TEXT: dungeonsdonuts.tumblr.com
  1
  Dark Sun™ was created by Troy Denning and Timothy B. 
  Brown. This supplement is a non-profit fan creation.
  Please support the official release
  The art used in this supplement has been used without 
  permission. Known contributing artists are listed below:
  Wayne Reynolds, Brom, Ralph Beisner, Eric Belisle, Kerem 
  Beyit, Zoltan Boros, Gabor Szikszai, Julie Dillon, Emrah 
  Elmasli, Wayne England, Jason A. Engle, Warren Mahy, 
  William O’Connor, David Rapoza,John Stanko, Sarah 
  Stone, Eva Widermann
  D&D Fifth Edition Rules
  Version 1.0
  Ki e l C h e n i e r
  Index:
  Character Creation......................1
  Races
  • Mul, Thri-Kreen............................2
  • Half-Giant, Other Races...................3
  • Wasteland Mutants.......................4
  Classes...........................................5
  Backgrounds................................6
  Wild Talents Table......................7
  New Rules....................................8
  Equipment, Survival Days, Patronage........9
  New items, Mounts, Pets......................10
  Flailsnails Conversion..............11
  Map of Tyr.................................12
  This PDF includes links to the D&D 
  Basic Rules, as well as blogs by Courtney 
  Campbell, Jeff Rients, Zak S.
  
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  Character Creation
  Roll 
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  Races (d12 or Human) 
  City Dwarf (PHB p20,
  BR p13)  *Con +2, Wis +1  
  *Speed 25ft *Darkvision 60ft
  Dune Dwarf
  (PHB p20, BR p13)
  *Con +2, Str +2 
   
  *Speed 25ft
  *Darkvision 60ft
  City Elf (PHB p23,
  BR p15) *Dex +2, Int +1 
   
   
  *Speed 30ft
  *Darkvision 60ft
  Desert Elf (PHB p23,
  BR p15)    *Dex +2, Wis +1 
   
  *Speed 35ft
  *Darkvision 60ft
  Jungle Halfling
  (PHB p23, BR p16)
  *Dex +2, Cha +1 
   
   
  *Speed 25ft     *Size small
  City Halfling (PHB
  p23, BR p16)  *Dex +2, Con +1 
   
  *Speed 25ft
  *Size small
  Half-Elf (PHB p38)
  *Cha +2, two other scores +1 
   
  *Speed 30ft  
   
  *Darkvision 60ft
  Mul (PDF p2)
  *Str +2, +2 Con    *Speed 30ft
  *One extra Hit Dice at
  t1st level
  Warrior Thri-Kreen
  (PDF p2)
  *Dex +2, Str +1        *Speed 35ft 
   
  *Darkvision 60ft
  Clutch-guard Thri-Kreen
  (PDF p2)  
  *Dex +2, Wis +1 
   
  *Speed 35ft *Darkvision 60ft
  Half-Giant (PDF p3)
  *Str +3 
  *Speed 30ft 
  *Resistant to non-magical piercing
  damage 
  Wasteland Mutant
  (PDF p3)
  *Abilities are random. 
  *Proficient with Water Dowsing
  Rod
  OR
  Human (PHB p29, BR p17)
  *All scores +1 
   
   
  *Speed 30ft  
   
   
  Backgrounds(2d8)
  Charlatan (PHB p128)
  *Deception, Slight of Hand
  *Disguise Kit, Forgery Kit
  Criminal (PHB p129,
  BR p38)
  *Deception, Stealth
  *Gaming Set, Thieves’ Tools
  Entertainer (PHB p130)
  *Acrobatics, Performance
  *Disguise Kit, Musical
  Instrument (x1)
  Gladiator (PDF p5)
  *Acrobatics, Performance
  *Healer‘s Kit, Exotic Weapon
  (x1)
  Guild Artisan (PHB p132)
  *Insight, Persuasion
  *Artisan’s Tools (x1),
  One language of your choice
  Hermit (PHB p134)
  *Medicine, Religion
  *Herbalism Kit, one language
  of your choice
  Noble (PHB p135)
  *History, Persuasion
  *Gaming Set, one language
  of your choice
  Outlander (PHB p136)
  *Athletics, Survival
  *Musical Instrument (x1),
  one language of your choice
  Psionic Adept (PDF p5)
  *Insight, History
  *Wild Talents (x3), one
  language of your choice
  Sage (PHB p137, BR 40)
  *History, Arcana
  *Two languages of your choice
  Soldier (PHB p140, BR p41)
  *Athletics, Intimidation
  *Gaming Set, Vehicles (land)
  Templar (PDF p5)
  *Insight, Intimidation
  *Templar‘s Fist, one language
  of your choice
  Urchin (PHB p141)
  *Sleight of Hand, Stealth
  *Disguise Kit, Thieves’ Tools
  Veiled Alliance (PDF p6)
  *Arcana, Stealth
  *Forgery Kit, Thieves’ Tools
  Wilder (PDF p5)
  *Athletics, Survival
  *Water Dowsing Rod
  Classes (d10)
  Barbarian (PHB p46)
  *Hit Die 1d12   *Saves: Str, Con
  *x2 skills 
  *Light/med armor, 
  shields, all weapons 
   
  Bard (PHB p51)
  *Hit Die 1d8 *Saves: Dex, Cha
  *x3 skills *Musical Instrument (x3) 
  *Light armor, simple weapons,
  hand crossbows, rapiers, short/
  longswords 
  Fighter (PHB p70, BR p24)
  *Hit Die 1d10 *Saves: Str, Con
  *x2 skills 
  *All armor, shields,
  all weapons 
  Druid (PHB p64) *Hit Die 1d8 
  *Saves: Int, Wis *x2 skills
  *Herbalism Kit    *Light/med armor, 
  shields, simple weapons, scimitars
  (all non-metal)
  Monk (PHB p76)   *Hit Die 1d8 
  *Saves: Str, Dex  *x2 skills *Artisan’s 
  Tools (x1) or Musical Instrument (x1)
  *Simple weapons, short swords
  Ranger (PHB p89)
  *Hit Die 1d10     *Saves: Str, Dex
  *x3 skills 
  *Light/med armor,
  shields, all weapons
  Rogue (PHB p94, BR p26)
  *Hit Die 1d8 *Saves: Dex, Int
  *x4 skills     *Thieves’ Tools 
  *Light armor, simple weapons, hand 
  crossbows, rapiers, short/longswords
  Psionicist (PHB p99/PDF p4)
  *Hit Die 1d6 *Saves: Con, Cha
  *x2 skills 
  *Daggers, darts, slings,
  quarterstaffs, light crossbows
  Wizard (PHB p112, BR p29)
  *Hit Die 1d6 *Saves: Int, Wis
  *x4 skills 
  *Daggers, darts, slings, 
  quarterstaffs, light crossbows
  Roll Again
  Body Skills
  (d4)
  Athletics
  (Str)
  Acrobatics
  (Dex)
  Sleight of
  Hand 
  (Dex)
  Stealth
  (Dex)
  Mind Skills
  (d8)
  Arcana
  (Int)
  History
  (Int)
  Investigation
  (Int)
  Nature
  (Int)
  Religion
  (Int)
  Medicine
  (Wis)
  Perception
  (Wis)
  Survival
  (Wis)
  Charm
  Skills  (d6)
  Animal
  Handling
  (Wis)
  Insight
  (Wis)
  Deception
  (Cha)
  Intimidation
  (Cha)
  Performance
  (Cha)
  Persuasion
  (Cha)                     
  *Starting 
  GP  (d6)
  5d4 gp
  2d4 x 10gp
  3d4 x 10gp
  4d4 x 10gp
  5d4 x 10gp
  5d6 x 10gp
  This game requires either a fifth edition Player’s Handbook, or the Basic Rules PDF. You can play a FLAILSNAILS character, 
  however some spells, mechanics, and items don’t work the same way on Athas. Be sure to check out the FLAILSNAILS 
  section (Page 10). 
  *Only use the Starting GP table if you’re not taking the starting equipment provided by your class.
  Trinket table:
  (PHB p159, BR p54)
  Starting money:
  (PHB p143)
  Armor:
  (PHB p144, BR p44)
  Weapons:
  (PHB p146, BR p45)
  Other gear:
  (PHB p148, BR p47)
  Spells:
  (PHB p207, BR p82)
  XP Table:
  (PHB p15, BR p10)
  Instructions:
  1.Roll 3d6 in order for 
  ability scores. 
  2. Roll for your race. Make 
  a note of what ability scores get 
  adjusted. 
  3. Roll for your background. Backgrounds 
  provide you with skills, proficiencies, and some 
  starting equipment. 
  4. Roll for/choose your class. Write down all your 
  skills and proficiencies.
  5. Roll for your skills. You  can choose one from 
  each column (Body, Mind, Charm) provided your 
  class gives you that many.
    5. Determine your starting equipment, weapons, 
  and armour. These things can be found in the 
  sections to the left.
  6. Choose your spells (if any).
  7. Fill in the remaining details (HP, AC, Attack 
  Bonuses, Speed, etc).
  Your Proficiency Bonus at 1st level is +2
  1
  
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  The New Races of Athas
  Dark Sun™ introduces four new playable races. Muls, Thri-
  Kreen, Half-Giants, and Wasteland Mutants.
  Mul
  These broad-shouldered, bald-headed humanoids are the 
  children of dwarves and humans; granted the strengths of 
  both and the weaknesses of neither. 
  • 
  Strength +2, Constitution +2
  • 
  Size: Medium
  • 
  Speed: 30ft
  • 
  Vision: Normal
  • 
  Incredible Toughness: You start play with two hit dice 
  at first level instead of one. So a 1st level Mul Barbarian 
  has 2d12 hit dice instead of 1d12.
  • 
  Dwarven Resilience: You have advantage on saving 
  throws against poison, and have resistance against 
  poison damage.
  • 
  Languages: You start play knowing common and 
  dwarven.
  Thri-Kreen
  Strange mantis-people, the Thri-Kreen are intelligent, four-
  armed, bipedal insects that roam the deserts of Athas in 
  familial tribes antd clutches. 
  • 
  Dexterity +2
  • 
  Size: Medium
  • 
  Speed: 35ft
  • 
  Vision: Darkvision
  • 
  Natural Jumper:  A thri-kreen is always considered to 
  have a running start when jumping.
  • 
  There are two subclasses of Thri-Kreen in the 
  Tablelands region: Warriors and Clutch-Guards.
  • 
  Warrior Thri-Kreen: Strength +1, warriors are more 
  formidable in appearance and have harder carapaces. 
  They develop in order to be the hunters and fighters 
  of their tribes. Their claws can be used instead of 
  weapons, dealing 1d8 + Strength modifier damage.
  • 
  Clutch-Guard Thri-Kreen: Wisdom +1, clutch-guards 
  are more nurturing and matronly than their warrior 
  kin, tending to take leader roles when possible. Once 
  per day, as an action they can secrete a ‘healing fluid’ 
  that acts as a healing potion (heals 2d4+ wisdom or 
  constitution modifier). This fluid is viable for 1 hour, 
  afterwards it spoils. 
  • 
  Languages: You start play knowing common and Thri-
  Kreen.
  2
  
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  Half-Giant
  These grey-skinned, eight foot tall brutes are the backbone 
  of slave encampments and armies across Athas; strong, 
  dim-minded, and able to withstand any punishment.
  • 
  Strength +3
  • 
  Size: Medium
  • 
  Speed: 30ft
  • 
  Vision: Normal
  • 
  Powerful Athlete: You have advantage on all Athletics 
  checks (climbing, jumping, lifting, pulling, etc).
  • 
  Stone’s Endurance: Your skin is that of a giant’s hide. 
  You have resistance to non-magical piercing damage.
  • 
  Languages: You start play knowing common.
  Other Races
  (and how they’re different)
  Humans remain the most abundant people in the Tyr 
  region; diverse in both appearance and social status. While 
  human slaves and beggars are as abundant as any other 
  3
  race, there are more human nobles than nobles of every 
  other race combined. Most of humanity views itself as 
  superior to all other peoples.
  Dwarves are short and stocky, but unlike their vanilla 
  fantasy counterparts, dwarves on Athas are always bald of 
  head and without beards. Dwarves have an innate calling 
  in their lives called a ‘Focus’; a goal or task they devote 
  their entire lives to achieving. When a dwarf dies before 
  completing her/his focus, the dwarf becomes a wraith.
  City Dwarves = Hill Dwarves.
  Dune Dwarves = Mountain Dwarves.
  Elves are generally not well thought of by other people; 
  a race of thieves, scavengers, and killers. Elves are tall, 
  long-legged desert rovers whose tribes wander the face of 
  Athas. They feel it is shameful to ride upon a beast.  Each of 
  the great city-states hosts a branch of the Elven Market, a 
  never-ending bazaar where the elves (and others who deal 
  in goods of dubious origin) sell their wares.
  City Elves = High Elves.
  Desert Elves = Wood Elves.
  Half-Elves are still considered children of two worlds, 
  but unlike in vanilla fantasy, this means they are often 
  killed as infants. To be a half-elf is to be the byproduct of 
  a shameful pairing, hated by both elves and humans. Most 
  half-elves within the city-states are slaves.
  Halflings are the oddest of all the races. Found 
  predominantly in the dense jungles beyond the Ringing 
  Mountains, halflings are savage cannibals known for 
  feasting on their enemies while they still live. Some believe 
  that druidic magic is a halfling invention, but most are 
  quick to dismiss halflings as tiny uncivilized brutes.
  Jungle Halflings = Lightfoot Halflings.
  City Halflings = Stout Halflings
  Dragonborn, Drow, Gnomes,
  Half-Orcs, and Tieflings have all been hunted 
  to the point of extinction. There are fewer than thirty of 
  each on the entire planet, making them especially rare 
  adventurers. While playing one of these races isn’t against 
  the rules, you should keep their rarity in mind. If you play 
  one of these races and that character dies, you cannot roll 
  up another character of that same race.
  
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  Wasteland Mutant
  The dark sun’s rays not only burn, but mutate those seared 
  by its heat and light. Those who emerge from a life in 
  the great wastes are something new and unique. Unless 
  stated otherwise in the table below, you have the following 
  statistics:
  • 
  Size: Medium
  • 
  Speed 30ft
  • 
  Vision: Normal
  • 
  You have proficiency with the Survival skill and Water
  • 
  Dowsing Rod tool.
  • 
  Languages: You start play knowing common.
  Roll a d20 twice, referencing the table below. Your 
  character is some kind of combination of the two. The 
  more unique and weird your description is, the better.
  1. Felinoid: You are a furry, bipedal cat person. +1 Dexterity, 
  you have claws that deal 1d6 slashing damage and can be 
  used in place of a melee weapon, you have advantage on 
  Perception checks. You are easily distractible, and take 
  disadvantage on any/all concentration checks.
  2. Seismic: You are some kind of living rock creature. +1 
  Constitution, you have resistance to all non-magical 
  piercing, slashing, and bludgeoning damage. Your speed is 
  reduced by 10 feet.
  3. Cockroach: You are an exoskeletal insect. +1 Dexterity, 
  small size, you have darkvision, you have resistance to 
  poison damage and advantage on all saving throws against 
  poison. You’re vulnerable to bludgeoning damage.
  4. Electrokinetic: Electricity runs through your veins. +1 
  Intelligence, you are resistant to lightning and thunder 
  damage, your attacks deal 1d6 extra lightning damage 
  on critical hits. You are vulnerable to damage from metal 
  weapons.
  5. Empath: You are gifted with the power of reading people’s 
  emotions and thoughts. +2 Charisma, has advantage on all 
  Insight and Persuasion checks, once per day can cause an 
  ally to reroll a natural 1, using the second result. You are 
  vulnerable to psychic damage.
  6. Giant:  You are absolutely huge! +1 Strength, large size, 
  you have advantage on all strength based skill checks, but 
  disadvantage on all dexterity based skill checks.
  7. Hawkoid: You are feathered and have wings and a beak. +1 
  Wisdom, able to fly up to 30 feet as a move action, you have 
  bird talons that deal 1d6 piercing damage and can be used 
  in place of a melee weapon. You are vulnerable to piercing 
  damage.
  8. Plant: You are a living plant creature. +1 Constitution, as 
  an action you can expend one of your hit dice, producing 
  a curative fruit that can either heal hit points equal to the 
  original hit dice, or remove one status ailment. You are 
  vulnerable to fire damage.
  9. Pyrokinetic: Fire dances around your very skin. +1 
  Constitution, you are resistant to fire damage, Once per day, 
  as an action you can conjure a small flame equivalent to that 
  of a torch within 5 feet of yourself. Your attacks deal 1d6 
  extra fire damage on critical hits. You are vulnerable to cold 
  damage.
  10. Swarm: You are one normal sized thing made up of dozens/
  hundreds of smaller things. +1 Wisdom, you can treat a 
  part of your body as a whole, sending one or more smaller 
  parts of you away up to 100 feet. You have resistance to 
  bludgeoning damage, but are vulnerable to area of effect 
  attacks (bursts, blasts, cones, etc).
  11. Speedster: You move so much quicker than the world 
  around you. +1 Dexterity, your base movement is 40ft. Once 
  per day, as a move action you can move twice your speed. 
  You take a -2 penalty to all Wisdom checks.
  12. Telekinetic: You can move things with the power of 
  your mind, independant of Psionics. +1 Intelligence, 
  you naturally gain the Mage Hand cantrip. If you are a 
  spellcasting class and get this cantrip as a class feature, 
  its range/power is doubled. You are vulnerable to psychic 
  damage.
  13. Arachnoid: You have the body of some kind of spider. +1 
  Dexterity, you have multiple limbs, advantage on all checks 
  related to climbing, once per day you can cast the ‘Web’ spell 
  as a 2nd level spell. This effect is organic and does not count 
  as arcane spellcasting. You are vulnerable to fire damage.
  14. Entropic: Everything you touch seems to age and turn to 
  dust. +1 Intelligence, you are resistant to necrotic damage, 
  your unarmed touch deals necrotic damage equal to half 
  your level, rounded down (minimum of 1 point of damage). 
  You cannot wear armour for more than 1d4 + your level 
  rounds, as it rots away on your body.
  15. Fungoid: You are some kind of strange mushroom creature. 
  +1 Strength, once per day, as an action you can cast the 
  Poison Spray cantrip. Your speed is reduced by 10 feet.
  16. Gelatinous: Your body is made up of gel-like acidic ooze. 
  +1 Constitution, your unarmed melee attacks deal an 
  additional 1d4 acid damage. You are immune to being 
  magically charmed. You take a -4 penalty to Dexterity.
  17. Reanimated: You are dead, but not quite ‘undead’. +1 
  Constitution, Once per day, when you are reduced to 0 or 
  fewer hit points by an attack, you are instead reduced to 1 
  hit point. You are vulnerable to radiant damage.
  18. Shapeshifter: Your body is formless...until you choose what 
  shape to give it. +1 Charisma, you can imperfectly imitate 
  other humanoid creatures, granting disadvantage on all 
  checks to recognize you. If you stay in a different guise for 
  more than 1 hour, the guise becomes permanent. 
  19. Simian: You are a descendant of a race of intelligent apes. 
  +1 Strength, when you score a critical hit in melee combat 
  you deal an additional 1d8 damage from your simian rage. 
  You do not start play knowing common, communicating 
  instead with grunts and sign language.
  20. Saurian: There is something decidedly lizardlike about 
  you. +1 Intelligence, you have a strong and wide tail, and 
  when you score a critical hit on an enemy you can use it to 
  knock that enemy prone (no save). You are vulnerable to cold 
  damage.
  4
  
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  Classes of Athas (and what’s different)
  Dark Sun™ is a world without divine powers and deities. 
  Clerics, Paladins, and Warlocks (who rely on otherworldly 
  supernatural patrons) do not exist as of yet, and are 
  unavailable to play. The current playable classes are as 
  follows:
  Barbarians, Fighters, Rangers,
  and Rogues are largely unchanged in Dark Sun; 
  hardened combatants and specialists of the desert 
  wasteland that is Athas. If one of these classes offer a 
  spellcasting option, then arcane defiling is an option (see 
  page 8).
  Bards are no mere performers in Dark Sun. More often 
  than not they work as spies, informants, and assassins who 
  dabble in poisons. Instead of being proficient with three 
  types of instrument, Dark Sun bards are proficient with one 
  instrument and poisons (Poisoner’s Kit). Bard spells are also 
  subject to arcane defiling.
  Druids are masters of primal magic, tapping into the 
  life force of Athas in a way that runs counter to wizards 
  and the sorcerer-kings. Druidic spells are not subject to 
  the rules of arcane defiling and preserving, as their powers 
  draw from a druid’s personal grove, or the grove of her/his 
  master.
  • 
  A druid has a hidden grove somewhere on Athas, 
  where they were trained. This grove can be as simple as 
  a farmer’s faro needle field or a large thicket of spindle-
  bushes, or as complex as a mountain jungle or secret 
  oasis. Your choice of grove ties into which Druidic Circle 
  you choose.
  • 
  A druid’s Wild Shape power is influenced by the ecology 
  of Athas. Animals like bears, wolves, eagles, and rats 
  went extinct centuries ago, but there are equivalent 
  animals and beasts that live in the wasteland with 
  similar statistics.
  Monks are similar to how they’re normally depicted, 
  except now their power comes from Psionics, rather than 
  Ki. Their mechanics are largely unchanged. If a monk 
  Monastic Tradition gives access to spellcasting, the spells are 
  not subject to arcane defiling, because they are psionically 
  powered.
  Psionicists (Sorcerers) are trained in ways 
  of channelling and focusing psychic energy into causing 
  change in the physical world, or change solely in the minds 
  of the slow of thinking. Psionicist spells are not subject to 
  the rules of defiling and preserving, as their power is drawn 
  solely from the mind of the caster.
  • 
  Only the Wild Magic Sorcerous Origin is available to 
  Psionicists, as dragon blood powers are the purview of 
  sorcerer-kings.
  • 
  All Psionicist spells deal Psychic damage, rather than 
  the damage type originally associated with them. This 
  is because the spell effects (and damage) occur only in 
  the target’s mind. Having the spell manifest change in 
  the physical world, IE, cause its normal type of damage, 
  costs 1 additional Sorcery Point. 
  • 
  Alternatively, you can use the Psionicist by Courtney 
  Campbell on Hack & Slash.
  Wizards are the most hated and feared group of 
  individuals on Athas. Their arcane power has caused the 
  planet to wither and die, becoming the vast desert that 
  it is today. While a few virtuous wizards exist, even their 
  powers can lead to defilement.
  • 
  Wizard spells are 
  subject to arcane 
  defiling and preserving 
  (See page BLANK).
  • 
  Wizards have the 
  following additional 
  Cleric spells available 
  to them on their spell 
  list.
   
  • 
  Cantrips: 
  Spare the Dying
  • 
  1st Level: 
  Command, Cure 
  Wounds, Healing 
  Word
  • 
  2nd Level: Gentle 
  Repose, 
  Lesser 
  Restoration
  • 
  3rd Level: 
  Mass Healing 
  Word, Revivify
  5
  
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  New Backgrounds 
  Templar
  You’ve spent most of your adult life in the service of a 
  sorcerer king or queen, and in return for your faithful 
  and unyielding service, you have access to some of their 
  sorcerous might.
  • 
  Skill Proficiencies: Intimidation, Insight
  • 
  Languages: One of your choice.
  • 
  Equipment: a bronze templar emblem (given to you 
  when you entered into service), a clay tablet and stylus, 
  templar robes/sash/cossack, a belt pouch containing 
  15gp.
  • 
  Feature: Templar’s Hands/Templar’s Fist. 
  • 
  This feature is similar to a Paladin’s Lay on Hands 
  power (PHB pg 84). You can also use this power to 
  harm an enemy creature for an amount of hit points 
  from your pool. The targeted creature must make a 
  Constitution saving throw against your Spell Save DC (8 
  + proficiency bonus + your Wisdom modifier). Failure 
  causes them to take that amount of necrotic damage. 
  Success equals half damage. Regardless of how much 
  damage is taken, the amount of hit points you specified 
  before the enemy creature rolls its saving throw is used 
  up. 
  Gladiator
  You’re a masterful combatant, trained to fight in arenas 
  and pits for money and glory (or perhaps your eventual 
  freedom). You’re the best at working a crowd and sizing up 
  your enemies. 
  • 
  Skill Proficiencies: Performance, Acrobatics
  • 
  Tool Proficiencies: One exotic weapon of your choice 
  (trident, net, etc), Healer’s Kit.
  • 
  Equipment: One exotic weapon of your choice, the 
  favour of an admirer or fan, a belt or sash awarded to 
  you for a prior victory.
  • 
  Feature: The People’s Champion.
  • 
  You can use your fame and renown to win common 
  people and slaves over to your side, or win the 
  affection of nobles if it suits you. If people have heard 
  of your combat exploits, they will act more favorably 
  towards you, or will tune into your sense of menace. 
  You can also easily find places where people will pay to 
  watch you fight.
  Psionic Adept
  You were trained to master ‘the way’ and its gifts, 
  influencing the world using the power of your mind. 
  Perhaps you’ve turned away from this path, but the 
  knowledge of its uses remains with you.
  • 
  Skill Proficiencies: Insight, History
  • 
  Languages: One of your choice.
  • 
  Equipment: Clay seal of graduation from a Psionic 
  School (or similar diploma), a small leather pouch of 
  obsidian beads, a belt pouch containing 10gp.
  • 
  Feature: Wild Talents.
  • 
  You have mastered the use of three wild talent 
  cantrips. You can choose the ones you want. 
  Wilder
  You have developed a number of psionic powers naturally, 
  honing them through practice rather than formal training. 
  Your powers are wild and often unpredictable, but always 
  useful in the vast desert that you call home.
  • 
  Skill Proficiencies: Survival, Athletics
  • 
  Tool Proficiencies: Water Dowsing Rod
  • 
  Equipment: a weather-worn cloak, a water dowsing 
  rod, a ceramic talisman (used to focus psionic power), 
  rations and water jug (5 water points).
  • 
  Feature: Random Wild Talent
  • 
  You know enough psionic skills to generate a random 
  wild talent. At the start of each new day (in game), roll 
  on the Wild Talents table. You are able to use that one 
  random wild talent cantrip for that day. You only get to 
  roll again for a new wild talent cantrip after completing 
  a long rest.
  6
  
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  Veiled Alliance
  You work for a secret organization that is devoted 
  to overthrowing the sorcerer-kings and ending their 
  defilement of the planet. You know that arcane magic can 
  be used for good as well as evil, and make preservation 
  your goal.
  • 
  Skill Proficiencies: Arcana, Stealth
  • 
  Tool Proficiencies: Forgery kit, Thieves’ tools
  • 
  Equipment: a set of fine clothes, a forgery kit, an 
  obsidian token used to magically communicate with 
  your veiled contact, a list of recent orders and pass-
  phrases, a belt pouch with 15gp.
  • 
  Feature: Veiled Contact.
  • 
  You have a superior contact within one of the major 
  city states of Athas. This contact can shelter you 
  from harm and reprisal, help hide your deeds and 
  recent actions, and offer counsel when needed. In 
  exchange, this contact will provide you with missions 
  and directives from those who wear the veil. This 
  contact can help you in a moment’s notice, but will 
  abandon you if you take action that the veiled alliance 
  disapproves of.
  Wild Talents Table (d20)
  The following powers are cantrips that can be used as either an 
  action or a reaction, once per round if in combat. Any existing 
  cantrips that are found in the Player’s Handbook deal Psychic 
  damage instead of their original type of damage.
  1. 
  Guidance: As an action, you touch a willing creature, 
  granting them a bonus 1d4 to the next ability check of their 
  choice. Lasts up to 1 minute with concentration (PHB pg. 
  248).
  2. 
  Resistance: As an action, you touch a willing creature, 
  granting them a bonus 1d4 to the next saving throw of their 
  choice. Lasts up to 1 minute with concentration (PHB pg. 
  272).
  3. 
  Spare the Dying: As an action, you touch a living creature 
  that has 0 or fewer hit points. That creature becomes stable 
  (PHB pg. 277).
  4. 
  Blade Ward: As an action, you grant yourself resistance 
  against bludgeoning, piercing, and slashing damage during 
  the next round (PHB pg. 218).
  5. 
  Friends: As an action, you grant yourself advantage on all 
  charisma checks directed at one non-hostile creature. Lasts 
  for 1 minute with concentration (PHB pg. 244).
  6. 
  Mage Hand: As an action, you create a spectral hand that can 
  reach out up to 30 feet, manipulating objects around it up to 
  10 pounds. The hand lasts for up to 1 minute (PHB pg. 256).
  7. 
  Minor Illusion: See PHB entry for full details, pg. 260.
  8. 
  Prestidigitation: See PHB entry for full details, pg. 267.
  9. 
  True Strike: As an action, you choose a target within 30 feet 
  of you. On your next turn you have advantage against that 
  target (PHB pg. 284).
  10. Chill Touch: As an action, make a ranged attack roll against a 
  target within 120 feet. On a hit, that target takes 1d8 psychic 
  damage and can’t regain hit points until the start of your 
  next turn (PHB pg. 221). 
  11. Body Equilibrium: You ignore speed penalties on difficult 
  terrain, and have advantage on Athletics and Acrobatics 
  checks based on balancing.
  12. Far Hearing: Choose a point within 50 feet of you that you 
  can see (or otherwise sense). For 1 minute you can now hear 
  that point perfectly.
  13. Know Direction: For 1 hour you know which direction north 
  is, and have advantage on all Perception and Nature checks 
  that relate to navigation.
  14. Mental Tools: For 1 minute multiplied by your level, you 
  create the mind projection of a simple tool that you can use 
  to aid yourself. This tool is insubstantial when used against 
  other creatures.  
  15. Object Projection: As an action, you teleport an object you 
  are holding in one hand to a a space within 50 feet of you or 
  to a willing creature within 50 feet of you.
  16. Psionic Spark: As an action, you cause a single object or 
  creature within 25 feet of you to catch on fire. The target 
  takes fire damage equal to that of being hit with a torch. 
  17. Sensing Eye: As a bonus action, you choose a space you can 
  see that is within 25 feet of you. Until the end of your next 
  turn, you can determine your line of sight from that space.
  18. Thought Projection: As a bonus action, you convey either 
  an image or a message of 10 words or fewer to each target 
  within a 15 foot radius centred on you.
  19. Reroll. The second result’s range/duration/effect is doubled. 
  Casting time and required action remains the same.
  20. Reroll. The second result’s range/duration/effect is doubled. 
  Casting time and required action remains the same.
  7
  
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  New Rules
  Arcane Defiling and Preserving
  Dark Sun is a setting that’s defined by its 
  complex relationship with sorcery and the 
  character classes who use it. Magic spells come 
  from the life force of plants and animals around 
  the caster. Preservers do their best to return 
  this energy back to the land, and Defilers 
  selfishly take it, causing living things around 
  them to die. 
  This makes for a lot of interesting flavour 
  and roleplaying, but is harder to pin down 
  mechanically. Should preserving be a slower 
  process? Should defiling be mechanically 
  incentivized? Which of the two is considered 
  the default? Can a person do both? Is defiling 
  the ‘easier’ path, or is it more harmful to those 
  around a caster?
  In the past, the difference between defilers and 
  preservers was class based. They leveled up at 
  different speeds, and their bonuses/penalties 
  to spellcasting was influenced by their terrain. 
  This kind of play doesn’t work well with fifth 
  edition D&D, which evens the XP playing field 
  by having all classes level up at the same rate. 
  In the end, the following system for ‘Arcane 
  Defilement’ is the way it is primarily for ease 
  of use. It stacks on top of the existing magic 
  system with as few changes to the rules as 
  possible, while being impactful to players in a 
  mechanical way, as opposed to just in terms of 
  flavour and story.
  • 
  Spellcasters are considered to be Preserving by default. 
  • 
  Personal Arcane Defiling: When you miss with a spell 
  roll, or an enemy succeeds on a saving throw against a 
  spell you cast, you can choose to reroll (or have them 
  reroll), using the second result. In addition, each ally 
  (willing or unwilling) within 100 feet of you takes 
  necrotic damage equal to their maximum hit dice value 
  (a rogue takes 6, a fighter takes 10, etc) + the spell’s 
  level. This damage ignores immunities and cannot be 
  reduced in any way. If no allies are present, you take 
  the damage instead.
  • 
  Environment Arcane Defiling: This form of defiling can 
  only be used when you are within 100 feet of healthy, 
  lush plant life or water (scrub grass, farmland, jungle, 
  oasis, ponds or wells, mud fields, gardens, etc) When 
  you miss with a spell roll, or an enemy succeeds on a 
  saving throw against a spell you cast, you can choose 
  to reroll (or have them reroll), using the second result. 
  In addition, all terrain around you withers and cracks, 
  becoming difficult terrain. 
  Weapon Breakage
  When you roll a natural 1 on an attack roll, your weapon 
  has a chance to break. You can accept the result, 
  automatically missing the attack as usual, but keeping your 
  weapon intact. Alternatively, you can reroll. Regardless 
  of the reroll result, a nonmetal weapon breaks once the 
  attack is complete.
  A metal weapon, however, breaks only if you roll a natural 
  5 or lower on the reroll. This rule gives you a say in whether 
  a weapon breaks. You can play it  safe and accept the errant 
  attack, or you can attempt to avoid a miss by risking your 
  weapon.
  Sun Sickness and Desert Travel
  The extreme temperatures caused by Athas’s sun are 
  relentless. Precautions mitigate this danger for a time, but 
  can never eliminate it.
  • 
  Each daylight period that an unsupplied character or 
  mount travels through the wilderness, Athas makes an 
  attack against their Constitution score. On a hit, the 
  target contracts sun sickness. If a creature suffering 
  from sun sickness is hit again, it loses 1 hit die or hit 
  points equal to its hit die value if it has no hit dice left.
  • 
  If hit, a character must make a Constitution saving 
  throw every hour (DC 10).
  • 
  These saving throws work just like death saves. You 
  need three successes to recover. After three failures, 
  the character dies.
  • 
  A character suffering from sun sickness has 
  disadvantage on all attack and skill rolls.
  • 
  Expending 2 uses from a healer’s kit is enough to cure 
  sun sickness, as is any restoration spell. 
  Resting by Day: Adventurers who take long rests 
  during the day remain subject to contracting sun sickness, 
  but Athas’ attacks have disadvantage.
  Night Travel: Travelling by night is easier in terms 
  of avoiding exposure to Athas’ sun, but the chances of 
  random encounters are doubled. 
  8
  
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  Equipment, Survival Days, and Patronage 
  Unless otherwise stated, or mentioned by a dungeon 
  master, all equipment rules and costs are the same as they 
  are in the Player’s Handbook.
  Currency in Dark Sun is made up of minted ceramic bits, 
  embossed with the symbol of the sorcerer-king of the city 
  the bit was minted in. These bits are used in place of metal 
  coins, but are equivalent in worth. 
  All armours found in the Player’s Handbook are usable 
  in Dark Sun. However, the materials they’re made of are 
  different, as Athas is a metal-poor world.
  • 
  Cloth: strange sentient bird feathers, crystal spider 
  silk, giant’s hair, wool, etc.
  • 
  Leather and Hide: giant bug and baazrag skins, 
  sometimes flying mantaray and roc hides as well. 
  • 
  Chain and Splint mail: sewn together scales from 
  lizards and mutants, segments of carapace and 
  shell. 
  • 
  Full plate: whole pieces of carapace and shell, 
  chitinous materials, some crystal. 
  All weapons are subject to Weapon Breakage. When you 
  choose or buy a weapon from the PHB, roll on the table 
  below to see what material it’s made from.
  Weapon Material Table (d6):
  1. Obsidian
  2. Bone
  3. Shaped Carapace
  4. Treated Wood
  5. Crystal
  6. Hardened Stone
  All other items in the Player’s Handbook and Basic Rules are 
  available for purchase. If an item mentions that it’s made of 
  metal, the item is actually comprised of different materials 
  (crystal, obsidian, bone, etc).
  Metal items, weapons, and armour can be sold to nobles, 
  trade houses, and wealthy individuals for 1d8+1 times 
  what their original selling price is.
  Survival Days
  Physical coinage cannot immediately solve a parched 
  throat or a hungry belly. Treasure and wealth mean little in 
  desert, which is where Survival Days come in. 
  Survival Days are an abstract point system that tracks what 
  a PC will need in order to survive in the harsh world of 
  Athas. A single Survival Day (1 SD) amounts to enough food, 
  water, and everyday fmaterials needed for a PC to survive in 
  the desert or on the streets of a city-state without refuge.
  • 
  Survival Days can be purchased in major settlements 
  for 10gp each.
  • 
  A Survival Day can be made by combining a half-gallon 
  of water with food sufficient for 1 day (gathering such 
  supplies might carry no cost in an area where water is 
  available and food can be hunted).
  • 
  Survival Days can be sold for a minimum of 5gp each, 
  though many may be desperate enough to pay more.
  • 
  After each long rest, a character can expend a Survival 
  Day to become supplied until the next extended rest 
  or until 24 hours pass, whichever occurs first. Supplied 
  characters are not susceptible to sun sickness (see Page 
  BLANK).
  • 
  Taking more than 1 short rest in a single day consumes 
  a Survival Day, or similar resources.
  9
  
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  Patronage
  Patronage represents the favour of an important and 
  affluent individual or organization. Nobles, sorcerer-kings, 
  trade houses, cults, the Veiled Alliance, etc. 
  • 
  Patronage is measured in gp, but typically is given in 
  the form of an abstraction: a royal favour, a letter of 
  patronage, a house seal, etc. 
  • 
  Patronage is rewarded as set amounts of gp, but can 
  sometimes be exceeded (getting a merchant to sell you 
  something that’s cost exceeds what your patronage 
  allows). Doing so is a risky proposition. 
  • 
  Patronage is not accepted everywhere. Finding vendors 
  who will accept your patron may take longer than if 
  you were to use coinage.
  New Items, Mounts, and Pets
  Items:
  • 
  Desert Survival Clothing (10gp): Gives +1 bonus to 
  Constitution checks and saves while in the desert.
  • 
  Distillation Kit (50gp): Extracts water from wastes and 
  toxic fluids. Using a distillation kit for 6 hours produces 
  1 day’s worth of “clean” water.
  • 
  Dowsing Rod (20gp): Grants advantage on Nature 
  and Survival checks to find water. You must have 
  proficiency with dowsing rods in order to use them.
  • 
  Filter Mask (1gp): Affixing this mask to the face allows 
  the wearer to breathe normally during dust storms.
  • 
  Rope, giant hair (10gp): This strong cord has resistance 
  to slashing, piercing, and bludgeoning damage.
  • 
  Sun Balm (50gp): Has 10 uses. Each use makes the 
  wearer immune to Sun Sickness for 5 hours.
  • 
  Survival Day (10gp): Enough food, water, and specific 
  supplies needed to survive a day in the harsh desert.
  Mounts:
  • 
  Crodlu: A mix between an ostrich and a salamander. 
  Stats equivalent to Draft Horse (Monster Manual p321) 
  except replace ‘Hooves’ with ‘Peck’. War Crodlu have 
  stats equivalent to War Horse (Monster Manual p340).
  • 
  Erdlu: Smaller version of the Crodlu. Has useless 
  wings instead of arms. Ideal for smaller riders. Stats 
  equivalent to Pony (Monster Manual p335).
  • 
  Inix: Also called a dune behemoth, it’s like a giant 
  komodo dragon. Stats equivalent to Giant Crocodile 
  (Monster Manual p324).
  • 
  Kank: They’re basically giant ants. Stats equivalent to 
  Giant Spider (Monster Manual p328).
  • 
  Mekillot: This huge beast of burden is like an enormous 
  slug but with elephant skin and legs. Stats equivalent 
  to Elephant (Monster Manual p322).
  Pets:
  • 
  Kivit (50gp): These green furred, six-legged kittens are 
  popular with roaming elven children. They have small 
  poison glands that are capable of producing a lethal 
  venom.
  • 
  Gem Twirler (150gp): Sentient, moving gem stones. 
  These creatures communicate psionically and are 
  favoured by Balican nobles and spies. They remember 
  every thought of their owners, and can sometimes 
  share those thoughts.
  • 
  Stunted Drakes (100gp): These miniature reptiles 
  are slow and clumsy, but are sometimes capable of 
  breathing fire or poison gas.
  • 
  Spiderhead (60gp): The product of a parasitic lifeform, 
  these are halfling heads that have sprouted spiderlegs 
  from their neck stumps. They mimic sounds like 
  parrots.
  • 
  Gasbag (100gp): Floating sacs of gas and energy held 
  together by a thin, waxy membrane. These psionically 
  sensitive creatures produce a euphoric feeling in those 
  it comes into contact with. This effect is dangerous in 
  large doses.
  10
  
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  Important Setting Considerations
  • 
  Metal is scarce, so your metal items could sell for a 
  small fortune (or make you the target of thieves).
  • 
  Magic is considered evil. Even small cantrips often carry 
  a death penalty in most city-states.
  • 
  Divine powers don’t work. If you’re playing a cleric or a 
  paladin, things are gonna be tough for you.
  You can play a FLAILSNAILS character, but she/he is subject 
  to the following easy changes:
  • The gods cannot see (or choose not to see) Athas. 
  Cleric and Paladin spells have a 15 + your level percent 
  chance of success. Any time you want to cast a spell, 
  you must make a percentile roll. Success means the 
  spell is cast normally. Failure means the spell doesn’t 
  work (but the spell slot isn’t used up).
  • Your character has Hit Dice. This is a mid-game 
  healing mechanic from fifth edition. Every class has 
  a number of hit dice equal to their level (A 3rd level 
  fighter has 3d10 hit dice). They can be spent during a 
  short rest (1 hour) to bump your hit points back up. 
  • 
  Barbarians, Dwarves = d12
  • 
  Fighters, Paladins, Rangers = d10
  • 
  Wizards, Sorcerers, Halflings,    Alices = d6
  • 
  All others = d8
  • Ascending armour class. 5e uses ascending 
  rolls for everything, but ‘to hit’ rolls are most 
  important. If your character has descending 
  armour class, you can convert it pretty 
  quickly by subtracting your AC value from 
  20. So a descending AC of 4 is an ascending 
  AC of 16. 
  • Non-unique items. Some games handle things 
  like shields, plate mail, crossbow reloading, and 
  polearms differently. All these items and their bonuses/
  drawbacks conform to 5e rules unless otherwise stated 
  by the GM.
  There’s also the following general guidelines:
  • 
  Firearms and magic items are permitted. All work as 
  their original system describes. However, it’s your 
  responsibility as a player to have those rules available 
  and ready to share with the GM if asked. Otherwise, 
  their effects, random quirks, and rates of failure or 
  mishap are up to the GM.
  • 
  Characters of a level higher than that of the group 
  must roll on the Default FLAILSNAILS High-Level PC 
  Handicapping Rules For D&Dish Games. Click Here for 
  the Table.
  • 
  All other conventions fall in line with the Flailsnails 
  Convention articles passed down from Jeff Reints, Zak 
  S, Calithena, and others. Articles available HERE. This 
  includes leveling up/experience points and high-level 
  PC handicapping.
  FLAILSNAILS
  Character Conversion 
  11
  
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  12
  Maps of Tyr and Tyr Region 
  Tyr at a glance
  • 
  Population: Just over 30’000
  • 
  There are 17 public city wells, all 
  gaurded.
  • 
  Shops: You can conceivably buy 
  anything in Tyr, with illegal items 
  sometimes found in the Elven 
  Markets (magical componants, 
  slaves, ancient relics.
  • 
  Unexplored Dungeons: 
  • 
  Under-Tyr: a system of 
  tunnels, caves, and sewers.
  • 
  Golden Palace: the 
  sorcerer-king Kalak’s home 
  and lair.
  • 
  Kalak’s Ziggurat: 
  megadungeon filled with 
  traps and treasures. 
  • 
  Quest Givers:
  • 
  Agis of Asticles: noble, 
  senator, deposer of Kalak.
  • 
  Lady Penumbra: noble, 
  enormous dark elf, 
  exceedingly wealthy.
  • 
  Sub-matron Galash: noble, 
  head of a trade house from  
  Altaruk, is a severed head.
  Random Encounters
  Sandy Wastes (d6)
  1. Desert Marauders (2d4)
  2. Evil Vultures (1d6)
  3. Ransacked caravan, chance of 
  survivors
  4. Silt Runners (1d4)
  5. Sarlac Pit
  6. Giant ants (kanks) confused and 
  angry (1d6)
  Stony Barrens (d8)
  1. Evil Vultures (1d8)
  2. Zombie Cactus
  3. Zombie Cactus devouring a lost 
  group of nobles
  4. Elf Runners (2d6)
  5. Baazrag Swarm (1d4)
  6. Urikite Slavers (1d6 slavers and 
  1d4 templars
  7. Giant Trapdoor Spider
  8. Thri-Kreen tribe (2d6) 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Dark Sun 5e Rules v1.1.pdf