individual quests.
you’re at your best when you can take on the
monster or opponent that deals the most NPC Reactions: A brave fighter meets cold
damage. silence and contempt around the Barrier
Wastes where evil fighters oppress the
Fighters on Athas: Fighters bring clashing populace. A fighter who has lived long
weapons, stirring speeches, and mass enough to retire from adventuring typically
combat to the campaign. On Athas, the acquires some position of authority, with
fighter is a trained warrior, a soldier skilled in commensurate political power, whether as a
mass warfare. Every society on Athas caravan leader, army general, or ruler of a
maintains an army of fighters to protect itself raiding or slave tribe
from attack or to wage wars of plunder and
annihilation against its neighbors. Fighters
are both the commanders and soldiers in
Class Changes:
these armies.

Daily Life: A fighter adventures to prove his


superior skill at arms, to advance the cause Subclasses Omitted:
of whatever master he might serve, and to The Eldritch Knight and Arcane Archer
further his own aims. Once he has reached a martial archetypes are no longer available.
respectable level of accomplishment, a The Psychic Warrior archetype is now
fighter might start building his own army. As available
word spreads, less experienced warriors
who are eager to fight for the same causes
seek him out as the desperate peoples of Martial Archetype: Psychic
Athas constantly look for great commanders, Warrior
warriors who will lead them. Where the mystic focuses on studying
psionics and unlocking the mysteries of the
Notables: Fighters can notoriety for their mind, the psychic warrior strives to achieve
deeds, whether triumphs in combat, selfless balance between mental and physical
acts of great honor, or great tyranny. Many mastery. A psychic warrior blends psionics
an adventurer grew up on stories such as and martial prowess together harmoniously,

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 41


becoming fierce and deadly can replace a lesser discipline with a greater
Combatants. discipline, but only if you are at least 13th

Psionics
When you
reach 3rd
level, you
augment
your martial
prowess with
the ability to
use psionic
powers. See level.
the Psionic Disciplines section of the general
rules of using powers.
Psionics Ability.
Talents. Intelligence is your psionic ability for your
You learn the blade meld talent and one psionic disciplines. You use your
additional talent of your choice. You learn an Intelligence modifier when setting the saving
additional talent of your choice at 7th level. throw DC for a psionic discipline or when
making
Psi Points. an attack roll with one.
The Psychic Warrior Psionics table shows
how many psi points you have to use your Discipline save DC = 8 + your proficiency
discipline effects. The table also shows your bonus + your Intelligence modifier
psi limit. You regain all expended psi points
when you finish a long rest. Discipline attack modifier = your proficiency
bonus + your Intelligence modifier
Disciplines Known.
You know two disciplines of your choice, Walking Armoury: Starting at 3rd level, the
which must be from the Immortal and blade meld talent changes for you in the
Invisible Hand discipline lists. The following ways:
Disciplines Known column of the Psychic • You can store and summon up to two
Warrior Psionics table shows when you learn weapons at a time, rather than only one.
more disciplines. Each of these disciplines • You can affect ranged weapons as well as
must be an Immortal or Invisible Hand. You melee weapons.
must be at least 13th level to learn a greater
discipline. Mind and Body
In addition, whenever you gain a level in this Beginning at 7th level, when you use your
class, you can replace one discipline you action to use a talent, you can make one
know with a different one of your choice. You weapon attack as a bonus action.

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 42


up to 30 feet to an unoccupied space you can
Resonating Strike see when you use your Action Surge. You
At 10th level, you learn how to make your can teleport before or after the additional
weapon attacks undercut a creature’s action.
resistance to your powers. When you hit a
creature with a weapon attack, that creature Improved Mind and Body
has disadvantage on the next saving throw it Starting at 18th level, when you use your
makes against a power you use before the action to use a power, you can make one
end of your next turn. weapon attack as a bonus action.

Psychic Charge
At 15th level, you gain the ability to teleport

Psychic Warrior Psionics

Level Talents Known Disciplines Known Psi Points Psi Limit

3 2 2 4 2

4 2 3 6 2

5 2 3 6 2

6 2 3 6 2

7 2 3 14 3

8 2 3 14 3

9 2 3 14 3

10 3 3 17 3

11 3 3 17 4

12 3 3 17 4

13 3 4 27 4

14 3 4 27 4

15 3 4 27 5

16 3 4 32 5

17 3 4 32 5

18 3 4 32 5

19 3 5 38 6

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 43


20 3 5 38 6

Pugilist

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 44


“I might be a slave, but I am famous, I dine well, and my company is that of the finest
noble women. Tell me, what do you have that I do not, slave trader–except the freedom to feel
miserable?” ― Jarek, Arena Champion

or pugilists, becoming an adventurer


might be the only way out of whatever
miserable situation they’ve been stuck
in since infancy. For others, getting lost out
in the world is the only way to escape the
tangled web of debt or enemies they’ve piled
up. Other pugilists fight because it’s the only
thing they know how to do. Whatever the
reason for their adventuring, pugilists use
their fists and boundless determination to
achieve their goals and uphold their ideals.

Making a Pugilist: Pugilists unconsciously


tap into their own inner strength in the form
of an energy called moxie. This is not an
esoteric or mystical energy that flows
through the multiverse but the result of
determination forged over a lifetime of
hardship and a never-let-die attitude. You
can teach someone how to fight but you
could never teach someone how to be a
pugilist. The secret of mastering moxie
doesn’t come from disciplined study or
rigorous training, it comes from years of
wanting and needing. Using this energy,
pugilists can withstand attacks that
would down lesser heroes and hit harder and
faster than their armed opponents.

Races: All races of Athas can be found


brawling in the taverns of the Tablelands.
Muls, with their mixed dwarven and human
parentage, are highly prized in the fights.
Elves are often used for their swiftness and
natural flair for taunting their opponent. the Tablelands. The savage races of the
Humans are the most common of fighters, wastes are often trained as pugilists, usually
since humans are the most common race in as fodder for the most successful pugilists,

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 45


though those demonstrating excellent how that’s going to shape the actions you
combat prowess receive formal training. take in the future.

Alignment: Pugilists are of all alignments. Religion: Pugilists have no special religion
Some will obey all house fighting rules, being of their own. Some may worship the
lawful individuals, though these often do not sorcerer‐king of the city‐state they are in,
last long in the fight. Many pugilists tend while some few may worship the elemental
toward a chaotic alignment. Evil pugilists use forces. Often, the hard life of training and
dirty tricks to gain an advantage over an combat leaves the Pugilist with little to think
opponent. Pugilists of all alignments can of except survival.
become crowd favorites, increasing their
chances of winning their matches, since Other Classes: Pugilists tend to think of
often times these matches are prearranged. themselves as the superior warriors of the
The intrigues of the city‐states can reach Tablelands, sometimes to the point of
deep into the arena. arrogance. In a sense, though, they are right.
They’re trainined in one–on–one combat,
Playing a Pugilist: As you build your and the use of anything they can find as a
pugilist, consider how you came to be a bare weapon. However, a group of trained fighters
knuckle brawler. Did you learn to fight to fighting in concert is certainly a match for a
defend yourself? Was scraping the natural bunch of pugilists, who are unused to fighting
result of your nose for trouble? Or did you in groups. Like most people of Athas, they
learn to fight as a way of intimidating and have a deep distrust of magic, and tend to
controlling others? Were you fighting for the shun wizards. They view clerics as nothing
entertainment of others or did you fight more than healers, people who put their faith
because you had to? Did you try to become in abstract things rather than a sharp blade
a monk but just couldn’t hack it? Pugilists are
a rowdy bunch that like to brag about how Combat: You revel in melee. Your place is
they learned to fight so you better have a battling against hulking baazrags and wicked
good story to tell. What events in your life tembo, where you can hear the crowd
gave you the sheer determination and will cheering and chanting your name. You make
that pugilists call on? Did you spend good use of your various trick abilities to give
everyday hustling on the street to make ends yourself an important edge in combat. Feints,
meet? Were you forgotten and ignored by tricks, and deception play a very important
your family, left to make your own role in arena combat, but don’t forget that you
entertainment? Were you an outsider in your don’t just need to win, you need to win
community who had to constantly struggle dramatically. Pretend to be more wounded
against the ignorant stereotypes that people than you really are. Wait for the right to
there had of you? The most important deliver the final blow.
element of the pugilist is that they are driven.
Once you have decided what events made Pugilists on Athas: In a world with
you into the pugilist you are today, decide civilizations as harsh as those of Athas, all

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 46


succumb to the loving bosom that is alcohol. thinking about it, or currently on your way to
Every city in the lands of Athas have its back do such a thing.
alleys, its underground fighting rackets, its
ghettos. The pugilists who live in these Notables: Go into any tavern, and ask for the
places don’t have time to consider the lofty biggest guy. You just found a notable
ideals of philosophies or ponder the Pugilist.
mysteries of the sorcerer kings. The pugilists
growing up on the wrong side of the tracks Organizations: Pugilists don’t stick to any
spend all their time chasing down their next one organization, as one can be found
meal or, if they’re fortunate enough to have anywhere alcohol can be
that, their next drink, bedfellow, or flophouse.
NPC Reactions: Easily motivated by
Daily Life: There are two main schools of promises of silver, glory, and alcohol
thought when it comes to being one of the (whichever the employer possesses a
mighty Pugilists of the land, and both must surplus at the moment), Pugilists can lend
be nurtured fully. They are drinking, and excellent, efficient muscle to any party.
fighting. As such, at any given time, you can
be either partaking in one of these tasks,

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 47


Level Proficiency Fisticuffs Moxie Features
Bonus Points

1 +2 1d6 - Fisticuffs, Iron Chin

2 +2 1d6 2 Moxie, Street Smart

3 +2 1d6 2 Bloodied but Unbowed, Fight Club

4 +2 1d6 3 Ability Score Improvement, Dig Deep

5 +3 1d8 3 Extra Attack, Haymaker

6 +3 1d8 4 Fight Club improvement, Moxie-Fueled Fists

7 +3 1d8 4 Fancy Footwork, Shake it Off

8 +3 1d8 5 Ability Score Improvement

9 +4 1d8 5 Down but Not Out

10 +4 1d8 6 School of Hard Knocks

11 +4 1d10 6 Fight Club improvement

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 48


12 +4 1d10 7 Ability Score Improvement

13 +5 1d10 7 Rabble Rouser

14 +5 1d10 8 Unbreakable

15 +5 1d10 8 Herculean

16 +5 1d10 9 Ability Score Improvement

17 +6 1d12 9 Fight Club improvement

18 +6 1d12 10 Fighting Spirit

19 +6 1d12 10 Ability Score Improvement

20 +6 1d12 12 Peak Physical Condition

Class Features
As a pugilist, you gain the following class
features.

Hit Points
Hit Dice: 1d8 per pugilist level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per pugilist level after
1st

Proficiencies
armour: Light armour
Weapons: Simple weapons, improvised
weapons, whip, lasso, hand crossbow,
skyhammer

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 49


Tools: One artisan’s tools or gaming set or ● (a) a set of artisan’s tools (b) a
thieves’ tools gaming set or (c) thieves’ tools

Saving Throws: Strength, Constitution Fisticuffs: At 1st level, your years of fighting
in back alleys and taverns have given you
Skills: Choose two skills from Acrobatics, mastery over combat styles that use
Athletics, Deception, Intimidation, unarmed strikes and pugilist weapons, which
Perception, Sleight of Hand and Stealth. are simple melee weapons without the two-
handed property, lassos, whips, and
Equipment: You start with the following improvised melee weapons. You may not
equipment in addition to the use the finesse property of a weapon while
equipment gained by your background: using it as a pugilist weapon. You gain the
● (a) leather armour or (b) any simple following benefits while you are unarmed or
weapon using only pugilist weapons and you are
● (a) a dungeoneer’s pack or (b) an wearing light or no armour and not using a
explorer’s pack shield:

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 50


● You can roll a d6 in place of the The Old One-Two: Immediately after
normal damage of your unarmed you take the Attack action on your turn, you
strike or pugilist weapon. This die can spend 1 moxie point to make two
changes as you gain pugilist levels, unarmed strikes as a bonus action.
as shown in the Fisticuffs column on
the Pugilist table. Stick and Move: You can use a
● When you use the Attack action with bonus action and expend 1 moxie point to
an unarmed strike or a pugilist make a shove attack or the Dash action.
weapon on your turn, you can make
one unarmed strike or grapple as a Street Smart: Beginning at 2nd level,
bonus action. carousing, shadow boxing, and sparring all
count as light activity for the purposes of
Iron Chin: Starting at 1st level, you can add resting for you. Additionally, once you have
your constitution modifier instead of your caroused in a settlement for 8 hours or more,
dexterity modifier to determine your armour you know all public locations in the city as if
class when you are wearing light or no you were born and raised there and you
armour and are not using a shield. cannot be lost by non-magical means while
within the city.
Moxie: Starting at 2nd level, your experience
laying the beatdown on others has given you Bloodied but Unbowed: Starting at 3rd
a moxie you can channel in the midst of level, when you are reduced to less than half
battle. This swagger is represented by a of your maximum hit points you can, as a
number of moxie points. Your pugilist level reaction, gain your pugilist level + your
determines the maximum number of points Constitution modifier in temporary hit points
you have, as shown in the Moxie Points and regain all expended moxie points. You
column of the Pugilist table. You can spend cannot use this feature again until you
these points to fuel various moxie features. complete a short or long rest.
You start knowing three such features: brace
up, the old one-two, and stick and move. You Fight Club: Starting at 3rd level, your style
learn more moxie features as you gain levels is exemplified in a fight club: the Squared
in this class. You Circle or the Sweet Science, both detailed at
regain all expended moxie points when you the end of the class description. Your fight
complete a short or long rest. club grants you features at 3rd level and
again at 6th, 11th, and 17th level.
Brace Up: You can use a bonus
action and spend 1 moxie point to brace for Ability Score Improvement: When you
attacks. Roll your fisticuffs die + your pugilist reach 4th level, and again at 8th, 12th, 16th,
level + your Constitution modifier and gain and 19th level, you can increase one ability
that many temporary hit points. score of your choice by 2, or you can
increase two ability scores of your choice by

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 51


1. As normal, you can’t increase an ability do, you add your proficiency bonus to your
score above 20 using this feature. damage with unarmed attacks and pugilist
weapons for the next minute. You can use
Dig Deep: Starting at 4th level, you discover this feature again after you complete a long
a strength inside you that can’t be broken. As rest.
a bonus action you gain resistance to
bludgeoning, piercing, and slashing damage School of Hard Knocks: By 10th level,
for one minute. At the end of that minute you you’ve graduated top of the class at the
gain a level of exhaustion. school of hard knocks and you took most of
them on the head. You have resistance to
Extra Attack: Beginning at 5th level, you can psychic damage and gain advantage on
attack twice, instead of once, whenever you saving throws against effects that would
take the Attack action on your turn. make you stunned or unconscious.

Haymaker: Starting at 5th level, before you Rabble Rouser: Starting at 13th level, word
make an attack roll with an unarmed strike or of your exploits travels quickly in cities and
pugilist melee weapon attack that does not other settlements. Once you have taken a
already have disadvantage you can declare long rest by carousing in a settlement you
you are swinging wild haymakers. You make gain advantage on all Charisma
all attack rolls until the end of this turn with (Performance) and Charisma (Intimidation)
disadvantage and when you deal damage rolls made against the people who live there.
you do not roll for damage but use the
maximum die result instead. Unbreakable: Starting at 14th level, you
gain advantage on Strength, Dexterity, and
Moxie-Fueled Fists: Starting at 6th level, Constitution saving throws. Additionally,
your unarmed strikes count as magical for whenever you make a saving throw and fail,
the purpose of overcoming resistance and you can spend 1 moxie point to reroll it and
immunity to non-magical attacks and take the second result.
damage.
Herculean: At 15th level, your carrying
Fancy Footwork: At 7th level, you gain capacity is doubled, your jump height and
proficiency in Dexterity saving throws. distance are doubled, and when you deal
damage to an inanimate object that damage
Shake It Off: Starting at 7th level, you can is doubled.
use your action to end one effect on yourself
that is causing you to be charmed or Fighting Spirit: Starting at 18th level, when
frightened. you have 4 levels of exhaustion or fewer and
are reduced to 0 hit points you regain half of
Down but Not Out: At 9th level, when you your maximum hit points, half of your
use your Bloodied but Unbowed feature you maximum moxie points, and gain a level of
can choose to also use this feature. If you

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 52


exhaustion. You cannot use this feature Despite the name, fight clubs are not formal
again until you complete a long rest. fraternities or sororities but collections of
pugilists who, by training or happenstance,
Peak Physical Condition: At 20th level, share a similar style. In some D&D worlds,
your Strength and Constitution ability scores fight clubs can tell you a lot about where a
increase by 2 to a maximum of 22. person comes from while in others there are
Additionally, when you take a long rest you representatives of many fighting styles in all
recover 2 levels of exhaustion instead of 1 metropolitan areas.
and you regain all your expended hit dice
instead of half your expended hit dice. The Squared Circle
Pugilists who fight in the Squared Circle
know you don’t have to knock an opponent
senseless to get them to submit. Of course,
members of the squared circle do beat their
opponents senseless, they just know they
don’t have to.

Groundwork: Starting when you choose this


fight club at 3rd level, you gain the following
additional moxie features.

Compression Lock: When a


creature attempts to break a grapple with you
and succeeds, you can use your reaction
and spend 1 moxie point to force the creature
to roll again. The creature must use the
second result.

Quick Pin: When a hostile creature’s


movement provokes an opportunity attack
from you, you can use your reaction and
spend 1 moxie point to make a grapple attack
instead of an opportunity attack.

To the Mat: You can use a bonus


action and spend 1 moxie point to make a
grapple attack against a creature within
Fight Clubs range. If successful, the creature is also
knocked prone.

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 53


Meat Shield: At 6th level, when you have an attack made against you by 1d10 + your
enemy creature grappled you gain half cover Strength modifier + your pugilist level. If you
against all attacks made against you by a reduce the damage to 0, you can make an
creature you are not grappling. When a unarmed strike or pugilist weapon attack
weapon attack made by a creature you are against a creature within range as part of the
not grappling misses you, you may use your same reaction.
reaction and spend 1 moxie point to have
that creature make the same attack with a One, Two, Three, Floor: At 6th level, when
new roll against an enemy creature you are you use your bonus action to use The Old
grappling. One-Two and both attacks are successful
you can immediately spend 1 moxie point to
Heavyweight: At 11th level, you count as make an additional attack with an unarmed
one size larger than you are for the purposes strike as part of that bonus action. If you hit
of grappling. In addition, you can move your with this additional attack you deal no
full movement speed when you are dragging damage and the creature is knocked prone.
or carrying a grappled creature your size or
smaller. Float Like a Butterfly, Sting Like a Bee: At
11th level, when you reduce damage from an
Clean Finish: At 17th level, your mastery of attack to 0 and successfully hit an enemy
grappling reaches its peak. While you have a creature using your Cross Counter feature
creature grappled you gain advantage on all you regain 1 moxie point.
attacks against it. Additionally, when you
make an unarmed strike or pugilist weapon Knock Out: At 17th level, when you hit with
attack against a creature you have grappled an unarmed strike or pugilist weapon you can
you score a critical hit on a roll of 19 or 20. spend 1 or more moxie points to try to knock
out the opponent instead of dealing damage.
The Sweet Science Roll 3d12 + 1d12 for every moxie point spent
Pugilists who practice the Sweet Science hit after the first + your pugilist level; if the total
hard, fast, and often. This style is sometimes is equal to or greater than the creature’s
used by fighters who battle for the remaining hit points, it is unconscious for 10
entertainment of the upper classes, but is just minutes.
as often practiced in the back alleys and the
bars by those whose next breath depends on The Scrapping Sleuths
a knockout. Pugilists in the scrapping sleuths fight club
are notorious for looking for trouble and
Cross Counter: Starting when you choose finding it every time. Members of this fight
this fight club at 3rd level, you can block the club are highly observant of character traits
brunt of an attack and launch one of your and physical evidence and can form an
own in the same fluid motion. You can use almost supernatural connection to the cities
your reaction and spend 2 moxie points to they live in. Most use these abilities to
reduce the damage of a melee weapon become urban defenders of the downtrodden

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 54


but others lend their talents to less savory against that creature until the start of your
organizations. next turn.

Detective Work: Starting at 3rd level, Read and React. When a creature
choose two from Insight, Perception and hits you with an attack, you can use your
Investigation. Alternatively, you can choose reaction and spend 1 moxie point to try to
from two tools; Disguise Kit and Forgery Kit. read the opponent’s intent and twist out of
You gain proficiency in those skills or tools. the way. The creature makes an Intelligence
Your proficiency bonus is doubled for any saving throw contested by your Wisdom
ability check you make that uses either of the (Insight) check. If you succeed the attack
chosen proficiencies. In addition, you gain misses you.
the following Moxie abilities:
Size ‘Em Up. As a bonus action you
Forensic Specialist. When you are can observe a creature you can see to
examining a scene of violence, you can discover its strengths and weaknesses.
spend 1 Moxie point to gain advantage on When you do, spend 1 moxie point and the
any Intelligence (Investigation) ability check creature makes a Charisma saving throw
to find physical evidence and make contested by your Wisdom (Perception)
deductions based on evidence. check. If you succeed you can ask the DM
three questions that can be answered with a
Keen Observer. When you make a yes or a no regarding the creature’s
Wisdom (Perception) ability check in a mannerisms, personality, or statistics.
settlement, you can spend 1 Moxie point to
gain advantage on that roll. Heart of the City
Starting at 11th level, when you take a long
Living Lie Detector. When you rest in a settlement you can attune to the
make a Wisdom (Insight) ability check to settlement as if it were a magical item. Until
determine whether a creature is lying, you the attunement ends, you gain the following
can spend 1 Moxie point to gain advantage benefits while in that settlement.
on that roll. ● You cannot be surprised and you add
your proficiency bonus to your
Scrap Like a Sleuth: Starting at 6th level, initiative
you gain the following Moxie abilities. ● You have darkvision to a range of 120
feet
In Their Head. As a bonus action you ● Whenever you makes an attack roll
can watch an opponent within 30 feet for or a saving throw before you can roll
openings and missteps. When you do, spend a 1d4 and add the number rolled to
1 moxie point and the creature makes a the attack roll or saving throw.
Wisdom saving throw contested by your ● You cannot be lost by any means
Wisdom (Perception) check. If you succeed ● When you are not in combat, you can
you have advantage on all weapon attacks travel between any two points in the

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 55


settlement twice as fast as your disadvantage on any attack rolls it makes
speed would normally allow that do not include you as a target before the
When you reach 17th level, when you attune start of your next turn. That creature must
to a settlement, you can choose to have it not also succeed on a Wisdom saving throw or
count toward your limit of attuned magic take your fisticuffs damage die + your
items. You can be attuned to only one proficiency modifier in psychic damage.
settlement in this manner at a time.
The saving throw DC for all Salty Fight Club
Eyes Wide Open features is calculated as follows:
Beginning at 17th level, your senses are Salty save DC = 8 + Intimidation Score
almost impossible to foil. As a bonus action,
you sense the presence of illusions, Piss & Vinegar
shapechangers not in their original form, and Starting at 6th level, you have a few tricks up
other magic designed to deceive the senses your sleeve to even the odds when the going
within 60 feet of you, provided you aren't gets rough. You gain the following moxie
blinded or deafened. You sense that an abilities.
effect is attempting to trick you, but you gain
no insight into what is hidden or into its true Blindsider. When you deal damage
nature. with an unarmed attack you can spend 1
moxie point to attempt to blind the creature
You can use this feature a number of times you hit. The creature must succeed on a
equal to your Wisdom modifier (minimum of Constitution saving throw or be blinded until
once), and you regain all expended uses of it the end of your next turn.
when you finish a long rest.
Heelstomper. When you deal
The Salty damage with an unarmed attack you can
Pugilists in the the salty fight club revel in spend 1 moxie point to attempt to slow the
their reputations as heels. Widely despised creature you hit. The creature must succeed
for their obscene curses and dirty tricks, on a Dexterity saving throw or halve its
these pugilists take pride in their ability to movement speed for one minute.
provoke and win at all costs.
Low Blow. When you deal damage
Salty Salute with an unarmed attack you can spend 1
Starting at 3rd level, you gain proficiency with moxie point to hit them below the belt. The
the Intimidation skill. Your proficiency bonus creature must succeed on a Strength saving
is doubled for any ability check you make that throw or be knocked prone.
uses this skill. In addition, you have mastered
the art of the enraging insult. You can spend Mean Old Cuss
1 moxie point and use a bonus action on your Starting at 11th level, you do not need to
turn to provoke a creature who can see or spend a moxie point to use the Salty Salute
hear you within 60 feet. That creature has

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 56


feature. In addition, the saving throw DC of creature must pass a Wisdom saving throw
your Salty features increases by 2. or become enraged for one minute.
Creatures who are immune to charm and
The Uncouth Art fear effects cannot be enraged. While
Starting at 17th level, your swears are so enraged the creature cannot make attacks
potent they can move men to madness. As a against creatures other than you and the
bonus action you can spend 3 moxie points creature gains vulnerability to any damage
and swear at one creature who shares a dealt by you.
language with you within 60 feet. That

Psion

“Resist all you like. I have ways of making you think.” ―Dechares, Dwarven interrogator

he psion learns the Way, a philosophy


of mental discipline, to become master
of his will, or innate mental power. Most
aspiring psions seek out an instructor, a
master of the Way. Most Athasian cities
contain psionic academies where students
receive instructions in exchange for money
or loyal service.

Making a Psion: The psion learns the Way


in order to shape his Will. The psion uses,
through study called the Way, how to
manifest the power inherent in his inner self.
The psion is able to project this power, the
Will, into creating all sorts of supernatural
effects. The psion may know a limited
number of ways to shape his will, but he
enjoys great flexibility in how he uses his
known powers.

Races: Nearly all living creatures have a


latent psionic capacity, and psions are found
among all sentient races of the Tablelands,

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 57


and even among some creatures that are not Nomads possess an array of valuable
ordinarily considered sentient powers that can bypass almost any obstacle
. and confound any enemies, working with the
Alignment: The search for refinement of the very fabric of space, time, and reality itself to
Way tends to draw many psions into a achieve his goals. Telepaths are considered
neutral view of the world, so most psions by some to the most powerful psions, and
have one part of their alignment that is most Athasians are terrified of a telepath’s
neutral. Good psions may spend their time in ability to manipulate their very thoughts.
search of new powers, or help their village
defend itself against predators, or maybe join Religion: Psions use the Way to manifest
the ranks of Merchant Houses. Evil psions their inner powers; through long hours of
may serve as agents in service of the meditation and extremes of the senses, they
sorcerer‐kings, or as more shady agents of seek knowledge inward. Their power comes
Merchant Houses, or simply work as from inside them, so only psions from the
mercenaries and offer their specialized most animistic cultures look to outside
services to the highest bidder. Even though beings or religions for spiritual fulfillment.
many psions tend to have a neutral view of
the world, they can be of any alignment. Other Classes: Psions tend to be drawn to
those like themselves. Lower‐level psions
Playing a Psion: When you first learned to tend to towards a nearly worshipful attitude
use psionics, you were taught to create a towards higher level psions, curious about
nexus―a point in the center of your being their mysterious training and knowledge.
where physical, mental, and spiritual energy Higher‐level psions tend to either stay to
can be harnessed. It is the union of these themselves, or to try to befriend almost
powers that allows you to perform the everyone, pressing for party leadership.
remarkable feats you’re capable of.
As a psion, your choice of discipline is all‐ Combat: You usually disdain combat and
important to you. Seers are not very other primitive displays of force, but when
powerful, if one defines power as the ability needed, you use your impressive array of
to cause immediate harm to one’s foes, but psionic powers for both attack and defense
they are the most capable information against your enemies, just as any other
gatherers of Athas. Shapers are tinkerers, psionic character would.
creating toys and monsters out of thin air, just
to dismiss them and build another. Kineticists Psions on Athas: Nearly every level of
are battlefield psionicists who are actively Athasian society is permeated with psionics.
sought out as military auxiliaries, and is Even the humblest slave may possess an
almost as good as a wizard for creating unusual talent or ability, while the most
mayhem in a fight. Egoists have a wide range powerful enchantments of the sorcerer‐
of useful powers: they can fight as well as a monarchs include psionic elements. Mental
fighter, become stealthier than a thief, heal powers are used on an everyday basis in
like a cleric, or change shape like a wizard. Athasian culture. Telepaths allow

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 58


instantaneous communication across good patrons for lower‐level PCs. Such
hundreds of miles. Draft animals and slaves psions often hire adventurers to gather rare
are kept under control by psionic overseers. psionic items for study or to recover lost
Prophets use their visionary powers to knowledge of the ancient ages in their stead.
forecast the fortunes of kings and peasants,
find missing objects, and solve crimes. Notables: The human psion known as
Kineticists and egoists use their potent Pharistes brought chaos over the Tyr Region
abilities in all manner of enterprises, both when he activated a powerful artifact that
legitimate and otherwise. dampened all psionic power in the region
and drove all thri‐kreen mad because he
thought the abuse of psionics was the cause
of all the evil under the dark sun.

Organizations: Psions don’t organize


together, but they often join other
organizations, specially psionic academies
and monasteries.

NPC Reactions: The common people


usually react to a psion exactly as they would
to any other psionicists in their community.
Because trained psionicists are scarce and
their skills are vital, they are highly valued by
many elements of the Athasian society.
Daily Life: The study of the Way is very Unlike wizards, psionicists are free of the
similar to the study of magic. Just as wizards taint of magic and need not disguise their
strive to master more advanced and difficult calling. They owe no loyalty to the sorcerer‐
spells, psionicists must constantly seek to kings, unlike the templars. Even clerics and
unlock new and more powerful abilities. druids have elemental powers and guarded
Unlike wizardry, there is no single formula lands that they must place before all other
that will reproduce an effect of the Way that considerations. Psionicists are free of these
will work the same for each individual. patrons and responsibilities and may employ
Students must independently develop the their powers as they see fit.
command of their powers.
High‐level psions tend to become
contemplative masters, so they can make

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 59


Dark Sun: Player’s Handbook.: Chapter 2 - Classes 60
Level Proficiency Features Talents Known Disciplines Psi Points Psi Limit
Bonus Known

1 +2 Psionics, Mystic 1 2 4 2
Order

2 +2 Mystical Recovery 1 3 6 2

3 +2 Mystic Order feature 2 3 14 3

4 +2 Ability Score 2 3 17 3
Improvement,
Strength of Mind

5 +3 - 2 4 27 5

6 +3 Mystic Order feature 2 4 32 5

7 +3 - 2 5 38 6

8 +3 Ability Score 2 5 44 6
Improvement, Mystic
Order feature

9 +4 - 2 6 57 7

10 +4 Consumptive Power 3 6 64 7

11 +4 Power Surge (9 psi 3 6 73 7


points)

12 +4 Ability Score 3 7 73 7
Improvement

13 +5 Power Surge (10 psi 3 7 83 7


points)

14 +5 Mystic Order feature 3 7 83 7

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 61


15 +5 Power Surge (11 psi 3 8 94 7
points)

16 +5 Ability Score 3 8 94 7
Improvement

17 +6 Power Surge (13 psi 3 8 107 7


points) 4

18 +6 Mental Mastery 4 9 114 7

19 +6 Ability Score 4 9 123 7


Improvement

20 +6 Ingrained Thought 4 9 133 7

Class Features ● (a) a light crossbow and 20 bolts or


As a mystic, you gain the following class (b) any simple weapon
features. ● (a) a scholar’s pack or (b) an
explorer’s pack
Hit Points
Hit Dice: 1d8 per mystic level Psionics
Hit Points at 1st Level: 8 + your Constitution As a student of psionics, you can master and
modifier use psionic disciplines and talents.
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per mystic level after Psionic Talents
1st A psionic talent is a minor psionic effect you
have mastered. At 1st level, you know one
Proficiencies psionic talent of your choice (see the talent
Armour: Light armour, medium armour options later in this class description). You
Weapons: Simple weapons learn additional talents of your choice at
Tools: None higher levels, as shown in the Talents Known
Saving Throws: Intelligence, Wisdom column of the Mystic table.
Skills: Choose two skills from Arcana,
History, Insight, Medicine, Nature, Psionic Disciplines
Perception, and Religion A psionic discipline is a rigid set of mental
exercises that allows a mystic to manifest
Equipment psionic power. Such disciplines are divided
You start with the following equipment, in into two categories: lesser disciplines and
addition to the equipment granted by your greater disciplines. A mystic masters only a
background: few disciplines at a time. At 1st level, you
● (a) a spear, (b) a mace, or (c) know two lesser disciplines of your choice .
greatsword (if proficient) You learn additional disciplines of your
● (a) leather armour, (b) scale mail, or choice at higher levels, as shown in the
(c) chain mail (if proficient) Disciplines Known column of the Mystic

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 62


table. discipline. You must be at least 5th You can focus psychic energy on one of your
level to learn a greater discipline. psionic disciplines to draw ongoing benefits
from it. As a bonus action, you can choose
In addition, whenever you gain a level in this one of your psionic disciplines and gain its
class, you can replace one discipline you psychic focus benefit, which is detailed in
know with a different one of your choice. You that discipline’s description. The benefit lasts
can replace a lesser discipline with a greater until you are incapacitated or until you use
discipline, but only if you are at least 5th another bonus action to choose a psychic
level. focus benefit. You can have only one psychic
focus benefit at a time.
Psi Points
You have an internal reservoir of energy that Psionic Ability
can be devoted to the psionic disciplines you Intelligence is your psionic ability for your
know. This energy is represented by psi psionic disciplines. You use your Intelligence
points. Each psionic discipline describes modifier when setting the saving throw DC
effects you can create with it by spending a for a psionic discipline or when making an
certain number of psi points. A psionic talent attack roll with one.
requires no psi points.
Discipline save DC = 8 + your proficiency
The number of psi points you have is based bonus + your Intelligence modifier
on your mystic level, as shown in the Psi Discipline attack modifier = your proficiency
Points column of the Mystic table. The bonus + your Intelligence modifier
number shown for your level is your psi point
maximum. Your psi point total returns to its Mystic Order
maximum after you finish a long rest. The At 1st level, you choose a Mystic Order: the
number of psi points you have can’t go below Order of the Awakened, Order of the Knife,
0 or over your maximum. Order of the Immortal, or Order of the
Psi Limit Invisible Hand, which are detailed at the end
Though you have access to a potent amount of the class description. Each order
of psionic energy, it takes training and specializes in a particular approach to
practice to channel that energy. There is a psionics. Your order gives you features when
limit on the number of psi points you can you choose it at 1st level and additional
spend to activate a psionic discipline. The features at 3rd, 6th, 8th, and 14th level.
limit is based on your mystic level, as shown
in the Psi Limit column of the Mystic table. Mystical Recovery
For example, as a 3rd-level mystic, you can Starting at 2nd level, you draw vigor from the
spend no more than 3 psi points on a psi energy you use to power psionic
discipline each time you use it, no matter how disciplines associated with your Mystic
many psi points you have. Order.

Psychic Focus

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 63


Once per turn when you spend psi points on
a psionic discipline you regain hit points Once you use this feature, you can’t use it
equal to your Intelligence modifier if your again until you finish a long rest, and the
current hit point total equals half your hit point reduction to your hit point maximum lasts
maximum or less. until you finish a long rest.

Ability Score Improvement Power Surge


When you reach 4th level, and again at 8th At 11th level, you unlock the ability to briefly
level, you can increase one ability score of push beyond your psi limit.
your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, At any time, you can raise your psi limit,
you can’t increase an ability score above 20 increasing it to 9 points. The next discipline
using this feature. effect you use consumes this effect, reducing
your psi limit to its normal amount. You must
Strength Of Mind finish a long rest before you can do so again.
Even the simplest psionic techniques require
a deep understanding of how psionic energy At higher levels, you gain an increased psi
can augment mind and body. This limit: 10 points at 13th level, 11 points at 15th
understanding allows you to alter your level, and 13 points at 17th level. You regain
defenses to better deal with threats. all uses of your Power Surge when you finish
a long rest.
Starting at 4th level, you can replace your
proficiency in either Wisdom, Dexterity, or Mental Mastery
Constitution saving throws whenever you At 18th level, you have achieved such
finish a short or long rest. To do so, choose mastery over certain discipline effects that
Strength, Dexterity, Constitution, Wisdom, you can use them at will. Choose one effect
Intelligence, or Charisma. You gain option with a psi point cost of 2 or lower, and
proficiency in saves using that ability, instead one effect option with a psi point cost of 3 or
of the first ability you chose. This change lower, from any discipline you know. You can
lasts until you finish your next short or long use those effects at their lowest cost without
rest. expending psi points. If you want to augment
them beyond their minimum costs, you must
Consumptive Power expend psi points as normal.
At 10th level, you gain the ability to sacrifice
your health in exchange for psychic power. By spending 8 hours in meditation, you can
As a bonus action, you regain up to 1 psi exchange one or both of the effects you
points for each level you have in this class. chose for different effects.
For each point you choose to regain this way,
your current hit points and hit point maximum Ingrained Thought
are both reduced by 5. This reduction can’t By 20th level, you have gained absolute
be lessened in any way. mastery over one of your disciplines. Choose

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 64


one discipline that you know. You gain the table). If you already have either one, you
psychic focus benefit of this discipline at all can pick any other talent to replace it.
times.
Awakened Expertise

Mystic Orders
Starting at 1st level, your focused mental
training grants you extended knowledge.
You gain proficiency in two skills of your
choice. In addition, choose one skill you are
Psionics is a mysterious form of power within proficient in. Your proficiency bonus is
most D&D worlds. Secretive orders study its doubled for any ability check you make that
origins and applications, while pushing the uses that skill.
boundaries of what psychic power can
achieve. Psionic Investigation
At 3rd level, you can focus your mind to read
Each mystic order pursues a specific goal for the psionic imprint left on an object. If you
psionic power. That goal shapes how the hold an object and concentrate on it for 10
members of an order understand psionics minutes (as if concentrating on a psionic
and determines the disciplines they master. discipline), you learn a few basic facts about
it. You gain a mental image from the object’s
point of view, showing the last creature to
Order Of The Awakened hold the object, regardless of how long ago it
Mystics dedicated to the Order of the was last handled. You also learn of any
Awakened seek to unlock the full potential of events that have occurred within 20 feet of
the mind. By transcending the physical, the the object within the past 24 hours. The
Awakened hope to attain a perfect state of events you perceive unfold from the object’s
being - focused on pure intellect and mental perspective. You see and hear such events
energy. as if you were there, but can’t use other
senses.
The Awakened are skilled at bending minds
and unleashing devastating psychic attacks, Additionally, you can embed an intangible
and are able to read the secrets of the world psionic sensor within the object. For the next
through psionic energy. Awakened mystics 24 hours, you can use an action to learn the
who take to adventuring excel at unraveling object’s location relative to you (its distance
mysteries, solving puzzles, and defeating and direction) and to look at the object’s
monsters by turning them into unwilling surroundings from its point of view as if you
pawns. were there. This perception lasts until the
start of your next turn.
Mind Mastery
At 1st level, you gain the mind meld and Psychic Surge
thought spear psionic talents (these are in Starting at 6th level, you overload your
addition to the talents you gain in the Mystic psychic focus to batter down an opponent’s

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 65


defenses. You can impose disadvantage on
a target’s saving throw against a discipline or Martial Order
talent you use, but at the cost of using your At 1st level, you gain proficiency with martial
psychic focus. Your focus immediately ends, weapons, heavy armour, and shields.
and you can’t use it again until you finish a
short or long rest. You can’t use this feature Psionic Resilience
if you can’t use your psychic focus. At 3rd level, you learn to use psionic energy
to speed up your natural healing. At the start
Potent Psionics of each of your turns, you gain temporary hit
At 8th level, you can add your Intelligence points equal to your Intelligence modifier,
modifier to the damage you deal with any provided that you have at least 1 hit point,
psionic talent. which lasts for 1 minute.

Shed Body Extra Attack


At 14th level, you gain the ability to briefly Starting at 6th level, you can attack twice,
cast aside your body. As a bonus action, you instead of once, whenever you take the
can spend 3 psi points to become a being of Attack action on your turn.
pure thought. In this form, you have immunity
to bludgeoning, piercing, and slashing Surge Of Health
damage from non magical weapons, and you Starting at 8th level, you can draw on your
can move through other creatures and psychic focus to escape death’s grasp. As a
objects as if they were difficult terrain. You reaction when you take damage, you can
take 5 force damage if you end your turn halve that damage against you. Your psychic
inside an object. You remain in this form for focus immediately ends, and you can’t use it
1 minute. again until you finish a short or long rest. You
can’t use this ability if you can’t use your
Order Of The Immortal psychic focus.
The Order of the Immortal strives to achieve
physical perfection by augmenting the body’s Cutting Resonance
natural strength with psychic power. This At 14th level, you gain the ability to infuse
order’s goal is for its members to achieve your weapon attacks with psychic energy.
immortality by overcoming the effects of You add your Intelligence modifier to
aging through rigorous discipline and psionic damage rolls made with weapon attacks.
perfection. To members of this order, psionic
energy is a tool to augment, control, and
perfect the physical body.
Members of this order who take up the Immortal Age
adventuring life are skilled warriors. Their At 14th level, you can manipulate time itself
psionic abilities allow them to shrug off within the confines of your body. For every
injuries and hazards, while focusing their 20 years that pass, your body only ages 1
strength and speed in combat. year.

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 66


one of the following damage types: acid,
Mind Over Body cold, fire, lightning, or thunder. Powers you
Starting at 14th level, you fight through use ignore resistance to damage of the
wounds that would fell most through sheer chosen type.
willpower alone. When you are reduced to 0
hit points but not killed outright, you can Sculpt Powers
spend 5 psi points to drop to a number of hit Beginning at 3rd level, you can create
points equal to your mystic level. pockets of relative safety within the effects of
You can’t use this feature again until you your order’s powers. When you use an
complete a long rest. Invisible Hand discipline power that affects
other creatures that you can see, you can
Order Of The Invisible Hand choose a number of them up to your
Mystics dedicated to the Order of the Intelligence modifier. The chosen creatures
Invisible Hand aim to master the art of automatically succeed on their saving throws
warfare, using their psychic powers to against the power, and they take no damage
assault foes from afar. They are masters of if they would normally take half damage on a
powers that manipulate and transform matter successful save.
and energy.
Repelling Surge
The Invisible Hand are skilled at telekinesis, Starting at 6th level, you gain the ability to
delighting in crushing their foes with invisible unleash a burst of telekinetic force as an
force, pelting their enemies with massive action. Each creature within 15 feet of you
objects,and disarming combatants with a must succeed on a Strength saving throw or
single thought. Invisible Hand mystics who be pushed 15 feet away from you in a straight
take to adventuring are skilled tacticians, line and be knocked prone. Your psychic
often turning the tides of battle in their favor focus immediately ends, and you can’t use it
with their wits. again until you finish a short or long rest. You
can’t use this ability if you can’t use your
Telekinetic Talent psychic focus.
At 1st level, you gain the energy ray and
ballistic attack psionic talents (these are in Potent Psionics
addition to the talents you gain in the Mystic At 8th level, you can add your Intelligence
table). If you already have either one, you modifier to the damage you deal with any
can pick any other talent to replace it. psionic talent.

Force Of Will
At 14th level, you have mastered the art of
Energy Adept telekinesis. While you are concentrating on
Starting at 1st level, your energy an Invisible Hand discipline effect, you gain
manipulating powers grow more potent. the following benefits:
When you finish a short or long rest, choose

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 67


● You add your proficiency bonus to Order Of The Knife
ability checks made to move Never caught unarmed, a member of the
creatures or objects with your Order of the Knife, also known as a soulknife,
Invisible Hand disciplines. is the literal interpretation of using the power
● The maximum weight of an object of the mind as a weapon. Creating a mind
you can try to move with your psionic blade is the core of the Order of the Knife,
disciplines or talents is doubled. and with it, they are deadly combatants.
● As a bonus action on your turn, you Versatile and varied, the soulknife can be
can spend 2 psi points to use the found in all shapes and sizes, wielding
ballistic attack talent. blades unique to the wielder and customized
● When you finish a short or long rest, to fit the needs of the soulknife. Fluid in
choose one of the following damage function, the soulknife has mastered how to
types: acid, cold, fire, lightning, or alter her mind blade to fit the situation,
thunder. You gain resistance to that bringing power and versatility into any
damage type until the your next rest. combat. Despite the name, a soulknife is not
restricted to creating bladed weapons, and
will often change weapons to better combat
their foes.

Those soulknives who take up the


adventuring life are cunning warriors. Their
psionic abilities allow them to adapt to any
foe, making them deadly in any battle.

Fighting Style
At 1st level, you adopt a particular style of
fighting as your specialty. Choose one of the
following options. You can’t take a Fighting
Style option more than once, even if you later
get to choose again.
Dueling. When you are wielding a
melee weapon in one hand and no
other weapons, you gain a +2 bonus
to damage rolls with that weapon.
Great Weapon Fighting. When you
roll a 1 or 2 on a damage die for an
attack you make with a melee
weapon that you are wielding with
two hands, you can reroll the die and
must use the new roll, even if the new
roll is a 1 or a 2. The weapon must

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 68


have the two-handed or versatile By 3rd level, you have learned to use your
property for you to gain this benefit. mind blades to interrupt an enemy’s attack.
Two-Weapon Fighting. When you As a reaction when an attacker you can see
engage in two-weapon fighting, you makes a melee attack against you, roll a d20
can add your ability modifier to the and add your mind blade’s attack bonus. If
damage of the second attack. the result of your roll is greater than the result
of your opponent’s attack roll, you can
reduce your opponent’s attack roll by your
Mind Blade Intelligence modifier.
Starting at 1st level, once during your turn Extra Attack
(no action required), you can form semi-solid Starting at 6th level, you can attack twice,
weapons composed of psychic energy in instead of once, whenever you take the
your empty hands. You can choose the form Attack action on your turn.
the melee weapons take each time you
create them. You are proficient with the Surge Of Brutality
weapons while you wield them. Starting at 8th level, you can draw on your
psychic focus to deliver a powerful blow.
Your mind blades disappear if they are more When you deal damage with an attack, you
than 5 feet away from you for 1 minute or can chose to deal maximum damage with
more. They also disappear if you use this your mind blade and psychic strike, but at the
feature again, if you dismiss them (no action cost of using your psychic focus. Your
required), if another creature picks them up, psychic focus immediately ends, and you
or if you die. can’t use it again until you finish a short or

You can transform magic weapons into your


mind blades by performing a special ritual
while you hold a weapon. You perform the
ritual over the course of 1 hour, which can be
done during a short rest. The weapon is
transformed into pure psychic energy, and
appears whenever you create your mind
blades thereafter. You can’t affect an artifact
or a sentient weapon in this way. The
weapon ceases being your mind blade if you
die, if you perform the 1-hour ritual on a third
weapon, or if you use a 1-hour ritual to return
it to normal. The weapon appears at your feet
if it is not currently manifested when the bond
breaks.

Deflect Blows

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 69


long rest. You can’t use this feature if you At 14th level, you gain the ability to
can’t use your psychic focus. momentarily fragment your mind blade into
numerous identical blades, each of which
strikes at an opponent. As an action, you can
make a melee attack with your mind blade
Cutting Resonance against any number of creatures within 5 feet
At 14th level, you gain the ability to infuse of you, with a separate attack roll for each
your weapon attacks with psychic energy. target.

You add your Intelligence modifier to


damage rolls made with weapon attacks.

Bladewind
Order Of The Nomad this book, they are still basically good for one
True psychoporters are rare. They lack the thing only: going places.
combat abilities of a psychokineticist or a
psychometabolist and are not as good at On Athas, psychoporters mostly work as
information gathering as the others. While scouts, messengers, or couriers. Their ability
their powers are expanded considerably in to cover distance fast and avoid trouble
makes them very valuable to commanders
and merchants. Most large merchant houses

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 70


have a psychoporter agent who can carry Planar Transposition
small. valuable parcels without fear of Starting at 14th level, your understanding of
interception. The psychoporter's ability to planar transposition becomes more
bypass any normal defense also makes her powerful. This ability allows you to switch a
useful in espionage, burglary, or covert portion of the Prime Material Plane for a
strikes. portion of another plane. The psionicist may
transpose a donut-shaped ring 10 feet in
Psychoportation diameter on the inside and 10 feet wide. The
At 1st level, you learn the Light Step psionic transposed planes remain switched for as
talent (this is in addition to the talents you long as the psionicist is concentrated.
gain in the psion table). If you already have
this talent, you can pick any other talent to The exact effects of this power are left to the
replace it.. You also gain the ability to use DM, but some guidelines apply. Inanimate
dash action as a bonus action. objects can be partially transposed - so a
castle may be half in the Prime Material
Memory of One Thousand Steps Plane with the psionicist and half in the
At 3rd level, you gain the ability to use Elemental Plane of Fire. However, living
psionics to recall your steps. As a reaction creatures are either all in or all out. If a
when you are hit by an attack, you can creature wanders away from its transposed
teleport to an unoccupied space that you area into the new surroundings, it doesn't
occupied since the start of the fight, and the return when the psionicist drops the power.
attack misses you. Once you use this Note that the psionicist may accidentally
feature, you can’t use it again until you finish transpose an extraplanar creature when he
a short or long rest. grabs a chunk of its home plane and brings it
to Athas. The planes are not interrupted by
their transposition; a piece of the Elemental
Plane of Fire remains a roaring source of
Superior Teleportation heat, transposing the base of a tower will not
At 6th level, you gain a superior talent for cause its top to fall, and so on. However, the
teleportation. When you use a psionic new surroundings may affect the transposed
discipline to teleport any distance, you can areas eventually. A portion of Athas sent to
increase that distance by up to 10 feet. the Plane of Magma would return a scorched
wasteland. Some possibilities with planar
Effortless Journey transposition include: creating a temporary
Starting at 8th level, your mind can psionally oasis by transposing bare desert for a piece
move your body. Once on each of your turns, of the Elemental Plane of Water; opening a
you can forfeit up to 30 feet of your passage through a mountain by transposing
movement to teleport the distance you a portion of the Ethereal Plane; sending a
forfeited. You must teleport to an unoccupied tower filled with enemy soldiers to the Abyss
space you can see. for a time (no telling what'll be in it when the
tower comes back...); or hiding by

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 71


surrounding oneself with a donut-shaped a creature’s intents, truthfulness, or action,
area of the Demiplane of Shadow or the you can add twice your proficiency bonus,
Quasielemental Plane of Steam. instead of any proficiency bonus you
normally apply.
Once you use this feature, you can’t use it
again until you finish a long rest. Natural Telepath
At 3rd level, your mind awakens to the ability
Order Of The Telepath to communicate via telepathy. You can
Telepaths are common in Athasian society. telepathically speak to any creature you can
Almost every powerful person employs one see within 120 feet of you in this manner. You
or more telepaths to guard against any don’t need to share a language with the
hostile influences or attacks that may be creature for it to understand your telepathic
directed at him. The telepath functions as a messages, but the creature must be able to
bodyguard and a valued adviser who is often understand at least one language or be
the client's right-hand man. Even the telepathic itself.
sorcerer-monarchs employ telepaths to
watch over their other minions and ensure Mental Supremacy
their continued loyalty to the crown. At 6th level, you gain immunity against being
charmed, and magic can’t put you to sleep.
Slavery creates an enormous demand for This ability does not function if you are
psionic guards capable of quelling any asleep, unconscious, or otherwise
uprising with but a thought. Templar patrols considered mentally helpless.
often include a telepath to interrogate
witnesses and suspects. The great merchant You also have acquired superior control over
caravans often require telepathic assistance your emotions, and have advantage when
to keep the mekillots docile and direct them resisting emotion influencing effects or spells
in their work. A telepath will never lack for like: fear, antipathy/sympathy, and so on.
work, as long as he is willing Potent Psionics
to perform tasks of overseeing, domination, At 8th level, you can add your Intelligence
or animal control. modifier to the damage you deal with any
psionic talent.
Mental Intrusion
At 1st level, you learn the Distract and Mind Last Respite
Meld psionic talents (these are in addition to At 14th level, if you are about to suffer
the talents you gain in the psion table). If you damage that would result in your death, as a
already have either one, you can pick any reaction, you can attempt to shunt your mind
other talent to replace it.. into the body of a creature within 30 ft. The
creature’s maximum hit points must be less
Keen Insight than or equal to your own for you to make this
Starting at 1st level, whenever you make an attempt, and the creature can resist by
Intelligence (Insight) check related to reading making a Wisdom saving throw (DC 10 + half

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 72


psion level + Intelligence modifier). Your supernatural and spell-like abilities,
original body is left stable, but at 0 hit points. spells and powers, and skills and
This ability lasts a number of rounds equal to feats (although skill checks use your
your psion level. new ability scores, and you may be
This grants you the following benefits: temporarily unable to use feats
● You gain the type of your assumed whose requirements you do not meet
body. in your new body).
● You gain the Strength, Dexterity, and ● You do not gain supernatural or
Constitution scores of your assumed innate spell-like or psionic abilities.
body.
● You gain the natural armour, natural You must secure a permanent body for your
attacks, movement, and other simple mind, either by healing your original body, or
physical characteristics of your some other means to permanently inhabit a
assumed body. body, by the end of the effect’s duration or
● You gain the possessions and die. You can take this action even if you are
equipment of your assumed body. unconscious. This ability cannot be used
● You retain your own hit points, saving against effects that outright kill or that deal
throws (possibly modified by new ability damage, only against effects that deal
ability scores), class abilities, hit point damage.

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 73


Ranger

“What you call monsters and beasts are simply other beings trying to survive in the wastelands.
Some of them are just as desperate, lost, and confused as you are.” ―Sudatu, Elven Scout
he wastes of Athas are home to fierce lands as if they were his home (as indeed
and cunning creatures, from the they are); he knows his prey in deadly detail.
bloodthirsty tembo to the malicious gaj. Making a Ranger: Rangers are capable in
Because of that, Athasians have long combat, although less so in open melee than
learned how to adapt and survive even in the the fighter, pugilist, or barbarian. His skills
most inhospitable and savage environments. allow him to survive in the wilderness, to find

One of the most cunning and powerful


creatures of the wastes is the ranger, a
skilled hunter and stalker. He knows his

his prey and to avoid detection. The ranger


has the ability to gain special knowledge of
certain types of creatures or lands.

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 74


Knowledge of his enemies makes him more as they are to magic. Half‐elves are the race
capable of finding and defeating those foes. most compellingly drawn to the ranger class,
Knowledge of terrain types or of specific since their isolation and natural gift with
favored lands makes it easier for him to live animals gives them a head start above
off the land, and makes it easier for him to rangers of other races.
take advantage of less knowledgeable foes.
Rangers eventually learn to use the lesser Half‐Elven rangers sometimes seek to
spirits that inhabit Athas in order to produce impress their Elven cousins with their desert
spell‐like effects. These lesser spirits inhabit skills, and when they are rejected, the
small features of the land – rocks, trees, cacti wilderness often becomes the half‐elf’s only
and the like. These spirits are relatively solace. A few half‐elves turn to bitter hatred
powerless, and cannot manifest themselves. of the parent races that rejected them, and
Their awareness is low, and their instincts become merciless slave– hunters.
are of the most primitive sort. The
relationship between these lesser spirits and Although ranger skills do not come to
the creatures known as Spirits of the Land is naturally humans, their famous adaptability
unknown. wins out in the end, and many humans make
fine rangers. A few muls take up the ranger
Races: As the race that carries the most fear class while surviving in the wilderness after
and hatred of other races, and as the people escaping slavery. Dwarves who become
with the richest land to protect, Halflings rangers find that their focus ability combines
become rangers more commonly than any powerfully with the abilities of favored enemy
other race except for half‐elves. Halflings are and favored lands, but such characters rarely
at home in their terrain (typically Forest become adventurers since they tend to
Ridge or the Jagged Cliffs) and the ranger master wilderness skills in order to guard
class teaches them the grace to move Dwarven communities.
without detection, often to deadly effect.
Their practice of cannibalism to emphasize Pterran rangers are common since rangers
their superiority over other sentient beings get along so well with the druidic and psionic
puts the ranger’s tracking abilities to deadly leaders of the pterran villages. Aarakocra are
use. Halfling rangers tend to take favored similarly drawn to the ranger class to protect
lands primarily, followed by favored enemy their villages from predators and enemies.
benefits. In the Forest Ridge, halfling rangers Rangers are not unusual among the most
tend to pick pterrans and other neighboring hated humanoid races of Athas, such as gith,
races as favored enemies; rangers of the belgoi, and braxat. Among the various and
Jagged Cliffs tend to focus on bvanen, and dwindling communities of the wastes,
kreen. rangers are the most common character
class.
Elves frequently become rangers, serving as
scouts and hunters for their tribes, but elves Alignment: Rangers can be of any
are not as naturally drawn to the wilderness alignment, although they tend not to be

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 75


lawful, preferring nature to civilization, comprised of rangers called judaga. Some
silence to casual conversation, and ambush rangers pay patronage to the Spirits of the
to meeting a foe boldly on the battlefield. Land, although these spirits do not bestow
Good rangers often serve as protectors of a spells on rangers except those that multi–
village or of a wild area. In this capacity, class as druid.
rangers try to exterminate or drive off evil
creatures that threaten the rangers’ lands.
Good rangers sometimes protect those who
travel through the wilderness, serving
sometimes as paid guides, but sometimes as
unseen guardians. Neutral rangers tend to
be wanderers and mercenaries, rarely tying
themselves down to favored lands. The
tracking and animal skills of rangers are well
known in the World; virtually every trade
caravan has at least one ranger scout or
mekillot handler. Sometimes they stalk the
land for vengeance, either for themselves or
for an employer. Generally only evil rangers
ply their skills in the slave trade. Other evil
rangers seek to emulate nature’s most
fearsome predators, and take pride and
pleasure in the terror that strangers take in
their names.

Playing a Ranger: As a ranger, you nurture


a close, almost mystical connection to the
deadly terrain of Athas. To you, the burnt
landscape is not a friend, but a well‐
respected adversary. Danger is always
present, yet you understand it and even find
Other Classes: Rangers are slow to make
a certain succor in living alongside it.
friends with anyone, but have a particular
affinity to druids, and to a lesser extent,
Religion: Many rangers pay homage to the
barbarians and psions. Rangers tend not to
elements, but a greater number honor the
lean on others for support and friendship,
moons and the stars that guide them in the
and often find it difficult to tolerate others who
night – even though these celestial bodies do
are quite different from themselves, such as
not have priests. In several city‐states,
talkative traders or controlling templars.
particularly Gulg, Kurn, and Eldaarich, many
Good rangers might simply try to avoid
rangers owe fealty to the sorcerer‐kings –
sharing a watch with a character that annoys
virtually the entire noble caste of Gulg is
them; neutral rangers tend to abandon

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 76


annoying companions or just let them die;
while evil rangers act friendly to the annoying Daily Life: A ranger adventures to learn
companion and then slit their throat in their about Athas, to protect nature, and to prove
sleep. his superior hunting skills. Rangers spend
their days in contemplation of nature, and
Good rangers tend to hate defilers, although tending their animal companions.
many rangers are ignorant of the distinction The Athasian ranger is a wanderer who
between preserving and defiling and hate hunts down a defiler to avenge himself for
wizards of all stripes. Strangely, many having his village destroyed, or a mercenary
rangers have little objection to taking a hunter for both monsters and humanoid
companion who is of a favored enemy race, creatures, or even a loner who simply prefers
so long as that they are convinced that the the company of animals.
companion is trustworthy and loyal.
Notables: Tales of halfling snipers are
Combat: Although you are a formidable among the common Athasian legends. Any
warrior, you usually prefer not to stand traveler to the Forest Ridge should rightfully
against the sheer might of Athas’ fighter, fear the cannibals that move without a sound
barbarians and Pugilists. Your greatest ally is and strike without being seen. Thri‐kreen are
the environment itself. While in you favored fabled for their rangers, as they are fast‐
terrain, you have a clear advantage over moving relentless natural hunters, and their
your adversaries. Try choosing favored unarmed combat abilities become even more
enemies that are more common in your deadly when applied to subduing a quarry.
favored terrain.
Organizations: There is no organized
As you advance, you are well served to ranger organization; you are most likely to be
invest in spells that have an effect other than a loner―or at best the leader of a group of
dealing damage. If you can’t drop a foe in raiders or renegades―than you are to gather
one or two attacks, you can use Ensnaring with other rangers.
Strike, Snare, Spike Growth, or the like to
make your opponents less dangerous in a Often merchant houses are eager to employ
prolonged fight. you as a caravan guide through the most
dangerous trade routes, or a city‐state’s
Rangers on Athas: The Athasian templarate might hire you to provide a safe
wilderness is harsh and unforgiving, calling path to a templar patrol.
for skilled and capable men to master its
ways―the ranger answers that challenge, NPC Reactions: Within a city‐state or large
living a rugged life through clever mastery of settlement, you find that you are either
his surroundings. The ranger has a potent ignored or regarded with some small amount
combination of stealth, woodcraft, magic, of curiosity. It is only after a city‐dweller find
and fighting skill, making him the master of himself outside the boundaries of his city‐
the wilderness. state that he truly appreciates you. Indeed,

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 77


he holds you in the highest of regards, The Revised Ranged (UA) or Spell-less
knowing that you are all that stands between Ranger (UA) will be used for Dark Sun
him and a horrible death in the wastes. Campaigns. Consult the DM when choosing
an animal companion, favoured enemy or
terrain.

Class Changes:
Subclasses Omitted:
The Horizon Walker will be omitted, due to
the lack of planar travel.

Rogue

“Marek, always helpful, said that the UnderTyr catacombs are supposed to be haunted. Think
I'll go make some inquiries about where a 'heretic' like me can get some holy earth. Always go
prepared....” ―Janos, Human Rogue
s a Rogue, your role in the party is to cover someone to stealth ahead and check for
up all the gaps that the party might have and traps, you are able to step up to the plate and
to burst down or seriously injure a priority do just that. If the party needs someone to
target. This means that if the party needs a negotiate or lie your way out of trouble, you

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 78


need to be able to step up to the plate. and honor who steal only from the corrupt
Once the fight breaks out, you need to and wealthy.
weave in and out of combat, taking out
priority targets with your high single target Religion Although they are as superstitious
damage. As one of the most flexible classes, as the next Athasian, rogues are not known
you need to keep on your toes and be ready for their devotion or piety. Chaotic rogues
to respond to any situation that arises. tend to get along best with religions
associated with elemental air.
Races: Slipperiness, dexterousness, and a
natural charm all go a long way when Other Classes Rogues enjoy working with
becoming a rogue, and as such, certain members of other classes so long as their
races tend towards the path of the Rogue own skills and are valued and treated with
more than others. respect. On Athas, rogue is as honorable a
profession as any other, and more honorable
Elves, half‐elves, and humans take to the than some (such as wizard), and they mark
rogue’s skills and lifestyle with the greatest for enmity anyone who describes them as a
ease. Halflings, dwarves, and muls, while not common thief.
commonly rogues, adapt to the class Combat You are at your best when you
remarkably well when they take to it. Thri‐ catch foes unaware. Use your skills to hide
kreen, pterrans, and aarakocra are usually yourself so that you can employ surprise
quite adverse to the rogue class, and tend to
do poorly. Half‐ giant rogues are unheard of
except as fictional figures in comical tales
around the fireside.
Alignment: Athasian rogues follow
opportunity rather than ideals, but as many
of them are lawful as chaotic. Lawful rogues
tend to seek security and advancement in
the service of nobles or in the ranks of the
templars.

Playing a Rogue: Rogues run the gamut of


society. Athasian rogues range from gutter
snipes who prey upon the merchants and
free citizens of the cities to vagabonds who
steal what they can from passing caravans or
merchant trains. At their best, rogues can be
in the employ of the nobility, plying their trade
by contract in the name of a royal household,
or they can be men or women of principle

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 79


tactics. In melee, move into flanking position tend to be (dangerously) self‐reliant, you
in combat and drop a powerful sneak attack. understand the value of having “friends” and
allies in your pursuits, so try to not entangle
Rogues on Athas: There are no thieves’ them in your web of lies and trickery until you
guild on Athasian cities. However, most no longer need them.
Athasians rogues attempt to attract a patron.
A patron is a noble or senior templar who will Daily Life: The way a rogue behaves
sponsor the rogue and protect him under his depends largely on his sense of morality.
house and name. The rogue is then Some think nothing of adopting false
expected to perform certain tasks for his new identities or working as assassins for their
master in return—including theft, spying, and noble patrons in exchange for silver, relying
even assassination. You might adventure on their skills and charms to get through
because you desire excitement. Someone anything. A few other rogues find themselves
with your smarts get bored with ordinary driven to use their powers to help people.
pursuits. Alternatively, you might have set off
a life of adventure after your big heist or Organizations: Rogues don’t organize
some political manipulation gone wrong. For together, but they often linger around the
some reason, you have to keep moving, and same places, such as the Bard’s Quarter, the
a life of adventure offers you a regular Elven Quarter, or Merchant House’s
change of scenery. All seek to exercise their Emporiums. A rogue joining an organization
abilities to grow to even greater levels of probably has a specific goal (or target) in
power. You are clever enough to know that mind and rakes a position that best allows
there’s always more to learn. Although you

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 80


him to attain it. A long‐term commitment to Roguish Archetype: Lurk
such a group
rarely
appeals to a
rogue.

Reactions:
Rogues
make a good
job about
hiding their
true motives
and
identities.
Individuals
who know
about a
rogue’s true
colours begin
with an
attitude one
step more
hostile than
normal.
Lawful clerics
and templars
in particular
look poorly upon rogues, as does anyone A lurk is a psion who has honed their mental
who puts importance in forthrightness. talents to a deadly focus. With their
extraordinary ability to perceive an enemy’s

Class Changes
weakness, a lurk can take advantage of the
slightest distraction to make vicious thrusts
with their chosen weapon. A lurk uses its
Subclasses Omitted arsenal of psionic powers to become a very
effective killer, hindering their enemies and
The Arcane Trickster subclass will be
delivering lethal attacks.
omitted, due to the lack of arcane magic. The
Lurk archetype is now available
Psionics
When you reach 3rd level, you augment your
martial prowess with the ability to use psionic

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 81


powers. See the Psionic Disciplines section regain all expended psi points when you
of the general rules of using powers. finish a long rest.

Disciplines Known.
You know two disciplines of your choice,
Talents.
You learn the far hand talent and one
additional talent of your choice. You learn an
additional talent of your choice at 7th level.

Psi Points.
The Lurk Psionics table shows how many psi
points you have to use your discipline effects.
The table also shows your psi limit. You

which must be from the Awakened Mind and


Knife discipline lists. The Disciplines Known

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 82


column of the Lurk Psionics table shows you succeed on a Dexterity (Sleight
when you learn more disciplines. Each of of Hand) check contested by the
these disciplines must be an Awakened Mind creature’s Wisdom (Perception)
or Knife. check. In addition, you can use the
. bonus action granted by your
You must be at least 13th level to learn a Cunning Action to control the hand.
greater discipline. In addition, whenever you
gain a level in this class, you can replace one Psychic Ambush
discipline you know with a different one of Starting at 9th level, if you are hidden from a
your choice. You can replace a lesser creature when you use a power on it, the
discipline with a greater discipline, but only if creature has disadvantage on any saving
you are at least 13th level. throw it makes against the power this turn.

Psionics Ability. Mystical Trickster


Intelligence is your psionic ability for your At 13th level, you gain the ability to distract
psionic disciplines. You use your targets with your far hand. As a bonus action
Intelligence modifier when setting the saving on your turn, you can designate a creature
throw DC for a psionic discipline or when within 5 feet of the spectral hand created by
making an attack roll with one. the talent. Doing so gives you advantage on
attack rolls against that creature until the end
Discipline save DC = 8 + your proficiency of the turn.
bonus + your Intelligence modifier

Discipline attack modifier = your proficiency


bonus + your Intelligence modifier

Far Hand Trickery


Starting at 3rd level, when you use the far
hand talent, you can make the spectral hand
invisible, and you can perform the following
additional tasks with it:
● You can tow one object the hand is
holding in a container worn or carried
by another creature.
● You can retrieve an object in a
container worn or carried by another
creature.
● You can use thieves’ tools to pick
locks and disarm traps at range.
● You can perform one of these tasks
without being noticed by a creature if

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 83


4th level when you reach level 19. For the
next 8 hours, you know the spell and can cast
it at its base level using your psi points. The
table below shows the spell’s psi point cost
Copycat based on the spell’s level. Once you use this
At 17th level, you gain the ability to replicate feature, you can’t use it again until you finish
a spell cast by a spellcaster. Immediately a long rest.
after a creature casts a spell that targets you
or includes you in its area of effect, you can Copycat Psi Point Cost

use your reaction to force the creature to Spell Level Psi Point Cost
make a saving throw with its spellcasting 1st 2
ability modifier. The DC equals your
discipline save DC. On a failed save, you 2nd 3

negate the spell’s effect against you, and you 3rd 5


steal the knowledge of the spell if it is at least
4th 6
1st level up to 3rd level at level 17, or up to

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 84


Lurk Psionics

Level Talents Known Disciplines Known Psi Points Psi Limit

3 2 2 4 2

4 2 3 6 2

5 2 3 6 2

6 2 3 6 2

7 2 3 14 3

8 2 3 14 3

9 2 3 14 3

10 3 3 17 3

11 3 3 17 4

12 3 3 17 4

13 3 4 27 4

14 3 4 27 4

15 3 4 27 5

16 3 4 32 5

17 3 4 32 5

18 3 4 32 5

19 3 5 38 6

20 3 5 38 6

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 85


Templar

“Against the law? The law is a convenience, a tool, not a straight jacket. I prefer to view laws
as guidelines, not as rules cast in stone. Stretching them is not the same as breaking them, my
young apprentice. Take that to heart, for if you accuse me again, I will have your heart served
cold.” – Zelgado De’Draigee, human templar
emplars are civil servants within a city- While all templars are technically bound to
state’s government organization their civil service positions on a daily basis, a
commonly referred to as a “temple,” sufficient bribe can buy them a few days of
“bureau,” or “order.” Each templar swears freedom and adventure, as long as they do
obedience to his temple, and absolute fealty not get caught going against the interests of
to his sorcerer-king. In return, the sorcerer- their temple or sorcerer-king.
king grants them spell power stolen from the
elemental planes. In most city-states, Most templars who do adventure, do so for
templars are the ultimate authority— judge, personal power, seeking to acquire items of
jury, and executioner. Templars police and great power, or for money or fame to impress
administer the city-states, and serve other their lord or superiors.
civil roles ranging from general to jailor, and Templars can cast a number of divine spells
from tax collector to garbage collector. each day, as granted by their lord. If
necessary they can be a destructive fighting
Making a Templar: Templar duties typically force, but they serve much better as officers
prevent them from adventuring in the of slave-soldiers, mercenaries, or undead.
standard sense. They often serve missions Their wide array of available skills reflects the
for their superiors, typically to recover an equally wide array of roles that templars fill
important item, assassinate a troublemaker, as servants of the Sorcerer-Kings and
force the hand of a merchant house or barter Queens.
with an elf tribe. But that is not to say that
templars cannot pursue their own interests.

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 86


Alignment: Templars are almost never supposed to get along, but no one really
good. The laws they uphold are corrupt; the expects this to happen. Within most temples,
men and women (if they can be called that) personal ambition commonly leads to deceit
they serve are arguably the vilest creatures and treachery, and in Eldaarich, some of
on the face of Athas, and often the templars Daskinor’s templar orders have been known
are cruel and unjust themselves. However, to openly wage war against each other.
many templars take considerable pride in the Between different sorcerer-kings, there are
prosperity and magnificence of their city- no lasting alliances, and open warfare is the
state, and in the well-oiled machine of their rule rather than the exception.
order. Templars are most commonly Lawful
Neutral or Lawful Evil.

Religion: This reverence of templars varies


greatly with the city-state. Some rulers, like Races: While the need for religion and divine
Hamanu or Lalali-Puy, claim they are gods magic is nearly universal on Athas, the need
and demand their citizen and templars to for specialized militant priest bureaucrats is
worship them as such. Other, like Nibenay peculiar to large city-states dominated by
and Andropinus, only require service, not sorcerer kings. While in theory, no sentient
worship, from their templars. race is precluded from the templar class, in
practice, a sorcerer-king grants spells only to
Background: Many templars are survivors those who he wants to represent him.
of brutal state orphanages, or were sold to Humans dominate the templar priesthoods of
the templars as children or young adults, but all city-states except for Giustenal. Dwarves,
some nobles and military officers “feel the Muls, and half-elves commonly become
call” of money and power later in life. templars in many cities, while elves are less
Templars of a given sorcerer-king are

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 87


commonly accepted. Templars of other Templars try to advance through their ranks
races are rare or unheard-of in most cities. as rapidly as possible. The means by which
a templar might gain power and position are
Other Classes: Templars sometimes clash wide open, including bribery: theft, and
with druids and elemental clerics, who assassination of other templars. Every
represent an older, more primal relationship templar NPC can be counted on to accept
between mortal, nature, and the elements. underhanded schemes that will help him rise
Templars tend to tolerate these “primitive to power among his fellow—a fact that player
priests,” as long as the druids and clerics do characters should note for future
not share their opinions that sorcerer-kings exploitation.
are usurpers of profane divine elemental
power. Templars get along with most other Templar soldiers are the enforcement arm of
classes very well, provided of course that a a sorcerer-king’s domain. Low-level templars
templar is in charge. (levels 1–4) are common soldiers or guards
within the cities and around the slave areas.
Templars on Athas: Templars are the most Mid level templars (levels 5-8) are officers in
feared people in the remaining city-states still charge of small (10-100) units of guards,
controlled by sorcerer kings. Their power to slave soldiers, or undead soldiers (in times of
accuse and imprison nearly anyone for any war). High-level templars (levels 9 and
reason instills constant terror in the city above) are usually generals or
dwellers. Not surprisingly, many templars administrators, concerned with keeping the
abuse the powers they have for personal army equipped and fed.
gain—a fact that, as long as the city is
administered to and kept in order, doesn’t Particularly in the past, sorcerer-kings have
bother the sorcerer-kings. been revered as gods within their own cities,
with the templars enforcing worship and
Templars as a group perform three vital obedience. In actuality, sorcerer-kings are
functions within a given city-state. Primarily, neither god nor demigods, though they are
they work as city guards and officers in the extremely powerful wizards and psionicists.
sorcerer-king’s armies. Secondly, they The templars erect temples and subjugate
oversee the city’s administration, ensuring the populations to worship their ruler. There
that businesses keep running and that slaves isn’t a noble, merchant, or peasant in a city-
are fed. LastIy, the templars maintain the state who doesn’t at least pay lip service to
illusion that the sorcerer-king is a god by the sorcerer-king or the templars who
using their absolute power to enforce enforce his will. Those who do not are often
worship and homage to their ruler. Every at the mercy of the templars, for those
individual templar NPC activeIy pursues one templars still in the service of a ruling
of these functions, unless he is from a city- sorcerer-king can cast spells.
state where a sorcerer-king has fallen from
power.

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 88


Level Proficiency Features Cantrips Spells Spell Slots Slot Sovereign
Bonus Known Known Level Gifts Known

1 +2 Pact Magic, Templar 2 2 1 1st -


Echelon

2 +2 Sovereign Gifts 2 3 2 1st 2

3 +2 Pact Boon 2 4 2 2nd 2

4 +2 Ability Score 3 5 2 2nd 2


Improvement

5 +3 - 3 6 2 3rd 3

6 +3 Templar Echelon 3 7 2 3rd 3


Feature

7 +3 - 3 8 2 4th 4

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 89


8 +3 Ability Score 3 9 2 4th 4
Improvement

9 +4 - 3 10 2 5th 5

10 +4 Templar Echelon 4 10 2 5th 5


Feature

11 +4 Sorcerous Arcanum 4 11 3 5th 5


(6th Level)

12 +4 Ability Score 4 11 3 5th 6


Improvement

13 +5 Sorcerous Arcanum 4 12 3 5th 6


(7th Level)

14 +5 Templar Echelon 4 12 3 5th 6


Feature

15 +5 Sorcerous Arcanum 4 13 3 5th 7


(8th Level)

16 +5 Ability Score 4 13 3 5th 7


Improvement

17 +6 Sorcerous Arcanum 4 14 4 5th 7


(9th Level)

18 +6 - 4 14 4 5th 8

19 +6 Ability Score 4 15 4 5th 8


Improvement

20 +6 High Templar 4 15 4 5th 8

Templars and their Sorcerer Kings:


A sorcerer-king can choose to remove a templar's spellcasting abilities, though this is
done only in cases of severe betrayals or transgressions. Fallen templars who have been
stripped of their powers are often sold into slavery or made to fight in the arena for the
sorcerer-king's amusement. A templar’s powers are also stripped away if their sorcerer
king is slain
Class Features Hit Points at 1st Level: 8 + your Constitution
As a Templar, you gain the following class modifier
features. Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per templar level after
Hit Points 1st
Hit Dice: 1d8 per templar level
Proficiencies

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 90


Armour: Light armour, medium armour expend a spell slot. You regain all expended
Weapons: Simple weapons spell slots when you finish a short or long
Tools: None rest. For example, when you are 5th level,
Saving Throws: Wisdom, Charisma you have two 3rd-level spell slots. To cast the
Skills: Choose two skills from Arcana, 1st-level spell thunderwave, you must spend
Deception, History, Intimidation, one of those slots, and you cast it as a 3rd-
Investigation, Persuasion, and Religion. level spell.

Equipment Spells Known of 1st Level and Higher


You start with the following equipment, in At 1st level, you know two 1st-level spells of
addition to the equipment granted by your your choice from the templar spell list. The
background: Spells Known column of the templar table
● (a) a light crossbow and 20 bolts or shows when you learn more templar spells of
(b) any simple weapon your choice of 1st level and higher. A spell
● (a) a component pouch or (b) an you choose must be of a level no higher than
arcane focus what's shown in the table's Slot Level column
● (a) a scholar's pack or (b) a for your level. When you reach 6th level, for
dungeoneer's pack example, you learn a new templar spell,
● Leather armour, any simple weapon, which can be 1st, 2nd, or 3rd level.
and two daggers Additionally, when you gain a level in this
class, you can choose one of the templar
spells you know and replace it with another
spell from the templar spell list, which also
Pact Magic must be of a level for which you have spell
Your arcane research and the magic slots.
bestowed on you by your sorcerer monarch
have given you facility with spells. Spellcasting Ability
Charisma is your spellcasting ability for your
Cantrips templar spells, so you use your Charisma
You know two cantrips of your choice from whenever a spell refers to your spellcasting
the templar spell list. You learn additional ability. In addition, you use your Charisma
templar cantrips of your choice at higher modifier when setting the saving throw DC
levels, as shown in the Cantrips Known for a templar spell you cast and when making
column of the templar table. an attack roll with one.

Spell Slots Spell save DC = 8 + your proficiency bonus +


The templar table shows how many spell your Charisma modifier
slots you have. The table also shows what
the level of those slots is; all of your spell Spell attack modifier = your proficiency bonus +
your Charisma modifier
slots are the same level. To cast one of your
templar spells of 1st level or higher, you must
Spellcasting Focus

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 91


You can use an arcane focus as a You can use your action to create a pact
spellcasting focus for your templar spells. weapon in your empty hand. You can choose
the form that this melee weapon takes each
Templar Echelon time you create it (see chapter 5 for weapon
At 1st level, choose a Templar Echelon, options). You are proficient with it while you
which determines your role as a templar in wield it. This weapon counts as magical for
the service of your sorcerer-king: Devastator the purpose of overcoming resistance and
Echelon, Enforcer Echelon, or Inquisitor immunity to nonmagical attacks and
Echelon, all of which are detailed at the end damage.
of the class description.
Your pact weapon disappears if it is more
Your choice grants you features when you than 5 feet away from you for 1 minute or
choose it at 6th level and again at 10th and more. It also disappears if you use this
14th level). These are detailed at the end of feature again, if you dismiss the weapon (no
the class listing. action required), or if you die.

You can transform one magic weapon into


Sovereign Gifts your pact weapon by performing a special
You can call upon your sorcerer-king to grant ritual while you hold the weapon. You
you boons when you need them most. At 2nd perform the ritual over the course of 1 hour,
level, you gain two sovereign gifts of your which can be done during a short rest. You
choice. Your gift options are detailed at the can then dismiss the weapon, shunting it into
end of the class description. When you gain an extradimensional space, and it appears
certain templar levels, you gain additional whenever you create your pact weapon
gifts of your choice. thereafter.

Additionally, when you gain a level in this You can't affect an artifact or a sentient
class, you can choose one of the gifts you weapon in this way. The weapon ceases
know and replace it with another gift that you being your pact weapon if you die, if you
could learn at that level. perform the 1-hour ritual on a different
weapon, or if you use a 1-hour ritual to break
A level prerequisite in a gift refers to templar your bond to it. The weapon appears at your
level, not character level. feet if it is in the extradimensional space
when the bond breaks.
Pact Boon
At 3rd level, your Sorcerer king bestows a gift Pact of the Chain
upon you for your loyal service. You gain one You learn the find familiar spell and can cast
of the following features of your choice. it as a ritual. The spell doesn't count against
your number of spells known. Your familiar
Pact of the Blade gains the additional benefit of being able to

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 92


shapechange, a dark gift bestowed by your When you reach 4th level you can increase
Sorcerer King. one ability score of your choice by 2, or you
can increase two ability scores of your choice
Shapechanger. The familiar can use its by 1. As normal, you can't increase an ability
action to polymorph into a beast form that score above 20 using this feature.
resembles a bat (speed 10 ft. fly 40 ft.), a If your DM allows the use of feats, you may
centipede (40 ft., climb 40 ft.), or a silt worm instead take a feat.
(40 ft., swim 40 ft. in silt, 10ft tremorsense in
silt), or back into its true form. Its statistics Templar Echelon feature
are the same in each form, except for the At 6th level, you gain a feature granted by
speed changes noted. Any equipment it is your Templar Echelon.
wearing or carrying isn't transformed. It
reverts to its true form if it dies. Ability Score Improvement
When you reach 8th level you can increase
Additionally, when you take the Attack one ability score of your choice by 2, or you
action, you can forgo one of your own attacks can increase two ability scores of your choice
to allow your familiar to use its reaction to by 1. As normal, you can't increase an ability
make one attack of its own. score above 20 using this feature.
If your DM allows the use of feats, you may
Pact of the Tome instead take a feat.
Your patron gives you a grimoire called a
Book of Shadows. When you gain this Templar Echelon feature
feature, choose three cantrips from any At 10th level, you gain a feature granted by
class's spell list. The cantrips do not need to your Templar Echelon.
be from the same spell list. While the book is
on your person, you can cast those cantrips
at will. They don't count against your number
of cantrips known. Sorcerous Arcanum (6th level)
At 11th level, your patron bestows upon you
Any cantrip you cast with this feature is a magical secret called an arcanum. Choose
considered a templar cantrip for you. If you one 6th-level spell from the templar spell list
lose your Book of Shadows, you can perform as this arcanum.
a 1-hour ceremony to receive a replacement
from your patron. This ceremony can be You can cast your arcanum spell once
performed during a short or long rest, and it without expending a spell slot. You must
destroys the previous book. The book turns finish a long rest before you can do so again.
to ash when you die.
At higher levels, you gain more templar
spells of your choice that can be cast in this
Ability Score Improvement way: one 7th-level spell at 13th level, one
8th-level spell at 15th level, and one 9th-level

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 93


spell at 17th level. You regain all uses of your allows the use of feats, you may instead take
Sorcerous Arcanum when you finish a long a feat.
rest.
Sorcerous Arcanum (9th level)
Ability Score Improvement At 17th level, your patron bestows upon you
When you reach 12th level you can increase a magical secret called an arcanum. Choose
one ability score of your choice by 2, or you one 9th-level spell from the templar spell list
can increase two ability scores of your choice as this arcanum. You can cast your arcanum
by 1. As normal, you can't increase an ability spell once without expending a spell slot.
score above 20 using this feature. If your DM You must finish a long rest before you can do
allows the use of feats, you may instead take so again.
a feat.
Ability Score Improvement
Sorcerous Arcanum (7th level) When you reach 19th level you can increase
At 13th level, your patron bestows upon you one ability score of your choice by 2, or you
a magical secret called an arcanum. Choose can increase two ability scores of your choice
one 7th-level spell from the templar spell list by 1. As normal, you can't increase an ability
as this arcanum. You can cast your arcanum score above 20 using this feature. If your DM
spell once without expending a spell slot. allows the use of feats, you may instead take
You must finish a long rest before you can do a feat.
so again.
High Templar
Templar Echelon feature At 20th level, you can draw on your inner
At 14th level, you gain a feature granted by reserve of mystical power while entreating
your Templar Echelon. your patron to regain expended spell slots.
You can spend 1 minute entreating your
Sorcerous Arcanum (8th level) patron for aid to regain all your expended
At 15th level, your patron bestows upon you spell slots from your Pact Magic feature.
a magical secret called an arcanum. Choose Once you regain spell slots with this feature,
one 8th-level spell from the templar spell list you must finish a long rest before you can do
as this arcanum. You can cast your arcanum so again.
spell once without expending a spell slot.

Templar Echelons
You must finish a long rest before you can do
so again.

Ability Score Improvement


When you reach 16th level you can increase Templar orders are large military and political
one ability score of your choice by 2, or you organizations that are composed of a caste
can increase two ability scores of your choice system, separating templar into distinct
by 1. As normal, you can't increase an ability roles. Each echelon of templar is given
score above 20 using this feature. If your DM varying responsibilities by their sorcerer-
king, from acquiring obscure arcane

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 94


knowledge, to enforcing the rule of law in a evocation spell that affects other creatures
city-state. Each echelon of templar is trained that you can see, you can choose a number
in differing combat techniques best suited to of them equal to half your Templar levels +
their role. the spell's level. The chosen creatures
automatically succeed on their saving throws
Devastator Echelon against the spell, and they take no damage if
Devastator templars are insidious they would normally take half damage on a
spellcasters that use destructive magic to successful save.
drain the life of their enemies. Spells cast by
a devastator rip apart the mind and body of Power Surge
the target, wracking them with pain and Starting at 10th level, you can store magical
decay. Most devastator templar are defilers energy within yourself to later empower your
who revel in destruction, sanctioned to use damaging spells. In its stored form, this
these abilities in service of their tyrannical energy is called a power surge.
leader.
You can store a maximum number of power
Expanded Spell Slots surges equal to your Charisma modifier
Your sorcerer-king grants you power to (minimum of one). Whenever you finish a
choose from an expanded list of spells when long rest, your number of power surges
you learn a templar spell. The following resets to one. Whenever you successfully
spells are added to the templar spell list for end a spell with dispel magic or counterspell,
you. you gain one power surge, as you steal
magic from the spell you foiled. If you end a
short rest with no power surges, you gain one
Spell Level Spells
power surge.
1st Burning hands, Inflict Wounds

2nd Dragon’s Breath, Scorching Ray Once per turn when you deal damage to a
creature or object with a templar spell, you
3rd Fireball, Lightning Bolt
can spend one power surge to deal extra
4th Conjure Minor Elementals, Ice Storm force damage to that target. The extra
damage equals half your templar level.
5th Destructive Wave, Bigby’s Hand

Leeching Arcana Tyrannical Ascendance


Starting at 1st level, when you reduce a At 14th level, you can bend others to the will
hostile creature to 0 hit points, you gain of your king. While you are ascended, you
temporary hit points equal to your Charisma may use your Action to target one creature
modifier + your warlock level (minimum of 1). that you can see within 60 feet. This creature
must make a Wisdom saving throw equal to
Sculpt Spells your templar spell save DC. If it fails, it takes
Starting at 6th level, you can create pockets 5d8 psychic damage and is compelled to
of relative safety within the effects of your kneel before you until the start of your next
evocation spells. When you cast an

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 95


turn. A kneeling creature suffers the Warrior Templarate:
penalties of the paralyzed condition. Once At 1st level, you acquire the training
you use this feature, you can't use it again necessary to effectively arm yourself for
until you finish a long rest. battle. You gain proficiency with medium
armour, heavy armour, shields, and martial
weapons.
Enforcer Echelon
Enforcer templar are the law enforcement The influence of your patron also allows you
arm of the templar order. They are the to mystically channel your will through a
patrolmen, imperial guardsman, infantry particular weapon. Whenever you finish a
commanders, prison wardens, and sentinels long rest, you can touch one weapon that you
of a templar order. Enforcers focus on a are proficient with and that lacks the two-
defensive fighting style to protect handed property. When you attack with that
themselves, their allies, and their city-state. weapon, you can use your Charisma
Enforcer templar tend to use offensive magic modifier, instead of Strength or Dexterity, for
that disables their foes, so that they can the attack and damage rolls. This benefit
apprehend and imprison enemies of their lasts until you finish a long rest. If you later
sorcerer-king. Templar of this echelon prefer gain the Pact of the Blade feature, this
to capture their quarry alive, so that they can benefit extends to every pact weapon you
be questioned and punished accordingly. In conjure with that feature, no matter the
addition to learning control magic, enforcers weapon's type
receive martial training and are adept
frontline combatants, who will fight to the last. Fighting Style
At 1st level, you adopt a particular style of
Expanded Spell Slots fighting as your specialty. Choose a fighting
Your sorcerer-king grants you power to style from the list of optional features. You
choose from an expanded list of spells when can't take the same Fighting Style option
you learn a templar spell. The following more than once, even if you get to choose
spells are added to the templar spell list for again.
you.
Defense
While you are wearing armour, you gain a +1
bonus to AC.
Spell Level Spells
Dueling
1st Hunter’s Mark, Shield of Faith When you are wielding a melee weapon in
2nd Branding Smite, Blur one hand and no other weapons, you gain a
+2 bonus to damage rolls with that weapon.
3rd Elemental Weapon, Haste

4th Confusion, Staggering Smite Great Weapon Fighting


When you roll a 1 or 2 on a damage die for
5th Banishing Smite, Circle of Power
an attack you make with a melee weapon

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 96


that you are wielding with two hands, you can
reroll the die and must use the new roll, even
if the new roll is a 1 or a 2. The weapon must Inquisitor Echelon
have the two-handed or versatile property for Templar inquisitors are the arbiters of
you to gain this benefit. templar order who enforce the restrictions on
arcane magic, spellcasting, and forbidden
Protection magic items in the Seven Cities. The
When a creature you can see attacks a target Inquisitor echelon is a covert sect of the
other than you that is within 5 feet of you, you templar order, hunting down apostate
can use your reaction to impose mages, the Veiled Alliance, ex-templar, or
disadvantage on the attack roll. You must be any spellcasters who are not sanctioned by
wielding a shield. their sorcerer-king. They employ arcane
hunters, monstrous companions that help
Two-Weapon Fighting them to relentlessly pursue renegade magic
When you engage in two-weapon fighting, users. Inquisitors rarely reveal themselves to
you can add your ability modifier to the be a part of the inquisitor echelon, preferring
damage of the second attack. to operate discretely, only making their
presence known when necessary. Inquisitors
Defensive Guard pursue obscure arcana, hoarding tomes and
Starting at 6th level, when you take damage, magic items in secure vaults. They often
you can use your reaction to expend one serve as relic hunters for a sorcerer-king,
spell slot and reduce that damage to you by ensuring that powerful items, scrolls, and
an amount equal to five times the spell's slot tomes do not fall into the hands of a rival.
level. Inquisitors are frequently ordered to prioritize
recovering magic items, but will not hesitate
Mental Bulwark to destroy such items if necessary.
At 10th level, your thoughts can't be read by
telepathy or other means unless you allow it,
and you cannot be subject to any effect that Expanded Spell Slots
would compel you to divulge information Your sorcerer-king grants you power to
such as a zone of truth spell. You also have choose from an expanded list of spells when
resistance to psychic damage, and immunity you learn a templar spell. The following
to the charmed condition. spells are added to the templar spell list for
you.
Immortal Arbiter
Beginning at 14th level, the arcane power
Spell Level Spells
that fuels you allows you to literally fight to
the death. Having 0 hit points doesn’t knock 1st Detect Evil and Good, Dispel Magic

you unconscious. You still must make death 2nd Locate Object, Zone of Truth
saving throws, and you suffer the normal
3rd Nondetection, Speak with Dead
effects of taking damage while at 0 hit points.

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 97


4th Compulsion, Locate Creature, Starting at 10th level, your thoughts can't be
read by telepathy or other means unless you
5th Dominate Person, Geas
allow it. You also have resistance to psychic
damage, and whenever a creature deals
Awakened Mind psychic damage to you, that creature takes
Starting at 1st level, your Sorcerer King gives the same amount of damage that you do.
you the ability to touch the minds of other
creatures. You can communicate Null Magic
telepathically with any creature you can see Beginning at 14th level, when you cast the
within 30 feet of you. You don't need to share counterspell and dispel magic spells, they
a language with the creature for it to are always considered to have been cast as
understand your telepathic utterances, but if with with one slot higher than normal. For
the creature must be able to understand at example, if you had used a 3rd level spell slot
least one language. to cast counterspell, the effect would be as if
you had cast it at 4th level. There is no
Replicate Casting additional effect for casting either spell using
Beginning at 6th level, you learn how to a 9th level spell slot.
replicate some spells cast in your presence.
You learn the counterspell spell if you do not Additionally, you have resistance to damage
already know it. Whenever you cast from spells.
counterspell, you may empower it. If your
counterspell is successful, you gain the
ability to cast the triggering spell, storing it for Sovereign Gifts
later use. You are considered to know the
triggering spell while it is stored, whether it is
a templar spell or not, and can cast it without Agonizing Blast
Prerequisite: eldritch blast cantrip
expending a spell slot. This spell remains
When you cast eldritch blast, add your
stored until you cast it, or until you finish a
long rest. Charisma modifier to the damage it deals on
a hit.
Once you use this feature, you can't use it
Armour of Shadows
again until you finish a long rest.
You can cast mage armour on yourself at
will, without expending a spell slot or material
If you are able to successfully replicate and
components.
cast a particular spell three times, it is
permanently added to your list of spells
Ascendant Step
known and does not count toward the
Prerequisite: 9th level
maximum number of spells that you know.
You can cast levitate on yourself at will,
You may learn a number of spells in this way
without expending a spell slot or material
equal to your Charisma modifier.
components.
Thought Shield

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 98


Aspect of the Moons For each level of the spell, the transcription
Prerequisite: Pact of the Tome feature process takes 2 hours and costs 50 gp for the
You no longer need to sleep and can't be rare inks needed to inscribe it.
forced to sleep by any means. To gain the
benefits of a long rest, you can spend all 8 Chains of the Dragon
hours doing light activity, such as reading Prerequisite: 15th level, Pact of the Chain feature
your Book of Shadows and keeping watch. You can cast hold monster at will—targeting
a celestial, fiend, or elemental—without
Beast Speech expending a spell slot or material
You can cast speak with animals at will, components. You must finish a long rest
without expending a spell slot. before you can use this gift on the same
creature again.
Beguiling Influence
You gain proficiency in the Deception and Cloak of Flies
Persuasion skills. Prerequisite: 5th level
As a bonus action, you can surround yourself
Bewitching Whispers with a magical aura that looks like buzzing
Prerequisite: 7th level flies. The aura extends 5 feet from you in
You can cast compulsion once using a every direction, but not through total cover. It
warlock spell slot. You can't do so again until lasts until you're incapacitated or you dismiss
you finish a long rest. it as a bonus action. The aura grants you
advantage on Charisma (Intimidation)
Book of Ancient Secrets checks but disadvantage on all other
Prerequisite: Pact of the Tome feature Charisma checks. Any other creature that
You can now inscribe magical rituals in your starts its turn in the aura takes poison
Book of Shadows. Choose two 1st-level damage equal to your Charisma modifier
spells that have the ritual tag from any class's (minimum of 0 damage). Once you use this
spell list. The spells needn't be from the gift, you can't use it again until you finish a
same spell list. The spells appear in the book short or long rest.
and don't count against the number of spells
you know. With your Book of Shadows in Draconic Leap
hand, you can cast the chosen spells as Prerequisite: 9th level
rituals. You can't cast the spells except as You can cast jump on yourself at will, without
rituals, unless you've learned them by some expending a spell slot or material
other means. You can also cast a templar components.
spell you know as a ritual if it has the ritual
tag. On your adventures, you can add other Draconic Sight
ritual spells to your Book of Shadows. When You can see normally in darkness, both
you find such a spell, you can add it to the magical and nonmagical, to a distance of 120
book if the spell's level is equal to or less than feet.
half your warlock level (rounded up) and if
you can spare the time to transcribe the spell.

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 99


Dragon’s Smite don't already have it. This special sight lasts
Prerequisite: 5th level, Pact of the Blade feature for 1 minute or until your concentration ends
Once per turn when you hit a creature with (as if you were concentrating on a spell).
your pact weapon, you can expend a warlock During that time, you perceive objects as
spell slot to deal an extra 1d8 force damage ghostly, transparent images. Once you use
to the target, plus another 1d8 per level of the this gift, you can't use it again until you finish
spell slot, and you can knock the target prone a short or long rest.
if it is Huge or smaller.
Gift of the Depths
Dreadful Word Prerequisite: 5th level
Prerequisite: 7th level You can breathe underwater, and you gain a
You can cast confusion once using a warlock swimming speed equal to your walking
spell slot. You can't do so again until you speed. You can also cast water breathing
finish a long rest. once without expending a spell slot. You
regain the ability to do so when you finish a
Eldritch Spear long rest.
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, its range is 300 Gift of Sight
feet. You can cast detect magic at will, without
expending a spell slot.
Eyes of the Rune Keeper
You can read all writing. Gift of the Ever-Living Ones
Prerequisite: Pact of the Chain feature
Gaze of Two Minds Whenever you regain hit points while your
You can use your action to touch a willing familiar is within 100 feet of you, treat any
humanoid and perceive through its senses dice rolled to determine the hit points you
until the end of your next turn. As long as the regain as having rolled their maximum value
creature is on the same plane of existence for you.
as you, you can use your action on
subsequent turns to maintain this Grasp of the Dragon
connection, extending the duration until the Prerequisite: eldritch blast cantrip
end of your next turn. While perceiving Once on each of your turns when you hit a
through the other creature's senses, you creature with your eldritch blast, you can
benefit from any special senses possessed move that creature in a straight line 10 feet
by that creature, and you are blinded and closer to you.
deafened to your own surroundings.
Improved Pact Weapon
Ghostly Gaze Prerequisite: Pact of the Blade feature
Prerequisite: 7th level You can use any weapon you summon with
As an action, you gain the ability to see your Pact of the Blade feature as a
through solid objects to a range of 30 feet. spellcasting focus for your templar spells. In
Within that range, you have darkvision if you addition, the weapon gains a +1 bonus to its

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 100


attack and damage rolls, unless it is a magic Misty Visions
weapon that already has a bonus to those You can cast silent image at will, without
rolls. Finally, the weapon you conjure can be expending a spell slot or material
a shortbow, longbow, light crossbow, or components.
heavy crossbow.
One with Shadows
Lance of Lethargy Prerequisite: 5th level
Prerequisite: eldritch blast cantrip When you are in an area of dim light or
Once on each of your turns when you hit a darkness, you can use your action to become
creature with your eldritch blast, you can invisible until you move or take an action or
reduce that creature's speed by 10 feet until a reaction.
the end of your next turn.
Repelling Blast
Lifedrinker Prerequisite: eldritch blast cantrip
Prerequisite: 12th level, Pact of the Blade feature When you hit a creature with eldritch blast,
When you hit a creature with your pact you can push the creature up to 10 feet away
weapon, the creature takes extra necrotic from you in a straight line.
damage equal to your Charisma modifier
(minimum of 1). Sculptor of Flesh
Prerequisite: 7th level
Mask of Many Faces You can cast polymorph once using a
You can cast disguise self at will, without templar spell slot. You can't do so again until
expending a spell slot. you finish a long rest.

Master of Myriad Forms Shroud of Shadow


Prerequisite: 15th level Prerequisite: 15th level
You can cast alter self at will, without You can cast invisibility at will, without
expending a spell slot. expending a spell slot.

Minions of Chaos Signs of Ill Omen


Prerequisite: 9th level Prerequisite: 5th level
You can cast conjure elemental once using a You can cast bestow curse once using a
templar spell slot. You can't do so again until templar spell slot. You can't do so again until
you finish a long rest. you finish a long rest.

Mire the Mind Sorcerous Sight


Prerequisite: 5th level Prerequisite: 15th level
You can cast slow once using a templar spell You can see the true form of any
slot. You can't do so again until you finish a shapechanger or creature concealed by
long rest. illusion or transmutation magic while the
creature is within 30 feet of you and within
line of sight.

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 101


regain the ability to do so when you finish a
Thief of Five Fates long rest.
You can cast bane once using a templar spell
slot. You can't do so again until you finish a Unearthly Vigor
long rest. You can cast false life on yourself at will as a
1st-level spell, without expending a spell slot
Thirsting Blade or material components.
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, Visions of Distant Realms
instead of once, whenever you take the Prerequisite: 15th level
Attack action on your turn. You can cast arcane eye at will, without
expending a spell slot.
Tomb of the Everlasting
Prerequisite: 5th level Voice of the Chain Master
As a reaction when you take damage, you Prerequisite: Pact of the Chain feature
can entomb yourself in ice, which melts away You can communicate telepathically with
at the end of your next turn. You gain 10 your familiar and perceive through your
temporary hit points per warlock level, which familiar's senses as long as you are on the
take as much of the triggering damage as same plane of existence. Additionally, while
possible. Immediately after you take the perceiving through your familiar's senses,
damage, you gain vulnerability to fire you can also speak through your familiar in
damage, your speed is reduced to 0, and you your own voice, even if your familiar is
are incapacitated. These effects, including normally incapable of speech.
any remaining temporary hit points, all end
when the ice melts. Once you use this gift, Whispers of the Grave
you can't use it again until you finish a short Prerequisite: 9th level
or long rest. You can cast speak with dead at will, without
expending a spell slot.
Trickster's Escape
Prerequisite: 7th level
You can cast freedom of movement once on
yourself without expending a spell slot. You

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 102


Templar Spells
Invisibility Scrying
Mind Spike Synaptic Static
Cantrips
Mirror Image Wall of Light
Booming Blade
Misty Step
Blade Ward
Ray of Enfeeblement Level 6
Chill Touch
Create Bonfire
Shadow Blade Arcane Gate
Eldritch Blast Shatter Circle of Death
Friends Spider Climb Create Homunculus
Frostbite Suggestion Create Undead
Greenflame Blade
Eyebite
Infestation
Light
Level 3 Flesh to Stone
Mage Hand Animate Dead Investiture of Flame
Message Counterspell Investiture of Ice
Minor Illusion Dispel Magic Investiture of Stone
Poison Spray Enemies Abound Investiture of Wind
Prestidigitation Fear Mass Suggestion
Thunderclap Fly Scatter
Toll the Tead
Gaseous Form Soul Cage
True Strike
Hunger of Hadar True Seeing
Hypnotic Pattern
Level 1 Magic Circle
Absorb Elements
Level 7
Major Image Crown of Stars
armour of Agathys Remove Curse
Arms of Hadar Etherealness
Thunder Step Finger of Death
Burning Hands Tongues
Catapult Forcecage
Vampiric Touch Mordenkainen's Magnificent
Cause Fear
Chaos Bolt Mansion
Charm Person
Level 4 Mordenkainen's Sword
Comprehend Languages Banishment Power Word: Pain
Detect Magic Blight
Expeditious Retreat Charm Monster Level 8
Hellish Rebuke Dimension Door Illusory Dragon
Hex Elemental Bane Demiplane
Illusory Script Hallucinatory Terrain Dominate Monster
Protection from Evil and Good Mordenkainen's Private Sanctum Feeblemind
Unseen Servant Shadow of Moil Glibness
Witch Bolt Sickening Radiance Maddening Darkness
Stoneskin Power Word: Stun
Level 2
Cloud of Daggers
Level 5 Level 9
Crown of Madness Danse Macabre Foresight
Darkness Dream Imprisonment
Earthbind Enervation Power Word: Kill
Enhance Ability Far Step Psychic Scream
Enthrall Hold Monster True Polymorph
Hold Person Negative Energy Flood Weird

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 103


Wizard

“So what if the land becomes barren? It’s not like we’re going to stick around.” ―Datuu
Dawnchaser, Elf Defiler
thasian wizards drain energy from the seen as a liability by those not aware of the
surrounding soil. The method used power they hide.
labels the wizard as a defiler or a
preserver. Preservers have the self–control
to gather energy without destroying plants.
Those who do not, or who feel no remorse
about the damage caused, become Defilers.
Defilers leave behind sterile soil and infertile
ash when they cast spells. Because of this,
most wastelanders blame wizards for the
desert landscape that dominates the
Tablelands today, and their hatred extends
to defilers and preservers alike. In the seven
cities, arcane magic is outlawed and feared.
Writing is also illegal in the Tablelands, thus
wizards have to go to great lengths to
conceal their spellbooks, and they have
refined this art to the point where even fellow
wizards can be hard pressed to identify a
spell book. When found, they are precious
resources, hoarded and studied by wizards
thirsty for knowledge or power.

Making a Wizard: The wizard’s greatest


strength is also his greatest liability. Often
wizards will conceal their abilities, learning to
Races: Elves and humans are the most likely
mask their spellcasting behind other actions.
to be wizards. Elves are more tolerant of the
For all but the most powerful wizards,
faults of magic, even at its worst, due to their
secrecy is of prime importance, and some
nomadic nature. Defiling simply isn’t as much
will not exercise their power in the presence
of a concern if the ruined land is fifty miles
of those that they do not feel they can trust.
behind you by the end of the next day. The
Because of this, and because of their
solitary life lead by most half‐elves makes it
generally frail nature, wizards can often be
easier for them to conceal their wizardry,
should they choose to follow that path. Some

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 104


rare halflings and pterrans will take up the ancient lore. You might have personal goals
arts of wizardry, but these races are so as well, and it’s not uncommon for an
closely tuned to flow of life on Athas that they Athasian wizard to adventure for the sake of
will never willingly defile. Half‐giants, trusting riches, power, eternal life, or any other
and slow–witted, rarely become wizards, and “standard” adventurer motive.
those that do rarely survive for long. Dwarves
rarely take to the magic arts, though their Religion: Wizards frequently find
focus allows those that do to become themselves at odds with the elemental forces
exceptionally skilled. Thri‐kreen and muls that grant clerics their powers, though it is not
almost never become wizards. unheard of for preservers to forge an
Elemental Pact. Some preservers might also
Alignment: Overall, most wizards display a associate themselves with the assorted
tendency towards lawfulness. The self‐ Spirits of the Land. Since they understand
control and restraint necessary to keep the sorcerer‐kings to simply be exceptionally
oneself secret, as well as the disciplined advanced wizards, they are not given to
need for long days of studying take their toll revering their kings, as some of their more
on many of the less careful wizards. Most naive brothers are known to do.
wizards of good alignment have developed
the skill and control necessary to master Other Classes: Wizards have a difficult time
preserving, and only in the direst of situations relating to most of the other classes.
would a good‐aligned wizard defile. Neutral Templars and wizards are, in most cases,
or evil wizards, however, are more likely to deadly enemies across an irreconcilable
become defilers, though evil preservers are gap—the exception is those rare defilers in
not unheard of. the employ of the sorcerer‐kings. Likewise,
druids are likely to consider any wizard a
Playing a Wizard: You are a master of potential defiler, and would turn on a
arcane secrets. You have learned, either on companion the moment this suspicion is
your own, or from someone in your family, confirmed. Due to their similar,
how to draw on vegetable life in order to “underground” nature, wizards feel a certain
power your spells. But such power comes respect for bards. While preservers enjoy an
with a caveat, arcane magic is universally uneasy truce with the elemental powers,
feared and hated. You might be inclined to defilers and paraelemental clerics tend get
see conspiracies and enemies where none along quite well.
exist, so accustomed are you to being
hunted and persecuted by the general Combat: Athasian wizards make use of the
populace and sorcerer‐king’s templars same general combat tactics as those
because of your talents. Mostly, you described in the Player’s Handbook―that is,
adventure to perfect your understanding and stay back from melee and use your spells to
mastery of magic. You likely prefer either destroy your enemies or enhance your
endeavors that allow frequent use of your companion’s abilities.
abilities, or those that promise access to

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 105


One major difference from standard wizards necromancers, such as Dote Mal Payn, even
is that secrecy is a major component, even though hated by the general populace are
more so if you are a defiler. Casting even of sponsored by their sorcerer‐kings and do not
the simplest of arcane spells can focus all of need to hide their skills. The most famous
your enemies’ attention to you, even more so wizards are the Sorcerer Kings, of course,
if you are a defiler. Be prepared to run or fly who can destroy both plant life and living
away in such cases. creatures to power their spells.

Wizards on Athas: On Athas, the energy for Organizations: Wizardly magic on Athas
wizardly magic doesn’t come from some isn’t as codified and formal as it is in other
extra dimensional source as it does on other campaign settings. For example, there are
worlds, but from the living environment itself. no academies or colleges for teaching the
It provides great power to those who can wizardly arts. Instead, a wizard‐in‐training
gather and shape it, though the cost to Athas must find a teacher, which isn’t very easy in
can be beyond measure. In recent times a world where wizards must hide their
wizards have emerged who have learned to profession in order to survive. For protection
draw energy from alternate sources that from nearly universal hatred, the good
have no impact on the environment. wizards of Athas and their allies have formed
secret societies, collectively known as the
Daily Life: The kinds of activities that appeal Veiled Alliance. However, each city‐state
to wizards depend largely on their alignment holds a different Alliance, they do not
and energy gathering method. Good wizards cooperate, and they share no leaders.
spend their time trying to restore the Members of one Alliance do not
devastation of Athas and fighting against the automatically become members of another.
forces of the sorcerer‐kings, while evil At best, the different groups respect each
preservers of defilers are interested in
helping themselves.

When not adventuring, Athasian wizards


spend the majority of their time in study and
in hiding. Much like wizards from other
settings, they must constantly research new
spells and study ancient arcane texts so
thoroughly that they have little time to devote
to other endeavors.

Notables: Usually wizards try to stay


incognito for as long as they can, since their
survival depends on it. However, a few
wizards manage to become quite famous on
Athas. Royal defilers and arena

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 106


Defilers don’t usually organize together, but
they often join organizations, especially
Merchant Houses and raiding tribes.

NPC Reactions: Arcane magic in Athas is


viewed as more dangerous and destructive
than helpful, so general NPC attitudes
towards someone suspected to be a wizard
range from indifferent to unfriendly. If a NPC
actually witness a wizard drawing magical
energy or casting a spell, the resultant fear
and hatred shifts the NPC’s attitude toward
hostile. Arcane magic is banned in all known
city-states. Templars constantly patrol the
streets searching for wizards and arcane
items

other, and may offer courtesy assistance to


a foreign member who arrives in town.

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 107


Class Changes:
Skills Deception can be chosen as a skill for
Athasian wizards. They also gain the ability

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 108


to write in any languages they know at the spells. Carvings on the inside of bracers or
beginning of the campaign. armbands are also a common means to
conceal written spells within reach. Blind
Spellcasting spellcasters developed an even more subtle
Wizards on Athas cannot choose from any of method of concealment that can be used by
the normal arcane traditions at second level. any caster willing to learn, using a series of
They must instead choose from either the raised bumps and spaces (braille) to convey
Path of the Defiler or the Path of the written spells. This design allows the
Preserver. These are detailed below. engraving of "spell books" onto objects, like
inside the brim of a ceramic water jug or the
Spellbooks, Tomes, & Scrolls in Dark Sun interior of a carved gourd.
Under the rule of the sorcerer-kings, the
penalty for possession of written material is A more extreme measure is the use of
slavery or imprisonment. If the written tattoos, brands, or ritual scarification to
material is an arcane tome, spellbook, scroll, impress written spells permanently upon the
or (in very rare cases) an ancient holy text, skin. Such marks cannot be readily disposed
the penalty is psionic lobotomization or of if confronted by templars or others who
death. It is thus vital that spellcasters not might react negatively to the mage's
sanctioned by a sorcerer-king or associated presence, and so great care must be taken
with the templar conceal spellbooks and hide to camouflage these markings with other
evidence of the spells that they cast. tattoos or scars so that they do not stand out
so prominently.
The easiest way to record spells is still the
parchment or paper scroll. Spellcasters must Most arcane spellcasters take to learning the
endeavor to conceal such writings while nystul's magic aura spell so as to pass
within city-states. Items that appear to be magical texts and objects off as mundane,
solid are often hollowed out or designed with and foil any attempts at being revealed by
compartments to hold these secret materials. detect magic (a common templar tactic).
Staves, canes, or walking sticks can be
created with a threaded hollow compartment
so that it can be unscrewed to reveal a tightly
rolled scroll or parchment. The handles of
weapons such as daggers, short swords,
and maces can also be created with such
compartments.

Clothing and leather armour can also be


carved or dyed in such a way as to contain

Wizard Feature: Arcane Defiling

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 109


All wizards, regardless of their path, must draw the energy of the land in order to cast spells. A wizard who
does so without care defiles the land, withering plants and ruining soil. The power of the land however, can
strengthen spells. Wizards who do not choose to preserve the life energy of the land when they cast a spell
may add their spell casting ability modifier to any damage dealt by the spell, and the saving throw DC of
any such spell is increased by one.
When the land is defiled in this way, it leaves a ring of lifeless earth and ashen plant remains for a radius
around the caster of 10ft times the level of the spell slot expended. Defiling with a cantrip leaves a barren
area 5ft across, centered on the caster.

Familiars on Athas
Instead of the usual forms a Wizard may choose from the find familiar spell, the following options are available to
better suit the setting of Dark Sun. (From left to right: Floating Mantle, Critic Lizard, Kes'trekel, Speckled Hurrum
Beetle, Mulworm, Janx, Ramphor, Z'tal)
Arcane Tradition: Path of the At 10th level, your reliance on defiling magic
has tainted your mind and spirit. Your
Defiler
spiritual aura exudes a palpable air of death
and doom which grants you advantage on all
Raze
Charisma (Intimidation) checks.
Starting at 2nd level when you choose this
path, when you are standing in an area with
Chaotic Nature
living plants, you can drain their energy to
Starting at 10th level, you add the spells
power your spells, treating them as if cast
Chaos Bolt, Blight and Vampiric touch to
with a spell slot one level higher than you
your spellbook, if you do not have them
actually spent. When you use this feature, for
already, and they count as wizard spells for
every level of the spell cast, all plant life
you.
within 10ft of you turns black and withers.
You cannot use this feature in an area that
Destructive Raze
has been defiled already. You can use this
Beginning at 14th level, when you use your
feature once per short rest.
Raze feature, you can reroll any number of
the spell's damage dice. You must use the
Agonizing Raze
second result even if it is lower.
Starting at 6th level, when you use your Raze
feature, you can also cause each creature
within 5ft of you to make a Constitution
saving throw or take 1d6 necrotic damage. If Arcane Tradition: Path of the
you do, and at least one creature is damaged Preserver
by this feature, you have advantage on the
attack roll of the spell, if it requires one, or Cleansing Flame
else targets of the spell you are casting have At 2nd level when you choose this path, you
disadvantage on their saving throw. gain the sacred flame cantrip. This cantrip
never defiles, and cannot be used with
Unnerving Presence defiling. You also add the cure wounds spell

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 110


to your spellbook, which counts as a wizard plant growth to your spellbook, if you do not
spell for you have them already, and they count as wizard
spells for you. In addition, you can cast mass
Backlash cure wounds and greater restoration as a
Beginning at 2nd level when you choose this rituals once per day each.
path, you can imbue an area of land and
plants with protective magic. By expending a Avangion’s Blessing
1st level spell slot, you can ward a circular At 14th level, you can use your action to
area centered on yourself with a 20ft radius activate a magical aura that sheds bright light
against Defiling. A Defiler who attempts to to a radius of 10ft, and dim light for another
draw the energy of this land must make a 10ft beyond that. The aura requires your
Constitution saving throw. The defiler suffers Concentration to maintain, and can be
2d6 radiant damage on a failed saving throw, maintained for up to an hour. Within this
and half damage on a successful save. If you aura, the following effects apply:
expend a higher spell slot than 1st level, the
radius increases by 10ft and the damage ● Any magical darkness within the
increases by 1d6 for each level above 1st. aura's radius is dispelled
● You and your allies within the aura
Careful Empowerment cannot be charmed, frightened or
Beginning at 6th level, you learn to empower possessed by aberrations or undead,
your spells using the life energy of the land, and any of your allies already under
but without causing defiling. When you cast such an effect from such a creature
a spell in an area with fertile soil and plant has advantage on any new saving
life, you may add your spell casting modifier throw against the effect.
to the spell's damage roll, if any, and the ● You and your allies within the aura
saving throw DC for that spell is increased by have resistance to bludgeoning,
one. slashing, and piercing damage from
non-magical weapons
Preserve Life
Beginning at 10th level, you add the spells
lesser restoration, commune with nature and

Dark Sun: Player’s Handbook.: Chapter 2 - Classes 111

You might also like