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DARK SUN 5E - Simple Conversion Elf

As an elf, you gain all the elven traits described in the


PHB (Dex +2, size, speed, darkvision, keen senses, fey
Chapter 1: Step-by-Step Characters ancestry, trance, languages). The only subrace you can
choose is the Athasian Elf.
Rolling Ability Scores
Were rolling ability scores! See Page 12 of the PHB. Athasian Elf
Ability Score Increase. Your Intelligence score
Alignments increase by 1.
Were not using alignments. Fleet of Foot. Your base waking speed increases to 35
feet.
Chapter 2: Races Elf Run. An elf can travel at a Fast Pace without
suffering any penalties (such as fatigue or penalties to
Available Races Passive Perception).
Human (as per PHB) Mask of the Wild. You can attempt to hide even when
Half-elf (as per PHB) lightly obscured by foliage, sandstorms, siltstorms,
Dwarf (only Athasian subrace) and other natural phenomena.
Elf (only Athasian subrace)
Halfling (only Athasian subrace) Halfling
Half-Giant (new race) As an halfling, you gain all the halfling traits described
Mul (new race) in the PHB, except the Lucky trait (Dex +2, size, speed,
Thri-kreen (new race) brave, Halfling nimbleness, languages). The only
subrace you can choose is the Athasian Halfling.
Dwarf
As a dwarf, you gain all the dwarven traits described Athasian Halfling
in the PHB (Con +2, size, speed, darkvision, dwarven Ability Score Increase. Your Wisdom score increases
resilience, dwarven combat training, tool proficiency, by 1.
stonecutting, languages). The only subrace you can Naturally Stealthy. You can attempt to hide even
choose is the Athasian Dwarf. when you are obscured only by a creature that is at
least one size larger than you.
Athasian Dwarf Resilience. You have advantage on saving throws
Ability Score Increase. Your Strength Score increases against poison, and you have resistance against
by 1. poison damage.
Focus. Dwarves must have a Focus. A Focus is some * You do not have the Lucky trait*
task (such as crafting a weapon or besieging a
fortress) that the Dwarf holds paramount over Half-Giant
everything else in their life which must be complex Ability Score Increase. Your Strength score increases
enough to require at least a week to complete. by 2, your Constitution score increases by 2. Your
Once per short rest, you gain advantage on a d20 roll Intelligence score is reduced by 2.
directly related to your focus. Speed. Your base land speed is 30 feet.
For every week a Dwarf fails to make progress Size. You size is Large. See the Large Player
towards their Focus, they gain a level of exhaustion as Characters sidebar for more info.
their will to live withers away. This exhaustion cannot HalfGiant Toughness. Your hit point maximum
be removed except by furthering progress towards increases by 1, and it increases by 1 every time you
ones focus. gain a level.
Mercurial Nature. Half-Giant are easily influenced and
rapidly change their minds. After every long rest, one
of your Personal Characteristics (PHB p. 123) will
change to match that of one of your fellow party Multiple Limbs. You have four arms and can hold
members. items in each of your arms. On your turn, you may
Languages. You can speak Common. interact with two objects or features of the
environment for free.
Mul Claws. You claws are natural weapons, which you can
Ability Score Increase. You Strenght score increases sue to make unarmed strikes. If you hit with them,
by 2, and you Constitution score increases by 1. you deal slashing damage equal to 1d4 + your
Size. Your size is Medium. Strength modifier, instead of the bludgeoning damage
Darkvision. You can see in the darkness within 60 normal for an unarmed strike.
feet of you as if you were in dim light. However, you Poisonous Bite. Your bite is a natural weapon, which
cant discern color in the darkness. you can use to make unarmed strikes. If you hit with
Inexhaustible. As an action, you may reduce your it, you deal piercing damage equal to 1d6 + your
exhaustion by one level. You cannot use this feature Strength modifier, instead of the bludgeoning damage
again until after you have taken a long rest. normal for an unarmed strike.
Menacing. You gain proficiency in the Intimidation Also, one per short rest you can inject a paralyzing
skill. poison with your bite. If you hit, the target must
Relentless Endurance. When you are reduced to 0 hit succeed on a Constitution saving throw or be
points but not killed outright, you can drop to 1 hit poisoned for 1 minute. If the saving throw fails by 5 or
point instead. You cannot use this feature again until more, the target is also paralyzed while poisoned in
after a short or long rest. this way. The poisoned target can repeat the saving
Untiring. Once every 48 hours, when you take a long throw on each of its turns, ending the effect on a
rest you may regain all expended Hit Dice. success. The save DC is 8 + your Constitution modifier
Additionally, while you must still use a long rest to + your Proficiency bonus.
recover spent resources, you can choose to go up to Sleepless. You do not sleep. You still need a period of
72 hours without take a long rest, staying awake the 8 hours of light activity to gain the benefits of a long
entire time, suffering no additional adverse effects. rest.
After 72 hours, you are considered to have been Standing Leap: You can long jump up to 30 feet and
awake for 24 hours; you then begin to incur adverse high jump up to 15 feet as part of your movement
effects as per the normal rules. without taking a running start.
Languages. You can speak Common and Dwarvish. ThriKreen Weapon Training. You have proficiency
with the chatkcha and gythka.
Thri-Kreen Unusual Body Shape. You can only wear armor or
Ability Score Increase. Your Dexterity score increases clothing specially designed for thrikreen; such
by 2, and your Wisdom score increases by 1. equipment costs double its normal price.
Speed. Your base land speed is 35 feet. Languages. You can speak ThriKreen and Distorted
Size. Your size is Medium. Common. Due to your physiology, other races will
Alien Nature. Thrikreen are so different from all of have difficulty understanding you, as your speech
the other humanoid races that you suffer comes out elongated and hissing.
disadvantage on Charisma (Persuasion) checks made
to influence anyone other than a thrikreen.
Chamaleon Carapace. You have advantage on
Dexterity (Stealth) checks made to hide.
Darkvision. Accustomed to running across dunes or
grasslands throughout the day and night, you can see
in the darkness within 60 feet of you as if you were in
dim light. However, you cant discern color in the
darkness.
Hard Carapace. When wearing no armor, your AC is
equal to 13 + your Dexterity modifier.
Large Player Characters Chapter 3: Classes

The races presented in the Player's Handbook are all As a general rule, Athasian character cannot read and
Small or Medium sized, and the weapons and combat write. Depending on your background, the DM can
rules presented therein are designed around those rule that your character has learned how to read and
sizes. Until official Large-sized player races come out, write.
the following rules can be used to better represent
them in combat. Barbarian
Naming
Weapons The beast aspects Bear, Eagle and Wolf in Path
Large-sized creatures can use Large-sized weapons of the Totem Warrior are replaced with Braxat,
(DMG p. 278). This significantly increases damage Kestrekel and Tembo.
output, and might be considered disruptively
overpowered for a player character. When using Bard
Medium-sized weapons, use the following rules for
Not available. Consider playing a Rogue with the
weapon properties:
Entertainer background.
- Large creatures struggle with Light weapons,
and have disadvantage on attack rolls with
Cleric
them.
Only available domains for PCs are Air, Earth, Fire,
- One handed weapons without the "versatile"
Water.
trait are treated as light weapons for the
purpose of qualifying for two weapon fighting. Fire Domain
- Weapons with the "versatile" trait deal the
damage given in parenthesis even if wielded Cleric
Level Spells
in only one hand. 1st Hellish Rebuke, Searing Smite
- Two-handed melee weapons can be wielded 3rd Flame Blade, Continual Flame
5th Elemental Weapon (Fire), Fireball
in one hand
7th Conjure Minor Elemental (Fire), Wall of Fire
9th Conjure Elemental (Fire), Flame Strike
Carrying Capacity
1st Level You can use your Turn Undead ability on Water creatures. You
As noted in the PHB p. 176, Large creatures have gain Produce Flame as a Cantrip.
double the carrying capacity.
1st Level Fires Wrath You can use fire to rebuke attackers. When a
creature within 5 feet of you that you can see hits you with an attack, you
Consumables can use your reaction to cause the creature to make a Dexterity saving
Based on the food and water needs (DMG p. 111), throw. The creature takes 2d10 fire damage on a failed saving throw, and
half as much damage on a successful one. You can use this feature a
Large creatures require four times as much food and
number of times equal to your Wisdom modifier (a minimum of once). You
water per day. regain all expended uses when you finish a long rest.

2nd Level Channel Divinity: Sculpt Spells You can create pockets of
Cover relative safety within your fire spells. When you cast a fire spell that affects
It should be harder for a Large creature to find cover other creatures that you can see, you can choose a number of them equal
(PHB p. 196). The DM will adjudicate this, but roughly to the spells level + 1. The chosen creatures automatically succeed on
their saving throws against the spell, and they take no damage if they
speaking where a Medium creature would find total would normally take half damage on a successful save.
cover, a Large creature might only receive three-
6th Level Channel Divinity: Wreathed in Fire This effect lasts for 1
quarters cover; where a Medium creature finds three-
minute. Any creature that ends its turn within a 5 feet radius of you must
quarters cover, a Large creature might only receive make a Dexterity saving throw. A creature takes 2d6 fire damage on a
half cover; and where a Medium creature finds half failed save, or half as much damage on a successful one. Undead always
take full damage.
cover, a Large creature might find none.
8th Level Burn the Unholy Any turned Undead (using the Channel
Divinity ability) also take 1D6 fire damage per Cleric level on a failed
Dexterity saving throw. If they make the save they take no damage.
Undead that are destroyed are burned into a pile of ashes.
17th Level Conflagration When you would normally roll one or more an area with abundant vegetation (a garden, a forest,
dice for damage with a fire spell, you instead use the highest number
possible for each die. For example, instead of dealing 2d6 fire damage to a
a grassy plain).
creature, you inflict 12 fire damage. Whe a wizard defiles the land, any spell he cast is
treated as if he ahd expended a spell slot one level
Templars. These are the clergy of the Sorcerer Kings, higher.
and unless youre playing an evil campaign, they wont Example: Sadira casts a fireball spell, expending a 3rd-
be available as PCs. See the Templar in the Bestiary level spell slot. She defiles the land, and all vegetation
within 15ft of her withers and dies. The damage of her
Druid fireball will be 9d6, as if she had used a 4th-level spell
As per PHB. Consult with the DM regarding Athasian slot.
beasts. You cannot defile a patch of land that is already
defiled.
Fighter
Eldritch Knight not allowed Chapter 4: Personality and Background

Mystic
Chapter 5: Equipment
As per Unearthed Arcana
https://media.wizards.com/2017/dnd/downloads/UA
Due to the rarity of metal, weapons and other items
Mystic3.pdf
constructed primarily from metal are priced at their
Players Handbook listed cost in gpthey are not
Monk
converted to Cp. For example a metal longsword costs
Not available
15 gp (or 1,500 Cp). Weapons and items containing
only small quantities of metal are priced at half their
Paladin
Players Handbook listed cost in gp. Divide the listed
Not available
Players Handbook price by 2.

Ranger
The following weapons from the Players Handbook
As per PHB can be constructed from nonmetal materials without
penalty: bolas, all bows (and arrows), club, all
Rogue crossbows (and bolts), dart, dagger, greatclub,
Arcane Trickster not allowed javelin, all lances, all maces, net, nunchaku,
quarterstaff, sai, sap, sling (and bullets), all spears,
Sorcerer and whip. They weigh the same as listed in the
Not available Players Handbook. These weapons cost 1% of the
listed price in the Players Handbook. Simply convert
Warlock the listed price in the Players Handbook to Cp. For
Not available example, a spear listed at 2 gp in the Players
Handbook costs 2 Cp.
Wizard
You can choose Deception as one of your skills during Material Cost Weight Break
character creation. Metal 100% 100% -
Additionally, Wizards can Read and Write any Stone/Obsidian 5% 200% 1
Bone 3% 50% 1-2
languages they know.
Wood 1% 50% 1-2-3

Defiling. When a Wizard casts a spell using a spell slot, * this does not apply to missile weapons
he can choose to defile the land. All vegetation within ** minimum of 1 damage

5ft times the level of the spell slot used withers and
Breaking Weapons. Nonmagic stone, obsidian, bone,
dies. This area is halved (round up) if the defiler is in
and wooden weapons are prone to breaking.
Whenever you roll max damage on your base weapon
dice, roll a d20. If you roll the indicated number, your Banded Mail and Splint Mail: These armors are
weapon is broken. fashioned from shavings of agafari wood, bonded to
softer, more flexible woods, and treated with a
Armor hardening resin.
All forms of armor given in the Players Handbook
have a nonmetal equivalent that costs 1/100th of the
cost listed in the Players Handbook; simply change
the gp price to Cp. In addition to being the equivalent
of armor on a metal rich world, thousands of years of
tortuous heat have lead Athasian armorers to develop
ingenious air ventilation and air circulation methods.
This allows medium and heavy armors to be worn in
the Athasian heat.

While Athasian characters use all the varieties of


armor described in the Players Handbook, the armor
they use incorporates materials commonly found in
the world around them. Though most of the armors
are made using various parts of common Athasian
animals, the armor construction process makes use of
several different reinforcement methods developed
over time. Many of the armors are highly composite,
made using the pieces of several different animals no
two suits of armor look quite alike. Through the use of
hardening resins, shaped chitin and stiff leather
backings, Athasian armorers can craft remarkably
durable armors from the material at hand.

Breastplate, Full Plate and Half Plate: These armors


are constructed using choice plates taken from shelled
animals, such as mekillots or braxat.

Studded Leather: This armor is crafted using closeset


rivets made of bone, hardwood, stone, or talons.

Shell Armor: Shell armor is made by weaving giants


hair around the shells of various small creatures such
as an aprig. Shell armor is the Athasian equivalent to
the Players Handbooks chain mail armor.

Chitin Armor: This armor is skillfully made by


interlocking hexagonal bits of chitin (usually carved
from a kanks carapace). Chitin armor is the Athasian
equivalent to the Players Handbooks chain shirt
armor.

Scale mail: Scale mail is usually made from the scales


of an erdlu, inix or other naturally scaled creatures.
Talent (roll 1d12)
Chapter 6: Customization Options 1. Beacon 7. Mind Meld
2. Blade Meld 8. Mind Slam
3. Blind Spot 9. Mind Thrust
New Feat: Wild Talent*
4. Delusion 10. Mystic Charm
You know one Talent and one Discipline of your 5. Energy Beam 11. Mystic Hand
choice. You have 4 Psi Points, which you can use to 6. Light Step 12. Psychic Hammer

augment your Discipline. These points are restored at


Discipline (roll 1d4 and 1d10)
the end of a long rest. Your Psi Limit is 2. Your
d4 d10 Discipline
spellcasting ability for these spells is Intelligence.
1 1 Adaptive Body
1 2 Aura Sight
(*) All Athasian PCs gain this feat for free at character 1 3 Bestial Form
creation. Both the Talent and the Discipline are 1 4 Brute Force
selected randomly in this case. See the following two 1 5 Celerity
tables. 1 6 Corrosive Metabolism
1 7 Crown of Despair
1 8 Crown of Disgust
1 9 Crown of Rage
1 10 Diminution
2 1 Giant Growth
2 2 Intellect Fortress
2 3 Iron Durability
2 4 Mantle of Awe
2 5 Mantle of Command
2 6 Mantle of Courage
2 7 Mantle of Fear
2 8 Mantle of Fury
2 9 Mantle of Joy
2 10 Mastery of Air
3 1 Mastery of Fire
3 2 Mastery of Force
3 3 Mastery of Ice
3 4 Mastery of Light and Darkness
3 5 Mastery of Water
3 6 Mastery of Weather
3 7 Mastery of Wood and Earth
3 8 Nomadic Arrow
3 9 Nomadic Chameleon
3 10 Nomadic Mind
4 1 Nomadic Step
4 2 Precognition
4 3 Psionic Restoration
4 4 Psionic Weapon
4 5 Psychic Assault
4 6 Psychic Disruption
4 7 Psychic Inquisition
4 8 Psychic Phantoms
4 9 Telepathic Contact
4 10 Third Eye
Chapter 8: Adventuring

Food and Water (PHB p. 185)

Extreme Heat (DGM p. 110)

Foraging (DMG p. 111)

Chapter 11: Spells

Spells that create metals are never permanent.

Spells that create water only function at strength.

Athas has no connection to the Astral Plane, nor to


the Outer Planes.

Changes to Cleric Spells

1st Level
Create or Destroy Water (only Water domain)
Purify Food and Drink (only Water domain)

2nd level
Continual Flame (only Fire domain)

3rd level
Create Food and Water (only Water domain)
Meld into Stone (only Earth domain)
Water Walk (only Water domain)

4th level
Control Water (only Water domain)
Stone Shape (only Earth domain)

5th level
Flame Strike (only Fire domain)
Planar Binding (will only bind an elemental creature of your Domain)

6th level
Planar Ally (will only conjure an elemental creature of your Domain)

7th level
Conjure Celestial (will only conjure an elemental creature of your Domain)
Fire Storm (only Fire domain)
Plane Shift (only to/from Elemental planes)

8th level
Control Weather (only Air domain)
Earthquake (only Earth domain)

9th level
Astral Projection (Athas is cut off from the Astral plane)
Gate (only opens on the Elemental planes)

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