Chapter 2 - Classes
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.
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.
7 +3 1 +3 ---
11 +4 2 +5 Quick Thinking
18 +6 4 +9 ---
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
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
Bard Academies
powers which charm and enchantment
spells.
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
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
8 3 14 3
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
Class Changes:
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.
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
Fire Domain
Water Domain
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
Magma Domain
Rain Domain
Silt Domain
11th Disintegrate
Sun Domain
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
“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
“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
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
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.
Psychic Charge
At 15th level, you gain the ability to teleport
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
Pugilist
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
14 +5 1d10 8 Unbreakable
15 +5 1d10 8 Herculean
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
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:
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
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
Psion
“Resist all you like. I have ways of making you think.” ―Dechares, Dwarven interrogator
1 +2 Psionics, Mystic 1 2 4 2
Order
2 +2 Mystical Recovery 1 3 6 2
4 +2 Ability Score 2 3 17 3
Improvement,
Strength of Mind
5 +3 - 2 4 27 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
12 +4 Ability Score 3 7 73 7
Improvement
16 +5 Ability Score 3 8 94 7
Improvement
Psychic Focus
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
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
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
Deflect Blows
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
“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
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
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
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
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
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
“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.
5 +3 - 3 6 2 3rd 3
7 +3 - 3 8 2 4th 4
9 +4 - 3 10 2 5th 5
18 +6 - 4 14 4 5th 8
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
Templar Echelons
You must finish a long rest before you can do
so again.
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
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.
“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.
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.
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