Dark Sun - The Burnt World of Athas (5e Conversion)

Dark Sun Gnome

First Post
In the olive tinged sky, the dark sun broils the world of Athas. A once verdant planet reduced to a land where civilization, if it can be called even that - barely holds on, and life is pushed to the limits of endurance each time the crimson sun rises and falls, and when the twin moons rise.

Athas is dying. The oceans have turned to dust, arcane magic has destroyed much of the land and gaping wounds still will not heal on the planets surface. But life still holds on.

This is Athas.

Races Under the Dark Sun
Aarakocra/Dray/Elf/Half-Elf/Half-Giant/Halfling/Human/Mul/Pterran/Rhul-Thaun/Ssurran/Thri-Kreen/Other Races.

Classes Under the Dark Sun
Barbarian/Bard/Cleric/Druid/Fighter/Gladiator/Monk/Psion/Psychic Warrior/Ranger/Rogue/Templar/Wizard.

Backgrounds of the Tablelands and Beyond
City States and the Wastes/Racial Memory/Life Paths

Commerce Under Olive Skies
Weaponry and Armour/Poisons/Trade Goods

Magic on Athas
Preserving and Defiling/Planes of Existance/Spells

The Way on Athas
 
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Races of Athas

Under the burning sun and the twin moons, many races call the blasted plains, the sandy wastes and the high mountains that make up the tablelands their home. From the elves that traverse the landscape without end, to the pterrans searching for a way to save the Earth Mother, Athas has many races, all honed by the circumstances and honed for survival.

Thousands of years of brutal warfare and the dying of the land at the hands of the Dragon and arcane magic has left an indelible mark on all that dwell under the olive skies. Many races that are common on other worlds, such as gnomes, orcs, kobolds and ogres, are absent, driven to extinction thanks to the champions of Rajaat, and those that survived the slaughter were much changed. Elves stalk the wastelands, striving to emulate the first of their kind, the Star Racer, while the dwarves pound stone and work the land, with their focus before almost everything else.

Dray wait for the Day of Light, when they will inherit the burnt world, while the pterrans and the aarakocra emerge from isolation and seek a way to restore the world to what it once was. Rhul – Thaun are all too willing to stay in isolation, keeping secrets from when they were the sole rulers of a land once covered in what Athas now thirsts for, while their halfling brethren dwell in the Forest Ridge, having gained a taste for the flesh of the races born of the Pristine Tower.

Half elves dwell in the wastes and in the cities, while the half – giants camp outside their walls, too large for a world that they were created to defend as well as destroy. Muls work without relent under the sun or fight for their masters and glory in the arenas across the city states. And thri – kreen hunt across the tablelands with steadfast devotion to the clutch, while kreen far beyond the tablelands dwell in strange cities.

Player Races -

Aarakocra
Dray
Dwarf
Elf
Goliath
Genasi
Half-Elf
Halfling
Half - Giant
Human
Mul
Pterran
Rhul - Thaun (Jagged Cliff Halfling)
Ssurran
Thri - Kreen
 
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So, this is an ongoing conversion for 5th edition for Dark Sun, mostly from the 2nd edition and Dark Sun 3. The Inspiration for this conversion was the Original Box Set and parts of the Expanded and Revised setting, and aims to convert the setting to 5e, and keep the flavour of the setting.

This aims to build on the work of the Dark Sun Players Handbook as well.
 
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Aarakocra

As an Aarakocra, you have the following traits -

Ability Score Increase –
Your Dexterity increases by 2
Size – The Aarakocra on Athas stand between 6ft5 to 8ft tall, and weigh between 70 and 80 pounds. Your size is medium.
Age – Aarakocra reach adulthood at age 8 and can live to 50 years of age
Speed – your base speed is 25ft.
Flight - you have a flying speed of 40ft. You are unable to wear medium or heavy armour and fly. In order to fly, you must have a minimum of 10 feet of open space on either side of them and 30 feet of open space above them.
Low light Vision – Aarakocra on Athas are accustomed to the night sky, and Ral and Guthray shimmering overhead. You can see in dim light within 60 feet of you as if it were bright light.
Natural Armour – Aarakocra have a large breastbone that not only is used to anchor the flight muscles that allow them to traverse the skies above Athas, but also to protect against blows. Without Armour, your AC is 11 + your Dexterity modifier. Any light armour that is made for you costs double, on account of your unusual build.
Clear Mind – You have advantage on Saving Throws against being charmed.
Far Eyes – You are proficient in Perception.
Sky Diver – You can perform a dive attack. If you are flying and dive at least 30 feet straight towards a target, you deal an extra 1d6 on a successful strike.
Language – you can speak Aarakocran and Common. Aarakocra have no written language of their own, though some of the tribes that call the mountains of the Tablelands home have used the alphabets used in some of the City States. As aarakocra do not possess lips, they cannot vocalize the ‘m’, ‘b’ or ‘p’ sounds, and tend to pronounce ‘f’ and ‘v’ as ‘th’, so your speech is somewhat difficult to understand.
 
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Dray

Far beneath the destroyed city of Giustenal, the descendants of the ones that survived the destruction of the city wait for the time when they will claim what has been promised to them by the one that gave their kind new life in the Year of Desert’s Fury. Reborn in the image of the Dread King Dregoth, the dray are his chosen. Though the use of the shaping of life, the dray were created – former humans made into the image of a Dragon King, and now wait patiently for the Day of Light.

As a dray, you have the following traits

Ability Score Increase –
Your strength increases by 2 and your constitution increases by 1.
Size – Dray stand between and weigh between 180 and 210 pounds. Your size is medium.
Age – Dray reach adulthood at around 13 and can live to 120 years.
Speed – your base speed is 30 feet.
Darkvision – You have Darkvision out to 60 feet. You can see in dim light as if it were bright light, and darkness as if it were dim light. You cannot discern colour in the darkness, but see in shades of grey.
Natural Armour – Without armour, your AC is 12 + your dexterity modifier.
Born of Fire – You are immune to fire damage, but you are vulnerable to cold damage.
Burnt World Birthright - You can survive on ¼ gallon of water each day, and are resistant to extreme heat.
Bite Attack – you are proficient in your bite attack, which inflicts 1d6 of piercing damage.
Languages – you can speak common and one other language of your choice.

First Generation Mutation Table

[TABLE="class: MsoTable15Grid3Accent4"] [TR] [TD="width: 95"]
D20
[/TD] [TD="width: 397"] Mutation
[/TD] [/TR] [TR] [TD="width: 95"]
1
[/TD] [TD="width: 397"] Human arm
[/TD] [/TR] [TR] [TD="width: 95"]
2
[/TD] [TD="width: 397"] Uneven scale texture and colour
[/TD] [/TR] [TR] [TD="width: 95"]
3
[/TD] [TD="width: 397"] No tail
[/TD] [/TR] [TR] [TD="width: 95"]
4
[/TD] [TD="width: 397"] Human flesh in places
[/TD] [/TR] [TR] [TD="width: 95"]
5
[/TD] [TD="width: 397"] No horns
[/TD] [/TR] [TR] [TD="width: 95"]
6
[/TD] [TD="width: 397"] Human leg
[/TD] [/TR] [TR] [TD="width: 95"]
7
[/TD] [TD="width: 397"] Human hands and/or feet
[/TD] [/TR] [TR] [TD="width: 95"]
8
[/TD] [TD="width: 397"] Warped and twisted scales
[/TD] [/TR] [TR] [TD="width: 95"]
9
[/TD] [TD="width: 397"] 1 foot taller or shorter than normal
[/TD] [/TR] [TR] [TD="width: 95"]
10
[/TD] [TD="width: 397"] Human ears
[/TD] [/TR] [TR] [TD="width: 95"]
11
[/TD] [TD="width: 397"] Vestigial limb
[/TD] [/TR] [TR] [TD="width: 95"]
12
[/TD] [TD="width: 397"] Head of hair
[/TD] [/TR] [TR] [TD="width: 95"]
13
[/TD] [TD="width: 397"] Uneven limbs
[/TD] [/TR] [TR] [TD="width: 95"]
14
[/TD] [TD="width: 397"] Jagged claws
[/TD] [/TR] [TR] [TD="width: 95"]
15
[/TD] [TD="width: 397"] Increased hunch
[/TD] [/TR] [TR] [TD="width: 95"]
16
[/TD] [TD="width: 397"] Shorter tail
[/TD] [/TR] [TR] [TD="width: 95"]
17
[/TD] [TD="width: 397"] Human teeth
[/TD] [/TR] [TR] [TD="width: 95"]
18
[/TD] [TD="width: 397"] Torn and tattered scales
[/TD] [/TR] [TR] [TD="width: 95"]
19
[/TD] [TD="width: 397"] Humanoid face
[/TD] [/TR] [TR] [TD="width: 95"]
20
[/TD] [TD="width: 397"] Hair on body
[/TD] [/TR] [/TABLE]
 
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Here is my take on the Athasian aarakocra and the Dray, both adapted with the help of the Musicus scale.

For the birdmen, I tried to stay faithful to the flavour of the ones introduced in the Terrors Beyond Tyr monstrous compendium and the playable race in DS3, without making them too overpowered. The removal of the ability score increase to wisdom from the Elemental Evil guidebook and the reduction in flight speed, plus the rules on cost for armour and flight dynamics hopefully allowed the addition of the other features without making them overpowered. Hopefully :).

For the dray, I kept to the 2nd and 3rd edition lore about them being the chosen of the Dread King Dregoth, and how they were made in his image. These have most of the lore concerning the dray from the guidebook City by the Silt Sea, and are distinct from the dragonborn in the PHB which don't fit the setting, considering that there is/was only one Dragon alive on the planet, and that chromatic and metallic dragons don't exist on Athas - Just elemental and paraelemental drakes.

Ill have more races up tomorrow.
 

It is rather "convenient" that the races the slayers managed not to wipe out were those that were playable in 1st edition. Seriously, how hard is it to wipe out elves? They live in isolated pockets, hardly ever breed and take forever to reach maturity. Oh, but they can't be wiped out, they are a PHB race. In fact, it is rather odd that the one of the champions that rose up was one of the abject failures.

Anyway, the world was wrapped around a big meta-plot that involved taking down the 12 Sorcerer Kings and finally the Dragon King which would release Rajaat and... possibly cause the world to be reborn into a blue paradise? (Although clearly he wanted to remake the world with nothing but humans and possibly Halflings, so...)

Anyway, the first things you need to be concerned about with Dark Sun is that the environment is meant to be more of a danger to any "adventurers" within it than any particular enemies. Rations/water tend to be all but hand-waved in other settings, in this one they need to be critical for anyone traveling. If people are playing this setting and not triple-checking their water supply and keeping track of potential water/food sources when going between point A and point B, it hasn't been done quite right.

Next, nearly all organized society is dominated by evil. While there are certainly giant sandworms and the like out there, the constant threat of being captured and sold off as a slave or a gladiator are going to be constant. No one can be trusted as even the neutral NPCs will turn on you in a heartbeat as their very survival is under threat.

In terms of classes, the fact that the "mystic" isn't finished and that might be a big issue. On the other hand, the easy work around is just to use either the Warlock or the Sorcerer and say that their "magic" is actually "Psionics". I am not sure which would be more appropriate, but the core mechanics ought to be similar enough that one of them should feel roughly correct enough to ignore any finickiness about the difference.
Beyond that it is going to be a matter of which classes you decide aren't appropriate for the world. Druids and Paladins might need to go-- and probably whichever of the two classes aren't standing in for Psionics needs to go as do Wizards (unless you don't mind a marked-for-death PC) It is more about throwing out classes than filling in new ones.

As for exclusive races...
Dragonborn might be close enough to the Dray that it doesn't matter, Hill Dwarf might well just be the standard Dwarf in this world, Wood Elf might be the standard elf with a bit of revision to the language of their abilities, Half-Elves work as is because they are super modular, Mul can probably be put together by simply taking the Half-Elf and substituting in some Dwarf attributes/features, for Half-Ogre you should probably just use the Golliath stats as the Monster Manual Half-Ogre (which is about a close to a Half-Giant as you get) just isn't remotely going to work as a PC and remain balanced and when we are talking about being Larged Size and such, it isn't just a matter of spending levels... Aarakocra are already done and Pterran aren't so weird that you can't go ahead and build them out of existing mechanics.

That just leaves the Thri-kreen which are an insurmountable challenge. Much like 4E, 5E doesn't give one any ways to properly deal with converting a creature with so many explicit abilities so drastically out-of-line with the other PCs into a functional PC race.

Probably the only functional solution is to have the PC spend at least their first 3 levels (possibly first 5 levels) in a "Thri-kreen" class and then have them multiclass over into something else. This might be the way to handle Half-Giant as well, but... I don't know that a PC ever permanently gaining the Large Size feature is going to be balanced.

Beyond that, it is just a matter of converting the unique monsters of the world to 5E rules, which shouldn't be so difficult. Maps and locations and the general details of NPCs should convert just fine (with perhaps changing some NPC classes over to something that is more suitable where appropriate).

Bite Attack – you have a bite attack that does 1d6 of piercing damage.

This isn't the best way to do this. A better way would be "You are proficient with unarmed attacks. Your unarmed attack deals 1d6 piercing damage."
Don't worry too much if it is a bite or a claw or what have you.
 
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In some of the background for the setting, its actually implied that the Elves were all wiped out on Athas, and that the Elves that are on Athas were actually led there by Coraanu Star Racer, so the Butcher of Elves could have been successful. It was also stated in 2nd edition that Athas is the world the Thri Kreen likely originated on. Originally the setting was just going to have humans and some other strange races, but TSR convinced the designers of "War World" (as the setting was called when it was being conceived) that they needed dwarves, halflings and elves. Dwarves stayed mostly the same despite losing the hair, but the Elves gained lifespans similar to humans, the need to sleep and became desert runners, while the halflings became savages and the former masters of a water world.

For the Dragonborn, they don't really fit in with the setting and its lack of standard dragons, so I converted the dray. The elves of the setting sleep, have no special abilities concerning magic, and are so different that they really need to be their own race. Same for the Halflings of the setting - they have little in common with the ones in the players handbook. The dwarves of the setting just need their own subrace, not a total overhaul.

Aarakocra are quite different on Athas and New World Vultures are some of my fave animals, so I converted them. As for the half - giants, they need twice as much food and water as a human does and got no bonuses to abilities relating to strength, and balancing them will be very hard, but not impossible. The Goliath were refluffed as the Half Giants in the 4th edition, but looking at EE, could be put as a secretive and reclusive race in the Ringing or the White Mountains without too much trouble.

For the Thri - Kreen, I've seen some homebrew, but not any that seemed to be based on the ones detailed in Thri - Kreen of Athas, and I've done a version that comes in at 7.5 on the Musicus scale by my judgement, but thats just me. I'll look over it tonight.

The Pterran and Ssurran are easy to convert, and I made the Ssurran a PC race as the lore of the setting paints them as traders between the North and the Tablelands.

As for the classes, Paladins and Warlocks have to go, as they don't fit the setting. Same for Sorcerers - their role could be taken by the Wilder. Monks exist in the setting, but only in Nibenay. As for Psionics, I'm busy expanding the Psionic rules here with consent of the original author. Druids stay in, as they are an important part of the setting alongside the elemental clerics.

I've started rules for Survival, and also arcane magic by altering the spells to fit the setting (The Astral and the Outer Planes are blocked by The Gray, and spell components need to be altered) as well as rules for Preserving and Defiling. In the original setting, Preserving was harder than Defiling, and I would like to keep that.

Here is what I've got for Classes so far. Ones in Italics Ill be working on.

Barbarian
Berserker, Animal Aspect, Primal Guardian, Ravaged Spirit.

In the 4th edition, they had a path in which a character could seek out the most insane spirits that had been driven mad by the destruction of the land via Arcane magic, and act as the conduit for their rage. The Ravaged Spirit will be based on that. Primal Guardian was also from the 4th edition. Animal Aspect will be a setting specific version of the Totem Warrior, and Berserker stays the same.

Bard
Academy of The Way

Bards became full casters in 5e, so Psionics will replace Magic, and as bards are notorious for their mastery of poison, that will play a huge part in this class.

Cleric
Cleric Domains - Sun Flare, Burning Eyes, Rolling Thunder, Mountains Fury, Living Waters, Earthen Embrace, Broken Sands, Dead Heart, Ill Wind, Fiery Wrath

Clerics in the setting worship and serve the Elements, so these will be the domains that can be chosen by clerics.

Druid
Circle of Ral and Guthray, Pact of the Elements

Circle of Ral and Guthray will be a setting specific version of the Moon Druid, while Pact of the Elements will be based on the kits included in the 2nd edition sourcebook Earth, Air, Fire and Water

Fighter
Battle Master, Champion, Defender

The Defender will be inspired by the toolkits from the second edition.

Gladiator
Arena Champion, Jazst, Montare

In 3.5, gladiator was a separate class distinct from the fighter and the Barbarian, and as gladiatorial games are such a huge part of the setting, this can be justified as a separate class from fighter.

Monk
Exalted Path, Serene Bliss

The original setting had few monks, concentrated in the city of Nibenay (which was inspired by the Khymer civilization).

Psion

This will probably be a slightly rejigged version of the Psion here, and Im working on more psionic talents to build on the original authors work.

Psychic Warrior
War Mind, ChakakThis will be a half caster as in 3.5, with two Archetypes.

Ranger
Beast Master,Hunter, Reaver

The Reaver will be a setting specific path inspired by the kit from the Gladiators Handbook, dedicated to tracking down and subdueing very dangerous beasts for use in gladiatorial games

Rogue
Thief, Assassin, Dune Trader, Trickster of The Way

The Dune Trader class will be a spiritual successor to the Trader class in the original campaign setting, and Trickster of The Way is a psionic setting specific version of the Arcane Trickster.

Templar

This will probably be a rejigged Paladin.

Wilder

This is the replacement for the Sorcerer in the setting, the Psionic equivelent.

Wizard
Preserver, Defiler, Shadow Wizard, Necromancer

Both the Preserver and the Defiler use energy from life to power spellcasting, but the Defiler destroys plant life in order to fuel spells, while the Preserver uses only the amount they need. Shadow Wizards use The Black (Equivalent to the Plane of Shadow) to fuel their spells, while Necromancers use The Gray (the plane of the dead) to gain energy.
 
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Hmm.. it looks like you are making a lot of progress in most cases.

The classes seem like way too much though. Remember that even the most cursory alteration, just one ability that has come to be core to the class in edition since, was labeled its own class in 1st and 2nd edition.

Gladiator most certainly does not need to be is own thing. Given how powerful Dexterity Fighter are in 5E, Gladiator doesn't even need to be a subclass. A standard Fighter can already be built to eschew heavy armor and still be more than just viable. Also, all Fighters will automatically have proficiency in the weapon a Gladiator would use. This means as a class, the Gladiator is entirely unnecessary. There just isn't enough meat there to make a proper class. At best it is a background.

Templars are just Paladins by a different name. In 5E, there is nothing enforcing a Paladin's alignment restriction and with that freed up, there is no longer any significant difference.

Wilders seem like basically just Sorcerers with their powers being explained a "Psychic" instead of "Magic". The more you move away from that model, the harder time you will have. I don't really see any difference between them and the Psion. I guess the Psion could be a refluffed Dragon Sorcerer while a Wilder could be a refluffed "Wild Magic Sorcerer".

Psychic Warrior.... maybe a refluffed Eldritch Knight?

Basically, if 85+% of the concept and mechanics are covered by another class, just use that class instead of trying to reinvent the wheel. Classes are the easiest things to get completely wrong. It is better to just go ahead and say "let's just use this for now" because the chances are that within the expanse of a campaign, the minor differences just aren't going to show up in any immersion-breaking way.
 

I'm currently working on a Psychic Warrior. In 3.5, they had access to 6th level spells, so a half caster class for them as per Paladin and Ranger. The Wilder will basically be a refluffed sorcerer. As for the Psion, the version that was detailed in the psionic rules linked will be the version that I will be using, give or take a few tweaks and a lot more spells. The Templar will probably end up being a slightly reworked Paladin anyway, and I was thinking about it not being a playable class, as if you are a Templar, you'll probably not be playing a good character unless you are Serving Oronis of Kurn.

Gladiator in 3rd edition was a separate class, where it had features related to performance and inspiration and a D12 hit die. Considering just how important gladiatorial games are in the setting, and that there was an entire sourcebook dedicated to the subject in the second edition, it can be justified as its own class. Basically, while a Fighter is trained to fight in military situations and deal with killing things as effectively as possible, Gladiators are there to entertain and look good while doing it. Think of the difference between a Roman Gladiator and a Fighter in the Roman Army.

And I know its easy to get things wrong, but you can always tweak things, and it makes it more satisfying when you get it right. I have the Musicus guidelines, so I'll use that.

Anyway, IMHO Dark Sun is one of the greatest fantasy settings of all time (and that statement includes the Jagged Cliffs and the Last Sea), so its no hardship.:)
 

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