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<blockquote data-quote="Zardnaar" data-source="post: 7443394" data-attributes="member: 6716779"><p style="text-align: center"><strong>Darksun Players Guide</strong></p><p></p><p> Ideally the PHB races would be rewritten along with a Air, Earth, Fire, Water domains for clerics. For now the following is good enough for placeholder rules. Darksun does not use subraces there are no hill and mountain Dwarves for example. Kreen and Half Giants are a work in progress but likely they will be slightly more powerful than the PHB races but the other races will get an ASI/feat to compensate and CRs of the MM critters can be lowered by 1 (the MM critters are slightly easy anyway lets face it). There are 11 classes and 8 races to pick from. </p><p></p><p>Starting Characters</p><p></p><p>PCs on Darksun are tougher than characters from other worlds. All Athasian PCs start at level 3 and gain a bonus ability score increase. Half Giants do not gain an additional ability score improvement. </p><p></p><p><strong>Races</strong></p><p>The following races are allowed on Darksun. Other races and sub races are unavailable for PCs as they either do not exist on Athas or are unknown to the world at large. </p><p></p><p>Elf The Wood Elf from the PHB is allowed on Athas. They receive +1 intelligence instead of +1 wisdom</p><p></p><p>Dwarf. The Hill Dwarf is the Athasian Dwarf.</p><p></p><p>Halfling. The Stout Halfling represents the Athasian Halfling.</p><p></p><p>Half Elf. Half Elves Exist on Athas. </p><p></p><p><strong>Humans</strong>.</p><p></p><p>Athasian humans get +2 to two ability scores of their choice and +1 on two other ability scores of their choice. They also gain proficiency with a skill of their choice. </p><p></p><p><strong>Half Giant</strong></p><p>Ability Score Increase Half Giants gain +4 strength, +2 constitution and -2 intelligence, -2 wisdom and -2 charisma.</p><p>Age Half Giants live to around 200 years of age. </p><p></p><p>Alignment Half Giants may change their alignment when they complete a long rest. They tend to have the same alignment as the strongest or most charismatic individual they associate with. </p><p></p><p>Size Half Giants are usually between 10-12 feet tall. They are large sized. </p><p></p><p>Durable Your hit point maximum increases by 2, and it increases by 2 every time you gain a level. Additionally when you spend a hit dice to regain hit points Half Giants may roll an additional dice. </p><p></p><p>Oversized Weapons. Half Giants may treat weapons with the two handed property as if they had the one handed weapon property. </p><p></p><p><strong>Mul</strong></p><p>Ability Score Increase Muls gain +2 strength, +1 constitution </p><p></p><p>Age Mul’s live to around 120 years of age. </p><p></p><p>Alignment Any</p><p></p><p>Size Mul’s are medium sized.</p><p></p><p>Great Endurance: Advantage on constitution checks </p><p></p><p>Relentless Endurance (as half orc)</p><p></p><p>Brutal Attack (as half orc savage attack)</p><p></p><p>Natural Athlete: You have proficiency in Athletics</p><p></p><p><strong>Thri Kreen</strong></p><p>Ability Score Increase Your dexterity score increases by 2, your wisdom score increases by 1. </p><p></p><p>Speed 40’</p><p></p><p>Claws Your Claws are natural weapons you can use to make unarmed strikes. If you hit with them you deal slashing damage equal to 1d6+ your strength modifier instead of the usual bludegeoning damage.</p><p></p><p>Exoskeleton Your exoskeleton is durable and thick. When you aren’t wearing armor your AC is 13+ your dexterity modifier. </p><p></p><p>Extra Limbs You may draw an additional item per round and hold an additional two items, weapons or one two handed weapon. </p><p></p><p>Flurry As a bonus action you may make a claw or weapon attack against adjacent opponents. </p><p></p><p>Sleepless Kreen do not need to sleep but still need to rest.</p><p></p><p>Thri Kreen Weapons Training you are proficient with the Chatkas (treat as dart), and the Gythka (treat as a glaive). </p><p> </p><p>Languages. Common, Kreen</p><p></p><p><strong>Classes</strong></p><p>The following Classes and archetypes are allowed. Multiclassing is allowed on Athas. </p><p></p><p><strong>Barbarian </strong>The Berzerker archetype is allowed on Athas. </p><p></p><p><strong>Bard </strong>The PHB Bards do not exist on Athas. They are Rogues: Assassins.</p><p></p><p><strong>Cleric</strong>.</p><p>Athasian clerics draw their power from the elements. The elements grant the following domains. </p><p>Air. Tempest, </p><p>Earth. Nature, Stone</p><p>Fire. Flames, Light</p><p>Water. Healing, Water</p><p>The Flames, Stone, Water domains are found in En5ider 65 Priests of Elemental Power. </p><p></p><p><strong>Druid</strong></p><p> Druids may be land Druids and select Desert, Grasslands or Swamp as options. Forest Druids are rare and tend to be halflings or from Gulg or Nibenay. They draw their power from Spirits of the Land. </p><p></p><p><strong>Fighter </strong>The Athasian Fighter is the Battlemaster. At higher levels Fighters often lead armies on the world of Athas.</p><p></p><p><strong>Gladiator </strong>The Gladiator is a Champion fighter. Gladiators may add the perform skill to their list of skills thay can choose. </p><p> </p><p><strong>Ranger </strong>The Hunter Ranger is allowed on Darksun. </p><p></p><p><strong>Mystic</strong>. The Mystic class (Unearthed Arcana article) is allowed on Darksun. </p><p></p><p><strong>Templar </strong>Templars are servants of the Sorcerer Kings. They must be of non good alignment. They are treated as Clerics with the War Domain. </p><p>Rogue</p><p></p><p><strong>The Thief</strong> is allowed in a Darksun game. </p><p></p><p><strong>Wizard </strong>Wizards are allowed on Darksun although they are hunted by Templars and shunned by the general populace who blame them for the state of Athas. They follow the defiling rules. </p><p></p><p><strong>Athasian Currency.</strong></p><p>The world of Athas is poor in metal. The ceramic piece is used as currency and an item in the PHB that costs 15 gp for example costs 15 cp instead. Items made out of metal however cost the the PHB price. Athasians use substitutes where they can and if one can find 100 ceramic pieces equal 1 gp. A smaller coin known as a bit is also minted, there are 10 bits to a Cp. A real gold coin is worth 100 Cp.</p><p></p><p><strong>Athasian Equipment Inferior Materials</strong></p><p></p><p>Athasian armor tends to be lighter than the equivalent on other worlds. Rather than metal plates substitutes of wood, bone, chitin, or stone have been used. Padded, leather and hide are unchanged. Scale is made out of the hardest materials Athasians can substitute such as pieces of Mekilot hide or hardened carapace. A chain shirt is a scale shirt and is made out of scales and offers less protection than a full suit of scale armor. Breastplate, Half Plate and all the heavy armor’s have no substitutes and are very rare and expensive to acquire. Chainmail for example costs 100gp or 10 000 Cp assuming you could even find a suit for sale. Athasian equivalents are identical to the PHB ones but are -1 AC and allow +1 dex modifier. For example plate armor on Athas is AC +7 with a dexterity modifier of +1.</p><p></p><p></p><p>Athasian weapons are usually made out of inferior materials such as stone, bone or wood. A wooden club still functions the same but a sword is often made out of obsidian for example. Weapons made out of inferior materials reduce the damage by one dice (1d8 becomes 1d6, 1d6 becomes 1d4 etc). Weapons made out of Substituted materials cost half the listed PHB price (in ceramic pieces). Weapons made out of wood such as bows, clubs and staves function normally. Ammunition however deals reduced damage, a fire hardened arrow is not as good as steel. Additionally if you roll a 1 on the attack roll the weapon breaks after it deals damage. </p><p></p><p>Some weapons such as a chatka or gythka are made out of alternative materials and are treated as metal objects. At the DMs discretion inferior weapons my impose disadvantage to hit depending on the situation a wooden sword vs metal armor or a critter with strong natural armor (AC 17+ excluding dexterity bonus). </p><p></p><p><strong>World of Athas</strong></p><p></p><p><strong>Resting</strong></p><p>Athas is a harsh world and the following variant rules are used. After a long rest you do not regain any hit points. You regain a maximum of a single hit dice with a long rest. Short rest abilities that restore hit points (such as a fighters second wind) may be used a maximum of twice per long rest.</p><p></p><p><strong>Extreme Heat</strong></p><p>Athasians are treated as adapted to hot climates (DMG pg 110). However once the temperature gets over 130 degrees the extreme heat rules apply to Athasians. </p><p></p><p><strong>Foraging ( DMG pg 111)</strong></p><p>The default DC for Atha’s is limited and very little (if any) food and water sources (DC 20). Abundant food is very rare and mostly limited to the fields of the city states or village, an oasis, the Crescent Forest/Ridge, a Druids grove or the private gardens of a Sorcerer King (DC 10). Limited food (DC 15) is rare is and located in places such as scrub lands. </p><p> Certain places in Athas are DC 25 for survival checks such as the Sea of Silt, various salt flats and similar terrain. Attempts to forage in defiled land automatically fail. </p><p></p><p><strong>Water Needs ( DMG pg 111)</strong></p><p>Atha’s counts as hot so water needs are doubled. </p><p></p><p><strong>Defiling</strong></p><p> Wizards and other arcane spell casters draw their power from the plant life of Athas. Any arcane spellcaster can chose to defile but Preservers run the risk of becoming a defiler should they do it too much. All player character spellcasters start the game as preservers. </p><p></p><p>When an arcane caster casts a spell they can chose to defile as a bonus action. Defiling enhances a spells power and the spell is treated as though it is cast in a higher level spell slot. A defiled spell creates a circle of ash 5’ wide per level of the spell. Any living being caught in the circle of ash has disadvantage on all skill checks until the end of their next turn. In addition plant based beings take 1d8 points of damage per level of the spell. </p><p></p><p> Defiling leaves behind a tell-tale circle of ash and the average Athasian can recognise the ash circle with a DC 10 intelligence (arcana) check as they have likely hears myths and tales about destructive and evil magic. Clerics, Defilers, Druids, Preservers, have advantage on the roll while Defilers, Templars and servants of the Sorcerer Kings automatically make such a check. </p><p></p><p> Each time a spellcaster defiles they must make a DC 15 intelligence save. Failure indicates that they lack the required knowledge and skill required to be a preserver and the spell caster becomes a defiler. Defilers no longer have the choice to defile or not and every spell they cast defiles creating a circle of ash. A defiler also finds it harder and harder to gather the extra arcane power and may only enhance a spell via defiling once per short rest. Defilers cannot be of good alignment and any good aligned preserver becoming a defiler changes alignment.</p><p></p><p> Defilers are generally hunted down and put to death by the populace of Athas. Anyone seen defiling is generally treated as a Defiler. Defilers either hide their power, have a powerful patron for protection or dominate a slave tribe or group of bandits. At the DMs option a defiler has disadvantage on any persuasion rolls they make especially a known defiler. </p><p></p><p>Athasian Encounters</p><p>Athas is a brutal world. For purposes of constructing encounters lower the CR of opponents by 1. Darksun does not use the 6-8 expected encounters of the core rules.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7443394, member: 6716779"] [CENTER][B]Darksun Players Guide[/B][/CENTER] Ideally the PHB races would be rewritten along with a Air, Earth, Fire, Water domains for clerics. For now the following is good enough for placeholder rules. Darksun does not use subraces there are no hill and mountain Dwarves for example. Kreen and Half Giants are a work in progress but likely they will be slightly more powerful than the PHB races but the other races will get an ASI/feat to compensate and CRs of the MM critters can be lowered by 1 (the MM critters are slightly easy anyway lets face it). There are 11 classes and 8 races to pick from. Starting Characters PCs on Darksun are tougher than characters from other worlds. All Athasian PCs start at level 3 and gain a bonus ability score increase. Half Giants do not gain an additional ability score improvement. [B]Races[/B] The following races are allowed on Darksun. Other races and sub races are unavailable for PCs as they either do not exist on Athas or are unknown to the world at large. Elf The Wood Elf from the PHB is allowed on Athas. They receive +1 intelligence instead of +1 wisdom Dwarf. The Hill Dwarf is the Athasian Dwarf. Halfling. The Stout Halfling represents the Athasian Halfling. Half Elf. Half Elves Exist on Athas. [B]Humans[/B]. Athasian humans get +2 to two ability scores of their choice and +1 on two other ability scores of their choice. They also gain proficiency with a skill of their choice. [B]Half Giant[/B] Ability Score Increase Half Giants gain +4 strength, +2 constitution and -2 intelligence, -2 wisdom and -2 charisma. Age Half Giants live to around 200 years of age. Alignment Half Giants may change their alignment when they complete a long rest. They tend to have the same alignment as the strongest or most charismatic individual they associate with. Size Half Giants are usually between 10-12 feet tall. They are large sized. Durable Your hit point maximum increases by 2, and it increases by 2 every time you gain a level. Additionally when you spend a hit dice to regain hit points Half Giants may roll an additional dice. Oversized Weapons. Half Giants may treat weapons with the two handed property as if they had the one handed weapon property. [B]Mul[/B] Ability Score Increase Muls gain +2 strength, +1 constitution Age Mul’s live to around 120 years of age. Alignment Any Size Mul’s are medium sized. Great Endurance: Advantage on constitution checks Relentless Endurance (as half orc) Brutal Attack (as half orc savage attack) Natural Athlete: You have proficiency in Athletics [B]Thri Kreen[/B] Ability Score Increase Your dexterity score increases by 2, your wisdom score increases by 1. Speed 40’ Claws Your Claws are natural weapons you can use to make unarmed strikes. If you hit with them you deal slashing damage equal to 1d6+ your strength modifier instead of the usual bludegeoning damage. Exoskeleton Your exoskeleton is durable and thick. When you aren’t wearing armor your AC is 13+ your dexterity modifier. Extra Limbs You may draw an additional item per round and hold an additional two items, weapons or one two handed weapon. Flurry As a bonus action you may make a claw or weapon attack against adjacent opponents. Sleepless Kreen do not need to sleep but still need to rest. Thri Kreen Weapons Training you are proficient with the Chatkas (treat as dart), and the Gythka (treat as a glaive). Languages. Common, Kreen [B]Classes[/B] The following Classes and archetypes are allowed. Multiclassing is allowed on Athas. [B]Barbarian [/B]The Berzerker archetype is allowed on Athas. [B]Bard [/B]The PHB Bards do not exist on Athas. They are Rogues: Assassins. [B]Cleric[/B]. Athasian clerics draw their power from the elements. The elements grant the following domains. Air. Tempest, Earth. Nature, Stone Fire. Flames, Light Water. Healing, Water The Flames, Stone, Water domains are found in En5ider 65 Priests of Elemental Power. [B]Druid[/B] Druids may be land Druids and select Desert, Grasslands or Swamp as options. Forest Druids are rare and tend to be halflings or from Gulg or Nibenay. They draw their power from Spirits of the Land. [B]Fighter [/B]The Athasian Fighter is the Battlemaster. At higher levels Fighters often lead armies on the world of Athas. [B]Gladiator [/B]The Gladiator is a Champion fighter. Gladiators may add the perform skill to their list of skills thay can choose. [B]Ranger [/B]The Hunter Ranger is allowed on Darksun. [B]Mystic[/B]. The Mystic class (Unearthed Arcana article) is allowed on Darksun. [B]Templar [/B]Templars are servants of the Sorcerer Kings. They must be of non good alignment. They are treated as Clerics with the War Domain. Rogue [B]The Thief[/B] is allowed in a Darksun game. [B]Wizard [/B]Wizards are allowed on Darksun although they are hunted by Templars and shunned by the general populace who blame them for the state of Athas. They follow the defiling rules. [B]Athasian Currency.[/B] The world of Athas is poor in metal. The ceramic piece is used as currency and an item in the PHB that costs 15 gp for example costs 15 cp instead. Items made out of metal however cost the the PHB price. Athasians use substitutes where they can and if one can find 100 ceramic pieces equal 1 gp. A smaller coin known as a bit is also minted, there are 10 bits to a Cp. A real gold coin is worth 100 Cp. [B]Athasian Equipment Inferior Materials[/B] Athasian armor tends to be lighter than the equivalent on other worlds. Rather than metal plates substitutes of wood, bone, chitin, or stone have been used. Padded, leather and hide are unchanged. Scale is made out of the hardest materials Athasians can substitute such as pieces of Mekilot hide or hardened carapace. A chain shirt is a scale shirt and is made out of scales and offers less protection than a full suit of scale armor. Breastplate, Half Plate and all the heavy armor’s have no substitutes and are very rare and expensive to acquire. Chainmail for example costs 100gp or 10 000 Cp assuming you could even find a suit for sale. Athasian equivalents are identical to the PHB ones but are -1 AC and allow +1 dex modifier. For example plate armor on Athas is AC +7 with a dexterity modifier of +1. Athasian weapons are usually made out of inferior materials such as stone, bone or wood. A wooden club still functions the same but a sword is often made out of obsidian for example. Weapons made out of inferior materials reduce the damage by one dice (1d8 becomes 1d6, 1d6 becomes 1d4 etc). Weapons made out of Substituted materials cost half the listed PHB price (in ceramic pieces). Weapons made out of wood such as bows, clubs and staves function normally. Ammunition however deals reduced damage, a fire hardened arrow is not as good as steel. Additionally if you roll a 1 on the attack roll the weapon breaks after it deals damage. Some weapons such as a chatka or gythka are made out of alternative materials and are treated as metal objects. At the DMs discretion inferior weapons my impose disadvantage to hit depending on the situation a wooden sword vs metal armor or a critter with strong natural armor (AC 17+ excluding dexterity bonus). [B]World of Athas[/B] [B]Resting[/B] Athas is a harsh world and the following variant rules are used. After a long rest you do not regain any hit points. You regain a maximum of a single hit dice with a long rest. Short rest abilities that restore hit points (such as a fighters second wind) may be used a maximum of twice per long rest. [B]Extreme Heat[/B] Athasians are treated as adapted to hot climates (DMG pg 110). However once the temperature gets over 130 degrees the extreme heat rules apply to Athasians. [B]Foraging ( DMG pg 111)[/B] The default DC for Atha’s is limited and very little (if any) food and water sources (DC 20). Abundant food is very rare and mostly limited to the fields of the city states or village, an oasis, the Crescent Forest/Ridge, a Druids grove or the private gardens of a Sorcerer King (DC 10). Limited food (DC 15) is rare is and located in places such as scrub lands. Certain places in Athas are DC 25 for survival checks such as the Sea of Silt, various salt flats and similar terrain. Attempts to forage in defiled land automatically fail. [B]Water Needs ( DMG pg 111)[/B] Atha’s counts as hot so water needs are doubled. [B]Defiling[/B] Wizards and other arcane spell casters draw their power from the plant life of Athas. Any arcane spellcaster can chose to defile but Preservers run the risk of becoming a defiler should they do it too much. All player character spellcasters start the game as preservers. When an arcane caster casts a spell they can chose to defile as a bonus action. Defiling enhances a spells power and the spell is treated as though it is cast in a higher level spell slot. A defiled spell creates a circle of ash 5’ wide per level of the spell. Any living being caught in the circle of ash has disadvantage on all skill checks until the end of their next turn. In addition plant based beings take 1d8 points of damage per level of the spell. Defiling leaves behind a tell-tale circle of ash and the average Athasian can recognise the ash circle with a DC 10 intelligence (arcana) check as they have likely hears myths and tales about destructive and evil magic. Clerics, Defilers, Druids, Preservers, have advantage on the roll while Defilers, Templars and servants of the Sorcerer Kings automatically make such a check. Each time a spellcaster defiles they must make a DC 15 intelligence save. Failure indicates that they lack the required knowledge and skill required to be a preserver and the spell caster becomes a defiler. Defilers no longer have the choice to defile or not and every spell they cast defiles creating a circle of ash. A defiler also finds it harder and harder to gather the extra arcane power and may only enhance a spell via defiling once per short rest. Defilers cannot be of good alignment and any good aligned preserver becoming a defiler changes alignment. Defilers are generally hunted down and put to death by the populace of Athas. Anyone seen defiling is generally treated as a Defiler. Defilers either hide their power, have a powerful patron for protection or dominate a slave tribe or group of bandits. At the DMs option a defiler has disadvantage on any persuasion rolls they make especially a known defiler. Athasian Encounters Athas is a brutal world. For purposes of constructing encounters lower the CR of opponents by 1. Darksun does not use the 6-8 expected encounters of the core rules. [/QUOTE]
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