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Dark Sun 5E Campaign Guide & Monster Manual (link)

5E Dark Sun 5E Campaign Guide & Monster Manual (link) 1.9

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toucanbuzz submitted a new resource:

Dark Sun 5E Campaign Guide - Conversion of Dark Sun rules to 5E

A long-term project converting AD&D's Dark Sun to 5E, utilizing resources from 3rd edition resources (athas.org, Dragon magazine), innumerable homebrew projects, 4E material, and years of experience playing the setting. The goal was to preserve the 3 pillars of the setting: (1) unique and flavorful races, (2) psionics, and (3) defiling.
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toucanbuzz updated Dark Sun 5E Campaign Guide & Monster Manual (link) with a new update entry:

Dark Sun campaign guide updates

v1.7

  • Typographical errors
  • Table of Contents, adjusted for changes
  • Front page art changed
  • Psionics, added Psionic rules link to the Korranberg Chronicles on DMs Guild. The best I've found thus far that creates an independent system, with 2 new psionic classes, 3 subtypes (fighter, monk, rogue), monsters, NPC stat blocks, and a reasonable list of talents (core psionic power) and their augments (enhancements to core powers once those core powers are activated). For those...
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toucanbuzz updated Dark Sun 5E Campaign Guide & Monster Manual (link) with a new update entry:

v1.8

  • Tightened up some language, removed some redundant language
  • Half-giant, removed double vitality optional rule (too powerful), hp trait restored to 2 per level
  • Backgrounds: Outlander feature modified (advantage on forage checks instead of automatic)
  • Optional rules: cleaned up several, vitality restored at CON modifier per long rest, not 1+ CON
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toucanbuzz updated Dark Sun 5E Campaign Guide & Monster Manual (link) with a new update entry:

Dark Sun update

v1.8
  • Tightened up some language, removed some redundant language
  • Half-giant, removed double vitality optional rule (too powerful), hp trait restored to 2 per level
  • Backgrounds: Outlander feature modified (advantage on forage checks instead of automatic)
  • Optional rules: cleaned up several, vitality restored at CON modifier per long rest, not 1+ CON
Read the rest of this update entry...
 



hi, we are starting a new campaign using your guide (thanks!!!) and we are having a discussion about darkvision in the races of Athas. Only dwarves have the feature and the others (even thri-kreen) show no information about it... was it intentional?
Awesome! Taking away darkvision for elves and half-elves was intentional when balancing racial features. The in-game rationale could be explained by the mutations that permeate all the races, combined with Rajaat's cleansing war. This isn't canon as the original 2E elves had infravision (there's an interview with Troy Denning where they wanted to make Dark Sun extremely alien but had to tone it down to appeal to the default D&D player). Ultimately, it adds to the alien feel that the elves of Athas have virtually nothing in common with their Realms counterparts other than their ears. They have strayed or evolved or become something totally different.

Kreen were trickier because the Thri-kreen of Athas supplement went into detail on their antennae, which allowed them in principle to navigate some forms of darkness by sensing changes in air pressure, but it was way too messy of a mechanic, and it wasn't vision. (In AD&D terms, they mitigated any penalty from darkness or blindness by 1). It might be better suited for a Racial Feat, maybe developed antennae, that offset the disadvantage caused by being unable to see, within a certain range.
 
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Hi! We have been running a Dark Sun Campaing using your material for about two months now (Evellyn, above, is also a player in this campaign). Thanks a lot for sharing! :)

We had one question last session that we would like to clarify. I, a Wizard (I know! :) ), tried to use Hold Person in a Thri-Kreen NPC. Hold Person states that "choose a humanoid target that you can see within range". In the Dark Sun Campaing rules Thri-Kreen are referred to as "insectoid beings" . In the Monster manual , however, they are referred to as "Medium Humanoids" . So, we were not sure if a Thri-Kreen would qualify as a valid target for Hold Person (or any other similar spell/effect that targets Humanoids) or if they would need to be targeted by a Hold Monster spell. We ended up ruling that a Thri-Kreen would be a valid target (so, would count as a humanoid for this), mostly because we thought it could be quite powerful not to be counted as a humanoid - they would be immune to many others spell and effects, not just Sleep. Did we play as intended?

Thanks again! We are having our assess kicked regularly, but the campaign has been pretty fun. :)
 

We ended up ruling that a Thri-Kreen would be a valid target (so, would count as a humanoid for this), mostly because we thought it could be quite powerful not to be counted as a humanoid - they would be immune to many others spell and effects, not just Sleep. Did we play as intended?
That was the intent that all player races are "humanoids," despite any inconsistent language to the contrary!

Have fun! Our DS campaign is kicking off soon.
 



toucanbuzz updated Dark Sun 5E Campaign Guide & Monster Manual (link) with a new update entry:

Dark Sun 5E Campaign Guide v1.9 changes

After playtest, some revisions were necessary:

  • Cleric: fixed typos relating to bonus spells elemental affinity
  • Ranger: moderate fixes as the ranger's default 1st level powers can largely render exploration and survival without challenge.
    • Favored terrains changed to match Dark Sun terrain
    • Favored enemies modified to remove celestials, dragon, and fey
    • Auto navigation modified to Advantage on check
    • Bypassing difficult terrain modified to ranger-only
    ...
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aktaios

Villager
Hello,
I'm a big fan of Dark sun from 2e and I appreciate the work and play testing you have done for your project.
Could you please also release it as a printer friendly version (white backgrounds)?
I still print some pages on my printer for quick reference.
Thanks
 
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