Reflavoring 4E for Athas (Forked From: Dark Sun 4e: Can it work?)

Okay, here's my take on it - keeping in mind that I consider all Dark Sun material beyond the original boxed set to be an abomination that never happened:

THE RACES

Dragonborn
are the same, but their origin is different. A sorceror-king created them as elite soldiers in a bid to challenge the Dragon for supremacy. The attempt failed, and the sorceror-king and his city were annihilated by the Dragon; however, some dragonborn escaped the slaughter. They still have the whole warrior honor shtick going on, but their history lends it a decidedly darker tone... one man's honorable crusader is another man's violent fanatic. Several of the surviving sorceror-kings have recruited forces of dragonborn for their personal guards.

Eladrin are another breed of elf, who split off from the rest of their race as the world grew more barren; instead of becoming athletic runners, they chose to pursue the arcane side of their heritage. They live in the shadows of the great cities and the larger towns, often disguising themselves as ordinary elves to avoid suspicion. There is a network of eladrin wizards, both preservers and defilers, that spans Athas.

Tieflings are still descended from the aristocracy of an ancient empire, who made bargains with dark powers. However, that empire's fall was not due to war with a rival. Instead, the ancient tieflings raised a terrible beast - some say it was intended as a weapon to destroy their enemies, others believe a reckless wizard woke it up with his experiments, and a few claim that it was actually the tiefling Emperor transformed by magic. Regardless, the tieflings were the ones who unleashed the Dragon on the world, and their empire was the first to fall to its hunger.

Elves, dwarves, halflings, humans, and half-elves are as described in the original boxed set, using the mechanics in the 4E PHB.

THE CLASSES

Clerics
worship the spirits of the land. They are somewhat like 2E Athasian druids, but they are devoted to specific terrain types instead of specific locations; so, for instance, you could have a cleric of the dunes, a cleric of the forest, a cleric of the badlands, and so on, with appropriate Channel Divinity feats.

Fighters are unchanged.

Paladins worship elemental powers. Instead of being religious warriors in the Western sense, they have more of a "mystic martial artist" theme. They get a smattering of new powers emphasizing elemental forces, and their Divine Challenge inflicts elemental damage (fire, lightning, cold, or acid) instead of radiant.

Rangers are unchanged.

Rogues are unchanged.

Warlocks add another pact - the templar pact, wherein they draw power from the sorceror-kings. This replaces the infernal pact, which is no longer available since there are no devils.

Warlords are unchanged.

Wizards are unchanged at the Heroic tier; their magic at that level is not strong enough to have a significant effect on their surroundings. They get a new paragon path, the Defiler path, offering increased power at the cost of damaging their allies with plant destruction as a side effect; and a new epic destiny, the Dragon destiny.

COSMOLOGY

The Shadowfell looks like Athas's future (if things go on as they are) - a cold, lifeless waste where the sun is only a dim ember in a black sky, and ghosts haunt the ruins where the sorceror-kings once ruled. It is very close to the Material Plane, and bleed-through between them is common.

The Feywild looks like Athas's past - a green and verdant realm full of water, light, and life. It exists only in scattered pockets and is difficult to reach.

The Elemental Tempest and the Abyss are essentially the same, except that water is much rarer than usual.

The Astral Sea contains no divine realms. The Sea belongs to psionic beings and astral travellers; the most powerful psionic beings have their own domains.

OTHER NOTES

Basic equipment is made of bone, wood, and obsidian. Bronze, iron, and steel are masterwork equipment, replacing the existing masterwork stuff.
 
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I don't have any Dark Sun specific advice right now, but I just want to show how far you can repurpose mechanics. See my homebrew race: Firbolg (4E Race)

Those are Dragonborn mechanics. So if you think Eladrin are too fey, you really don't need to be limited by that.
You could use the eladrin mechanics for Villichi perhaps, or some other mutant offshoot. But then they're no longer eladrin, fey elves from the Feywild. Taking mechanics and completely changing the flavor to something 100% different is easy, but I don't think is what the OP was getting at.
 

I agree with this approach and hope it's what WotC adopts. After all when they created Dark Sun they didn't make all new races, except for adding a few. Instead they took existing races, such as halflings and Elves, and made them into something new and cool and appropriate to this world. That was one of the neatest things about Dark Sun. To see elves go from weak, magic loving faerie to being buff desert runners. Very cool stuff. A similar thing could be done for all the new races.

Dragonborn: This is tricky because obviously dragons are not as much a part of this setting as is typical. Still they could easily be an evolved lizard race that survived by merging with raw elemental energy present in the Athas deserts. I would make them fanatical protectors of the desert as it is. Sort of like a raw elemental fury given a more or less humanoid shape. As if the world of Athas itself is finally fighting back against the damage done to it.

Tieflings: I think they more or less fit as is. I could easily see a city state in Athas pledging allegience to devils only to be betrayed. I like the idea of survivors barely escaping the fall of their shattered nation.

Eladrin: I like the idea of the feywild being Athas's past so these could be Elves as they used to be (while the desert running elves represent elves as they are). Thus they are almost time travelers lost in a world they don't understand and don't belong in. Feystep, despite the name, would not take them through the Feywilds but would instead just be a regular magical teleportation.

Nearly any race or class can be retrofitted into a Dark Sun campaign and if done correctly it won't feel shoehorned. Of course any DM is allowed to ignore or exclude whatever they choose to.
 

Feystep, despite the name, would not take them through the Feywilds but would instead just be a regular magical teleportation.

I'd like to point out that the explanation of Eladrin moving through the Feywild with fey step is only in Races & Classes, and does not actually appear in the PHB. In fact, the description of the power simply states that they disappear and reappear nearby, with no mention of the Feywild.
 

I'd like to point out that the explanation of Eladrin moving through the Feywild with fey step is only in Races & Classes, and does not actually appear in the PHB. In fact, the description of the power simply states that they disappear and reappear nearby, with no mention of the Feywild.

I think somebody at WotC realized that having them travel through the Feywild with fey step opened up a colossal can of worms (for instance, the fact that logically that power could only work in the Material Plane and maybe the Shadowfell). Changing it to a simple teleport power was a very smart move IMO.
 

necromancy!

It occurred to me that the clerics in dark sun are priests of the elements. Then I noticed the genasi and their elemental powers. I think a 4e Dark Sun could strip Channel Divinity: Turn Undead from clerics and instead give them a channel divinity power based on one of the genasi elemental manifestation powers.

For example, a water cleric would get Channel Divinity: Swift Current. An earth cleric would get Channel Divinity: Earth Shock and so on. The genasi racial traits (saving throw bonuses, breathing underwater, etc) can become cleric feats. The genasi racial feats can also become cleric feats. With a little tweaking, the genasi paragon paths, elemental tempest, whirlwind, and wildfire, can become paragon paths for clerics.

Anyway, I was a little late to this party but I hope I added something.
 

Nice idea, but 2e Dark Sun clerics (even evil ones) were pretty strongly anti-undead. I would rather replace Divine Fortune than Turn Undead.
 

Dragonborn - Humans mutated by the ravages of the Dragon of Tyr. Add "necrotic" to the breath weapon damage type options.

Eladrin - Elves that settled in an area of partially-buried ruins for too long and soaked up in the ambient magic of Athas. When they teleport, they become sand whirlwinds.

Tieflings - Descendants of templars who made oaths to the Sorcerer Kings in past centuries, and got a brush of the Kings' power.

Clerics - Worshippers of the 4 elements. When "radiant" damage is dealt, they're channeling the terrible might of the Dark Sun itself.

Paladins - Mystical warriors who balance a good sword-arm with an understanding of the ambient magic of Athas. Some work as champions for the Sorcerer Kings, other as wandering blademasters.

Rogues - Some specialize in poisoning and misdirection, becoming Bards (paragon path). Others specialize in smuggling and haggling, becoming Dune Traders (paragon path).

Feywild - Actually a myriad of pockets of "green", like tiny Ravenloft domains, accessible only in those rare areas of preserved ecology.

Shadowfell - The dark shadow of Athas, where death reigns. Some claim this is where the Dragon of Tyr goes to sleep for decades.
 

Feywild - Actually a myriad of pockets of "green", like tiny Ravenloft domains, accessible only in those rare areas of preserved ecology.

Shadowfell - The dark shadow of Athas, where death reigns. Some claim this is where the Dragon of Tyr goes to sleep for decades.
The feywild can fit pretty well as-is - you just have to play up the "unforgiving nature" part of it. The Feywild counterpart to a stretch of desert is a stark and beautiful stretch of desert, with stranger rock formations, and such.

The Shadowfell already kinda exists, as the Black. The Black was described as "that which is between that which exists, and that which doesn't," and creatures associated with the Black tend to be shadow-based (the major examples being the Shadow Giants from the Prism Pentad books).

It doesn't quite have the "land of death" stuff going on though - that's the Grey.
 

Gladiator could be a new class, but I'd rather see it as a paragon path open for anybody who might be exposed to the arenas.

I hate for my sole contribution to this thread to be negative, but I always loathed the idea of 'gladiator' as a class/PrC/mechanically represented in some way.
 

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