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DARK SUN 5E - Simple Conversion

Chapter 1: Step-by-Step Characters

Rolling Ability Scores We’re rolling ability scores! See Page 12 of the PHB.

Alignments We’re not using alignments.

Chapter 2: Races

Available Races Human (as per PHB) Half-elf (as per PHB) Dwarf (only Athasian subrace) Elf (only Athasian subrace) Halfling (only Athasian subrace) Half-Giant (new race) Mul (new race) Thri-kreen (new race)


As a dwarf, you gain all the dwarven traits described in the PHB (Con +2, size, speed, darkvision, dwarven resilience, dwarven combat training, tool proficiency, stonecutting, languages). The only subrace you can choose is the Athasian Dwarf.

Athasian Dwarf Ability Score Increase. Your Strength Score increases by 1. Focus. Dwarves must have a Focus. A Focus is some task (such as crafting a weapon or besieging a fortress) that the Dwarf holds paramount over everything else in their life which must be complex enough to require at least a week to complete. Once per short rest, you gain advantage on a d20 roll directly related to your focus. For every week a Dwarf fails to make progress towards their Focus, they gain a level of exhaustion as their will to live withers away. This exhaustion cannot be removed except by furthering progress towards one’s focus.


As an elf, you gain all the elven traits described in the PHB (Dex +2, size, speed, darkvision, keen senses, fey ancestry, trance, languages). The only subrace you can choose is the Athasian Elf.

Athasian Elf Ability Score Increase. Your Intelligence score increase by 1. Fleet of Foot. Your base waking speed increases to 35 feet. Elf Run. An elf can travel at a Fast Pace without suffering any penalties (such as fatigue or penalties to Passive Perception). Mask of the Wild. You can attempt to hide even when lightly obscured by foliage, sandstorms, siltstorms, and other natural phenomena.


As an halfling, you gain all the halfling traits described in the PHB, except the Lucky trait (Dex +2, size, speed, brave, Halfling nimbleness, languages). The only subrace you can choose is the Athasian Halfling.

Athasian Halfling Ability Score Increase. Your Wisdom score increases by 1. Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. * You do not have the Lucky trait*


Ability Score Increase. Your Strength score increases by 2, your Constitution score increases by 2. Your Intelligence score is reduced by 2. Speed. Your base land speed is 30 feet. Size. You size is Large. See the “Large Player Characters” sidebar for more info. Half‐Giant Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Mercurial Nature. Half-Giant are easily influenced and rapidly change their minds. After every long rest, one of your Personal Characteristics (PHB p. 123) will

change to match that of one of your fellow party members. Languages. You can speak Common.


Ability Score Increase. You Strenght score increases by 2, and you Constitution score increases by 1. Size. Your size is Medium. Darkvision. You can see in the darkness within 60 feet of you as if you were in dim light. However, you can’t discern color in the darkness. Inexhaustible. As an action, you may reduce your exhaustion by one level. You cannot use this feature again until after you have taken a long rest. Menacing. You gain proficiency in the Intimidation skill. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You cannot use this feature again until after a short or long rest. Untiring. Once every 48 hours, when you take a long rest you may regain all expended Hit Dice. Additionally, while you must still use a long rest to recover spent resources, you can choose to go up to 72 hours without take a long rest, staying awake the entire time, suffering no additional adverse effects. After 72 hours, you are considered to have been awake for 24 hours; you then begin to incur adverse effects as per the normal rules. Languages. You can speak Common and Dwarvish.


Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1. Speed. Your base land speed is 35 feet. Size. Your size is Medium. Alien Nature. Thri‐kreen are so different from all of the other humanoid races that you suffer disadvantage on Charisma (Persuasion) checks made to influence anyone other than a thri‐kreen. Chamaleon Carapace. You have advantage on Dexterity (Stealth) checks made to hide. Darkvision. Accustomed to running across dunes or grasslands throughout the day and night, you can see in the darkness within 60 feet of you as if you were in dim light. However, you can’t discern color in the darkness. Hard Carapace. When wearing no armor, your AC is equal to 13 + your Dexterity modifier.

Multiple Limbs. You have four arms and can hold items in each of your arms. On your turn, you may interact with two objects or features of the environment for free. Claws. You claws are natural weapons, which you can sue to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Poisonous Bite. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Also, one per short rest you can inject a paralyzing poison with your bite. If you hit, the target must succeed on a Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on a success. The save DC is 8 + your Constitution modifier + your Proficiency bonus. Sleepless. You do not sleep. You still need a period of 8 hours of light activity to gain the benefits of a long rest. Standing Leap: You can long jump up to 30 feet and high jump up to 15 feet as part of your movement without taking a running start. Thri‐Kreen Weapon Training. You have proficiency with the chatkcha and gythka. Unusual Body Shape. You can only wear armor or clothing specially designed for thri‐kreen; such equipment costs double its normal price. Languages. You can speak Thri‐Kreen and Distorted Common. Due to your physiology, other races will have difficulty understanding you, as your speech comes out elongated and hissing.

Large Player Characters

The races presented in the Player's Handbook are all Small or Medium sized, and the weapons and combat rules presented therein are designed around those sizes. Until official Large-sized player races come out, the following rules can be used to better represent them in combat.

Weapons Large-sized creatures can use Large-sized weapons (DMG p. 278). This significantly increases damage output, and might be considered disruptively overpowered for a player character. When using Medium-sized weapons, use the following rules for weapon properties:

- Large creatures struggle with Light weapons, and have disadvantage on attack rolls with them.

- One handed weapons without the "versatile" trait are treated as light weapons for the

purpose of qualifying for two weapon fighting.

- Weapons with the "versatile" trait deal the

damage given in parenthesis even if wielded

in only one hand.

- Two-handed melee weapons can be wielded in one hand

Carrying Capacity As noted in the PHB p. 176, Large creatures have double the carrying capacity.

Consumables Based on the food and water needs (DMG p. 111), Large creatures require four times as much food and water per day.

Cover It should be harder for a Large creature to find cover (PHB p. 196). The DM will adjudicate this, but roughly speaking where a Medium creature would find total cover, a Large creature might only receive three- quarters cover; where a Medium creature finds three- quarters cover, a Large creature might only receive half cover; and where a Medium creature finds half cover, a Large creature might find none.

Chapter 3: Classes

As a general rule, Athasian character cannot read and write. Depending on your background, the DM can rule that your character has learned how to read and write.


Naming The beast aspects “Bear”, “Eagle” and “Wolf” in Path of the Totem Warrior are replaced with “Braxat”, “Kes’trekel” and “Tembo”.




Consider playing





Entertainer background.


Only available domains for PCs are Air, Earth, Fire, Water.

Fire Domain





Hellish Rebuke, Searing Smite


Flame Blade, Continual Flame


Elemental Weapon (Fire), Fireball


Conjure Minor Elemental (Fire), Wall of Fire


Conjure Elemental (Fire), Flame Strike

1st Level You can use your Turn Undead ability on Water creatures. You gain Produce Flame as a Cantrip.

1st Level – Fire’s Wrath – You can use fire to rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d10 fire damage on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

2nd Level Channel Divinity: Sculpt Spells You can create pockets of relative safety within your fire spells. When you cast a fire spell that affects other creatures that you can see, you can choose a number of them equal to the spell’s level + 1. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

6th Level Channel Divinity: Wreathed in Fire This effect lasts for 1 minute. Any creature that ends its turn within a 5 feet radius of you must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. Undead always take full damage.

8th Level Burn the Unholy Any turned Undead (using the Channel Divinity ability) also take 1D6 fire damage per Cleric level on a failed Dexterity saving throw. If they make the save they take no damage. Undead that are destroyed are burned into a pile of ashes.

17th Level Conflagration When you would normally roll one or more dice for damage with a fire spell, you instead use the highest number possible for each die. For example, instead of dealing 2d6 fire damage to a creature, you inflict 12 fire damage.

Templars. These are the clergy of the Sorcerer Kings, and unless youre playing an evil campaign, they wont be available as PCs. See the Templar in the Bestiary


As per PHB. Consult with the DM regarding Athasian beasts.


Eldritch Knight not allowed


As per Unearthed Arcana


Not available


Not available


As per PHB


Arcane Trickster not allowed


Not available


Not available


You can choose Deception as one of your skills during character creation. Additionally, Wizards can Read and Write any languages they know.

Defiling. When a Wizard casts a spell using a spell slot, he can choose to defile the land. All vegetation within 5ft times the level of the spell slot used withers and dies. This area is halved (round up) if the defiler is in

an area with abundant vegetation (a garden, a forest, a grassy plain). Whe a wizard defiles the land, any spell he cast is treated as if he ahd expended a spell slot one level higher. Example: Sadira casts a fireball spell, expending a 3 rd - level spell slot. She defiles the land, and all vegetation within 15ft of her withers and dies. The damage of her fireball will be 9d6, as if she had used a 4 th -level spell slot. You cannot defile a patch of land that is already defiled.

Chapter 4: Personality and Background

Chapter 5: Equipment

Due to the rarity of metal, weapons and other items constructed primarily from metal are priced at their Player’s Handbook listed cost in gp—they are not converted to Cp. For example a metal longsword costs 15 gp (or 1,500 Cp). Weapons and items containing only small quantities of metal are priced at half their Player’s Handbook listed cost in gp. Divide the listed Player’s Handbook price by 2.

The following weapons from the Player’s Handbook can be constructed from non‐metal materials without penalty: bolas, all bows (and arrows), club, all crossbows (and bolts), dart, dagger, greatclub, javelin, all lances, all maces, net, nunchaku, quarterstaff, sai, sap, sling (and bullets), all spears, and whip. They weigh the same as listed in the Player’s Handbook. These weapons cost 1% of the listed price in the Player’s Handbook. Simply convert the listed price in the Player’s Handbook to Cp. For example, a spear listed at 2 gp in the Player’s Handbook costs 2 Cp.



Weight Break

















* this does not apply to missile weapons ** minimum of 1 damage

Breaking Weapons. Nonmagic stone, obsidian, bone, and wooden weapons are prone to breaking.

Whenever you roll max damage on your base weapon dice, roll a d20. If you roll the indicated number, your weapon is broken.

Armor All forms of armor given in the Player’s Handbook have a nonmetal equivalent that costs 1/100th of the cost listed in the Player’s Handbook; simply change the gp price to Cp. In addition to being the equivalent of armor on a metal rich world, thousands of years of tortuous heat have lead Athasian armorers to develop ingenious air ventilation and air circulation methods. This allows medium and heavy armors to be worn in the Athasian heat.

While Athasian characters use all the varieties of armor described in the Player’s Handbook, the armor they use incorporates materials commonly found in the world around them. Though most of the armors are made using various parts of common Athasian animals, the armor construction process makes use of several different reinforcement methods developed over time. Many of the armors are highly composite, made using the pieces of several different animals no two suits of armor look quite alike. Through the use of hardening resins, shaped chitin and stiff leather backings, Athasian armorers can craft remarkably durable armors from the material at hand.

Breastplate, Full Plate and Half Plate: These armors are constructed using choice plates taken from shelled animals, such as mekillots or braxat.

Studded Leather: This armor is crafted using close‐set rivets made of bone, hardwood, stone, or talons.

Shell Armor: Shell armor is made by weaving giant’s hair around the shells of various small creatures such as an aprig. Shell armor is the Athasian equivalent to the Player’s Handbook’s chain mail armor.

Chitin Armor: This armor is skillfully made by interlocking hexagonal bits of chitin (usually carved from a kank’s carapace). Chitin armor is the Athasian equivalent to the Player’s Handbook’s chain shirt armor.

Scale mail: Scale mail is usually made from the scales of an erdlu, inix or other naturally scaled creatures.

Banded Mail and Splint Mail: These armors are fashioned from shavings of agafari wood, bonded to softer, more flexible woods, and treated with a hardening resin.

Chapter 6: Customization Options

New Feat: Wild Talent* You know one Talent and one Discipline of your choice. You have 4 Psi Points, which you can use to augment your Discipline. These points are restored at the end of a long rest. Your Psi Limit is 2. Your spellcasting ability for these spells is Intelligence.

(*) All Athasian PCs gain this feat for free at character creation. Both the Talent and the Discipline are selected randomly in this case. See the following two tables.

Talent (roll 1d12)



7. Mind Meld

2. Blade Meld

8. Mind Slam

3. Blind Spot

9. Mind Thrust

4. Delusion

10. Mystic Charm

5. Energy Beam

11. Mystic Hand

6. Light Step

12. Psychic Hammer

Discipline (roll 1d4 and 1d10)




1 1

Adaptive Body

1 2

Aura Sight

1 3

Bestial Form

1 4

Brute Force

1 5




Corrosive Metabolism



Crown of Despair

1 8

Crown of Disgust

1 9

Crown of Rage

1 10




Giant Growth



Intellect Fortress



Iron Durability



Mantle of Awe



Mantle of Command



Mantle of Courage



Mantle of Fear



Mantle of Fury



Mantle of Joy



Mastery of Air



Mastery of Fire



Mastery of Force



Mastery of Ice



Mastery of Light and Darkness



Mastery of Water



Mastery of Weather



Mastery of Wood and Earth



Nomadic Arrow



Nomadic Chameleon



Nomadic Mind



Nomadic Step






Psionic Restoration



Psionic Weapon



Psychic Assault



Psychic Disruption



Psychic Inquisition



Psychic Phantoms



Telepathic Contact



Third Eye

Chapter 8: Adventuring

Food and Water (PHB p. 185)

Extreme Heat (DGM p. 110)

Foraging (DMG p. 111)

Chapter 11: Spells

Spells that create metals are never permanent.

Spells that create water only function at ½ strength.

Athas has no connection to the Astral Plane, nor to the Outer Planes.

Changes to Cleric Spells

1st Level Create or Destroy Water (only Water domain) Purify Food and Drink (only Water domain)

2nd level Continual Flame (only Fire domain)

3rd level Create Food and Water (only Water domain) Meld into Stone (only Earth domain) Water Walk (only Water domain)

4th level Control Water (only Water domain) Stone Shape (only Earth domain)

5th level Flame Strike (only Fire domain) Planar Binding (will only bind an elemental creature of your Domain)

6th level Planar Ally (will only conjure an elemental creature of your Domain)

7th level Conjure Celestial (will only conjure an elemental creature of your Domain) Fire Storm (only Fire domain) Plane Shift (only to/from Elemental planes)

8th level Control Weather (only Air domain) Earthquake (only Earth domain)

9th level Astral Projection (Athas is cut off from the Astral plane) Gate (only opens on the Elemental planes)