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Darksun Races-Athasian Subtypes+ powerrful races.
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<blockquote data-quote="Zardnaar" data-source="post: 7454340" data-attributes="member: 6716779"><p>In my quick and dirty 5E Darksun conversion I used the PHB races where I could. I have decided to go with Athasian subraces. I have also figured out how to do faithful conversions of the 2E Kreen and Half Giants to fit in with the other races. The PHB races have been tweaked they get a little something extra and a bonus ASI.</p><p></p><p> The power level is slightly higher, but I plan on lowering it via no feats or a list of Athasian feats that exclude the worst offenders from the PHB so you can't marry a Half Giant to GWM or PAM, the -5/+10 feats will be tweaked into Cleave (GWM replacement) and something else for sharpshooter. If feats are used (the default is not recommended for Athas BTW), other opnes like Healer and Inspirational Leader will be gone as they do not fit the theme of Darksun IMHO. I also plan on eventually doing 5 new domains (Templar, Air, Earth, Fire, Water). My adaptions are tying to be faithful to the original source material the 1991 boxed set while retaining that Darksun feel while updating it to the 5E mechanics. Also considering refluffing the Bard into a psion using spell points (DMG optional rule) as psi points as a place holder. The fluff for the races is found in the 1991 boxed set.</p><p></p><p><a href="http://www.drivethrurpg.com/product/17169/Dark-Sun-Boxed-Set-2e?it=1" target="_blank">http://www.drivethrurpg.com/product/17169/Dark-Sun-Boxed-Set-2e?it=1</a></p><p></p><p><strong>Starting Characters</strong></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. Athasian PC are also gain a bonus Ability Score Improvement at level 1 except for the powerful races.</p><p style="text-align: center"><span style="font-size: 12px"><strong>Elf</strong></span></p> <p style="text-align: center"><span style="font-size: 12px"><strong></strong></span></p> <p style="text-align: center"><span style="font-size: 12px"><strong></strong></span></p><p>Athasian Elves have all of the abilities in the PHB. The Athasian Elf subrace however differs as follows.</p><p></p><p><strong>Ability Score Increase</strong> Your Wisdom score increases by 1.</p><p><strong>Elf Weapon Training</strong> You have proficiency with the short sword, long sword, short bow and long bow.</p><p><strong>Fleet of foo</strong>t. Your base speed increases to 40 feet.</p><p><strong>Elf Run</strong> Elves can double the distance they can move on the travel pace table (page 182 PHB). </p><p></p><p style="text-align: center"><span style="font-size: 12px"><strong>Dwarf</strong></span></p> <p style="text-align: center"><span style="font-size: 12px"><strong></strong></span></p> <p style="text-align: center"><span style="font-size: 12px"><strong></strong></span></p><p>The Hill Dwarf is the Athasian Dwarf. Athasian Dwarves have a focus which is a task they are greatly committed to which can take years of decades to come to fruition. A Player may pick a focus (guard an oasis, slay a Templar etc). Such a task must take at least a week to complete . Dwarves gain inspiration when they are in pursuit of this task.</p><p></p><p style="text-align: center"><span style="font-size: 12px"><strong>Halfling</strong></span></p><p>Athasian Halfings have the same traits as the PHB Stout Halfing except as follows. </p><p></p><p><strong>Sneaky.</strong> Halflings gain proficiency in the stealth skill.</p><p> The Athasian Halfing lives in the forest ridge and are skilled hunters often using envenomed arrows. Sentient beings can be another source of sustenance. </p><p> </p><p style="text-align: center"><span style="font-size: 12px"><strong>Half Elf</strong></span></p> <p style="text-align: center"><span style="font-size: 12px"><strong></strong></span></p> <p style="text-align: center"><span style="font-size: 12px"><strong></strong></span></p><p>Half elves are unchanged from the PHB except they gain the following ability.</p><p>Animal Friendship Half elves gain advantage on skill checks involving animals. </p><p style="text-align: center"><span style="font-size: 12px"><strong>Humans.</strong></span></p> <p style="text-align: center"><span style="font-size: 12px"><strong></strong></span></p> <p style="text-align: center"><span style="font-size: 12px"><strong></strong></span></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 style="text-align: center"><span style="font-size: 12px"><strong>Mul</strong></span></p><p><strong>Ability Score Increase</strong> Muls gain +2 strength, +1 constitution </p><p></p><p><strong>Age</strong> Mul’s live to around 120 years of age. </p><p></p><p><strong>Alignment</strong> Any</p><p></p><p><strong>Size</strong> Mul’s are medium sized.</p><p></p><p><strong>Great Endurance:</strong> Advantage on constitution checks </p><p></p><p><strong>Relentless Endurance</strong> (as half orc)</p><p></p><p><strong>Brutal Attack</strong> (as half orc savage attack)</p><p></p><p><strong>Natural Athlete</strong>: You have proficiency in Athletics</p><p style="text-align: center"><span style="font-size: 12px"><strong>Powerful Races</strong></span></p> <p style="text-align: center"><span style="font-size: 12px"><strong></strong></span></p> <p style="text-align: center"><span style="font-size: 12px"><strong></strong></span></p><p>Thri Kreen and Half Giants a bit more powerful than the other racers on Athas. They do not gain the bonus ability score improvement the other races gain at level 1. </p><p></p><p style="text-align: center"><span style="font-size: 12px"><strong>Half Giant</strong></span></p><p><strong>Ability Score Increase</strong> Half Giants gain +4 strength, +2 constitution and -2 intelligence, -2 wisdom and -2 charisma.</p><p></p><p><strong>Age Half Giants</strong> live to around 200 years of age. </p><p></p><p><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><p><strong>Size</strong> Half Giants are usually between 10-12 feet tall. They are large sized. </p><p></p><p><strong>Durable</strong> 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>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 style="text-align: center"><strong><span style="font-size: 12px">Thri Kreen</span></strong></p> <p style="text-align: center"><strong><span style="font-size: 12px"></span></strong></p> <p style="text-align: center"><strong><span style="font-size: 12px"></span></strong></p><p><strong>Ability Score Increase</strong> Your dexterity score increases by 2, your wisdom score increases by 1. </p><p><strong>Speed</strong> 40’</p><p></p><p><strong>Exoskeleton</strong> Your exoskeleton is durable and thick. When you aren’t wearing armor your AC is 13+ your dexterity modifier. Kreen are not able to wear armour but may use shields. </p><p></p><p><strong>Extra Limbs</strong> You may draw an additional item or weapon per round and hold an additional two items, weapons or one two handed weapon. </p><p></p><p><strong>Flurry</strong> As a bonus action you may make a claw or weapon attack against adjacent opponents. </p><p></p><p><strong>Natural attacks</strong> 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. You may also bite an opponent for 1d6 +your strength modifier piercing damage.</p><p></p><p><strong>Sleepless</strong> Thri Kreen do not need to sleep. THey still need to rest however.</p><p> </p><p><strong>Kreen Legacy</strong> At 3rd level a Thri Kreen can leap 20’ straight up or up to 50’ straight forward. Once you reach 5th level you can use venomous saliva on your bite attacks. Any being that takes damage from your bite attack must succeed on a constitution saving throw or be paralyzed. The DC for this saving throw equals 8+ your constitution modifier plus your proficiency bonus. At the end of each of the creatures turns, the target can ake aother constitution saving throw. On a success the paralyses ends. Creatures of huge size or larger are only slowed for a round on a failed saving throw. </p><p></p><p><strong>Thri Kreen Weapons</strong> Training you are proficient with the Chatka (treat as dart), and the Gythka (treat as a glaive). </p><p></p><p><strong>Languages</strong>. Common, Kreen</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7454340, member: 6716779"] In my quick and dirty 5E Darksun conversion I used the PHB races where I could. I have decided to go with Athasian subraces. I have also figured out how to do faithful conversions of the 2E Kreen and Half Giants to fit in with the other races. The PHB races have been tweaked they get a little something extra and a bonus ASI. The power level is slightly higher, but I plan on lowering it via no feats or a list of Athasian feats that exclude the worst offenders from the PHB so you can't marry a Half Giant to GWM or PAM, the -5/+10 feats will be tweaked into Cleave (GWM replacement) and something else for sharpshooter. If feats are used (the default is not recommended for Athas BTW), other opnes like Healer and Inspirational Leader will be gone as they do not fit the theme of Darksun IMHO. I also plan on eventually doing 5 new domains (Templar, Air, Earth, Fire, Water). My adaptions are tying to be faithful to the original source material the 1991 boxed set while retaining that Darksun feel while updating it to the 5E mechanics. Also considering refluffing the Bard into a psion using spell points (DMG optional rule) as psi points as a place holder. The fluff for the races is found in the 1991 boxed set. [URL]http://www.drivethrurpg.com/product/17169/Dark-Sun-Boxed-Set-2e?it=1[/URL] [B]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. 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. Athasian PC are also gain a bonus Ability Score Improvement at level 1 except for the powerful races. [CENTER][SIZE=3][B]Elf [/B][/SIZE][/CENTER] Athasian Elves have all of the abilities in the PHB. The Athasian Elf subrace however differs as follows. [B]Ability Score Increase[/B] Your Wisdom score increases by 1. [B]Elf Weapon Training[/B] You have proficiency with the short sword, long sword, short bow and long bow. [B]Fleet of foo[/B]t. Your base speed increases to 40 feet. [B]Elf Run[/B] Elves can double the distance they can move on the travel pace table (page 182 PHB). [CENTER][SIZE=3][B]Dwarf [/B][/SIZE][/CENTER] The Hill Dwarf is the Athasian Dwarf. Athasian Dwarves have a focus which is a task they are greatly committed to which can take years of decades to come to fruition. A Player may pick a focus (guard an oasis, slay a Templar etc). Such a task must take at least a week to complete . Dwarves gain inspiration when they are in pursuit of this task. [CENTER][SIZE=3][B]Halfling[/B][/SIZE][/CENTER] Athasian Halfings have the same traits as the PHB Stout Halfing except as follows. [B]Sneaky.[/B] Halflings gain proficiency in the stealth skill. The Athasian Halfing lives in the forest ridge and are skilled hunters often using envenomed arrows. Sentient beings can be another source of sustenance. [CENTER][SIZE=3][B]Half Elf [/B][/SIZE][/CENTER] Half elves are unchanged from the PHB except they gain the following ability. Animal Friendship Half elves gain advantage on skill checks involving animals. [CENTER][SIZE=3][B]Humans. [/B][/SIZE][/CENTER] 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. [CENTER][SIZE=3][B]Mul[/B][/SIZE][/CENTER] [B]Ability Score Increase[/B] Muls gain +2 strength, +1 constitution [B]Age[/B] Mul’s live to around 120 years of age. [B]Alignment[/B] Any [B]Size[/B] Mul’s are medium sized. [B]Great Endurance:[/B] Advantage on constitution checks [B]Relentless Endurance[/B] (as half orc) [B]Brutal Attack[/B] (as half orc savage attack) [B]Natural Athlete[/B]: You have proficiency in Athletics [CENTER][SIZE=3][B]Powerful Races [/B][/SIZE][/CENTER] Thri Kreen and Half Giants a bit more powerful than the other racers on Athas. They do not gain the bonus ability score improvement the other races gain at level 1. [CENTER][SIZE=3][B]Half Giant[/B][/SIZE][/CENTER] [B]Ability Score Increase[/B] Half Giants gain +4 strength, +2 constitution and -2 intelligence, -2 wisdom and -2 charisma. [B]Age Half Giants[/B] 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. 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. [CENTER][B][SIZE=3]Thri Kreen [/SIZE][/B][/CENTER] [B]Ability Score Increase[/B] Your dexterity score increases by 2, your wisdom score increases by 1. [B]Speed[/B] 40’ [B]Exoskeleton[/B] Your exoskeleton is durable and thick. When you aren’t wearing armor your AC is 13+ your dexterity modifier. Kreen are not able to wear armour but may use shields. [B]Extra Limbs[/B] You may draw an additional item or weapon per round and hold an additional two items, weapons or one two handed weapon. [B]Flurry[/B] As a bonus action you may make a claw or weapon attack against adjacent opponents. [B]Natural attacks[/B] 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. You may also bite an opponent for 1d6 +your strength modifier piercing damage. [B]Sleepless[/B] Thri Kreen do not need to sleep. THey still need to rest however. [B]Kreen Legacy[/B] At 3rd level a Thri Kreen can leap 20’ straight up or up to 50’ straight forward. Once you reach 5th level you can use venomous saliva on your bite attacks. Any being that takes damage from your bite attack must succeed on a constitution saving throw or be paralyzed. The DC for this saving throw equals 8+ your constitution modifier plus your proficiency bonus. At the end of each of the creatures turns, the target can ake aother constitution saving throw. On a success the paralyses ends. Creatures of huge size or larger are only slowed for a round on a failed saving throw. [B]Thri Kreen Weapons[/B] Training you are proficient with the Chatka (treat as dart), and the Gythka (treat as a glaive). [B]Languages[/B]. Common, Kreen [/QUOTE]
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