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

Dwarf

As a dwarf, you have the following traits -

Ability Score Increase –
Your Constitution score increases by 2, and your strength by 1
Age – Dwarves reach adulthood at age 30 and can live to well over 200 years old, the longest lived of the common races of the Tablelands.
Size – dwarves stand between 4 and 5 feet tall, and weigh in the region of 200 pounds. Your size is medium.
Speed – Your base walking speed is 25 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.
Dwarven Resilience – you have advantage on saving throws against poison, and have resistance against poison damage. You have advantage on constitution saving throws against magic.
Weapon Familiarity – You are proficient with the urgrosh, the signature weapon of the dwarves of the burnt world.
Steadfast – You have advantage on melee attacks made against you that aim to knock you prone or to push you 5 feet away from you. You also have advantage on checks made to stay upright while on solid ground.
Focus – You may grant yourself advantage on an ability check related to your focus once per short rest.
Language – You can speak Dwarven and Common.
 
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Elf

As an Elf, you have the following traits

Ability Score Increase – Your Dexterity increases by 2 and your Intelligence increases by 1
Age – Elves reach adulthood at 20 years old and can live to over 120 years old.
Size – Elves stand between 6ft5 and 7ft5, and weigh in the region of 140 pounds. Your size is medium.
Speed – Your base speed is 40 feet.
Star Racer Favoured – You are proficient in Longbow and Longsword, the favoured weapons of Coraanu, as well as the Net.
Keen Senses – You have Proficiency in Perception.
Darkvision – You can see in dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. You cannot discern colour in darkness, only shades of grey.
Sun and Moon Resistance – Elves are highly resistant to the effects of the burning sun and the frigid nights under Ral and Guthray. You are resistant to heat to 110 degrees Fahrenheit and cold to 32 degrees Fahrenheit.
Tablelands Covertness – You are Proficient in Stealth, and may attempt to hide even when only lightly obscured by natural phenomena in arid environments.
Elf Run – Difficult conditions caused by sandy terrain are little obstacle to you, and you can run for days. After a minutes preparation, a concentration check and then a constitution check to determine how many days you are able to run without exhaustion, you are able to run. After completing an Elf Run, you must complete a long rest before you can embark on another.
[TABLE="class: MsoTable15Grid2Accent4"] [TR] [TD] Result
[/TD] [TD="width: 170"] Days
[/TD] [/TR] [TR] [TD="width: 180"] No preparation/failure[/TD] [TD="width: 170"] 1[/TD] [/TR] [TR] [TD="width: 180"] 2-5 [/TD] [TD="width: 170"] 2[/TD] [/TR] [TR] [TD="width: 180"] 6-9[/TD] [TD="width: 170"] 3[/TD] [/TR] [TR] [TD="width: 180"] 10-13[/TD] [TD="width: 170"] 4[/TD] [/TR] [TR] [TD="width: 180"] 14-17[/TD] [TD="width: 170"] 5[/TD] [/TR] [TR] [TD="width: 180"] 18-19[/TD] [TD="width: 170"] 6
[/TD] [/TR] [TR] [TD="width: 180"] 20[/TD] [TD="width: 170"] 7[/TD] [/TR] [/TABLE] Languages – You can speak Common and Elven

 
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Half Elf

As a half elf, you have the following traits –

Ability Score Increase –
Your Dexterity Increases by 2 and your Wisdom increases by 2
Age – Half elves reach adulthood at 15 years old and can live to see 100 years.
Size – Half elves stand between 6 and 7 feet tall, and weigh in around 160 pounds.
Speed – Your base speed is 30 feet
Darkvision – 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 cannot discern colour in the darkness, just shades of grey.
Keen Senses – You are Proficient in Perception.
Two Worlds - You have advantage on Deception and Persuasion checks made to deceive or persuade others about your race.
Born of the Tablelands - You have proficiency in Survival and Animal Handling.
Languages – You can speak Common and Elven.
 
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I like the Athas Dwarf you've written up there, but you may want to make a slight change to focus so that it has a minimum of 1 use. That tends to be how things are set up in 5e when uses are based off of an ability score bonus.

Thanks. I think you're right that it should have one short use, so I made it once per short rest. Considering the rules about heavy armour, the lack of metal in the setting and the lore about the focus of Dwarves, I decided that a setting specific version was needed.

As the Elves of Athas are so different from the ones described in the PHB, They needed an entire new race, and the Half Elf needed a setting specific version too. As a side note, in the Expanded and Revised setting and DS3, there is a settlement of elves near the Last Sea that are just like the majority of Elves in other settings - but they have become so inbred that they have had their lifespans cut in half.

And here another couple of races....
 

Halfling

As a Halfling, you have the following traits -

Ability Score Increase – Your wisdom goes up by 1, and your dexterity score goes up by 2
Speed – Your base land speed is 25 feet.
Size – Halflings stand no more than 3½ feet tall, and weigh in the region of 50 to 60 pounds. You are a small creature.
Age – Halflings reach adulthood around age 20, and can live to be as much as 120 years old.
Halfling Nimbleness – You can move through the space of any creature that is of a size larger than yours.
Forest Ridge Master – You have proficiency in Acrobatics, and you have advantage on Athletics checks regarding jumping.
Keen Senses – You have proficiency in the perception skill.
Cloaked by the Forest Ridge – You can attempt to hide even when you are only lightly obscured by foliage, heavy rain and mist.
Halfling Resilience – you have advantage on saving throws against poison and diseases, and you have resistance against poison damage.
Languages – You can speak Halfling and Common.
 
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Mul

As a Mul, you have the following traits –

Ability Score Increase –
You Strength Increases by 2 and your Constitution increases by 2.
Age – Muls reach adulthood at age 15 and can live to 80 years of age.
Size – Muls stand between 6 foot and 7 foot tall, and weigh in the region of 260 pounds. Your size is medium.
Speed – Your base speed is 30 feet
Darkvision – 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 cannot discern colour in the darkness, just shades of grey.
Dwarven Resistance – You have advantage on saving throws against poison, and you have resistance against poison damage. You also have advantage on constitution saving throws against magic.
Tireless – You can engage in up to 24 + your constitution modifier hours of labour before needing to complete a long rest. You also have advantage on Constitution saves against exhaustion.
Arena Bred - You are proficient in Athletics.
Languages – You can speak Common, plus one other language of your choice.
 
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Pterran

As a Pterran, you have the following traits -

Ability Score Increase –
Your Wisdom score increases by 2 and your charisma score increases by 2.
Size –
Pterrans stand around 6ft tall and weigh between 180-220 pounds. Your size is medium.
Speed –
Your base walking speed is 30 feet.
Earth Mother Reverence –
You have proficiency in Nature.
Path of the Warrior
You are proficient in the Thanak, Oslak and Slodak, the signature weapons of the pterran.
Telepathic Way
You have latent potential in psionics. You know the missive talent.
Poison Mastery –
You have resistance to Poison Damage, as you are well versed in the application of poison to weapons. You also know how to create the Poison that is used to coat the teeth of the Thanak and the blade of a slodak. When extracting poison from a creature, you cannot be subjected to the poison. You also do not need possession of a poisoner’s kit, and you can make 1 dose of the poison per long rest.
Languages –
You can speak Saurial and Common.
 
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Ssurran

Traversing some of the most hostile lands to be found under the deep crimson sun, and always on the lookout for mercantile opportunities, the ssurrans are adept at surviving and thriving in the lands to the north of the Tyr region. Where other races simply will and can not go, the ssurran call home. One of their strongholds is the area around the gaping wound that is the Lava Gorge.

Ssurrans are crocodilian in appearance, with Ssurans have pronounced toothy maws and is curved in a slight, sly smile, and thick hides that protect them from the worst of the sun. Dismissed as savages by many in the cities of the Tyr region, the ssurrans have a complex culture, one that states that everything that lives under the dark sun is a beast, and all must use the tools at their disposal to surivive. Life is a struggle, but with the right knowledge, the right skills and the right tools, you can survive. To do this, they live out their lives as hunters, raiders and traders, with those that take to merchantile affairs often travelling between the cities and peoples of the north and the Tablelands. Each tribe claims a territory, and roam it throughout the year.

The ssurran worship the magma, the sun and the earth, and there are a number of elemental clerics amongst each tribe. Their creation myth which holds that they hatched from the world egg and found a burnt world waiting for them, suggests that the ssurran appeared after the cleansing wars.

The ssurrans have a fair understanding of The Way, and have recently begun to explore the potential of psionics. There are a growing number of psions and psychic warriors amongst their number. Ssurrans understand the difference between preserver and defiler magic, and will hunt the latter down and send them to The Gray without compunction.

Traits –

As an ssurran, you have the following traits

Ability Score Increase – your strength increases by 2 and your constitution increases by 1.
Size – Ssurrans weigh between 180 and 225 pounds and stand between 4 and 6 feet tall. Your size is medium.
Speed – your speed is 30 feet.
Darkvision – You have superior vision in dark and dim conditions. 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 cannot discern colour in darkness, only shades of grey.
Burnt World Bestowal – You have resistance to fire damage, and you suffer no ill effects from hot temperatures.
Iron scaled – your AC is 12 + your Dexterity modifier + Armour
Bite Attack – You have a bite attack that does 1d4 piercing damage.
Dune Trader – You are Proficient in Perception, and have advantage on history, insight and deception when it comes to trade.
Weapon Proficiency – You have proficiency in 4 martial weapons of your choice.
Languages – you can speak Ssurran and Common. Ssurran is related to Saurial and mutually intelligible, and postures with the tail add depth and texture, meaning that it is not possible for those lacking tails to fully learn the language. Ssurrans speak common and other languages with a hissing quality with quite noticeable variations in pitch
 
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Rhul -Thaun (Jagged Cliff Halfling)

On the wound that cuts across the face of Athas, the rhul – thaun cling to not only the towering cliffs, but to an ancient tradition from a time that has been almost forgotten, and in the Kings Age would be impossible to even contemplate for most.

The rhul – thaun, or the jagged cliff halflings to those few in the tablelands that know of their existence, are the race that most closely resembles the ancient masters of the blue age.

As a Rhul – Thaun, you have the following traits

Ability Score Increase – Your wisdom goes up by 1, and your dexterity score goes up by 2
Speed – Your base land speed is 25 feet
Size – Rhul – Thaun stand between 3 and 3ft8, and weigh in the region of 30 pounds. You are a small creature.
Age – Rhul – Thaun reach adulthood at age 20, and can live to over 120 years old.
Halfling Nimbleness – You can move through the space of any creature that is of a size larger than yours.
Master of the Jagged Cliffs – You have proficiency on Acrobatics, advantage on acrobatics when climbing, and when climbing advantage on all attack rolls, due to your upbringing on the jagged cliffs.
Halfling Resilience – you have advantage on saving throws against poison, and you have resistance against poison damage.
Keen Senses – You have proficiency in the perception skill.
Shaper of Nature – You have proficiency in the Nature Skill.
Languages – You can speak Rhul-Thaun and common.
 

Thri-Kreen

As a Thri-Kreen, you have the following traits –

Ability Score Increase – Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age – Thri – Kreen have short lives, reaching adulthood at age 3 and living no longer than 35 years
Size – Thri Kreen stand up to 7 feet tall and have a length of 11 feet. They weigh in at around 450 pounds. Your size is medium.
Speed – your base speed is 35 feet.
Low Light Vision – You can see in dim light within 60 feet of you as if it were bright light.
Sleepless – You do not require sleep to function. Instead of entering sleep, you enter a 6 hour long period of light activity at the end of which you gain the same benefits the dra gain when they sleep. You still need 8 hours of rest before preparing spells or manifesting.
Bite attack – you have a bite attack with a range of 5ft that inflicts 1d4 of Piercing damage. Once per day, the bite can inflict 1d4 poison damage, and the target must succeed on a Constitution saving throw (8 + your proficiency bonus + your constitution modifier) or be poisoned. The poisoned target can repeat the saving throw on each of its turns, ending the effect on a successful save.
Standing Leap – You are considered to have a running start when jumping.
Carapace - Due to your body shape, armour for you has to be made to fit your body shape and therefore costs double the price.
Secondary Arms – Thri Kreen have a secondary set of arms located along their torso beneath their regular ones. You can use these arms to hold additional light items, chatkcha or equipment and you may perform an additional object interaction on your turn if either hand is empty.
Keen Senses - You are Proficient in Perception.
Arid Adapted - Thri – Kreen are adapted to arid conditions. You only need one gallon of water a week to meet your water needs, but due to being unable to float without support and having breathing holes, you cannot float without assistance, nor are you able hold your breath under water. In humid areas such as the Forest Ridge or the Jagged Cliffs, you are vulnerable to Lung Infection and Chitin Rot.
Languages – You can speak Kreen. You can also speak common, but as you find it impossible to duplicate certain sounds, your speech is difficult to understand.

 
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