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<blockquote data-quote="Bad Fox" data-source="post: 7462742" data-attributes="member: 6794761"><p>Nice work! I'm always interested in reading different 5e conversions for Dark Sun, as I'm gearing up to start a game with my group. Just finished a writeup for the races of Dark Sun yesterday - I know there's a lot already out there, but I wanted to try putting together my own version. I tried to stick as close as possible to 2e source material, but make it fit neatly with the 5e design philosophy and ensure that all the races would be interesting to pick. It also borrows some solid bits and pieces from other homebrews available online.</p><p></p><p></p><p><em><strong><span style="font-size: 12px">Dwarf Traits </span></strong></em></p><p><em></em></p><p><em><strong>Ability Score Increase.</strong> Your Constitution score increases by 2, and your Strength increases by 1.</em></p><p><em></em></p><p><em><strong>Age.</strong> Dwarves mature at the same rate as humans, but are considered young until they reach the age of 50. They can live over 250 years.</em></p><p><em></em></p><p><em><strong>Size.</strong> Dwarves stand between 4 and 5 feet tall, and average about 200 pounds. Your size is Medium.</em></p><p><em></em></p><p><em><strong>Speed.</strong> Your base walking speed is 25 feet. Wearing heavy armor does not reduce your speed.</em></p><p><em></em></p><p><em><strong>Darkvision. </strong>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of gray.</em></p><p><em></em></p><p><em><strong>Dwarven Resilience.</strong> You have advantage on saving throws against poison, and you have resistance against poison damage.</em></p><p><em></em></p><p><em><strong>Dwarven Toughness.</strong> Your Hit point maximum increases by 1, and it increases by 1 every time you gain a level.</em></p><p><em></em></p><p><em><strong>Tool Proficiency.</strong> You gain proficiency with artisan’s tools of your choice.</em></p><p><em></em></p><p><em><strong>Focus. </strong>You choose a task to which you are presently committed, called a focus. It must require at least one week to complete. While performing tasks directly related to the completion of your focus, you may choose to gain advantage on any one skill check or saving throw for which you are proficient. </em></p><p><em></em></p><p><em>You must finish a short or long rest before you can use this feature again. Once you have completed your current focus, you may select a new one.</em></p><p><em></em></p><p><em><strong>Languages.</strong> You speak Common and Dwarvish. You may choose to read and write one or both of these languages.</em></p><p><em></em></p><p><em></em></p><p><em><strong><span style="font-size: 12px">Elf Traits</span></strong> </em></p><p><em></em></p><p><em><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2, and your Intelligence increases by 1.</em></p><p><em></em></p><p><em><strong>Age. </strong>Elves reach physical maturity at about the same age as humans. An elf can live up to 140 years.</em></p><p><em></em></p><p><em><strong>Size. </strong>Elves range from just over 6 to well over 7 feet tall and have lean builds. Your size is Medium.</em></p><p><em></em></p><p><em><strong>Speed. </strong>Your base walking speed is 30 feet. </em></p><p><em></em></p><p><em><strong>Darkvision.</strong> You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of gray.</em></p><p><em></em></p><p><em><strong>Keen Senses.</strong> You have proficiency in the Perception skill.</em></p><p><em></em></p><p><em><strong>Elf Weapon Training.</strong> You have proficiency with the longsword and the longbow.</em></p><p><em></em></p><p><em><strong>Unseen in the Wastes.</strong> You have advantage on Stealth checks while in the arid wilds of Athas.</em></p><p><em></em></p><p><em><strong>Desert Runner.</strong> You add your Constitution score to the total miles that you can travel per day.</em></p><p><em></em></p><p><em><strong>Languages.</strong> You speak Common and Elvish. You may choose to read and write one or both of these languages.</em></p><p><em></em></p><p><em></em></p><p><em><strong><span style="font-size: 12px">Half-Elf Traits </span></strong></em></p><p><em></em></p><p><em><strong>Ability Score Increase.</strong> Your Dexterity score increases by 2, and two other ability scores of your choice increase by 1.</em></p><p><em></em></p><p><em><strong>Age.</strong> Half-elves mature at the same rate humans do and reach physical adulthood at about the same age. They live a little longer than humans, often over a century.</em></p><p><em></em></p><p><em><strong>Size.</strong> Half-elves generally range from 6 to 7 feet tall and have heavier builds than their elven counterparts. Your size is Medium.</em></p><p><em></em></p><p><em><strong>Speed.</strong> Your base walking speed is 30 feet. </em></p><p><em></em></p><p><em><strong>Darkvision. </strong>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.</em></p><p><em></em></p><p><em><strong>Solitary Wanderer. </strong>You have proficiency in the Animal Handling and Survival skills.</em></p><p><em></em></p><p><em><strong>Languages.</strong> You speak Common and two extra languages of your choice. You may choose to read and write any of these languages.</em></p><p><em></em></p><p><em></em></p><p><em><strong><span style="font-size: 12px">Half-giant Traits </span></strong></em></p><p><em></em></p><p><em><strong>Ability Score Increase.</strong> Your Strength score increases by 4 and your Constitution increases by 2. Your Intelligence, Wisdom and Charisma scores decrease by 1.</em></p><p><em></em></p><p><em><strong>Age.</strong> Half-giants reach adulthood by the age of 30 and can live for up to 200 years.</em></p><p><em></em></p><p><em><strong>Size.</strong> Half-giants stand between 10 and 12 feet tall, and weigh in the neighbourhood of 1600 pounds. Your size is Large, which doubles your carrying capacity and the weight you can push, drag or lift.</em></p><p><em></em></p><p><em><strong>Speed.</strong> Your base walking speed is 35 feet. </em></p><p><em></em></p><p><em><strong>Giant Strength.</strong> You can have a Strength score as high as 22. Your melee attacks have a base reach of 5 feet and weapons crafted for you do an extra 1d4 damage. </em></p><p><em></em></p><p><em><strong>Giant Toughness.</strong> You roll each hit die twice when determining your total Hit Points, adding any Constitution bonus afterwards.</em></p><p><em></em></p><p><em><strong>Restrictive Bulk.</strong> You need at least 10 feet of space to move freely, but can squeeze through spaces at least 5 feet wide if you spend 1 extra foot of movement for every foot that you move. In spaces smaller than 10 feet, your attack rolls and Dexterity saving throws have disadvantage, and attack rolls against you have advantage. </em></p><p><em></em></p><p><em><strong>Massive Inconveniences.</strong> You require four times the amount of food and water that a human does. Personal items such as clothes, armour and weapons cost double. Buildings, furniture and conveyances are not often built to support your weight.</em></p><p><em></em></p><p><em><strong>Mercurial Nature.</strong> Half-giants can switch attitudes very quickly. To reflect this, one aspect of your alignment must be fixed and the other chosen at the end of each long rest. For example, a half-giant may have a fixed “lawful” alignment. Every morning, they must choose to be lawful good, lawful neutral, or neutral evil.</em></p><p><em></em></p><p><em><strong>Languages.</strong> You speak Common, which you may choose to read and write.</em></p><p><em></em></p><p><em></em></p><p><em><strong><span style="font-size: 12px">Halfling Traits </span></strong></em></p><p><em></em></p><p><em><strong>Ability Score Increase.</strong> Your Dexterity score increases by 2, and your Wisdom increases by 2.</em></p><p><em></em></p><p><em><strong>Age.</strong> Halflings age more slowly than humans, reaching adulthood at the age of 40 and generally living to 120.</em></p><p><em></em></p><p><em><strong>Size.</strong> Halflings typically stand a little over 3 feet tall and weight about 50 to 60 pounds. Your size is Small.</em></p><p><em></em></p><p><em><strong>Speed.</strong> Your base walking speed is 25 feet. </em></p><p><em></em></p><p><em><strong>Brave.</strong> You have advantage on saving throws against being frightened.</em></p><p><em></em></p><p><em><strong>Halfling Nimbleness.</strong> You can move through the space of any creature that is of a size larger than yours.</em></p><p><em></em></p><p><em><strong>Child of the Forest.</strong> You can attempt to hide even when only lightly obscured by foliage, heavy rain, mist, or other natural phenomena of the Forest Ridge.</em></p><p><em></em></p><p><em><strong>Feral Killer.</strong> You may change a successful attack roll with a melee or thrown weapon into a critical hit. You must finish a short or long rest before you can use this feature again.</em></p><p><em></em></p><p><em><strong>Languages.</strong> You speak Halfling. You may also read and write this language if you choose. It is strongly recommended that you select a background that allows you to learn the Common tongue.</em></p><p><em></em></p><p><em></em></p><p><em><strong><span style="font-size: 12px">Mul Traits </span></strong></em></p><p><em></em></p><p><em><strong>Ability Score Increase. </strong>Your Strength score increases by 2, and your Constitution increases by 1.</em></p><p><em></em></p><p><em><strong>Age.</strong> Muls reach adulthood in their late teens and usually live less than a century.</em></p><p><em></em></p><p><em><strong>Size.</strong> Muls are typically over 6 feet in height and weigh 240-300 pounds. Your size is Medium.</em></p><p><em></em></p><p><em><strong>Speed.</strong> Your base walking speed is 30 feet. </em></p><p><em></em></p><p><em><strong>Natural Athlete.</strong> You have proficiency in the Athletics skill.</em></p><p><em></em></p><p><em><strong>Powerful Build.</strong> You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.</em></p><p><em></em></p><p><em><strong>Inexhaustible Strength.</strong> You have advantage on all Constitution saving throws to prevent exhaustion, and all exhaustion levels are removed when you finish a long rest, provided you have ingested full daily portions of food and drink.</em></p><p><em></em></p><p><em><strong>Savage Attacks.</strong> When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.</em></p><p><em></em></p><p><em><strong>Languages.</strong> You speak Common and one extra language of your choice. You may choose to read and write one or both of these languages.</em></p><p><em></em></p><p><em></em></p><p><em><strong><span style="font-size: 12px">Thri-kreen Traits </span></strong></em></p><p><em></em></p><p><em><strong>Ability Score Increase. </strong>Your Dexterity score increases by 2, and your Wisdom increases by 1.</em></p><p><em></em></p><p><em><strong>Age.</strong> Thri-kreen reach physical maturity around the age of 6 and generally live for about 30 years.</em></p><p><em></em></p><p><em><strong>Size.</strong> Thri-kreen stand nearly 8 feet tall and weight over 450 pounds. Your size is Medium.</em></p><p><em></em></p><p><em><strong>Speed.</strong> Your base walking speed is 40 feet. </em></p><p><em></em></p><p><em><strong>Standing Leap.</strong> Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start. </em></p><p><em></em></p><p><em><strong>Armored Carapace.</strong> You have a tough exoskeleton, providing an AC of 13 + your Dexterity modifier. A shield can be used as normal, but you cannot wear armor. </em></p><p><em></em></p><p><em><strong>Efficient Adaptations.</strong> Thri-kreen do not require sleep and can rest while remaining alert and performing light tasks. You can be put to sleep by magical effects. You require 1 gallon of water per week to sustain yourself under normal conditions. </em></p><p><em></em></p><p><em><strong>Thri-kreen Weapon Training.</strong> You are proficient with the gythka and the chatkcha.</em></p><p><em></em></p><p><em><strong>Bite.</strong> Thri-kreen have a complicated jaw structure that can make unarmed strikes. You deal piercing damage equal to 1d4 + your Strength modifier, and the target must succeed on a Constitution saving throw or be poisoned for 1 minute. The DC equals 8 + your Constitution modifier + your proficiency bonus. If the saving throw fails by 5 or more, the target is paralyzed while poisoned this way. The target can repeat the saving throw at the start of its turns, ending the effect on a success. </em></p><p><em></em></p><p><em>After biting a target, you must finish a short or long rest before the poison is ready again.</em></p><p><em></em></p><p><em><strong>Claws.</strong> Your claws are natural weapons, which you can use to make unarmed strikes that deal slashing damage equal to 1d4 + your Strength modifier. </em></p><p><em></em></p><p><em><strong>Languages.</strong> You speak Thri-kreen. You may also read and write this language if you choose. It is strongly recommended that you select a background that allows you to learn the Common tongue.</em></p></blockquote><p></p>
[QUOTE="Bad Fox, post: 7462742, member: 6794761"] Nice work! I'm always interested in reading different 5e conversions for Dark Sun, as I'm gearing up to start a game with my group. Just finished a writeup for the races of Dark Sun yesterday - I know there's a lot already out there, but I wanted to try putting together my own version. I tried to stick as close as possible to 2e source material, but make it fit neatly with the 5e design philosophy and ensure that all the races would be interesting to pick. It also borrows some solid bits and pieces from other homebrews available online. [I][B][SIZE=3]Dwarf Traits [/SIZE][/B] [B]Ability Score Increase.[/B] Your Constitution score increases by 2, and your Strength increases by 1. [B]Age.[/B] Dwarves mature at the same rate as humans, but are considered young until they reach the age of 50. They can live over 250 years. [B]Size.[/B] Dwarves stand between 4 and 5 feet tall, and average about 200 pounds. Your size is Medium. [B]Speed.[/B] Your base walking speed is 25 feet. Wearing heavy armor does not reduce your speed. [B]Darkvision. [/B]You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of gray. [B]Dwarven Resilience.[/B] You have advantage on saving throws against poison, and you have resistance against poison damage. [B]Dwarven Toughness.[/B] Your Hit point maximum increases by 1, and it increases by 1 every time you gain a level. [B]Tool Proficiency.[/B] You gain proficiency with artisan’s tools of your choice. [B]Focus. [/B]You choose a task to which you are presently committed, called a focus. It must require at least one week to complete. While performing tasks directly related to the completion of your focus, you may choose to gain advantage on any one skill check or saving throw for which you are proficient. You must finish a short or long rest before you can use this feature again. Once you have completed your current focus, you may select a new one. [B]Languages.[/B] You speak Common and Dwarvish. You may choose to read and write one or both of these languages. [B][SIZE=3]Elf Traits[/SIZE][/B] [B]Ability Score Increase. [/B]Your Dexterity score increases by 2, and your Intelligence increases by 1. [B]Age. [/B]Elves reach physical maturity at about the same age as humans. An elf can live up to 140 years. [B]Size. [/B]Elves range from just over 6 to well over 7 feet tall and have lean builds. Your size is Medium. [B]Speed. [/B]Your base walking speed is 30 feet. [B]Darkvision.[/B] You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of gray. [B]Keen Senses.[/B] You have proficiency in the Perception skill. [B]Elf Weapon Training.[/B] You have proficiency with the longsword and the longbow. [B]Unseen in the Wastes.[/B] You have advantage on Stealth checks while in the arid wilds of Athas. [B]Desert Runner.[/B] You add your Constitution score to the total miles that you can travel per day. [B]Languages.[/B] You speak Common and Elvish. You may choose to read and write one or both of these languages. [B][SIZE=3]Half-Elf Traits [/SIZE][/B] [B]Ability Score Increase.[/B] Your Dexterity score increases by 2, and two other ability scores of your choice increase by 1. [B]Age.[/B] Half-elves mature at the same rate humans do and reach physical adulthood at about the same age. They live a little longer than humans, often over a century. [B]Size.[/B] Half-elves generally range from 6 to 7 feet tall and have heavier builds than their elven counterparts. Your size is Medium. [B]Speed.[/B] Your base walking speed is 30 feet. [B]Darkvision. [/B]You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. [B]Solitary Wanderer. [/B]You have proficiency in the Animal Handling and Survival skills. [B]Languages.[/B] You speak Common and two extra languages of your choice. You may choose to read and write any of these languages. [B][SIZE=3]Half-giant Traits [/SIZE][/B] [B]Ability Score Increase.[/B] Your Strength score increases by 4 and your Constitution increases by 2. Your Intelligence, Wisdom and Charisma scores decrease by 1. [B]Age.[/B] Half-giants reach adulthood by the age of 30 and can live for up to 200 years. [B]Size.[/B] Half-giants stand between 10 and 12 feet tall, and weigh in the neighbourhood of 1600 pounds. Your size is Large, which doubles your carrying capacity and the weight you can push, drag or lift. [B]Speed.[/B] Your base walking speed is 35 feet. [B]Giant Strength.[/B] You can have a Strength score as high as 22. Your melee attacks have a base reach of 5 feet and weapons crafted for you do an extra 1d4 damage. [B]Giant Toughness.[/B] You roll each hit die twice when determining your total Hit Points, adding any Constitution bonus afterwards. [B]Restrictive Bulk.[/B] You need at least 10 feet of space to move freely, but can squeeze through spaces at least 5 feet wide if you spend 1 extra foot of movement for every foot that you move. In spaces smaller than 10 feet, your attack rolls and Dexterity saving throws have disadvantage, and attack rolls against you have advantage. [B]Massive Inconveniences.[/B] You require four times the amount of food and water that a human does. Personal items such as clothes, armour and weapons cost double. Buildings, furniture and conveyances are not often built to support your weight. [B]Mercurial Nature.[/B] Half-giants can switch attitudes very quickly. To reflect this, one aspect of your alignment must be fixed and the other chosen at the end of each long rest. For example, a half-giant may have a fixed “lawful” alignment. Every morning, they must choose to be lawful good, lawful neutral, or neutral evil. [B]Languages.[/B] You speak Common, which you may choose to read and write. [B][SIZE=3]Halfling Traits [/SIZE][/B] [B]Ability Score Increase.[/B] Your Dexterity score increases by 2, and your Wisdom increases by 2. [B]Age.[/B] Halflings age more slowly than humans, reaching adulthood at the age of 40 and generally living to 120. [B]Size.[/B] Halflings typically stand a little over 3 feet tall and weight about 50 to 60 pounds. Your size is Small. [B]Speed.[/B] Your base walking speed is 25 feet. [B]Brave.[/B] You have advantage on saving throws against being frightened. [B]Halfling Nimbleness.[/B] You can move through the space of any creature that is of a size larger than yours. [B]Child of the Forest.[/B] You can attempt to hide even when only lightly obscured by foliage, heavy rain, mist, or other natural phenomena of the Forest Ridge. [B]Feral Killer.[/B] You may change a successful attack roll with a melee or thrown weapon into a critical hit. You must finish a short or long rest before you can use this feature again. [B]Languages.[/B] You speak Halfling. You may also read and write this language if you choose. It is strongly recommended that you select a background that allows you to learn the Common tongue. [B][SIZE=3]Mul Traits [/SIZE][/B] [B]Ability Score Increase. [/B]Your Strength score increases by 2, and your Constitution increases by 1. [B]Age.[/B] Muls reach adulthood in their late teens and usually live less than a century. [B]Size.[/B] Muls are typically over 6 feet in height and weigh 240-300 pounds. Your size is Medium. [B]Speed.[/B] Your base walking speed is 30 feet. [B]Natural Athlete.[/B] You have proficiency in the Athletics skill. [B]Powerful Build.[/B] You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift. [B]Inexhaustible Strength.[/B] You have advantage on all Constitution saving throws to prevent exhaustion, and all exhaustion levels are removed when you finish a long rest, provided you have ingested full daily portions of food and drink. [B]Savage Attacks.[/B] When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. [B]Languages.[/B] You speak Common and one extra language of your choice. You may choose to read and write one or both of these languages. [B][SIZE=3]Thri-kreen Traits [/SIZE][/B] [B]Ability Score Increase. [/B]Your Dexterity score increases by 2, and your Wisdom increases by 1. [B]Age.[/B] Thri-kreen reach physical maturity around the age of 6 and generally live for about 30 years. [B]Size.[/B] Thri-kreen stand nearly 8 feet tall and weight over 450 pounds. Your size is Medium. [B]Speed.[/B] Your base walking speed is 40 feet. [B]Standing Leap.[/B] Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start. [B]Armored Carapace.[/B] You have a tough exoskeleton, providing an AC of 13 + your Dexterity modifier. A shield can be used as normal, but you cannot wear armor. [B]Efficient Adaptations.[/B] Thri-kreen do not require sleep and can rest while remaining alert and performing light tasks. You can be put to sleep by magical effects. You require 1 gallon of water per week to sustain yourself under normal conditions. [B]Thri-kreen Weapon Training.[/B] You are proficient with the gythka and the chatkcha. [B]Bite.[/B] Thri-kreen have a complicated jaw structure that can make unarmed strikes. You deal piercing damage equal to 1d4 + your Strength modifier, and the target must succeed on a Constitution saving throw or be poisoned for 1 minute. The DC equals 8 + your Constitution modifier + your proficiency bonus. If the saving throw fails by 5 or more, the target is paralyzed while poisoned this way. The target can repeat the saving throw at the start of its turns, ending the effect on a success. After biting a target, you must finish a short or long rest before the poison is ready again. [B]Claws.[/B] Your claws are natural weapons, which you can use to make unarmed strikes that deal slashing damage equal to 1d4 + your Strength modifier. [B]Languages.[/B] You speak Thri-kreen. You may also read and write this language if you choose. It is strongly recommended that you select a background that allows you to learn the Common tongue.[/I] [/QUOTE]
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