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.
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)