Tag: 5e-dd

Somber Sands: Character Creation

Somber Sands: Character Creation

For my Dark Sun campaign, this is the flow-chart for how character creation will be conducted. Here are the main rules for the setting and character options for reference: https://red-ones-go-faster.com/2025/09/18/somber-sands-a-dark-sun-campaign/ Keep in mind each player will be drawing up four characters to form a Character Tree. I’ll bring a worksheet (cuz I’m broken that way) that will make the steps hopefully easy for all.

Step One: Roll for Character Connection

Players roll a single d10. This will determine the vague connection between the four characters in your Character Tree–can be as literal or as figurative as you like when you actually plan it out, but for now it will determine the spread of stats for the four characters.

RollConnection SourceStarting Stat-Patterns for Your Four Characters
1Luminary and FriendsSage, Student, Bright, Unlikely
2Working Class ChumsAthlete, Wanderer, Physical, Milquetoast
3Childhood FriendsRookie, Dilettante, Remarkable, Notable
4Opposites AttractAthlete, Sage, Milquetoast, Unlikely
5EntrepreneursDilettante, Garden Variety, Notable, Balanced
6Soldiers for HireRookie, Dime-a-Dozen, Remarkable, Balanced
7Drinking BuddiesStudent, Rookie, Physical, Garden Variety
8Shared FaithsWanderer, Dilettante, Bright, Dime-a-Dozen
9OrphanageMilquetoast, Unlikely, Balanced, Highs and Lows
10The GutterMilquetoast, Unlikely, Milquetoast, Unlikely

Each stat pattern is determined as per the chart below. Note that physical stats (Str, Dex, and Con) and mental stats (Wis, Int, and Cha) are separated. You can choose any pattern of those three numbers for those three stats. For example, one Rookie well might be Str 15, Dex 12, Con 11, Wis 15, Int 10, Cha 8 while another could be Str 11 Dex 15, Con 12, Wis 8, Int 15, Cha 10.

TypologyPhysical (Str Dex Con)Mental (Wis Int Cha)
Athlete15  15  158  8  8
Sage8  8  815  15  15
Wanderer15  15  815 8  8
Student15  8  815  15  8
Rookie15  12  1115  10  8
Dilettante15  10  815  12  11
Physical14  14  1113  13  8
Bright13  13  814  14  11
Dime-a-dozen14  13  1114  13  8
Garden Variety14  13  814  13  11
Milquetoast13  13  1312  12  12
Unlikely12  12  1213  13  13
Remarkable15 14  1211  10  10
Notable11  10  1015  14  12
Balanced14  12  1015  11  10
Highs and Lows14  12  814  12  8

Players must “affix” their stat distributions at this point. Decide the pattern for each character–and yes it’s done before you know the species your character will be. You can aim them toward specific classes by varying the pattern (for instance choosing a different higher mental stat for each to allow options across caster classes).

Step Two: Roll for Character Species

Roll, in order, for each of the four now-fixed stat distributions, on the chart below. This will determine the Character Species for that character. Apply the modifiers immediately to ability scores to learn the final ability score set for each character. Yes, this means that you might get a Sage that happens to be a Half-Giant (not exactly a spellcaster type).

Roll % DiceSpeciesApply Ability Score AdjustmentAvailable Classes Reminder
01-35Human+1 to two diff ability scores of choiceAny
36-55Elf+2 Dex, -2 ConAny
56-65Half-Elf+1 Str, +2 Dex, +1 Wis, +1 Int, +1 ChaAny
66-75Dwarf+2 ConAll but Wiz
76-80Mul+2 ConBrd, Ftr, Glad, Rgr, Rog
81-85Halfling+2 Dex, +2 Wis, -2 ChaAny
86-90Half-Giant+4 Str, +2 Con, -2 Wis, -2 Int, -2 ChaAll but Wiz and Tmp
90-100Thri-Kreen+1 Wis, -1 ChaAll but Tmp

Step Three: Determine Starting Classes

Select the starting class for each of the four characters that now have their stats and species decided. Remember that there may be occasion to field any of the four characters at different points, so have fun envisioning each of them. Sometimes a not-so-smart Wizard or a clumsy Rogue can be amazing for adventuring fun. And you can have multiple characters be the same class if you really feel like it (e.g. a Clerical conclave or a Thieves’ Guild). Another way to proceed is to think thematically about the types of classes that might share a mission or commitment to an idea. Note that for any Wizards you must also select Defiler or Preserver at this point.

Step Four: Determine Alignment Axis

All four characters in your character tree must share a similar alignment axis. So you can pick them all to be Good, Neutral, Evil, or Lawful, Neutral, Chaotic. Please do not choose Evil as the shared axis for your tree. All of your characters will share that similar aspect and outlook on the world, but will be flexible on choices from the opposite axis. Also note that Defilers cannot be Good, so any Character tree that has a Defiler cannot choose commitment to Good as an option. You don’t need to lock in the other part for each yet, just need to know what will be common between them all. This can help further flesh out the way that they know one another.

Step Five: Wild Psionic Powers

Most sentient creatures in Dark Sun have a latent, innate psychic power, which some are able to learn to manifest. These powers can emerge at different points in life, all the more varied because of the vast differences in lifespan of different sentient species. Some powers develop in young adulthood but fade with age, while others emerge as a long life progresses. These changes are tied to the ability scores necessary for them to manifest–some of which are simple and others of which are extreme. For each of the four characters in your Character Tree you will roll once on the chart below. That is the latent psychic power that lurks within the character. It doesn’t mean that may be able to use them (or may never be able to use them), but it is what lies dormant inside them.

I’m using the list close as I can to the Wild Psionic Powers from AD&D–which means that some powers are quite minor and some are astonishingly powerful. The more powerful the ability, the higher the ability score requirement to access and use the power. Note that magical augmentation does not unlock psionic ability, so you cannot just pop on an Amulet of Health to meet the requirement. You’ll need to increase the score through regular advancements. It does also mean that loss of that score (to poison or curse or otherwise) may temporarily remove access to using the psionic ability. And there may be moments where it is simply out of reach–Bumbus the Half-Giant Barbarian may never get enough Intelligence to use Time Shift, and that’s just the harsh nature of Dark Sun. Sometimes you die without ever unlocking your true potential.

Most of these take the form of an ability that can be used once per long rest. Variations from that will be noted. Any attack rolls or saving throws associated with them use the relevant ability score bonus for the ability score required to use the power. Unless stated otherwise, duration is a number of rounds equal to the ability score bonus in case of combat effects, and minutes equal to ability score bonus for outside-of-combat effects. And the target is a single PC, NPC, or Monster in most cases.

D100 RollPsionic PowerBrief DescriptionReq. Ability Score
1No PowerNot everyone is special
2-8Mind Blank*+2 to all saves vs Wild Psionic PowersInt <9 or Wis <9*
9-13Ego WhipAdvantage on loss of control saves (domination, charm, etc.)Int 8
14-18Thought ShieldAdvantage on mind reading saves (detect thoughts, ESP, etc.)Int 8
19-23Mental BarrierAdvantage on Wis saves vs Wild Psionic PowersWis 8
24-28Intellect FortressAdvantage on Int saves vs Wild Psionic PowersInt 8
29-33Tower of Iron WillAdvantage on Con saves vs Wild Psionic PowersCon 8
34-35Sensitivity to Psychic ImpressionsGain knowledge of momentous emotions from the past in current locationWis 10
36-37Object ReadingDetermine psychic impressions left on object by a previous ownerWis 10
38-39Animal AffinityGenerally receive friendly reactions from one category of (non-monstrous) animal (some conditions may change this). Roll a d12 on following list when gained to affix the type of animal. 1) Baboons, 2) Bats, 3) Cats, 4) small Beetles, 5) Hawks, 6) Hyenas, 7) small Lizards, 8) Toads, 9) Jackals, 10) Carru, 11) Aprig, 12) Erdlu.Con 10
40-41DaydreamSave. Already-bored target becomes less observantWis 10
42-43EmpathySave. Detect basic emotions.Wis 10
44-45Incarnation AwarenessDetermines how many times target has been magically raised from the deadInt 10
46-47Feel LightVision through skin nervesInt 10
48-49Feel SoundHearing through skin nervesInt 10
50-51Hear LightVision through hearingInt 10
52-53See SoundHearing through sightInt 10
54Danger Sense+2 to all Initiative checksInt 10
55Know DirectionAlways know which way is northInt 10
56Know Location1/long rest get precise descriptor of locationInt 12
57Spirit SenseDetect presence of ghosts, poltergeists, and other formless supernatural entitiesWis 12
58Double PainSave. Target experiences double the pain from injuries and may go into shochCon 16
59Heightened Senses+2 to all Perception checksCon 14
60ImmovabilityGreatly increase weight, cannot be pushedCon 14
61Lend Health1/long rest heal d6 damage in target touched by suffering d6 damage oneselfCon 12
62Suspend AnimationHibernate without needs until set timeCon 12
63Id InsinuationSave. Target  follows its current wantWis 15
64AttractionSave. Target attracted to object indicatedWis 15
65AversionSave. Target mislikes object indicatedWis 15
66AweSave. Target is awestruck by userWis 20
67Conceal ThoughtsHide thoughts from detectionWis 14
68ESPDetect thoughts of targetWis 15
69False Sensory InputsCause mistaken sensationsInt 15
70Inflict PainSave. Target perceives pain and may pass out. Is an evil act to use on a living creatureCon 15
71Invincible FoesSave. Target convinced that next damage source will be lethal to themWis 15
72Invisibility1/long rest. Minds of creatures in line of sight cannot perceive youInt 17
73Life DetectionLifesenseInt 12
74Mind BarImmune to possession. +2 on saves vs mind-affecting spells, mind-affecting class abilities, and Wild Psionic abilities of most typesInt 16
75Phobia AmplificationSave. Reveals target’s phobia, and heightens reaction to said phobia.Int 14
76Post-Hypnotic SuggestionSave. Place a single suggestion with a trigger in target’s mindInt 15
77RepugnanceSave. Target is overwhelmed with loathing for a thing and attempts to destroy it at onceWis 18
78Send ThoughtsSend thoughts to willing targetInt 12
79Sight LinkSee through eyes of willing targetCon 16
80Sound LinkHear through ears of willing targetCon 14
81Taste LinkTaste through tastebuds of willing targetCon 12
82Truthear1/week. Save. Gain knowledge whether target knows it is lying when speaking.Wis 16
83Dimensional DoorCreate mind-portal that allows transit to distant locationCon 18
84Time Shift1/day. Move ahead three rounds through time in a non-interactive stateInt 17
85Time/Space AnchorPrevent unwanted teleportation/time slippage (including vs slow spell)Int 14
86ClairaudienceHear sounds occurring at distant spotWis 14
87ClairvoyanceSee sights occurring at distant spotWis 14
88Precognition1/week. Forsee probable outcome of proposed course of future actionWis 15
89Detonate1/week. Target unattended non-magical inanimate object made of wood, stone, glass, or bone explodes and is destroyed. Cannot detonate cloth nor metalCon 14
90Disintegrate1/week. Functions as disintegrate spell but is psionic, and target uses Constitution save to avoid damageCon 20
91Telekinesis1/ week. Functions as telekinesis spellWis 18
92Complete HealingEnter a 24-hour trance. Fully heal all hit point damage if un-interruptedCon 14
93Mindlink1/week. Communicate with a target you can contact directly with mental connectionWis 16
94Fate Link1/week. Save. Target and user experience same pain sensations. Both lose same number of hit points if one loses hit points. If one dies, the other must make a Con save (DC 10 + dying creature’s Con modifier + 4)Con 16
95Domination1/week. Functions as dominate person spellWis 20
96Mass Domination1/week. Functions as dominate person spell but affects up to five creaturesWis 22
97Mindwipe1/month. Save. Psychic surgery that reduces target’s Int and Wis scores.Wis 22
98Probe1/month. Save. ESP that can dig far deeper. Wis 22
99Switch Personality1/month. Save. Exchange bodies with target.Con 22
100Synaptic Static* Interferes with psionic abilities of those in proximity.Wis <9 and Int <9*

*Mind Blank and Synaptic Static are two exceptions, as they have a maximum threshold of ability score. For Mind Blank either Wis or Int must be 8 or less. For Synaptic Static, both Wis and Int must be 8 or less. If the ability score rises above this threshold the power is lost.

The descriptions of each are somewhat brief, as I do not want to map out the exact function of every single 2nd edition psionic power. We’ll verify the exact functioning of every power that is rolled for characters that compose your Character Trees.

Step Six: Select Active Character for First Session and Flesh them Out

Of your four character tree characters, choose which will be active for the first session. The other three will be somewhere else, but they all know each other somewhat and have some vague commitment to the same goals in life and adventuring. We’re done with the inactive characters for now–you can work through the specific choices for them as adventurers (e.g. spells taken and skills chosen) in-between games.

Now go through all the starting character choices about your active character to make them level 2: list other racial bonuses, skills chosen, spells selected, etc. Note that we’ll roll for all hit dice beyond the first one together (which is always the maximum amount) to generate hit point maximums. If you choose to play a Templar, have a quick discussion with the DM about how that will operate and what Dragon King you have begun service under.

Step Seven: Determine Starting Gear as Lead-In to Game

Initial gear will be determined amidst gameplay, so we’ll start with character introductions and I’ll get the game moving for our first session of play in Dark Sun.

[If there is any step I realize I forgot when making the worksheet, I’ll update… but hopefully this can give those of you spinning your brain with character ideas a bit more sense of what will happen]

Somber Sands – A Dark Sun Campaign

Somber Sands – A Dark Sun Campaign

This is the campaign guide for a Dark Sun-based Dungeons and Dragons game I’m running. The images are from the classic Dark Sun resources of Second Edition Advanced Dungeons and Dragons (which I’ll shorten to just AD&D forward), which is what I’m basing it on. If a Fifth Edition (5e) version of Dark Sun rules get released I’ll review them and we can see about converting over. These rule adjustments are designed to capture the spirit of the AD&D rules while giving us the actually playable 5e basis for our gameplay. There will be a separate post with the character creation guide, this is more the rules changes for the campaign.

Start Here: A Great Overview of Dark Sun

This video does a great job giving all the info you need to know about the Dark Sun world in 8 minutes–no rules content, just the basics of the campaign setting’s feel. Mandatory viewing for players. The only change is that I’ll pronounce Thri-Kreen different than he does.

Starting Levels and Character Trees

Dark Sun is a purposefully harsh campaign, and I’m going to run it that way. The rules for it in AD&D included the suggestion of starting as higher level characters than level one (as anyone surviving would have to be somewhat skilled). So we’ll be starting all characters at level 2. And more importantly, Dark Sun very purposefully included the use of Character Trees, which I’m going to use as well. Each player in our first session will roll up four characters that will form their character tree. They will then choose which of the four will be their “active” character at first, while the other three will be “inactive”. Between some sessions of the game players can then swap to other characters in the tree. Each time an active character gains a level, one inactive character in the player’s tree gains a level. It’s designed to play out in interesting ways in the campaign and gives some flexibility if there is a character death. Inactive characters are neither NPCs nor followers. They generally do not come into contact with the campaign world while inactive (they just are doing something else). The characters in the character tree know each other somehow, and are working toward similar ends. Each player can decide what that connection is as they flesh out the four characters on their tree between sessions.

Peoples, Classes, and Latent Psychic Powers

Dark Sun has the following character species to choose as player characters: Humans, Elves, Half-Elves, Dwarves, Muls (sterile half-dwarves bred for labor), Half-Giants, Halflings (who yes, are cannibals), and Thri-Kreen (human-sized preying mantis people). Aasimar, Tieflings, Dragonborn, Goliaths, and Gnomes are not used. There will be some limits on what classes can be chosen based on the race of the character (and race will be rolled for randomly on character creation, along with starting stats). See the chart below for differences.

SpeciesBase Species and adjustments from PHBAvailable Classes
HumanHuman. Use the variant trait as listed (Increase only two ability scores by 1; but gain proficiency in one skill of choice and gain one feat of choice).Any
ElfElf. Adjust Ability Score Increase to +2 Dex, -2 Con. Remove “Fey Ancestry”. No Subrace is chosen. Gain Advantage on all Stealth checks. Height is between 6.5’ and 7.5’.Any
Half-ElfHuman. Adjust Ability Score increase to +1 Str, +2 Dex, +1 Int, +1 Wis, +1 Cha. Gain “Darkvision” as per Elf entry. Gain advantage on all Animal Handling checks. May befriend an animal they meet in-game as a pet/companion.  Any
DwarfDwarf. All are Hill Dwarf subtype. Remove “Dwarven Combat Training” and “Stonecunning”. Tool Proficiency can be any artisan tool set of choice.Bard, Cleric, Druid, Fighter, Gladiator, Ranger, Rogue, Templar
MulHuman. Replace ability score increases with +2 Con. Add “Dwarven Resilience” and “Darkvision” as per Dwarf entry. Hairless. Sterile.Bard, Fighter, Gladiator, Ranger, Rogue
HalflingHalfling. Adjust Ability Score increase to +2 Dex, +2 Wis, -2 Cha. No Subrace is chosen. Remove “Lucky” and “Brave”. Willing to eat sentient creatures outside of their tribal affiliation.Any
Half-GiantHuman. Replace ability score increases with +4 Str, +2 Con, -2 Int, -2 Wis, -2 Cha. Can choose Hit Dice result rather than rolling for HP as follows: d4=4, d6=5, d8=7, d10=8, d12=10. Height is between 8’ and 9’. Half of alignment is fixed, other is chosen after each long rest based around current whim. Require 4 gallons of water per day.Bard, Cleric, Druid, Fighter, Gladiator, Ranger, Rogue
Thri-KreenUnique. Ability Score increase +1 Wis, -1 Cha. Has +2 Natural Armor bonus. Unarmed attack 1d4+Str damage. 4 limbs affect what can be carried in combat (including using a shield and a 2-handed weapon at same time). Advantage on Athletics checks when Jumping. Does not need to actually sleep while performing a long rest, regardless of class. Water checks are by the week not by the day for Thri-Kreen. Proficient with the chatkcha (a crystal throwing wedge, see equipment below). May be unable to use certain magical items given body shape. Willing to eat sentient creatures, particularly like the taste of elves.Bard, Cleric, Druid, Fighter, Gladiator, Ranger, Rogue, Wizard

Classes have somewhat different names in Dark Sun, and some have variations from their basic versions. Paladins, Monks, Sorcerers, and Artificers do not exist in this setting. And there will be some subclasses that cannot be accessed or are considerably adjusted given the setting. Wizards (and some other subclasses) in particular are interesting as they need to choose whether they are “Defilers” or “Preservers” in addition to their other class abilities (which will have its own rules in the Magic section below).

Dark Sun ClassBase ClassSetting Adjustments
BardBardMostly unchanged. All spells and supernatural class abilities are considered Psychic powers. Available Bard Colleges: Lore, Valor, Whispers. College of Whispers only available via connection to a Dragon King.
ClericClericSomewhat changed. There are no gods. Deities are the four elements Earth, Air, Fire, and Water, and domains are based around them (see Magic Section for full details of each domain). Add a single weapon to proficiency list based around fit to your element (e.g. blowgun for Air).  
DruidDruidSomewhat changed. Must be Circle of the Land as subclass choice. Can choose Desert, Scrubland (counts as Forest), Grassland, Mountain, Silt Sea (counts as Coast), or Salt Flats (counts as Swamp). They then pick a specific spot of that type in the world as their “Guarded Lands” which they are obliged to watch over and revisit on occasion. Wild Shape options list appears in the Magic section below (the usual “need to have seen it” applies).
FighterFighterMostly unchanged. Available Subclasses: Battle Master, Cavalier, Champion, Psi Warrior. Can also select Eldritch Knight, but must choose either Defiler or Preserver (see Magic section).
GladiatorBarbarianMostly unchanged. Available Subclasses: Berserker or Totem Warrior. Berserker functions as written. Totem Warrior is changed in name to “Arena Trained” and has the following substitutions. “Spirit Seeker” and “Spirit Walker” are each replaced by selecting a bonus feat that represents a fighting manuever or style. “Totem Spirit” is changed in name to “Fighting Style”. Bear is renamed “Brute”, Eagle is “Daring”, and Wolf is “Coordinated” but effects at 3rd and 6th level are unchanged (tho the 6th level ones are not supernatural but just result of training). The “Totemic Attunement” Eagle (“Daring”) ability is replaced by gaining advantage on all Athletics checks.
RangerRangerMostly unchanged. Cannot select Dragons as favored enemy. Favored terrain options for “Natural Explorer” ability are Desert, Scrubland (counts as Forest), Grassland, Mountain, Silt Sea (counts as Coast), or Salt Flats (counts as Swamp), and remove the “find twice as much food when foraging” portion. Ranger spells and supernatural abilities are considered Psychic powers. Subclass choices: Hunter, Beast Master (same list as Druid Wild Shapes), Monster Slayer, Swarmkeeper.
RogueRogueMostly unchanged. Subclass choices: Thief, Assassin, Inquisitive, Scout, Mastermind, Soulknife. Can also select Arcane Trickster but must choose Defiler or Preserver (see Magic section).
TemplarWarlockGreatly changed. Warlock patrons in Dark Sun are one of the existing Dragon Kings, and Templars serve as their disciples. Choosing this class will have big effects on character gameplay, as in addition to leveling up a Templar gains certain rights within their Dragon King’s domain (e.g. pass judgment on slaves at low levels,  accuse freemen or even nobles at higher levels, can keep a certain number of people imprisoned, etc.). That comes with the cost of adherence to the Dragon King’s wishes. All the Templar’s magic abilities can be removed if the Dragon King Patron chooses to remove them. The player and the DM will work out which Dragon King is the patron source of power after initial character creation, which will have a specific custom set of Patron powers associated based on which Dragon King is served.
WizardWizardGreatly changed. Must choose Defiler or Preserver. Subclass choices must be one of the Schools of Magic from the Player’s Handbook. Any subclass abilities that have spell-like effects also trigger the Defiler rules when that path is chosen (rough idea is that spell level equivalent is highest spell level known at level when that ability is acquired).

Finally every character in Dark Sun is minorly psychic in some way. There will be a chart in character creation that will add a psychic ability to each character as a bonus ability they have in addition to Character Species and Class rules.

Magic in Dark Sun

The following section contains the various adjustments to magic and spellcasting in Dark Sun.

Defilers and Preservers

Arcane magic in the world of Dark Sun is linked to the devastation of the lands. Power can be had at the cost of furthering the devastation, or care can be taken at the price of lessened arcane ability. Arcane spellcasters (primarily Wizards) must choose to either be a Defiler or Preserver. Choosing Defiler means learning a mode of magic where earth and life crumbles as you draw the power of spells. Choosing Preserver means not having those impacts on the world, but reducing progress as learning the exact arcane geometry of magics in a way that does not destroy the world takes much more care and effort.

Preservers can cast their spells (including cantrips) without affecting the world around them. However, they progress slower than a Defiler does within the same time frame and effort. As such, their Spells Known and Spell Slots per Spell Level are treated as if they are two levels lower than their character level. This means 1st and 2nd level Preserver Wizards can only use cantrips. The same for 3rd and 4th level Eldritch Knights and Arcane Tricksters. For purposes of spell effects, their caster level is also treated as two lower when it comes to adding caster level to results and durations. There are rumors that Preservers have a form different from but akin to that of Dragon Kings (see below), but research would need to be done into that. Finally, the lure of a Defiler’s ease in raw magical power is strong. A Preserver can choose to, at any time, swap to being a Defiler. Their spell effects and spell slots per level normalize immediately. They can learn one new spell each long rest to get caught up (representing the ease in working out Defiler magics). However, once they make this fateful choice it is hard to turn back. Characters cannot switch back to Preserver without a significant undertaking to right the balance in their soul they have defiled with this choice–the DM can work with a player interested in gaining Preserver status to find a suitable quest to do so.

Defilers on the other hand gain spells known and spell slots per level at the normal pace, and use their normal caster level. However, the action of casting their spells draws magical energy from the plants in the vicinity to fuel their arcane power. When a Defiler casts a spell, all vegetation in a sphere around them turns to ash. The radius depends on vegetation density and the level of the spell. The number in the chart below shows the radius in 5 foot squares around the Defiler where all vegetation is turned to ash. For instance, a 3rd level spell cast in Salt Flats terrain would consume plant life for ten 5 foot squares in every direction.

Terrain Type 
Spell Level –>123456789
Stony Barrens6810121416182022
Sandy Wastes68101214161820  22
Rocky Badlands6810121416182022
Salt Flats6810121416182022
Boulder Fields6810121416182022
Silt Sea6810121416182022
Mountains6810121416182022
Scrub Plains344555566
Verdant Belts222333444
Forest112222333

Casting additional spells in already-defiled locations increases the radius. Calculate the radius of the highest level spell cast, then for each additional spell cast in within that area add the additional radius to the total for a general sense of how much terrain turns to ash. Six third level spells would consume and entire football field of plant life from a Sandy Waste.

Defiled spaces do not just affect plants, but also all living creatures. All non-Defiler living creatures in the radius of effect when a Defiler spell is cast suffer a reduction in actions during their next activation–they are limited to a single action for that next activation. Additional Defiler spells that enlarge the area do not have this same effect. It only happens the moment when the square that a character is standing in becomes ash. That includes moving and bonus actions: only one action can be performed. In addition, death saves suffer Disadvantage for characters standing (well, usually laying) on or above defiled ground. Keeping a Defiler at arm’s length is a good plan, whether ally or enemy.

Defiling is often a crime in many settlements, or tightly restricted. The Dragon Kings are rumored to all be Defilers, and there may be something about defiling and their nature that could be uncovered in the course of gameplay. Even where it is not a crime, Defilers are regarded with a mix of mislike through sheer hatred. “Such is the burden of power” they might whisper to themselves.

Cleric Domains: Fire

LevelAbility
1Inner Warmth: Immune to the effects of heat exhaustion, including the effects of wearing metal armor. Does not change need for daily water consumption.
2Channel Divinity (Fire): Water Creatures can be turned/destroyed like undead
6Elemental Harmony: Immediately add Ignan to list of languages. Can use Charisma skills on Fire elementals. Halve all fire damage suffered.
8Elemental Weapons: Non-wooden weapons you wield become imbued with fire, adding an additional d6 of fire damage to all successful attacks.
17Elemental Apotheosis: You begin to take on the form of a fire elemental. Details can be revealed upon in-game research.

Domain Spells: Fire Bolt (Bonus Cantrip), Burning Hands and Flame Blade (1st), Flaming Sphere and Protection from Energy (3rd), Fireball and Fire Shield (5th), Wall of Fire and Delayed Blast Fireball (7th), Shapechange [into fire elemental only] (9th)

Cleric Domains: Water

LevelAbility
1Waterbearer: Can go one week without water rather than one day (if the Cleric is Thri-Kreen it can instead go one month without water). Does not change the effects of heat exhaustion.
2Channel Divinity (Water): Fire Creatures can be turned/destroyed like undead
6Elemental Harmony: Immediately add Aquan to list of languages. Can use Charisma skills on Water elementals. Halve all cold damage suffered.
8Elemental Weapons: Weapons you wield become imbued with cold, adding an additional d6 of cold damage to all successful attacks.
17Elemental Apotheosis: You begin to take on the form of a water elemental. Details can be revealed upon in-game research.

Domain Spells: Chill Touch (Bonus Cantrip), Fog Cloud and Grease (1st), Protection from Poison and Misty Step (3rd), Sleet Storm and Ice Storm (5th), Wall of Ice and Otiluke’s Freezing Sphere (7th), Shapechange [into water elemental only] (9th)

Cleric Domains: Earth

LevelAbility
1Ground Sense: Gains Blindsight (30’) that functions against anything touching or moving along the ground/stone.
2Channel Divinity (Earth): Air Creatures can be turned/destroyed like undead
6Elemental Harmony: Immediately add Terran to list of languages. Can use Charisma skills on Earth elementals. Halve all damage suffered from stone weapons. Halve all falling damage.
8Elemental Weapons: Weapons you wield become imbued with a cloud of hovering rocks, adding an additional d6 of bludgeoning damage to all successful attacks.
17Elemental Apotheosis: You begin to take on the form of an earth elemental. Details can be revealed upon in-game research.

Domain Spells: Shillelagh (Bonus Cantrip), Longstrider and Pass Without Trace (1st), Spider Climb and Meld Into Stone (3rd), Stoneshape and Stoneskin (5th), Flesh to Stone and Move Earth (7th), Shapechange [into earth elemental only] (9th)

Cleric Domains: Air

LevelAbility
1Breath of Giants: Can hold breath for one hour. Can extinguish a small flame (up to size of torches) as a bonus action.
2Channel Divinity (Air): Earth Creatures can be turned/destroyed like undead
6Elemental Harmony: Immediately add Auran to list of languages. Can use Charisma skills on Air elementals. Halve all thunder damage suffered.
8Elemental Weapons: Weapons you wield become imbued with electricity, adding an additional d6 of thunder damage to all successful attacks.
17Elemental Apotheosis: You begin to take on the form of an air elemental. Details can be revealed upon in-game research.

Domain Spells: Shocking Grasp (Bonus Cantrip), Jump and Thunderwave (1st), Gust of Wind and Levitate (3rd), Gaseous Form and Lightning Bolt (5th), Passwall and Chain Lightning (7th), Shapechange [into air elemental only] (9th)

Wild Shape and Animal Companions can be chosen from the following list: Baboon, Bat, Cat, Giant Fire Beetle, Hawk, Hyena, Jackal, Lizard, Scorpion, Toad, Vulture, Erdlu (think Emu), Carru (think Bison with Camel humps), Kank (think Horse, but as a Bug), Aprig (think Pigs but with shells).

In addition, there are some magic spells that simply do not exist or work differently in the Dark Sun setting. This will be the basic list from the player’s handbook, but check any spells that have water effects, extra-planar effects, or that create objects with the DM before selecting them.

SpellChange
Astral ProjectionDoes not exist
BanishmentSends target to the Grey
Conjure Celestial, Conjure Fey, Conjure Woodland BeingsDo not exist
Control WaterDoes not exist
Control WeatherLimited precipitation. Temperature can only range between Unbearable Heat and Cool.
Create or Destroy Water (1st level)Can only destroy water. Considered an evil action by all sentient races.
Create Food and Water (3rd level)Can only create food, not water.
CreationCannot create Adamantine or Mithral. Metal objects have a duration of 1 minute rather than 1 hour.
Detect MagicAlso detects psionic spells and abilities
EntangleOnly works in areas with reasonable scrub. Defiling in the area immediately ends this spell.
Find FamiliarLimited to Bat, Cat, Toad, Hawk, Lizard, or Scorpion
Fog CloudDuration limited to 1 minute per level
GoodberryDoes not exist
Hallucinatory TerrainTargets get advantage on Intelligence checks to disbelieve water-based terrain illusions
Mirage ArcaneTargets get advantage on Intelligence checks to disbelieve water-based terrain illusions
Planar AllyDoes not exist
Planar BindingDoes not exist
Plant GrowthHalf effect (50-foot radius and plant life becomes simply normal not overgrown). Cannot be used on Defiled ground.
ReincarnateDifferent Table is used
TsunamiDoes not exist
Wall of IceDuration limited to 1 minute per level

Skills in the Dark Sun Setting

In addition to the regular skills, Dark Sun has a couple of specific skills that are added to each character sheet. Any character class can select these skills as their chosen skills to receive the bonus when gaining proficiency. Given the expanded pool, all character classes get one additional skill from their class list or these skills to receive the proficiency bonus at first level.

Bureaucracy (Cha): Helps characters navigate the rules and abuses of political systems of the City States of the Dragon Kings.

Heat Protection (Wis): Represents a character using clothing and personal pacing to optimize endurance against heat. Successful checks can halve the needed amount of water per day for a character, and can offset wearing metal armor.

Somatic Concealment (Dex): In a world where spellcasting is sometimes illegal and sometimes unwelcome, being able to disguise the motions of casting spells can be important. This skill can allow spell casting to go undetected more effectively. Notably this roll is one not made by the characters, but made by the DM.

Water Find (Wis): Represents a character being particularly skilled at getting every possible bit of water from their environment–from catch nets to filters to the right desert tubers with a few drops of water in them, this skill helps find enough water to survive.

The Dark Sun Economy: Ceramic Bits, Rare Metals, and Piecemeal Armor

The rarity of metal in Dark Sun affects the economy in which the adventurers participate. The monetary system is based on Ceramic Pieces (cp), which are baked in specific molds with certain glazes to stop forgery. The exchange rate of ceramic pieces is 100cp = 10 sp = 1 gp = 1/5 pp. Ceramic pieces are themselves grooved to be broken into Bits, with 10 Bits making one Ceramic. In addition the rarity of metal means metal coins themselves distort value. When buying items, anything non-metal costs 1% of the price listed. However all metal items costs the price listed. A bedroll is normally 1 gp, so would be 1 cp–meanwhile a suit of Plate Armor would be 1,500 gp, the equivalent of 150,000 gp in other settings (the sourcebook has an amazing quote regarding this: “Simply put, a sorcerer-king can either purchase several suits of field plate or build a substantial addition to his city walls”). The DM will rule whether any given item counts as metal or non-metal, and if there are non-metal versions of it available. Given the scarcity of metal coinage, gems are used as stand-ins for exchange and widely accepted. Gems will be given a value in Ceramic Pieces when distributed as treasure. Barter can also be used with many sellers.

The most affected aspects of this for adventurers are weapons and armor, as metal versions of them are quite rare and fetch a princely sum. Dark Sun’s residents have adapted other materials for their weapons in particular–which make for a wider variety of tools, albeit not as high quality as metal weaponry. See the chart below:

Weapon MaterialCostWeightAttack Roll ModifierDamage Modifier
Metal100%100%  
Bone30%50%-1-1
Stone/Obsidian50%100%-1-2
Wood10%50%-2-3

Weapons that are already completely non-metal material (clubs, quarterstaffs, slings, blowguns, and whips) are not affected by these modifiers–yes, a quarterstaff is far more effective than a wooden scimitar.

Armor in Dark Sun is often worn piecemeal, so we’ll use the slightly more complicated Piecemeal Armor rules system for calculating that. The armor bonus of different types of armor gets split into spots on the body, and added to a base of 10. When worn as a full suit it’s the normal AC bonus, but you can combine pieces together for more protection or to have some metal components. Note that wearing metal armor (marked in the chart below) full suit, as breastplate, or on more than two limbs all qualifies as wearing metal armor for water needs and heat exhaustion. Dex modifier to AC, Required Strength, and Stealth disadvantage are counted by the most restrictive piece of the set (e.g. If you’re getting the +1 AC bonus from Chain Mail on Two Legs but all the rest leather armor, you’d also have no Dex modifier to AC, a required Str 13, and Disadvantage on Stealth checks). You’ll also note that the ubiquitous Chain Shirt and Breastplate of other worlds do not have entries. They are just parts of larger sets of armor (and yes, they carry the penalties of those in Dark Sun because metal is hot and heavy). In terms of encumbrance, the breastplate is half the weight of the complete suit of armor, and each arm or leg is 1/8th the weight of the full suit.

Armor TypeMetal?Full SuitBreastplateTwo Arms*One Arm*Two LegsOne Leg
PaddedN110000
LeatherN110000
Studded LeatherY**210010
HideN211000
Scale Mail***N421010
Half PlateY532100
Ring Mail****N420021
Chain MailY632110
Splint MailY732131
Plate MailY842121

*Thri-Kreen may not “double up” on their arms armor. Given the spikes and ridges on their arms the equivalent of one arm worth of armor covers two arms.

** Studded Leather armor only counts as metal if the breastplate is worn.

*** Scale Mail is made from the hides of extremely tough scaled beasts in Dark Sun.

**** Ring Mail is made of woven bone circlets (usually slices of spinal vertebrae)

New Weapon: The Chatkcha. This is a crystal throwing wedge that is used by the Thri-Kreen. It does 1d6+Str modifier on a successful hit, and returns to the user on a miss. It has the thrown property with a range band of 20/60.

Dehydration, Heat Exhaustion, and the Morality of Dire Circumstances

We will use the rules for Dehydration [Hazard] and Exhaustion [Condition] from the PHB 2024 (pgs. 365-366). Most of the time Dark Sun is near-extreme heat, so armor and metal armor increases water needs. A full suit of medium armor, a full suit or breastplate of heavy armor, and/or a full suit, breastplate, or two or more limbs of metal armor doubles the amount of water required to not gain exhaustion. Remaining entirely in the shade or dark for the day can reduce water needs, as can remaining inactive–both are methods to halve the amount of water needed (are not cumulative). The chart on PHB pg. 365 has the full set of water needs, but for our purposes all player characters need 1 gallon of water per day (except Half-Giants require 4 gallons, and Thri-Kreen require only 1 gallon of water per week, and thus check for dehydration much less frequently). Truly extreme heat can increase water needs further.

When a character reaches 6 exhaustion levels they die. Exhaustion from dehydration can only be removed by drinking enough water alongside a long rest (long rest alone does not remove thirst-related exhaustion levels). Each long rest with full daily water removes two exhaustion levels.

Alignment affects attitudes toward desperate situations such as not having enough water. Watching out for others, prioritizing oneself, and equal distribution vs uneven distribution are all influenced by the character’s alignment. The DM can make suggestions about how different alignments react to the most dire situations of deprivation if players wish.

Other Campaign Rule Errata

We will utilize critical misses. A roll of a natural 1 results in not a just a miss/failure on a check, but a catastrophic miss or failure. The DM will determine based on the circumstances.