TEXT: Dark Sun
  A world of savage survival in a broken land of sorcerer-kings
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
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  Created by Marsupialmancer. (https://marsupialmancer.blogspot.com)
  1
  
  Table Of Contents
  1 Cover
  2 Races
  2.1 Dragonborn, Dray
  2.2 Dwarf, Athasian
  2.3 Elf, Athasian
  2.4 Half-Elf
  2.5 Half-Giant
  2.6 Halfling, Athasian
  2.7 Human
  2.8 Mul
  2.9 Pterran
  2.10 Thri-Kreen
  3 Languages
  3.1 Literacy
  4 Class Options
  4.1 Clerics
  4.1.1 Air Domain
  4.1.2 Earth Domain
  4.1.3 Fire Domain
  4.1.4 Water Domain
  4.2 Sorcerer
  4.2.1 Radiant Sorcery
  4.3 Preserving and Defiling
  4.4 House Rules for Spells
  4.4.1 Create or Destroy Water
  4.4.2 Create Food and Water
  4.4.3 Heroes' Feast
  5 Feats
  5.1 Hulking Brute
  5.2 Venomous Bite
  6 Wild Talents
  7 Equipment
  7.1 Currency
  7.2 Metal Equipment
  7.3 Equipment Traits
  2
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  Races
  Dragonborn, Dray
  Ability Score Increase. Your Strength score increases by 2,
  and your Charisma score increases by 1.
  Age. You grow quickly, able to walk mere hours after
  hatching and attaining the size and mental faculties of a
  human of 10 years old by the time you reach your third year.
  You are considered an adult at 15, and live to be around 80
  years old.
  Size. You stand between 6 and 7 feet tall and weigh around
  250 pounds. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Breath Weapon. You can use your action to exhale a gout
  of flame in a 15 foot cone. Each creature in the area of effect
  must make a Dexterity saving throw or suffer damage. The
  DC for this saving throw is 8 + your proficiency bonus + your
  Constitution modifier. A creature takes 2d6 fire damage on a
  failed save, and half as much on a successful one. The damage
  increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th
  level. Once you use this ability, you cannot use it again until
  you complete a long or short rest.
  Fire Resistance. You are resistant to fire damage.
  Devious Plotter. You are proficient in the Deception skill.
  Languages. You speak Draconic and Common. Your
  literacy is determined by a roll made at character creation.
  Dwarf, Athasian
  Ability Score Increase. Your Strength and Constitution
  scores each increase by 2.
  Age. Dwarves mature at the same rate as humans, but they
  are considered young until they reach the age of 50. On
  average, they live about 350 years.
  Size. Dwarves stand between 4 and 5 feet tall and average
  about 150 pounds. Your size is Medium.
  Speed. Your base walking speed is 25 feet. Your speed is
  not reduced by wearing heavy armor.
  Darkvision. Accustomed to dark places, you have superior
  vision in dark and dim conditions. You can see in dim light
  within 60 feet of you as if it were bright light, and in darkness
  as if it were dim light.
  Dwarven Resilience. You have advantage on saving throws
  against poison, and you have resistance against poison
  damage.
  Dwarven Combat Training. You have proficiency with the
  battleaxe, handaxe, light hammer, and warhammer.
  Focused Mind. You have advantage on saving throws
  against being charmed by spells and effects.
  Tool Proficiency. You gain proficiency with the artisan's
  tool of your choice: smith's tools, brewer's supplies, or mason's
  tools.
  Stonecunning. Whenever you make an Intelligence
  (History) check related to the origin of stonework, you are
  considered proficient in the History skill and add double your
  proficiency bonus to the check, instead of your normal
  proficiency bonus.
  Languages. You speak Common and Dwarvish. Your
  literacy is determined by a roll made at character creation.
  Elf, Athasian
  Ability Score Increase. Your Dexterity score increases by 2,
  and your Intelligence score increases by 1.
  Age. You reach maturity at the same rate as a human, but
  are still considered an inexperienced youth until you reach the
  age of 100. Elves may live to be around 750 years old.
  Size. You are tall and lithe, standing well over six feet tall
  and possessing a slender build averaging 170 pounds. Your
  size is Medium.
  Speed. Your base walking speed is 40 feet.
  Darkvision. Accustomed to traveling at night, you have
  superior vision in dark and dim conditions. You can see in dim
  light within 60 feet of you as if it were bright light, and in
  darkness as if it were dim light.
  Elf Weapon Training. You are proficient in the longsword,
  shortsword, shortbow, and longbow.
  Keen Senses. You have proficiency in the Perception skill.
  Natural Athlete. You are proficient in the Athletics skill.
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can't put you to sleep.
  Runner's Endurance. If you travel overland alone or with a
  group consisting only of elves, you can travel at twice the
  speed of a normal travel pace without incurring a penalty to
  Perception skill checks.
  Trance. Elves don't need to sleep. Instead, they meditate
  deeply, remaining semiconscious, for 4 hours a day. While
  meditating, you can dream after a fashion; such dreams are
  actually mental exercises that have become reflexive through
  years of practice. After resting in this way, you gain the same
  benefit that a human does from 8 hours of sleep.
  Languages. You speak Common and Elvish. Your literacy is
  determined by a roll made at character creation.
  Half-Elf
  Ability Score Increase. Your Charisma score increases by 2,
  and two other ability scores of your choice increase by 1.
  Age. Half-elves mature at the same rate as humans and
  reach adulthood around the age of 20. You live much longer
  than humans, often exceeding 180 years.
  Size. You stand at approximately the same height as a
  human, though tend toward a few inches taller due to your
  elven ancestry. On average, you weigh around 170 pounds.
  Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Thanks to your elven blood, you possess
  superior vision in dim and dark conditions. You can see in dim
  light within 60 feet of you as if it were bright light, and in
  darkness as if it were dim light.
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can't put you to sleep.
  Skill Versatility. You gain proficiency in two skills of your
  choice.
  Languages. You speak Common, Elvish, and one other
  language of your choice. Your literacy is determiined by a roll
  made at character creation.
  3
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  Half-Giant
  Use the entry for the goliath presented in Volo's Guide to
  Monsters. Replace Mountain Born and the Languages entry
  with these traits:
  Uncannily Observant. If you spend at least 1 minute
  observing a humanoid creature, you can mimic its behaviors
  and/or speech patterns (provided you've heard the creature
  talk and can understand its language), and can appear as
  though you are a member of its culture, social class, or
  colleagues provided the circumstances are sound. You have
  advantage on Insight checks made to determine a creature's
  mood and demeanor, and advantage on Deception checks
  made to convince someone that you belong to their group.
  Languages. You speak Common. Your literacy is
  determined by a roll made at character creation.
  Halfling, Athasian
  Ability Score Increase. Your Dexterity score increases by 2,
  and your Wisdom score increases by 1.
  Age. A halfling reaches adulthood at the age of 20 and
  generally lives into the middle of his or her second century.
  Size. Halflings average about 3 feet tall and weigh about 40
  pounds. Your size is Small.
  Speed. Your base walking speed is 25 feet.
  Lucky. When you roll a 1 on the d20 for an attack roll,
  ability check, or saving throw, you can reroll the die and must
  use the new roll.
  Brave. You have advantage on saving throws against being
  frightened.
  Nature Tender. You know the druidcraft cantrip.
  Tribal Knowledge. You choose to be proficient in one of the
  following skills: History, Nature, Performance, Survival.
  Languages. You speak Common and one other language of
  your choice. Your literacy is determined by a roll made at
  character creation.
  Human
  Ability Score Increase. Increase all of your ability scores by
  1 each.
  Age. Humans reach adulthood in their late teens and live
  less than a century.
  Size. Humans vary widely in height and build, from barely 5
  feet tall to well over 6 feet tall. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Languages. You speak Common and one language of your
  choice. Your literacy is determiined by a roll made at
  character creation.
  Mul
  Ability Score Increase. Your Constitution score increases by
  2, and your Strength score increases by 1.
  Age. Muls mature and age at the same rate as humans,
  though they rarely live longer than 90 years.
  Size. Your body is tough, dense, and sinewy. You stand
  between 6 and 7 feet tall and weigh between 250 and 300
  pounds. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Vigorous Body. You are proficient in Constitution saving
  throws. If your class is already proficient in Constitution
  saving throws, or if you later gain a feat that gives you
  proficiency, you have advantage on all Constitution saving
  throws against effects that apply disease, exhaustion, and
  poison.
  Steadfast. You can fight, travel, and perform heavy labor for
  long periods of time without tiring and can ignore exhaustion
  from such endeavors. You can remain awake and active for up
  to 72 hours without requiring a long rest, after which time you
  begin to suffer at the same rate as other character races.
  Languages. You can speak Common and Dwarvish. Your
  literacy is determined by a roll made at character creation.
  Pterran
  Use the entry for the lizardfolk presented in Volo's Guide to
  Monsters. Remove its swim speed and Hold Breath traits, and
  replace its Languages entry with this text:
  Languages. You speak Sauric and Common. Your literacy
  is determined by a roll made at character creation.
  Thri-Kreen
  Ability Score Increase. Your Dexterity score increases by 2.
  You may choose to increase either your Strength or Wisdom
  score by 1.
  Age. Thri-kreen mature quickly and are able adults by the
  time they are 7 years old. They rarely live longer than 30
  years.
  Size. You stand around 7 feet tall and weigh around 300
  pounds of tough chitin and dense flesh. Your size is Medium.
  Speed. Your base speed is 40 feet.
  Carapace. Your base AC is 13 plus your Dexterity modifier.
  You cannot benefit from the protection of any armor that
  grants you an AC of 13 or lower. Due to the shape of your
  body, armor must be custom-made for your form and costs
  twice as much.
  Desert Adaptation. You require only a half gallon of water
  each day to avoid exhaustion from dehydration. You do not
  sleep, and can gain the benefits of a long rest while
  performing only four hours of light activity.
  Powerful Leap. You can perform a running leap to travel a
  number of feet straight forward equal to three times your
  Strength score. You can perform a standing vertical jump up
  to your Strength score in feet.
  Multiple Limbs. You possess a second set of arms below
  your primary limbs. These limbs can hold objects and
  weapons, but cannot be used to perform more attacks than
  you normally have at your disposal based on your class and
  your fighting styles.
  Natural Weaponry. You possess sharp claws and a painful
  bite. As a bonus action, you can make a single claw or bite
  attack to inflict 1d4 points of slashing (with claw) or piercing
  (with bite) damage. These are considered weapons with the
  finesse quality, and thus you may use either your Strength or
  Dexterity modifer to determine the attack roll and damage
  bonus.
  Survivor. You are proficient in the Survival skill.
  Languages. Thri-kreen speak Common and Kreen. Your
  literacy is determined by a roll made at character creation, but
  thri-kreen are very rarely literate.
  4
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  Languages
  T
  hough the Common tongue of the Tyr Region
  possesses a simple written form that is easily
  understood by those who devote time to
  learning it, it is not the only spoken or written
  language known. All of the city-states have
  dialects of the Common language that, while
  they may contain a few local idioms or unique
  words, are generally interchangable. If you prefer, instead of
  listing Common as your language, you can list your specific
  dialect of the Common tongue; Balican, Drajian, Gulgan,
  Hinterlander, Nibenese, Raamnian, Tyrian, or Urikite.
  Each of the races of Athas has its own tongue and script,
  though not all of them are known even to the race that created
  it.
  Basic Languages
  Language
  Speakers
  Script
  Common
  Humans, halflings, most speaking
  creatures
  Common
  Elven
  Elves
  Rellanic
  Dwarven
  Dwarves, muls, hejkins
  Davek
  Giant
  Giants, half-giants, minotaurs, tarek
  Barazhad
  Thri-
  Kreen
  Thri-kreen
  Chachik
  It is worth noting that no dwarf alive can read the Davek
  script. As most dwarves are illiterate, this rarely arises as a
  problem, but when dwarves are forced to put words to record,
  they utilize a bastardization of Common and Barazhad scripts
  to convey meaning using Dwarvish syllables.
  Furthermore, few thri-kreen learn the written form of their
  language, and most that do are from the western Tablelands
  or the Crimson Savanna, where the nations of the tohr-kreen
  lie.
  Slave tribes and nomadic raiders are also known to have
  their own dialects, and these are usually less easy to
  understand without some exposure to it (or a translator to
  help determine the meaning of a particularly confusing turn of
  phrase).
  Linguists are not common on Athas. This is primarily due
  to the prevalence of illiteracy in the city-states and among the
  nomadic tribes of the wasteland, but also the lack of public
  works that allow the study of languages. Thus, uncommon
  languages might as well be wholly unavailable to those
  without special schooling or natural facility with them.
  Uncommon Languages
  Language
  Speakers
  Script
  Deep Speech
  Gith, psurlons, anakores
  Rellanic
  Draconic
  Wizards, dray
  Iokharic
  Primordial
  Clerics, elementals
  Barazhad
  Sauric
  Pterrans
  Iokharic
  There may be other, lost languages scattered across the
  face of Athas from civilizations long-extinguished or races
  driven to extinction during the ancient Cleansing Wars.
  Literacy
  The sorcerer-kings deliberately cultivate an illiterate populace,
  with only wealthy merchants, templars, and nobles having
  access to proper schooling. Even in free cities, such as Tyr, the
  populace has yet to create any organized centers of learning
  for the children of laborers or freemen. As such, player
  characters may or may not be literate at character creation. At
  1st level, the character makes an Intelligence ability check to
  determine whether they are literate. The DC of this check is
  equal to 10 minus the character's level. Barbarians suffer
  disadvantage on this check. Bards, clerics, mystics, sorcerers,
  and warlocks make this check with advantage. Wizards are
  automatically literate by necessity.
  An illiterate character cannot use scrolls or other magic
  items that rely on being able to read.
  Each level gained after 1st enables the character to make
  this Intelligence check again to see if they picked it up the
  ability to read during their travels. If a character is actively
  being tutored in reading and writing by another character or
  an NPC, they gain advantage on this check. Should a
  character become multiclassed, they use the method that is
  most beneficial to them (becoming literate automatically as a
  wizard, or checking with advantage as a multiclassed bard,
  cleric, mystic, sorcerer, or warlock).
  Literacy: Credit Where Credit is Due
  This is a house rule whose basic concept is based
  on a similar rule from the 5th Edition version of
  Primeval Thule, a fantastical pre-historic setting
  created by Sasquatch Game Studio. It's awesome.
  Go pick it up and support them for all the great
  work they do.
  5
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  Class Options
  Clerics
  The clerics of Athas have no gods; as myths tell it, they were
  slain long ago at the dawn of the world by powerful primordial
  entities from the Elemental Chaos, a realm of chaotic
  potentia. Clerics instead pay homage to these elemental
  entities, who bestow a fraction of their power in exchange for
  the worship and tribute of their functionaries. When you
  create a character with the cleric class, or multiclass into
  cleric, you choose an elemental patron that determines your
  domain.
  These entities are not always benevolent, and some are
  outright malevolent. You may be called upon to appease their
  mercurial desires as you reach new levels of power.
  Air Domain
  Your patron is a mighty djinn noble, an air elemental lord, or
  the Elemental Princes of Air, Chayn (good) or Yan-Ce-Bin
  (evil). The hot gales of the day or the freezing wind of the
  desert night are a conduit to your master.
  Air Domain Spells
  Cleric
  Level
  Bonus Spells
  1st
  feather fall, unseen servant
  3rd
  gust of wind, silence
  5th
  gaseous form, wind wall
  7th
  conjure minor elementals (air only), freedom of
  movement
  9th
  cloudkill, conjure elemental (air only)
  Fangs on the Wind
  When you choose this domain at 1st level, you gain proficiency
  in all martial ranged weapons. You may add your Wisdom
  modifier as a bonus to damage on ranged weapon attacks.
  Channel Divinity: Redirection
  At 2nd level, the air cleric may use their Channel Divinity as a
  reaction when they are targeted by a melee or ranged weapon
  or spell to impose disadvantage upon the attack. If the attack
  hits regardless, they gain resistance to the damage from the
  attack as powerful air currents cushion the blow.
  Channel Divinity: Ignore Air
  Upon reaching 6th level, the air cleric may expend their
  Channel Divinity to ignore the presence of air for 1 minute.
  The cleric is not subject to the effects of high winds or
  extreme temperatures (though they still suffer damage from
  fire or supernaturally cold sources) and do not need to
  breathe for the duration of this effect.
  Charged Strikes
  At 8th level, the air cleric treats any ranged weapon they use in
  combat as magical and deals an additional 1d8 points of
  lightning damage on successful attacks with such weapons.
  Inescapable Gale
  At 14th level, the air cleric may attack any creature they can
  see with their ranged weapon attacks, regardless of range,
  without suffering disadvantage from distance.
  Form of Air
  When the air cleric reaches 17th level, they may use their
  bonus action to polymorph into an air elemental. This form
  lasts for one minute or until the cleric uses a bonus action to
  return to their normal form. You revert to your normal form if
  you fall unconscious, drop to 0 hit points, or die. The cleric
  cannot use this ability again until they complete a short or
  long rest.
  While you are transformed, the following rules apply:
  Your game statistics are replaced by the statistics of an air
  elemental. You retain your alignment, personality, and
  Intelligence, Wisdom, and Charisma scores. You also
  retain all of your skill and saving throw proficiencies, in
  addition to gaining those of the elemental. If the elemental
  has the same proficiency as you and the bonus in its stat
  block is higher than yours, use the elemental’s bonus
  instead of yours.
  When you transform, you assume the elemental’s hit points
  and Hit Dice. When you revert to your normal form, you
  return to the number of hit points you had before you
  transformed. However, if you revert as a result of dropping
  to 0 hit points, any excess damage carries over to your
  normal form.
  You may cast cleric spells that you have prepared. You can
  communicate with air elementals even if you do not speak
  Primordial.
  You retain the benefit of any features from your class, race,
  or other source and can use them if the elemental is
  physically capable of doing so. You cannot use any special
  senses unless the elemental also possesses them.
  You can choose whether your equipment falls to the
  ground in your space or merges into your new form. The
  elemental cannot wear armor or wield weapons, or use
  equipped and attuned magical items. Equipment that
  merges with your form has no effect until you leave the
  form.
  6
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  Earth Domain
  Rocky peaks, stony barrens, and deep caverns are the chosen
  sites of worship for earth priests. Your patron is either a
  powerful dao, earth elemental lord, or elemental princes
  Ogremoch (evil) or Sunnis (good).
  Earth Domain Spells
  Cleric
  Level
  Bonus Spells
  1st
  grease, thunderwave
  3rd
  shatter, spike growth
  5th
  meld into stone, stinking cloud
  7th
  conjure minor elementals (earth only), stone
  shape
  9th
  conjure elemental (earth only), wall of stone
  Strength of Earth
  When you select this domain at 1st level, you gain proficiency
  in heavy armor and all martial melee weapons.
  Channel Divinity: Unstoppable
  At 2nd level, the cleric may use their Channel Divinity as a
  reaction when struck by any effect that causes them to
  become paralyzed, prone, or restrained, or when affected by
  any force or ability that would move them against their will.
  The cleric immediately shakes off the effect as if it never
  happened.
  Channel Divinity: Ignore Earth
  At 6th level, the cleric may use their Channel Divinity to ignore
  the presence of earth for 1 minute. They can pass through
  walls or floors made of dirt, stone, or sand, and ignore damage
  from non-magical weapons made of any kind of stone or
  metal.
  Heavy Blows
  Upon reaching 8th level, the earth cleric treats any weapon
  made of stone (but not obsidian) that they wield as magical
  and deals an additional 1d8 points of damage with any attack
  made while wielding such a weapon. When you reach 14th
  level, the damage increases to 2d8. This extra damage is of a
  type corresponding with the weapon’s normal damage type.
  Form of Earth
  When the earth cleric reaches 17th level, they may use their
  bonus action to polymorph into an earth elemental. This form
  lasts for one minute or until the cleric uses a bonus action to
  return to their normal form. You revert to your normal form if
  you fall unconscious, drop to 0 hit points, or die. The cleric
  cannot use this ability again until they complete a short or
  long rest.
  While you are transformed, the following rules apply:
  Your game statistics are replaced by the statistics of an
  earth elemental. You retain your alignment, personality,
  and Intelligence, Wisdom, and Charisma scores. You also
  retain all of your skill and saving throw proficiencies, in
  addition to gaining those of the elemental. If the elemental
  has the same proficiency as you and the bonus in its stat
  block is higher than yours, use the elemental’s bonus
  instead of yours.
  When you transform, you assume the elemental’s hit points
  and Hit Dice. When you revert to your normal form, you
  return to the number of hit points you had before you
  transformed. However, if you revert as a result of dropping
  to 0 hit points, any excess damage carries over to your
  normal form.
  You may cast cleric spells that you have prepared. You can
  communicate with earth elementals even if you do not
  speak Primordial.
  You retain the benefit of any features from your class, race,
  or other source and can use them if the elemental is
  physically capable of doing so. You cannot use any special
  senses unless the elemental also possesses them.
  You can choose whether your equipment falls to the
  ground in your space or merges into your new form. The
  elemental cannot wear armor or wield weapons, or use
  equipped and attuned magical items. Equipment that
  merges with your form has no effect until you leave the
  form.
  Fire Domain
  Fire clerics are sometimes seen as insane and destructive.
  They give homage to their masters by burning creatures to
  death or immolating structures, but benign fire elemental
  patrons might be placated with a simple bonfire. Your master
  is either a mighty efreet, a powerful fire elemental lord, or the
  Elemental Princes of Fire, Imix (evil) or Zaaman Rul (good).
  Fire Domain Spells
  Cleric Level Bonus Spells
  1st
  burning hands, hellish rebuke
  3rd
  flame blade, heat metal
  5th
  fear, fireball
  7th
  conjure minor elementals (fire only), fire shield
  9th
  conjure elemental (fire only), flame strike
  Obsidian Armaments
  When you select this domain at 1st level, you are considered
  proficient in any weapon crafted from obsidian.
  7
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  Touch of Flame
  You know the produce flame cantrip, and it does not count
  against any of your cleric spell selections.
  Channel Divinity: Ignite
  At 2nd level, the cleric may use their Channel Divinity as a
  reaction when inflicting fire damage from any spell, weapon
  attack, or other ability they possess. They may pick any single
  target affected by one of these sources, and force it to make a
  Wisdom saving throw against their spellcasting DC or be
  engulfed in flames. At the beginning of the creature’s turn,
  they suffer 1d8 points of fire damage, and may repeat the
  saving throw at the end of their turn to end the effect. This
  damage increases to 2d8 at 6th level, 3d8 at 11th level, and
  4d8 at 16th level.
  Channel Divinity: Ignore Flames
  At 6th level, the cleric can expend their Channel Divinity to
  ignore the presence of fire for 1 minute. They can stride
  through flames, walk across the surface of lava (quickly), or
  stand in the breath of a fire drake and suffer no damage. The
  cleric and their equipment are immune to all fire damage
  during this time.
  Igneous Armaments
  Upon achieving 8th level, the fire cleric treats any obsidian
  weapon they wield as magical and deals an additional 1d8
  points of fire damage with any attack made while wielding
  such a weapon. When you reach 14th level, the damage
  increases to 2d8.
  Form of Flame
  When the fire cleric reaches 17th level, they may use their
  bonus action to polymorph into a fire elemental. This form
  lasts for one minute or until the cleric uses a bonus action to
  return to their normal form. You revert to your normal form if
  you fall unconscious, drop to 0 hit points, or die. The cleric
  cannot use this ability again until they complete a short or
  long rest.
  While you are transformed, the following rules apply:
  Your game statistics are replaced by the statistics of a fire
  elemental. You retain your alignment, personality, and
  Intelligence, Wisdom, and Charisma scores. You also
  retain all of your skill and saving throw proficiencies, in
  addition to gaining those of the elemental. If the elemental
  has the same proficiency as you and the bonus in its stat
  block is higher than yours, use the elemental’s bonus
  instead of yours.
  When you transform, you assume the elemental’s hit points
  and Hit Dice. When you revert to your normal form, you
  return to the number of hit points you had before you
  transformed. However, if you revert as a result of dropping
  to 0 hit points, any excess damage carries over to your
  normal form.
  You may cast cleric spells that you have prepared. You can
  communicate with fire elementals even if you do not speak
  Primordial.
  You retain the benefit of any features from your class, race,
  or other source and can use them if the elemental is
  physically capable of doing so. You cannot use any special
  senses unless the elemental also possesses them.
  You can choose whether your equipment falls to the
  ground in your space or merges into your new form. The
  elemental cannot wear armor or wield weapons, or use
  equipped and attuned magical items. Equipment that
  merges with your form has no effect until you leave the
  form.
  Water Domain
  Rarest and most beloved of the elemental priests, water
  clerics are lauded for bringing much-needed rain to the
  parched soil of Athas. Your patron is either a marid sultan, a
  water elemental lord, or the Elemental Princes of Water, Ben-
  Hadar (good) or Olhydra (evil).
  Water Domain Spells
  Cleric
  Level
  Bonus Spells
  1st
  purify food and drink, fog cloud
  3rd
  lesser restoration, protection from poison
  5th
  sleet storm, water walk
  7th
  conjure minor elementals (water only), control
  water
  9th
  cone of cold, conjure elemental (water only)
  Flow Like Water
  When you are unarmored or wearing light armor, you may add
  your Wisdom bonus to your AC. You may also benefit from the
  use of a shield.
  Channel Divinity: Dessicate
  At 2nd level, you may use your bonus action to channel divinity
  when you hit with a melee or ranged weapon attack. The
  creature must succeed on a Constitution saving throw or
  become incapacitated until the end of its next turn as its vital
  fluids are drained from its body.
  Channel Divinity: Sustain
  At 2nd level, the cleric may use their Channel Divinity to stave
  off the effects of dehydration for a number of Medium-sized
  creatures equal to their Wisdom modifier (minimum of 1). The
  cleric concentrates for one minute and then touches each
  creature they wish to affect.
  The affected creatures are treated as though they received a
  sufficient quantity of drinking water for the day. You may
  instead sustain two Small creatures as though they were one
  Medium creature, one Large creature as though it were two
  Medium creatures, one Huge creature as though it were three
  Medium creatures, or one Gargantuan creature as though it
  were four Medium creatures.
  Channel Divinity: Ignore Water
  At 6th level, the water cleric may use their Channel Divinity to
  ignore the presence of water or silt for 1 minute. During this
  time, they can ignore the effects of currents and pressure, may
  breathe while submerged in any liquid that is composed
  primarily of water or silt, and gain a swim speed of 40 feet.
  Potent Spellcasting
  At 8th level, the air cleric adds their Wisdom modifier to the
  damage of any cleric cantrip.
  8
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  Form of Water
  When the water cleric reaches 17th level, they may use their
  bonus action to polymorph into a water elemental. This form
  lasts for one minute or until the cleric uses a bonus action to
  return to their normal form. You revert to your normal form if
  you fall unconscious, drop to 0 hit points, or die. The cleric
  cannot use this ability again until they complete a short or
  long rest.
  While you are transformed, the following rules apply:
  Your game statistics are replaced by the statistics of a
  water elemental. You retain your alignment, personality,
  and Intelligence, Wisdom, and Charisma scores. You also
  retain all of your skill and saving throw proficiencies, in
  addition to gaining those of the elemental. If the elemental
  has the same proficiency as you and the bonus in its stat
  block is higher than yours, use the elemental’s bonus
  instead of yours.
  When you transform, you assume the elemental’s hit points
  and Hit Dice. When you revert to your normal form, you
  return to the number of hit points you had before you
  transformed. However, if you revert as a result of dropping
  to 0 hit points, any excess damage carries over to your
  normal form.
  You may cast cleric spells that you have prepared. You can
  communicate with water elementals even if you do not
  speak Primordial.
  You retain the benefit of any features from your class, race,
  or other source and can use them if the elemental is
  physically capable of doing so. You cannot use any special
  senses unless the elemental also possesses them.
  You can choose whether your equipment falls to the
  ground in your space or merges into your new form. The
  elemental cannot wear armor or wield weapons, or use
  equipped and attuned magical items. Equipment that
  merges with your form has no effect until you leave the
  form.
  Sorcerer
  Certain sorcerers are given their power by exposure to terrible
  sun storms -- gales of supernatural power that strike the
  surface of Athas as its dying sun lashes out at the world that is
  killing it.
  Radiant Sorcery
  The fire and radiance of the sun is part of you. Whether you
  were caught outside at a young age during a solar storm or
  left to die in the desert, the sun did not kill you -- it made you
  stronger.
  Defiling radiant sorcerers have a corona that is a dark
  orange color streaked with black, like the dying Dark Sun
  itself. Radiant sorcerers who resist the temptation to defile
  instead have soothing, yellow-white coronas.
  Corona
  At 1st level, you are enveloped in a glow whenever you cast a
  spell from the sorcerer spell list. You become the source of
  bright light out to 30 feet and dim light for an additional 30
  feet until the end of your next turn. At 2nd level, you can spend
  1 sorcery point to cause the corona to flare out while it is in
  effect, dealing your Charisma modifier in fire or radiant
  damage to enemies within 5 feet of you.
  Sun-Basking Vigor
  The heat and blinding rays of the Dark Sun cause you no
  discomfort and, in fact, are a boon to you. At 1st level, you do
  not suffer discomfort from the heat of the day. You must still
  hydrate properly and can be affected by other sources of heat
  normally. At 2nd level, you regain 1d4 sorcery points by
  completing a short rest while in a location of direct sunlight.
  Radiant Assault
  Upon reaching 6th level, when you cast a spell that deals
  damage to an enemy, you may convert the damage it deals to
  fire or radiant.
  Solar Flare
  When you achieve 14th level, your corona becomes far more
  dangerous and all-consuming. When you use the flare effect of
  your corona bloodline feature, the range is increased to 15
  feet. You also gain resistance to fire and radiant damage.
  Incandescence
  Once you reach 18th level, you become a vessel for the
  destructive power of the Dark Sun. By expending 5 sorcery
  points, you transform into a being of radiance and flame. You
  are enveloped in an aura of licking flames and searing
  radiance that deals your sorcerer level in damage to all
  creatures within 20 feet of you when they start their turn
  within the aura. Half of this damage is fire, and half is radiant;
  round fractions in favor of radiant. Flammable objects within
  the aura catch fire.
  This aura lasts for 1 minute or until you suppress it as a
  bonus action.
  Preserving and Defiling
  Whenever you cast a spell of 1st level or higher from the
  arcane trickster, bard, eldritch knight, sorcerer, warlock, or
  wizard spell list, you may choose to wrench energy from the
  ambient plant life around you to fuel its power and restore
  vigor in the process. To defile, you must be in a region with
  some measure of plant life. A completely barren desert or salt
  flat has insufficient life to fuel a defiling attempt.
  For each level of the spell you cast, you destroy a 5 foot
  radius of plant life to empower the spell (thus, a 5th level spell
  destroys a 25 foot radius of plant life around the caster) if the
  territory is fertile. If the territory has only sparse vegetation,
  you double the radius of the defilement.
  When you defile, you can perform one of the following
  effects in conjunction with the casting of the spell.
  You regain a number of hit points equal to the level of the
  spell you cast (if you boost a spell using a higher level slot,
  you regain proportionally more hit points).
  You cause the victim(s) of the spell to suffer disadvantage
  on appropriate saving throws.
  You double the duration of the spell, for spells that have a
  duration.
  9
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  The act of defiling is abhorrent in the eyes of most people. By
  doing so, the ground is rendered infertile and dead for months
  if not years at a time, and it will almost assuredly make
  witnesses hostile if they have a stake in the wellness of the
  land. In the city-states of the sorcerer kings, it is wise to hide
  the fact that one can cast magic at all if one is not a cleric or
  druid -- most people do not know the difference between a
  preserver and a defiler.
  House Rules for Spells
  Create or Destroy Water
  This first level spell's effectiveness is greatly lessened on the
  burning world of Athas. When used to create water, only one
  fifth as much water can be created with a given casting (thus,
  only 2 gallons of water per level).
  Create Food and Water
  As with the first level spell create or destroy water, this spell
  suffers from the supernatural effects of the world's magic. The
  spell only creates half as much water when cast, though this is
  still sufficient to slake the thirst of the target fifteen
  individuals; there is simply nothing left over.
  Heroes' Feast
  Unlike its lower level counterparts, this spell does not suffer a
  reduction in liquid refreshment due to its high level and
  valuable material component.
  10
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  Feats
  Wild Talents
  A
  Hulking Brute
  Prerequisites. You must be a half-giant with a Strength score
  of 20 or greater and you must either imbibe rare alchemical
  substances or gain the blessing of a sorcerer-king.
  Effect. The dark sorcery that created your race reacts to
  your growing power. You grow an additional 1d4 feet in height
  and your weight doubles. Your size changes to Large. You gain
  a natural reach of 10 feet and can wield larger weapons.
  Armor and equipment made for creatures of your size costs
  twice as much. You require at least two gallons of water per
  day to avoid dehydration.
  Venomous Bite
  Prerequisites. You must be a thri-kreen.
  Effect. Your bite attack becomes venomous. You inflict an
  additional 1d4 points of poison damage with your bite attack,
  and you may attempt to poison a victim. The victim must
  succeed on a Constitution saving throw or be poisoned for 1
  minute. The DC for this saving throw is equal to 8 + your
  proficiency bonus + your Constitution modifier. If a creature
  succeeds on their saving throw, they are immune to your
  poison for 24 hours. After you attempt to poison a target, you
  cannot do so again until you complete a short or long rest.
  t first level, a new character chooses one innate
  psionic ability called a wild talent. Wild talents
  are extremely common among sapient beings on
  Athas, to the point where someone who lacks
  them might be treated as though they are
  deficient in some way. They are “wild” in the
  sense that they are unpredictable in who
  manifests what powers, or whether they manifest them at all.
  Wild talents are innate and do not consume resources of
  any kind, only actions or bonus actions as described for each.
  They do not function in places where all psionic abilities
  would be suppressed, and their use might trigger powers or
  the senses of creatures keyed in to psychic abilities.
  Biofeedback
  You may use a bonus action to activate your biofeedback,
  granting a +1 bonus to AC for 1 minute as you
  psychometabolically redistribute your blood flow, adjust the
  density of your muscle tissue, and harden your bone structure.
  You may use this talent a number of times equal to your
  Intelligence modifier (minimum 1) after which you must
  complete a short or long rest before you can use the talent
  again.
  Body Equilibrium
  You may use a bonus action on your turn to activate this
  talent. Until the end of your turn, you may move across liquid,
  soft, or brittle surfaces without falling through; this includes
  silt, mud, or water. You ignore the effects of difficult terrain
  from these sources as you skim along the top of the medium
  without falling through. If you end your turn while still
  standing on the surface, you fall through and become mired or
  consumed as expected for its depth.
  Distant Sensation
  As an action, you can activate this talent to choose a point or
  object you can see within 100 feet of your location. You can
  choose to hear, see, touch, smell, or taste -- but only one of
  these -- as though you were standing at that point or next to
  that object. To indulge another sense, you must use another
  action on your next turn.
  Psionic Image
  You use your action to create the image of an object no larger
  than Small in size that lasts while you concentrate, up to a
  maximum duration of 1 minute. You can change the nature of
  this object as an action on your turn while you concentrate. Its
  nature as a psychic projection is obvious and it cannot be used
  to fool anyone save in the most creative of circumstances.
  Psychic Assault
  You may use your action to attack a creature with your
  volatile, untrained mind. A single target within 60 feet of you
  must succeed on a Wisdom saving throw with a DC equal to 8
  + your proficiency bonus + your Wisdom modifier or suffer
  1d8 psychic damage. This damage increases to 2d8 at 6th
  level, 3d8 at 11th level, and 4d8 at 16th level.
  Telekinetic Grasp
  The character may use an action to telekinetically grasp a
  creature or object they can see within 30 feet. This object can
  weigh no more than 20 pounds or be larger than Small size.
  The character must concentrate to maintain the grasp, and
  can sustain it for no longer than 1 minute. While grasping the
  object, they character can move it at a speed of 30 feet as a
  bonus action on their turn.
  If a creature (or an object the creature is holding) is an
  unwilling target, then an attack roll is in order. The relevant
  ability for this attack roll is Intelligence, and the character may
  apply their proficiency bonus to the roll.
  There are no visual or aural cues that the grasp is being
  used, allowing caged prisoners to filch keys in silence,
  charlatans to perform seemingly inexplicable sleight of hand,
  or wealthy merchants to retrieve disobedient pets from the
  unreachable rafters of a villa.
  Thought Projection
  You may use your bonus action to convey a mental image or
  silent message of 10 words or fewer to any number of targets
  within 60 feet of you.
  11
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  Equipment
  D
  ark Sun is a setting where resources are scarce,
  magic is fearsome, and metal is extremely rare.
  As enchanted items will be somewhat more
  difficult to come by, there are new weapon traits
  available for discovery. Note that this does not
  take away the need for enchanted weapons to
  harm certain creatures; the magic weapon spell
  is invaluable to that end.
  Currency
  The commonly-accepted form of currency in the Tyr Region is
  the ceramic piece. Equivalent in value to a silver piece in the
  standard rules, the cost of equipment from the Player's
  Handbook can therefore be easily extrapolated. Thus, a
  longsword (typically made of bone, on Athas) would cost 150
  ceramic pieces.
  Additionally, the bit is another form of currency utilized by
  people of the Tyr Region. It is created when one splits a
  ceramic piece into one of ten smaller pieces; most ceramic
  pieces are pressed in such a way that enables a clean split.
  Bits are roughly equivalent to a copper piece of standard
  game coinage.
  Actual metal coins will be worth far more than their
  standard value, at the discretion of the Game Master.
  Metal Equipment
  Metal equipment will always have at least one quality of
  improvement and costs at least ten times as much as common
  equipment. Most merchants would not part with a metal
  sword or a metal suit of armor even if they did own one, so the
  best place to find such treasures is to pillage forgotten ruins
  or wrest them from powerful enemies.
  Equipment that is metal by default, or cannot be made of
  non-metal materials (such as chain or plate armor) is simply
  not available in most markets.
  Equipment Traits
  Deadly (Weapon)
  Popular among gladiators are serrated, expertly-sharpened, or
  hooked weapons meant to cause maximum trauma to flesh
  and bone. Weapons with the deadly quality gain a +1 bonus to
  the damage they inflict.
  Fragile (Weapon, Equipment)
  Weapons or equipment with the fragile tag are prone to
  breakage. Should you roll a natural 1 on an attack roll or skill
  check while using the associated item, the item breaks and
  becomes useless in its current form, though you may stab with
  a broken stave or gouge with a shattered sword hilt. Such
  attacks naturally suffer disadvantage and inflict damage as
  adjudicated by the Game Master (usually 1d4 or 1d6).
  Massive (Armor, Weapon, Equipment)
  Massive gear is designed for half-giants that take the Hulking
  Brute feat. The cost of the item doubles, but is capable of
  conforming to the body shape and weight of the half-giant. A
  massive weapon deals damage of one die size larger; thus, a
  massive longsword inflicts 1d10 damage (1d12 if wielded
  with two hands), and a massive greatsword inflicts 2d8
  damage. If a weapon's base damage is 1d12 (such as a
  greataxe) the weapon's damage die becomes 2d8.
  Masterwork (Weapon)
  Well-crafted equipment is rare on Athas, and must be carefully
  maintained. Masterwork weapons gain a +1 bonus to attack
  rolls.
  Obsidian (Weapon)
  Slashing weapons crafted of obsidian (either the whole or in
  part) are extremely sharp and lethal. You inflict a critical hit on
  a natural attack roll of 19 or 20. If you are a Champion
  archetype fighter wielding an obsidian weapon, you inflict a
  critical hit on a natural attack roll of 18, 19, or 20.
  Padded (Armor)
  Armor with the padded quality is designed to protect against
  damage from bludgeoning sources. Any bludgeoning damage
  is reduced by the listed value.
  Parrying (Weapon)
  Some weapons are built with defense in mind -- extended
  quillons, basket hilts, defensive cages, or parrying bars.
  Weapons with the parrying quality give the wielder a +1 bonus
  to their AC while the weapon is in hand, but one can only
  benefit from one parrying weapon at a time. Dual-wielding
  parrying weapons cannot grant more than +1 to the wielder’s
  AC.
  Reinforced (Armor)
  Armor with the reinforced quality performs admirably against
  hacking and slashing weapons. Any slashing damage suffered
  is reduced by the listed value.
  Tattered (Armor)
  Damaged armor, either worn down by the elements or
  shredded by the attacks of certain monsters, decreases its AC
  value by the listed value. If this reduces the armor's AC value
  to 10, the armor is completely destroyed.
  Toughened (Armor)
  Armor with the toughened quality is built to resist penetration.
  Piercing damage is reduced by the listed value.
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Dark Sun 5e - Conversion.pdf