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Darksun Players Guide (5E)
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<blockquote data-quote="Zardnaar" data-source="post: 7081134" data-attributes="member: 6716779"><p>[h=2]Dark Sun Players Guide (5E)[/h]<span style="color: #333333"><p style="margin-left: 20px">Over the last few years I have been tweaking a conversion for Darksun. With the mystic being available as a 20 level playtest class and finding a 3pp Thri Kreen on the DMGuild I have dug out my old notes and updated them. For the most part I have attempted to use the PHB as much as possible. I have also been looking through the DMG for various optional rules and about restrictions of class and races. The conversion has been based on the original and best Darksun IMHO which was the 1991 Original boxed set and a few products from 1992 and 1993. In the 2E material there is a bit of power creep, contradictions, and silly things that turn up due to the original designers of the setting being sent else where and freelancers more or less being able to do what they liked hence surfing druids turning up. </p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333">I plan on printing out introduction to Athas from the original Wanderers Journal and mix it with these conversion notes along with print outs of various other things I find and get it all spiral bound into a handout for the players to use. Note this is going right back to the original grittiest version of Darksun ever released, I am ignoring the events of the Prism Pentad, the later 2E books, the revised boxed set and the 4E Dimsun conversion. Once I have more trime I will likely tweak the races a biot firther and use some elemental domains as the PHB ones are just place holders. The fluff for the races will be from the original boxed set. I may add in the Aaracokra and Genasi as options. </p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Darksun Players Guide</strong></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong></strong></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Starting Characters</strong></p></span></p><p style="margin-left: 20px"><span style="color: #333333">PCs on Darksun are tougher than characters from other worlds. All Athasian PCs start at level 3 and gain a bonus ability score increase or a feat. Half Giants do not gain an additional ability score improvement or feat. </p></span></p><p style="margin-left: 20px"><span style="color: #333333">Races</p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333">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></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Elf </strong>The Wood Elf from the PHB is allowed on Athas.</p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Dwarf</strong>. The Hill Dwarf is the Athasian Dwarf.</p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Halfling</strong>. The Stout Halfling represents the Halfling.</p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Half Giant </strong></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Ability Score Increase</strong> Half Giants gain +4 strength, +2 constitution and -2 intelligence, -2 wisdom and -2 charisma.</p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Age </strong>Half Giants live to around 200 years of age. </p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Alignment </strong>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></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Size</strong> Half Giants are usually between 10-12 feet tall. They are large sized. </p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Durable </strong>Your hit point maximum increases by 2, and it increases by 2 every time you gain a level. Additional when you spend a hit dice to regain hit points Half Giants may roll an additional dice. </p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Oversized Weapons.</strong> Half Giants may treat weapons with the two handed property as if they had the one handed weapon property. </p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Humans.</strong></p></span></p><p style="margin-left: 20px"><span style="color: #333333">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></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Mul</strong></p></span></p><p style="margin-left: 20px"><span style="color: #333333">The mul is a half human/haf Dwarf hybrid. They use the statistics of a half orc but replace the intimidation skill with the athletics skill. </p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Thri Kreen </strong>Thri Kreen are located in the Race Compendium volume 2. </p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333">Classes</p></span></p><p style="margin-left: 20px"><span style="color: #333333">The following Classes and archetypes are allowed.</p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Barbarian</strong></p></span></p><p style="margin-left: 20px"><span style="color: #333333">The Berzerker archetype is allowed on Athas. </p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Bard </strong>The PHB Bards do not exist on Athas. They are Rogues: Assassins.</p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Cleric</strong>.</p></span></p><p style="margin-left: 20px"><span style="color: #333333">Athasian clerics draw their power from the elements. Pick an element you gain your domain from that choice.</p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Air</strong>. Tempest</p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Earth</strong>. Nature</p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Fire</strong>. Light</p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Water</strong>. Healing</p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333">If you have access to the EN5ider 65 Priests of Elemental Power you may use the Flame, Stone, Water domains instead of Nature, Light and Healing. Air still grants the tempest domain. </p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Druid</strong></p></span></p><p style="margin-left: 20px"><span style="color: #333333">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></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Fighter t</strong>he Champion fighter is allowed on Darksun along with the Eldritch Knight. Eldritch Knights must follow the defiling rules and tend to suffer the same fate as Wizards if caught by the Sorcerer Kings.</p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Gladiator</strong></p></span></p><p style="margin-left: 20px"><span style="color: #333333">The Gladiator is a battlemaster fighter. </p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Ranger</strong></p></span></p><p style="margin-left: 20px"><span style="color: #333333">The Hunter Ranger is allowed on Darksun.</p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Mystic</strong></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong></strong></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Templar</strong></p></span></p><p style="margin-left: 20px"><span style="color: #333333">Templars are servants of the Sorcerer Kings. They must be of non good alignment. They are treated as Clerics with the War Domain. </p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Rogue</strong></p></span></p><p style="margin-left: 20px"><span style="color: #333333">The Thief and Arcane trickster are allowed in a Darksun game. </p></span></p><p style="margin-left: 20px"><span style="color: #333333"></p></span></p><p style="margin-left: 20px"><span style="color: #333333"><strong>Wizard</strong></p></span></p><p style="margin-left: 20px"><span style="color: #333333">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></span></p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7081134, member: 6716779"] [h=2]Dark Sun Players Guide (5E)[/h][COLOR=#333333][INDENT]Over the last few years I have been tweaking a conversion for Darksun. With the mystic being available as a 20 level playtest class and finding a 3pp Thri Kreen on the DMGuild I have dug out my old notes and updated them. For the most part I have attempted to use the PHB as much as possible. I have also been looking through the DMG for various optional rules and about restrictions of class and races. The conversion has been based on the original and best Darksun IMHO which was the 1991 Original boxed set and a few products from 1992 and 1993. In the 2E material there is a bit of power creep, contradictions, and silly things that turn up due to the original designers of the setting being sent else where and freelancers more or less being able to do what they liked hence surfing druids turning up. I plan on printing out introduction to Athas from the original Wanderers Journal and mix it with these conversion notes along with print outs of various other things I find and get it all spiral bound into a handout for the players to use. Note this is going right back to the original grittiest version of Darksun ever released, I am ignoring the events of the Prism Pentad, the later 2E books, the revised boxed set and the 4E Dimsun conversion. Once I have more trime I will likely tweak the races a biot firther and use some elemental domains as the PHB ones are just place holders. The fluff for the races will be from the original boxed set. I may add in the Aaracokra and Genasi as options. [B]Darksun Players Guide Starting Characters[/B] PCs on Darksun are tougher than characters from other worlds. All Athasian PCs start at level 3 and gain a bonus ability score increase or a feat. Half Giants do not gain an additional ability score improvement or feat. Races 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. [B]Elf [/B]The Wood Elf from the PHB is allowed on Athas. [B]Dwarf[/B]. The Hill Dwarf is the Athasian Dwarf. [B]Halfling[/B]. The Stout Halfling represents the Halfling. [B]Half Giant [/B] [B]Ability Score Increase[/B] Half Giants gain +4 strength, +2 constitution and -2 intelligence, -2 wisdom and -2 charisma. [B]Age [/B]Half Giants live to around 200 years of age. [B]Alignment [/B]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. [B]Size[/B] Half Giants are usually between 10-12 feet tall. They are large sized. [B]Durable [/B]Your hit point maximum increases by 2, and it increases by 2 every time you gain a level. Additional when you spend a hit dice to regain hit points Half Giants may roll an additional dice. [B]Oversized Weapons.[/B] Half Giants may treat weapons with the two handed property as if they had the one handed weapon property. [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]Mul[/B] The mul is a half human/haf Dwarf hybrid. They use the statistics of a half orc but replace the intimidation skill with the athletics skill. [B]Thri Kreen [/B]Thri Kreen are located in the Race Compendium volume 2. Classes The following Classes and archetypes are allowed. [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. Pick an element you gain your domain from that choice. [B]Air[/B]. Tempest [B]Earth[/B]. Nature [B]Fire[/B]. Light [B]Water[/B]. Healing If you have access to the EN5ider 65 Priests of Elemental Power you may use the Flame, Stone, Water domains instead of Nature, Light and Healing. Air still grants the tempest domain. [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 t[/B]he Champion fighter is allowed on Darksun along with the Eldritch Knight. Eldritch Knights must follow the defiling rules and tend to suffer the same fate as Wizards if caught by the Sorcerer Kings. [B]Gladiator[/B] The Gladiator is a battlemaster fighter. [B]Ranger[/B] The Hunter Ranger is allowed on Darksun. [B]Mystic [/B] [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. [B]Rogue[/B] The Thief and Arcane trickster are 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.[/INDENT] [/COLOR] [/QUOTE]
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