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DARK SUN 5E - Simple Conversion Halfling

Last update 1/1/2019 As an halfling, you gain all the halfling traits described in the PHB,
except the Lucky trait (Dex +2, size, speed, brave, Halfling
Chapter 1: Step-by-Step Characters nimbleness, languages). The only subrace you can choose is the
Athasian Halfling.
Rolling Ability Scores
We’re rolling ability scores! See Page 12 of the PHB. Athasian Halfling
Ability Score Increase. Your Wisdom score increases by 1.
Alignments Naturally Stealthy. You can attempt to hide even when you are
We’re not using alignments. obscured only by a creature that is at least one size larger than
you.
Chapter 2: Races Resilience. You have advantage on saving throws against poison,
and you have resistance against poison damage.
Available Races * You do not have the Lucky trait*
Human (as per PHB)
Half-elf (as per PHB) Half-Giant
Dwarf (only Athasian subrace) Ability Score Increase. Your Strength score increases by 2, your
Elf (only Athasian subrace) Constitution score increases by 2. Your Intelligence score is
Halfling (only Athasian subrace) reduced by 2.
Half-Giant (new race) Speed. Your base land speed is 30 feet.
Mul (new race) Size. You size is Large. See the “Large Player Characters” sidebar
Thri-kreen (new race) for more info.
Half‐Giant Toughness. Your hit point maximum increases by 1,
Dwarf and it increases by 1 every time you gain a level.
As a dwarf, you gain all the dwarven traits described in the PHB Mercurial Nature. Half-Giant are easily influenced and rapidly
(Con +2, size, speed, darkvision, dwarven resilience, dwarven change their minds. After every long rest, one of your Personal
combat training, tool proficiency, stonecutting, languages). The Characteristics (PHB p. 123) will change to match that of one of
only subrace you can choose is the Athasian Dwarf. your fellow party members.
Languages. You can speak Common.
Athasian Dwarf
Ability Score Increase. Your Strength Score increases by 1. Mul
Focus. Dwarves must have a Focus. A Focus is some task (such as Ability Score Increase. You Strenght score increases by 2, and you
crafting a weapon or besieging a fortress) that the Dwarf holds Constitution score increases by 1.
paramount over everything else in their life which must be Size. Your size is Medium.
complex enough to require at least a week to complete. Darkvision. You can see in the darkness within 60 feet of you as if
Once per short rest, you gain advantage on a d20 roll directly you were in dim light. However, you can’t discern color in the
related to your focus. darkness.
For every week a Dwarf fails to make progress towards their Inexhaustible. As an action, you may reduce your exhaustion by
Focus, they gain a level of exhaustion as their will to live withers one level. You cannot use this feature again until after you have
away. This exhaustion cannot be removed except by furthering taken a long rest.
progress towards one’s focus. Menacing. You gain proficiency in the Intimidation skill.
Relentless Endurance. When you are reduced to 0 hit points but
Elf not killed outright, you can drop to 1 hit point instead. You cannot
As an elf, you gain all the elven traits described in the PHB (Dex use this feature again until after a short or long rest.
+2, size, speed, darkvision, keen senses, fey ancestry, trance, Untiring. Once every 48 hours, when you take a long rest you may
languages). The only subrace you can choose is the Athasian Elf. regain all expended Hit Dice. Additionally, while you must still use
a long rest to recover spent resources, you can choose to go up to
Athasian Elf 72 hours without take a long rest, staying awake the entire time,
Ability Score Increase. Your Intelligence score increase by 1. suffering no additional adverse effects. After 72 hours, you are
Fleet of Foot. Your base waking speed increases to 35 feet. considered to have been awake for 24 hours; you then begin to
Elf Run. An elf can travel at a Fast Pace without suffering any incur adverse effects as per the normal rules.
penalties (such as fatigue or penalties to Passive Perception). Languages. You can speak Common and Dwarvish.
Mask of the Wild. You can attempt to hide even when lightly
obscured by foliage, sandstorms, siltstorms, and other natural
phenomena.
Thri-Kreen Large Player Characters
Ability Score Increase. Your Dexterity score increases by 2, and
your Wisdom score increases by 1. The races presented in the Player's Handbook are all Small or
Speed. Your base land speed is 35 feet. Medium sized, and the weapons and combat rules presented
Size. Your size is Medium. therein are designed around those sizes. Until official Large-sized
Alien Nature. Thri‐kreen are so different from all of the other player races come out, the following rules can be used to better
humanoid races that you suffer disadvantage on Charisma represent them in combat.
(Persuasion) checks made to influence anyone other than a
thri‐kreen. Weapons
Chamaleon Carapace. You have advantage on Dexterity (Stealth) Large-sized creatures can use Large-sized weapons (DMG p. 278).
checks made to hide. This significantly increases damage output, and might be
Darkvision. Accustomed to running across dunes or grasslands considered disruptively overpowered for a player character. When
throughout the day and night, you can see in the darkness within using Medium-sized weapons, use the following rules for weapon
60 feet of you as if you were in dim light. However, you can’t properties:
discern color in the darkness. - Large creatures struggle with Light weapons, and
Hard Carapace. When wearing no armor, your AC is equal to 13 + have disadvantage on attack rolls with them.
your Dexterity modifier. - One handed weapons without the "versatile" trait are
Multiple Limbs. You have four arms and can hold items in each of treated as light weapons for the purpose of qualifying
your arms. On your turn, you may interact with two objects or for two weapon fighting.
features of the environment for free. - Weapons with the "versatile" trait deal the damage
Claws. You claws are natural weapons, which you can sue to make given in parenthesis even if wielded in only one hand.
unarmed strikes. If you hit with them, you deal slashing damage - Two-handed melee weapons can be wielded in one
equal to 1d4 + your Strength modifier, instead of the bludgeoning hand
damage normal for an unarmed strike.
Poisonous Bite. Your bite is a natural weapon, which you can use Carrying Capacity
to make unarmed strikes. If you hit with it, you deal piercing As noted in the PHB p. 176, Large creatures have double the
damage equal to 1d6 + your Strength modifier, instead of the carrying capacity.
bludgeoning damage normal for an unarmed strike.
Also, one per short rest you can inject a paralyzing poison with Consumables
your bite. If you hit, the target must succeed on a Constitution Based on the food and water needs (DMG p. 111), Large creatures
saving throw or be poisoned for 1 minute. If the saving throw fails require four times as much food and water per day.
by 5 or more, the target is also paralyzed while poisoned in this
way. The poisoned target can repeat the saving throw on each of Cover
its turns, ending the effect on a success. The save DC is 8 + your It should be harder for a Large creature to find cover (PHB p. 196).
Constitution modifier + your Proficiency bonus. The DM will adjudicate this, but roughly speaking where a
Sleepless. You do not sleep. You still need a period of 8 hours of Medium creature would find total cover, a Large creature might
light activity to gain the benefits of a long rest. only receive three-quarters cover; where a Medium creature finds
Standing Leap: You can long jump up to 30 feet and high jump up three-quarters cover, a Large creature might only receive half
to 15 feet as part of your movement without taking a running cover; and where a Medium creature finds half cover, a Large
start. creature might find none.
Thri‐Kreen Weapon Training. You have proficiency with the
chatkcha and gythka.
Unusual Body Shape. You can only wear armor or clothing
specially designed for thri‐kreen; such equipment costs double its
normal price.
Languages. You can speak Thri‐Kreen and Distorted Common. Due
to your physiology, other races will have difficulty understanding
you, as your speech comes out elongated and hissing.
Chapter 3: Classes Ranger
As per PHB
As a general rule, Athasian character cannot read and write.
Depending on your background, the DM can rule that your Rogue
character has learned how to read and write. As per PHB. Arcane Trickster is an Arcane caster, can use the
Defiling rules.
Barbarian
Naming Sorcerer
The beast aspects “Bear”, “Eagle” and “Wolf” in Path of the Totem As per PHB. Arcane caster, can use the Defiling rules.
Warrior are replaced with “Braxat”, “Kes’trekel” and “Tembo”.
Warlock
Bard Warlocks serve the Sorcerer-Kings as priests and elite enforcers.
As per PHB. Arcane caster, can use the Defiling rules. The Patrons most commonly associated with each Sorcerer-King
are as follows:
Cleric
Only available domains for PCs are Air, Earth, Fire, Water. The Archfey. Lalali-Puy (Gulg), Tectuktitlay (Draj)
The Fiend. Kalak (Tyr), Hamanu (Urik), Andropinis (Balic)
Air = use the Tempest domain The Great Old One. Shadow King (Nibenay), Abalach-Re (Raam)
Earth = use the War domain
Fire = use the Light domain Additionally, Warlocks can Read and Write any languages they
Water = use the Life domain know.

A note about spells: Athasian Clerics harness elemental powers. Arcane caster, can use the Defiling rules.
When a spell or special ability calls for the “radiant” or “necrotic”
energy type, substitute for the following energy type Wizard
You can choose Deception as one of your skills during character
Air = Lightning creation.
Earth = Acid Additionally, Wizards can Read and Write any languages they
Fire = Fire know.
Water = Cold Arcane caster, can use the Defiling rules.

Druid Defiling. When an Arcane caster casts a spell using a spell slot, he
As per PHB. Consult with the DM regarding Athasian beasts. can choose to defile the land. All vegetation within 5ft times the
level of the spell slot used withers and dies. This area is halved
Fighter (round up) if the defiler is in an area with abundant vegetation (a
As per PHB. Eldritch Knight is an Arcane caster, can use the garden, a forest, a grassy plain).
Defiling rules.
When a spellcaster defiles the land, roll a d10. If the number
Mystic rolled is HIGHER than the expended spell slot, they immediately
As per Unearthed Arcana regain a spell slot of the same level.
https://media.wizards.com/2017/dnd/downloads/UAMystic3.pdf
If the number rolled is a 1, the Defiler’s curse begins to take hold
Monk of you. People start to recognize you as a defiler, with all the
As per PHB. related consequences (most probably burning at the stake)

Paladin Roll a d10


We’re re-fluffing the Paladin as a Psychic Warrior. When a spell or 1. Gray skin 6. Smell of decay
special ability calls for the “radiant” energy type, substitute for 2. White hair 7. Limp
“psychic” damage. 3. Yellow eyes 8. Cackling laughter
Several class features are renamed, but they work the same way. 4. Long nails 9. Random acts of cruelty
Divine Sense = Psychic Sense 5. Rotten teeth 10. Ashen footprints
Divine Smite = Psychic Smite
Divine Health = Mind Over Body You cannot defile a patch of land that is already defiled.
Sacred Oath = Psychic Path
Oath of Devotion = Path of Devotion
Oath of the Ancients = Path of the Ancients
Oath of Vengeance = Path of Vengeance
Chapter 5: Equipment back of the hand, are extremely sharp, and can be up to 6 inches
long. This weapon leaves your hand free and cannot be disarmed.
WEAPONS
Due to the rarity of metal, weapons and other items constructed ARMORS
primarily from metal are priced at their Player’s Handbook listed All forms of armor given in the Player’s Handbook have a non–
cost in gp—they are not converted to Cp. For example a metal metal equivalent that costs 1/100th of the cost listed in the
longsword costs 15 gp (or 1,500 Cp). Player’s Handbook; simply change the gp price to Cp. In addition
to being the equivalent of armor on a metal rich world, thousands
The weapons of metal-poor Athas feature bone, crystaI, obsidian, of years of tortuous heat have lead Athasian armorers to develop
and wood. These materials change little about the weapon’s ingenious air ventilation and air circulation methods. This allows
usefulness. medium and heavy armors to be worn in the Athasian heat.

The following weapons from the PHB can be constructed from While Athasian characters use all the varieties of armor described
non‐metal materials without penalty: club, greatclub, javelin, in the Player’s Handbook, the armor they use incorporates
quarterstaff, sling, lance, whip, blowgun, net. These weapons materials commonly found in the world around them. Though
cost 1% of the listed price in the Player’s Handbook. Simply most of the armors are made using various parts of common
convert the listed price in the Player’s Handbook to Cp. For Athasian animals, the armor construction process makes use of
example, a lance listed at 10 gp in the PHB costs 10 Cp. several different reinforcement methods developed over time.
Many of the armors are highly composite, made using the pieces
Breaking Weapons. Nonmagical nonmetal weapons break more of several different animals –no two suits of armor look quite
easily than metal ones. A broken item is at best an improvised alike. Through the use of hardening resins, shaped chitin and stiff
weapon. leather backings, Athasian armorers can craft remarkably durable
When you roll a natural 1 on an attack roll using a nonmagical armors from the material at hand.
nonmetal weapon, the item breaks.
Breastplate, Full Plate and Half Plate: These armors are
NEW WEAPONS constructed using choice plates taken from shelled animals, such
as mekillots or braxat.
Studded Leather: This armor is crafted using close‐set rivets
made of bone, hardwood, stone, or talons.
Shell Armor: Shell armor is made by weaving giant’s hair around
the shells of various small creatures such as an aprig. Shell armor
is the Athasian equivalent to the Player’s Handbook’s chain mail
armor.
Chitin Armor: This armor is skillfully made by interlocking
hexagonal bits of chitin (usually carved from a kank’s carapace).
Chitin armor is the Athasian equivalent to the Player’s Handbook’s
Chatkcha: This three‐bladed throwing wedge, made of of dasl, is chain shirt armor.
a thri‐kreen invention. If you are proficient with the weapon and Scale mail: Scale mail is usually made from the scales of an erdlu,
you miss with a thrown attack, the weapon returns to your hand inix or other naturally scaled creatures.
after the ranged attack is resolved. Banded Mail and Splint Mail: These armors are fashioned from
Gythka: Each end of the gythka (a thri‐kreen staff) has a small, shavings of agafari wood, bonded to softer, more flexible woods,
crescent‐shaped blade with a centered stabbing tine. These blades and treated with a hardening resin.
are only made out of dasl (a crystalline substance formed from the
hardened mixture of thri‐kreen venom and sand); dasl is treated Metal Armor and Overheating
as stone/obsidian. The Polearm Master feat may be applied to this Even if a character is fortunate enough to find a suit of steel plate
weapon. Additionally, when using that feat to attack with the armor, wearing it in the brutal heat of the
opposite end of the gythka, the attack deals 1d6 slashing damage Athasian deserts is foolhardy.
instead of 1d4 bludgeoning damage.
Impaler: An impaler is a weapon developed for arena combat. It Characters wearing medium and heavy metal armor for at least
has a single shaft about 4 feet long with a pair of long pointed one hour every day have disadvantage on all Constitution saves to
blades splitting to each side and forming a deadly "T". The weapon avoid the effects of Extreme Heat (DMG p. 110), and require
can be swung horizontally or vertically over the head. double as much water each day (PHB p. 185).
Quabone: This weapon is constructed from four identical reeds
of wood or shanks of bone lashed together to form a radially
symmetrical, longsword‐length rod. With its lightness and crudely
sharpened end, the quabone is a fairly ineffective weapon. The
quabone is used in arena situations where combat is intended to
draw out for a long period of time.
Wrist Razors: Wrist razors consist of a trio of blades that
protrude from a heavy arm band. The razors project out over the
Chapter 6: Customization Options Discipline (roll 1d4 and 1d10)
d4 d10 Discipline
New Feat: Wild Talent*
1 1 Adaptive Body
You know one Talent and one Discipline of your choice. You have
2 Psi Points, which you can use to augment your Discipline. These 1 2 Aura Sight
points are restored at the end of a long rest. Your Psi Limit is 2. 1 3 Bestial Form
Your spellcasting ability for these spells is Intelligence. 1 4 Brute Force
1 5 Celerity
(*) All Athasian PCs gain this feat for free at character creation.
1 6 Corrosive Metabolism
Both the Talent and the Discipline are selected randomly in this
1 7 Crown of Despair
case. See the following two tables.
1 8 Crown of Disgust
Talent (roll 1d12) 1 9 Crown of Rage
1. Beacon 7. Mind Meld 1 10 Diminution
2. Blade Meld 8. Mind Slam
2 1 Giant Growth
3. Blind Spot 9. Mind Thrust
2 2 Intellect Fortress
4. Delusion 10. Mystic Charm
5. Energy Beam 11. Mystic Hand 2 3 Iron Durability
6. Light Step 12. Psychic Hammer 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 Chapter 11: Spells

Food and Water (PHB p. 185) Spells that create metals are never permanent.
Characters who don’t eat or drink suffer the effects of exhaustion
(see appendix A). Exhaustion caused by lack of food or water can’t Spells that create water only function at ½ strength.
be removed until the character eats and drinks the full required
amount. Athas has no connection to the Astral Plane, nor to the Outer
Planes.
Food
A character needs one pound of food per day and can make food Changes to Cleric Spells
last longer by subsisting on half rations.
Eating half a pound of food in a day counts as half a day without 1st Level
food. Create or Destroy Water (only Water domain)
Purify Food and Drink (only Water domain)
A character can go without food for a number of days equal to 3 +
his or her Constitution modifier (minimum 1). At the end of each 2nd level
day beyond that limit, a character automatically suffers one level Continual Flame (only Fire domain)
of exhaustion. A normal day of eating resets the count of days
without food to zero. 3rd level
Create Food and Water (only Water domain)
Water Meld into Stone (only Earth domain)
Water Walk (only Water domain)
A character needs one gallon of water per day, or two gallons per
day if the weather is hot. A character who drinks only half that 4th level
much water must succeed on a DC 15 Constitution saving throw or Control Water (only Water domain)
suffer one level of exhaustion at the end of the day. A character Stone Shape (only Earth domain)
with access to even less water automatically suffers one level of
exhaustion at the end o f the day. 5th level
If the character already has one or more levels of exhaustion, the Flame Strike (only Fire domain)
Planar Binding (will only bind an elemental creature of your
character takes two levels in either case.
Domain)

Extreme Heat (DGM p. 110) 6th level


When the temperature is at or above 100 degrees Fahrenheit, a Planar Ally (will only conjure an elemental creature of your
creature exposed to the heat and without access to drinkable Domain)
water must succeed on a Constitution saving throw at the end of
7th level
each hour or gain one level of exhaustion. The DC is 5 for the first
Conjure Celestial (will only conjure an elemental creature of your
hour and increases by 1 for each additional hour. Domain)
Creatures wearing medium or heavy armor, or who are clad in Fire Storm (only Fire domain)
heavy clothing, have disadvantage on the saving throw. Creatures Plane Shift (only to/from Elemental planes)
with resistance or immunity to fire damage automatically succeed
on the saving throw, as do creatures naturally adapted to hot 8th level
climates. Control Weather (only Air domain)
Earthquake (only Earth domain)

Foraging (DMG p. 111) 9th level


Characters can gather food and water as the party travels at a Astral Projection (Athas is cut off from the Astral plane)
normal or slow pace. A foraging character makes a Wisdom Gate (only opens on the Elemental planes)
(Survival) check whenever you call for it, with the DC determined
by the abundance of food and water in the region.

Food and Water Availability (DC)


 Abundant food and water sources (10)
 Limited food and water sources (15)
 Very little, if any, food and water sources (20)

If multiple characters forage, each character makes a separate


check. A foraging character finds nothing on a failed check. On a
successful check, roll 1d6 + the character's Wisdom modifier to
determine how much food (in pounds) the character finds, then
repeat the roll for water (in gallons).

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