CLASSES
of Athas
Barbarian
The vicious and harsh reality of life on Athas means that warriors who fight and live through sheer instinct, willpower, and might are some of the most successful and thus most common. Whether you're a tribal raider that fights with the reflexes of a wild hunter, a slave-gladiator thrust into the arena to fight tooth and nail, or the last remaining mercenary of a band devastated by silk wyrms, the class of barbarian is a good for for your character.
Changes
Equipment
The last sentence reads: "Alternatively, you may start with 80 cp (ceramic pieces) to buy your own equipment.
Rage
Just like with spells, you cannot concentrate on or manifest powers while raging.
Totem Warrior
Due to the fact that bear, wolves, elk, eagles, and tigers do not exist within Dark Sun, your totem animals are instead as follows:
- Bear. Is now Klar, a massive kodiak bear with a chitinous plate on the back, a stub tail that helps it balance when standing, and covered in thick sandy fur. It is one of the most feared predators in the land.
- Eagle. Is now Kes-Trekel, a deadly carrion bird with black plumage and crimson red head whose croak is considered a harbinger of death.
- Wolf. Is now Dagorran, a fearsome frog-like reptilian pack hunter able to track prey psionically for days or week without relenting.
- Elk. Is now Crodlu, a large raptor-like reptile commonly used as a mount in Athas, and is extroadinarily swift, nimble, and hardy.
- Tiger. Is now Kirre, a great cat with eight legs, large horns, and a barbed club at the end of its tail.
Path of the Zealot
Is not allowed for this setting.
Storm Herald
As the elements behave differently, minor changes have been changed to Storm Herald.
- Sea. Is replaced with Wind. Your Storm Aura deals thunder damage instead of lightning. The 6th level Wind feature now reads "You have resistance to thunder damage. Additionally, whenever you take fall damage, you only take half the damage you normally would."
- Tundra. Is replaced with Mountain. The 6th level Mountain feature now reads "You have resistance to force damage. Additionally, you cannnot be knocked prone against your will whlie you are not incapacitated."
Bard
The minstrels of Athas are entertainers to the wealthy and powerful elite of the city-states. Singers, acrobats, poets, dancers, and storytellers, minstrels tour the cities of Athas in troupes or individually, making a living with their wits and talents. Among them, hiding in plain sight, are an offshoot mutation of wizards who have, over time, come to utilize magic without spellbooks, augmented by music. To survive and avoid the fate of most wizards, they take their natural affinity to music and have mixed with the minstrel culture.
Music in Athas
Due to the scarcity of metal, certain instruments are impossible to find on Athas. Brass instruments, for example, would be smelted down immediately and used to make a crude weapon the moment they were discovered. String instruments with bone tuning pegs and strings made from animal intestines or silk are common, as are percussion and woodwind instruments. Vocal melodies are haunting and melodic, often microtonal in nature.
Most musicians skirt the line between peasantry and nobility, frequently attending the parties and gatherings of nobles before sleeping amongst the rabble in the streets. Thus bards are likely to see and experience the vast different in lifestyles between the downtrodden and the rulers and often write music descirbing it.
Changes
Equipment
The last sentence reads: "Alternatively, you may start with 200 cp (ceramic pieces) to buy your own equipment."
College of Glamour
Is not allowed in this setting, as the Feywild does not exist.
Bard and "Bard"
The people of Athas widely accept that even the most shabbily dressed troubadour might be an undercover spy or assassin. The term "bard" is used interchangeably for any performer, whether they have arcane talent or not. Most civilized creatures would, however, kill a bard on sight if they learned the bard had arcane talent. Those with it take great measure to hide their powers. If a sorcerer king learns of the existence of a caster-bard in his city, he will take great steps to ensure the bard is destroyed.
Instruments of Athas
Common instruments and their prices if not listed in the PHB are: lap harp (30cp, 6lbs.), lyre, lute, reed pipe (2cp, 1 lb.), horn trumpet (3cp, 2 lbs.), and drum. Unless one has access to extravagant resources, these have no metal components.
Cleric
The clerics who inhabit the wastes of Athas are very different from those of a standard D&D campaign. They do not pray to patron deities, for they have no deities. Clerics beneath the dark sun pledge themselves to the very powers that dwell on the elemental planes. Like the Athasian deserts, the elemental powers are neither benevolent nor malevolent, caring only that their natural forms are preserved in the material world. To preserve what they can in a dying world, the elements forge pacts with a select few beings and through them hope to replenish a decaying planet to the ancient, carefree days of power.
Changes
Equipment
The second bullet point now reads
- (a) scale armor, (b) leather armor, or (c) so-ut mail (if proficient)
The last sentence reads: "Alternatively, you may start with 200 cp (ceramic pieces) to buy your own equipment."
Domains
All existing domains are replaced with the following domains: Air, Earth, Fire, and Water.
New Options
Spells
The following spells are added to the cleric spell list:
3rd level: Elemental weapon
4th level: Conjure minor elementals, Elemental bane, Summon elemental
5th level: Conjure elemental
Holy Symbols
The holy symbols that clerics wield on Athas are vastly different than those on other settings. Often the cleric will possess some aspect of the element they form a pact with, such as a shard of obsidian for fire, a valuable gemstone for earth, a vial of purified water tied to a necklace for water, or a feather for air.
Elemental Domains
Air Domain
Clerics who make pacts with the Plane of Air are perhaps the most misunderstood of all the elemental clerics. They are wanderers, diviners, travelers, and mystics. Like the winds, their minds are constantly wandering, and they rarely seem focused on a current problem or situation.
Air clerics prize freedom over all. They loathe restriction in movement, personalities, beliefs, practices, clothing, and any attempt to impose limitations. This makes them enemies of bondage and slavery. The growing power of the sun has made the air angry, dry and lifeless, unable to power hurricanes and typhoons. Air clerics are obligated to protect earth and water in the hopes mighty forests might sway again and raging oceans fill the silt basins, bringing back unbridled freedom.
At each indicated cleric level, you add the listed spells to your spells prepared.
Air Domain Spells
| Cleric Level | Spell |
|---|---|
| 1st | feather fall, thunderwave |
| 3rd | gust of wind, warding wind |
| 5th | call lightning, fly |
| 7th | freedom of movement, storm sphere |
| 9th | destructive wave, control winds |
Bonus Proficiencies
At 1st level, you learn how to speak Auran, a dialect of Primordial. Depending on your background, you may also be able to read and write in this language. Additionally, you gain proficiency in martial weapons.
Bonus Cantrip
At 1st level, you learn one of the following cantrips of your choice: booming blade, gust, shocking grasp, and thunderclap. This cantrip is considered a cleric spell for you and doesn't count against your cantrips known. Additionally, these cantrips are added to the cleric spell list for you.
Guiding Winds
Beginning at 1st level, you can manipulate the air around you to guide projectiles towards or away from their intended targets. Whenever a creature within 60 feet of you that you can see is targeted by a ranged attack, you can use your reaction to impose advantage or disadvantage on that attack. You can use this feature a number of times equal to your Wisdom modifier (minimum 1), regaining all uses at the end of a long rest.
Channel Divinity: Tornado
At 2nd level, you can use your channel divinity to lift a creature up in the air with a violent tornado.
As an action, choose a large or smaller creature within 30 feet of you. That creature must make a Strength saving throw against your spell save DC, or be lifted up at least 10 feet into the air and as high as 30 feet until the start of your next turn. While in the air, the creature is incapacitated as it swirls around helplessly in the tornado. When it lands, it takes falling damage as normal.
If the target succeeds their saving throw, they are instead knocked prone.
Windstep
Beginning at 6th level, immediately before or after you cast a spell of 1st level or higher, you can fly up to 10 feet without provoking opportunity attacks.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Blessings of Air
Beginning at 17th level, you gain a fly speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Wisdom modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
Earth Domain
Closely tied to nature, earth priests understand the true nature of the cycle of life. When something dies, its organic material is returned to the soil to provide life for another, and in another form. Therefore, the earth clerics. outlook on life is a utilitarian one. The death of a comrade, though tragic, is simply one stage in nature’s endless chain of creation and annihilation.
Because air, fire, and water all depend on growing things for their enrichment, and because earth alone must sustain itself, it is the earth clerics who must carry on the burden of preventing the environmental holocaust looming over Athas, such as teaching proper agricultural techniques and slaying defilers who would turn usable elements to ash. For, if they do not preserve the land, will not the death of Athas weigh upon their shoulders?
At each indicated cleric level, you add the listed spells to your spells prepared.
Earth Domain Spells
| Cleric Level | Spell |
|---|---|
| 1st | earth tremor, shield of faith |
| 3rd | spiritual weapon, earthbind |
| 5th | meld into stone, spirit guardians |
| 7th | stoneskin, stone shape |
| 9th | transmute rock, animate objects |
Bonus Proficiencies
At 1st level, you learn how to speak, read, and write Terran, a dialect of Primordial. Depending on your background, you may also be able to read and write in this language. Additionally, you gain proficiency in martial weapons and heavy armor.
Blessings of Earth
Beginning at 1st level, you can bestow upon a creature the defensive boons of earth. At the end of a long rest, you touch a creature within reach. Until the next long rest or until you die, that creature gains a +1 bonus to armor class and saving throws.
Once you use this feature, you can't use it again until you finish a long rest.
Channel Divinity: Stone Aegis
At 2nd level, you can use your channel divinity to protect your allies from harm.
As an action, choose a number of creatures equal to 3 + your Wisdom modifier that are within 30 feet of you. Each of those creatures gain temporary hit points equal to 1d6 + your Cleric level.
Stonesoul
At 6th level, your mastery over earth protects you from harm. Your armor class increases by 1.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Avatar of Earth
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
As an action, you can share this resistance with another creature within reach for 1 hour. Once you use this ability, you cannot use it again until you complete a long rest.
Fire Domain
Fire is the feared domain of destructive power, rarely seen as nurturing and life-giving. Most fire clerics are impulsive and destructive like their element, and seen as madmen who randomly destroy precious organic material. Yet, fire wipes away the old so the land can grow back stronger. They sometimes jest “to destroy the world is to destroy the defilers,” and no one is quite sure if they are truly joking.
Fire clerics are expected to preserve Athas so it can be destroyed again and grow back stronger. They encourage the growth of forests, cities, and fields. This pact leads them to directly oppose all defilers and sorcerer kings, but their ways are too eccentric to form lasting alliances with druids, who share the same goal.
At each indicated cleric level, you add the listed spells to your spells prepared.
Fire Domain Spells
| Cleric Level | Spell |
|---|---|
| 1st | burning hands, hellish rebuke |
| 3rd | flaming sphere, scorching ray |
| 5th | fireball, melf's minute meteors |
| 7th | wall of fire, fire shield |
| 9th | flame strike, immolation |
Bonus Proficiencies
At 1st level, you learn how to speak, read, and write Ignan, a dialect of Primordial. Depending on your background, you may also be able to read and write in this language.
Bonus Cantrip
At 1st level, you learn one of the following cantrips of your choice: firebolt, produce flame, green-flame blade, or create bonfire. This cantrip is considered a cleric spell for you and doesn't count against your cantrips known. Additionally, these cantrips are added to the cleric spell list for you.
Blinding Light
Beginning at 1st level, once per turn, whenever you deal fire or radiant damage to a creature with a cleric spell, you can attempt to blind them with a flare of solar light. The target must make a Constitution saving throw against your spell save DC, becoming blinded until the end of your next turn on a failed save.
You can use this feature a number of times equal to your Wisdom modifier (minimum 1), regaining all uses at the end of a long rest.
Channel Divinity: Fire of Dawn
Starting at 2nd level, you can use your Channel Divinity to harness radiant fire, dealing damage to your foes.
As an action, you present your holy symbol, and each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. The radiant fire moves around corners and ignites objects not being worn or held.
Improved Blinding Light
At 6th level, whenever you use your Blind Light class feature, the target also take bonus radiant or fire damage (your choice) equal to your cleric, regardless of whether they pass or fail their saving throw.
Potent Cantrip
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Supernova
Beginning at 17th level, whenever you use your Fire of Dawn, its range increases to 60 feet, and creatures affected by it lose their resistance to fire and radiant damage for 1 minute. For the same duration, creatures immune to fire damage instead take half damage from fire damage.
Water Domain
Water is the rarest of domains, life-giving and life-taking, with a severe and unforgiving animosity to any who would defile a well or plants. Clerics of water instinctively sense a duty to perform an age-old function of being healer and bringer of life regardless of the morals of the target, and they bear a sadness to the moisture that has been lost by defilement. Some eventually go insane, consumed by the thirst of this land and an inability to quench it. They worship by finding the dew of the morning and encouraging it, or keeping the lifeblood from needlessly spilling onto barren land (if it falls on fertile land, that is another matter). Because water can be found in all living things, they have access to powers that can restore and heal beings.
At each indicated cleric level, you add the listed spells to your spells prepared.
Water Domain Spells
| Cleric Level | Spell |
|---|---|
| 1st | create and destroy water, cure wounds |
| 3rd | lesser restoration, prayer of healing |
| 5th | revivify, tidal wave |
| 7th | control water, aura of life |
| 9th | mass cure wounds, raise dead |
Bonus Proficiency
At 1st level, you learn how to speak, read, and write Aquan, a dialect of Primordial. Depending on your background, you may also be able to read and write in this language. Additionally, you gain proficiency in heavy armor.
Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
Potent Cantrip
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Additionally, if a spell you cast restores enough hit points for a creature to reach their hit point maximum, any excess healing is instead gained as temporary hit points.
Reflavoring Other Domains
At DM approval, you may reflavor an existing domain as a variation on one of the existing domains. For example, you could use the Order domain and treat it as if you were a Water domain cleric, using your control of water to manipulate your allies and your foes in combat. Grave and Nature domain could make suitable alternatives for the Earth domain, and Tempest could make a good alternative to Air.
Druid
Unlike Athasian clerics, druids are solitary creatures. They live off the land, within the land, and they have sacrificed their entire lives for the land. But, unlike clerics, druids concentrate their considerable abilities in a single area: their guarded lands. A barren stretch of desert, a sparse section of scrub land, or perhaps a sparkling oasis, that is the home of the druid, and his source of power. One small preserve, protected from the dark magic of the defilers.
They are the bane of sorcerer kings, eternally at war with them, but hunted to small enough numbers to no longer be considered a viable threat. The few druids bide their time, training and rebuilding their ranks. It is said one day the druids will rise from the earth with their fallen brothers and erase the sorcerer kings from Athas.
Changes
Equipment
The last sentence reads: "Alternatively, you may start with 80 cp (ceramic pieces) to buy your own equipment."
Circle of the Land
The terrain of Athas is much different than that of most D&D worlds. Remove Arctic, Coast is renamed Oasis, Forest includes jungles, Grassland includes savannah, scrublands, and verdant belts, Swamp includes mud flats and salt marshes, Underdark is renamed Cavern.
Circle of Dreams
Does not exist.
Circle of Shepherd
Due to the fact that bear, eagles, and unicorns, and fey do not exist within Dark Sun, Shepherd has the following changes:
- Speech of the Woods no longer grants Sylvan.
- Bear Spirit is renamed "Klar Spirit"
- Hawk Spirit is renamed "Kes-Trekel Spirit"
- Unicorn Spirit is renamed "Spirit of the Land"
Wild Shape
Whenever you are wild shaped, you still retain the ability to use any psionic abilities you may possess, but only if the form you wild shape into is also capable of psionics.
Additionally, if a beast you wild shape in to is capable of manifesting powers, you can do so as well, using your spellcasting attack and save DC in place of the psionic attack and save presented in the creatures stats. Each time you manifest a power this way, you expend a spell slot equal to the minimum level of the power, unless the power is a talent or if the beast can manifest it at will. If the power has a duration of 1 minute or longer and the wild shape ends, the power ends as well.
Due to the fact that the wildlife is dramatically different on Athas, a list of viable wild shapes are given here:
Beast Shapes
| CR | Beast |
|---|---|
| 0 | z'tal, giant fire beetle, scorpion, spider, critic, hurrum, bat (fly), |
| 1/8 | baazrag, giant rat, poisonous snake, erdland, flying snake (fly) |
| 1/4 | jankz, giant poisonous snake, constrictor snake, giant lizard, erdlu, giant centipede, riding crodlu, giant bat (fly) |
| 1/2 | riding kank, war kank, agony beetle, zhackal, giant hornet (fly) |
| 1 | giant spider, inix, lion, war crodlu, jhakar, kluzd, razorwing (fly) |
| 2 | baazrag boneclaw, cilops, dagorran, giant constrictor snake, tigonne, tagster, antloid infantry, antloid archer, mega centipede, rasclinn, lirr, floater (fly) |
| 3 | giant scorpion |
| 4 | mekillot |
| 5 | cha'thrang, kirre, fordorran, dune reaper |
| 6 | klar |
Druid Pact
Unlike clerics, druids are not bound by the desires of the elements but are tasked with defending the raw elements of the world. They do not undergo rites of initiation but instead apprentice under other druids. Months may pass before a mentor believes the initiate is ready to speak with the elements. At that time, the student is allowed to commune in a deep trance with the spirits. There are very few rejections as druids tend to carefully weed and groom candidates before ever allowing them to commune. In such events, the student is generally killed and returned to the earth.
Fighter
The fighter is universal no matter what world she may be found. Most serve as gladiators, soldiers, merchant guards, or mercenaries. Most gladiators are slaves, but some can make a lucrative living as freemen, training a stable or earning prizes. The city-states rely on slave conscripts for the bulk of their forces, but all maintain a core of elite, trained soldiers such as the all-female Shadow Consorts of Nibenay or Urik’s Obsidian Guard. The merchant houses employ their own armies to protect trade, including well-trained cavalry and foot soldiers. Nobles keep their own bodyguards and small forces, considered a fairly easy job since most nobles are content to avoid conflict. Soldiers of fortune can be found in all settings, and a few have united to form small units operating from fortified bases, such as the Black Reavers outside of Urik.
Changes
Equipment
The first bullet point now reads:
- (a) so-ut mail or (b) leather armor, longbow, and 20 arrows
The last sentence now reads: "Alternatively, you may start with 200 cp (ceramic pieces) to buy your own equipment."
Eldritch Knight
Does not exist. Arcane magic is so greatly shunned that the specific styles of blending martial prowess with magic are ancient and forgotten.
Cavalier
Does not exist. Shining knights riding mounts with lofty ideals would not survive long in Athas.
Samurai
Renamed gladiator. Those who fight in the arena are known for their unyielding endurance, immutable will, and ability to captivate a crowd.
Psi Warrior
A reimagined version of the Psi Warrior from Tasha's is provided on the next page.
Echo Knight
Allowed. Your class features are considered a type of psionic power.
Psi Warrior
Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.
Psionics
When you reach 3rd level, you learn how to manifest the untapped psionic power within. You learn how to use psionics much like a mystic does. See Psionics on Athas for the mystic power list and general rules on psionics.
Talents. You learn two talents of your choice from the mystic list. You learn an additional talent at 10th level.
Psi Points. The Psi Warrior Psionics table shows you how many psi points you have to manifest your powers of 1st level and higher. The table also shows what the maximum power you can cast at a given level. You regain all expended psi points when you finish a short or long rest.
You expend a number of psi-points to manifest a power of a given level. The Psi-Point Cost table summarizes the cost in psi-points of powers from 1st to 4th level. Talents don't require psi-points and thus do not have a cost.
For example, if you are a 7th level psi-warrior and you know the 1st-level power deja vu, you can spend 2 psi-points to manifest the power as a 1st-level power or you can spend 3 psi-points to manifest it as a 2nd-level power.
Powers Known of 1st-Level and Higher. You know two 1st-level powers from the mystic power list, one of which must be from the psychometabolism or psychokinesis disciplines.
The Powers Known column of the Psi Warrior Psionics table shows when you learn more mystic powers of 1st level or higher. Each of these must be a psychometabolism or psychokinesis power of your choice, and must be of a level no higher the your max power level. The powers you learn at levels 9, 14, and 20 can be from any discipline.
Whenever you gain a level in this class, you can replace one of the mystic powers you know with another power of your choice from the mystic power list. The new power must be of a level no higher than your max power level and must be from the psychometabolism or psychokinesis disciplines, unless you're replacing the power you learned at 3rd, 9th, 14th, or 20th level from any discipline.
Psionic Ability. Wisdom is your psionic ability for your mystic powers. You use your Wisdom whenever a power refers to your psionic ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a mystic power you manifest and when making an attack roll with one.
Psionic save DC = 8 + your proficiency bonus + your Wisdom modifier
Psionic attack modifier = your proficiency bonus + your Wisdom modifier
Psi-Warrior Psionics
| Fighter Level | Talents Known | Powers Known | Psi Points | Max Power Level |
|---|---|---|---|---|
| 3 | 2 | 2 | 2 | 1st |
| 4 | 2 | 3 | 4 | 1st |
| 5 | 2 | 3 | 4 | 1st |
| 6 | 2 | 3 | 4 | 1st |
| 7 | 2 | 4 | 6 | 2nd |
| 8 | 2 | 4 | 6 | 2nd |
| 9 | 2 | 5 | 6 | 2nd |
| 10 | 3 | 5 | 6 | 2nd |
| 11 | 3 | 5 | 6 | 2nd |
| 12 | 3 | 6 | 6 | 2nd |
| 13 | 3 | 7 | 10 | 3rd |
| 14 | 3 | 8 | 10 | 3rd |
| 15 | 3 | 8 | 10 | 3rd |
| 16 | 3 | 9 | 10 | 3rd |
| 17 | 3 | 9 | 10 | 3rd |
| 18 | 3 | 9 | 10 | 3rd |
| 19 | 3 | 10 | 12 | 4th |
| 20 | 3 | 11 | 12 | 4th |
Psi-Point Cost
| Power Level | Point Cost |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
Battle Discipline
Beginning at 3rd level, you learn how to directly use your psionics to enhance your battle prowess. You gain the following benefits:
- Psionic Bond. You can never be disarmed of a weapon or shield you are holding while you are conscious.
- Psychic Leap. You are always considered to have a running start whenever you make a long jump.
- Telekinetic Pull. While you have at least one free hand, you can use a bonus action on your turn to pull an object that is not being worn or carried that you can see within 30 feet of you directly into that free hand. The object must weight less than 10 lbs, it must be able to travel in a straight line towards you, and you must be able to hold it in one hand. An object pulled this way harmlessly moved past creatures and bostacles.
Swift Talent
Starting at 7th level, you learn how to weave swordplay with your psionics. Immediately before or after you take the attack action, you can spend 1 psi point to manifest a talent as a bonus action.
Guarded Mind
At 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend 1 psi point and end every effect on yourself subjecting you to those conditions.
Swift Power
Starting at 15th level, immediately before or after you take the attack action, you can spend 1 psi point to manifest a power as a bonus action.
Font of Psi
At 18th level, you can restore your mental energy in the heat of battle. Whenever you use your second wind class feature, you regain a number of psi points equal to the number rolled on the d10.
Monk
There are no monasteries on Athas. Rather, a style of fighting emerged from the gladiator pits in response to a demand for unarmed combat, and from those combatants, nobles and templars bred in psionic abilities to create masters of the body. Due to their popular crowd appeal, enough have been granted freedom that they have spread out and trained others, or sought greater fame and fortune in the sands. A master monk is as rare as steel and just as dangerous.
Changes
Equipment
The last sentence now reads: "Alternatively, you may start with 20 cp (ceramic pieces) to buy your own equipment."
Ki, Magic, and Psionics
Monk's ki manifests itself differently between monks. For some monks, ki is the manifestation of a unique type of psionic power, one that enables nimble movement, incredible acrobatics feats, and a supernatural tendency towards the martial arts. For some, this manifests more like magic, especially for Four Elements monks who forge pacts that are not unlike those a cleric forms. For others, their power is sheer force of will and martial prowess, becoming supernatural from sheer willpower alone.
Paladin
Long gone are the ages of knightly orders and knights in shining armor. On Athas, chivalry is anything but alive, and knight-errants do not last long in the barren wastes underneath the dark sun. As the environs changed, so has the typical idea of a paladin. Long gone are the oaths sworn to justice, righteousness, and the greater good. A paladin's oath is no longer dedication of higher ideals--it's a dedication to a strategy to survive.
A paladin's power comes from their own sheer willpower. No gods bestow the paladin with any unnatural strength or luck, though paladins are inclined to make pacts with elemental spirits. Paladins are often chosen warriors, picked not for their moral compass and dedication, but for their absolute willingness to do anything to survive.
Changes
Equipment
The second to last line reads: "So-ut mail and a holy symbol"
The last sentence now reads: "Alternatively, you may start with 200 cp (ceramic pieces) to buy your own equipment."
Oath of Devotion
Does not exist on Athas.
Oath of Redeption
Does not exist on Athas.
Oathbreaker
Does not exist on Athas. The tenets of any paladin's oath are self-enforced, and no higher power can take them away.
Oath of the Ancients
Those who swear an oath to the ancients in Athas are widly different than those on other settings. Your tenents have less to do with preserving the light and joy in life and more in preserving the environment and what little life there is left, not out of some higher dedication to the sanctity of life but out of sheer survival. These paladins often find themselves among druids or hunting down defilers or defending sanctuaries.
Oath of Conquest
Remains unchanged. The tenets of conquest fit well in Athas.
Oath of the Crown
You've dedicated yourself to one of the major city-states on Athas, most likely to one of the many powerful sorcerer-kings. Many of those who follow this oath are templars, the ones who enforce the will of the sorcerer-kings.
Oath of Glory
Also known as oath of the gladiator, paladins of this oath often develop their powers in the arena, through a sheer will to live through to the next fight.
Oath of Vengeance
Those who swear an oath of vengeance do not do so out of fighting the greater evil, but do so for the sake of vengeance itself. The world of Athas is cruel, and cruelty begets cruelty.
Oath of the Watchers
Though The Grey makes it extremely difficult for extraplanar creatures to reach Athas, it's not impossible, and the ones that do reach there often have little to no way of going back, causing them to becomes trapped. Those who swear the oath of the watchers often work hand-in-hand with templars to seek out demonic cults that threaten the sorcerer-kings monopoly on power. Other watchers hunt down the roving fiends from centuries past.
Ranger
The wilds of Athas are a treacherous place, and the skills of a ranger are most often learned as a guide, hunter, or scout for a military operation. Rangers are found in every race, most prominently among halflings. To the ranger, the seared lands are not an enemy but a well respected adversary. Rangers generally are on good terms with druids, and it is from a druid mentor that a ranger likely has experienced contact with a Spirit of the Land that can bestow upon them certain powers.
Changes
Equipment
The last sentence now reads: "Alternatively, you may start with 200 cp (ceramic pieces) to buy your own equipment."
Favored Enemies
You may not choose dragons, celestials, or fey as your favored enemy. These creatures are either extremely rare or nonexistent.
Natural Explorer
Your terrain options are: forests, mountains, rocky badlands, sandy wastes, salt flats, scrub plains, silt seas, stony barrens, and subterranean caves.
Fey Wanderer
Does not exist.
Swarmkeeper
Your swarm must take the form of some swarm of tiny sized beasts native to Athas, like beetles or scorpions. Fey sprites and blights do not exist on Athas.
Rogue
Dark Sun rogues come from all walks of life: slave, freeman, merchant and noble. Rogues are common amongst merchant houses as astute guides, shrewd bargainers, and smugglers. Every city-state has a thieves' guild, and they often deal with wizards (no questions asked), who pay fees not only for illegal components but for protection and anonymity. Skilled rogue performers are referred to as "bards," with the presumption they might also be serving as a covert agent or assassin. Poison has no stigma on Athas and likely to be used by any rogue.
Changes
Equipment
The last sentence now reads: "Alternatively, you may start with 160 cp (ceramic pieces) to buy your own equipment."
Arcane Trickster
Does not exist.
Soulknife
A reimagined version of the Soulknife is presented here.
Soulknife
Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.
Psionics
When you reach 3rd level, you learn how to manifest the untapped psionic power within. You learn how to use psionics much like a mystic does. See Psionics on Athas for the mystic power list and general rules on psionics.
Talents. You learn three talents of your choice from the mystic list. You learn an additional talent at 10th level.
Psi Points. The Psi Warrior Psionics table shows you how many psi points you have to manifest your powers of 1st level and higher. The table also shows what the maximum power you can cast at a given level. You regain all expended psi points when you finish a short or long rest.
You expend a number of psi-points to manifest a power of a given level. The Psi-Point Cost table summarizes the cost in psi-points of powers from 1st to 4th level. Talents don't require psi-points and thus do not have a cost.
For example, if you are a 7th level soulknife and you know the 1st-level power deja vu, you can spend 2 psi-points to manifest the power as a 1st-level power or you can spend 3 psi-points to manifest it as a 2nd-level power.
Powers Known of 1st-Level and Higher. You know two 1st-level powers from the mystic power list, one of which must be from the telepathy or clairsentience disciplines.
The Powers Known column of the Soulknife Psionics table shows when you learn more mystic powers of 1st level or higher. Each of these must be a telepathy or clairsentience power of your choice, and must be of a level no higher the your max power level. The powers you learn at levels 9, 14, and 20 can be from any discipline.
Whenever you gain a level in this class, you can replace one of the mystic powers you know with another power of your choice from the mystic power list. The new power must be of a level no higher than your max power level and must be from the telepathy or clairsentience disciplines, unless you're replacing the power you learned at 3rd, 9th, 14th, or 20th level from any discipline.
Psionic Ability. Intelligence is your psionic ability for your mystic powers. You use your Intelligence whenever a power refers to your psionic ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a mystic power you manifest and when making an attack roll with one.
Psionic save DC = 8 + your proficiency bonus + your Intelligence modifier
Psionic attack modifier = your proficiency bonus + your Intelligence modifier
Psychic Blades
At 3rd level, you can manifest your psionic power as shimmering blades of psychic energy. Whenever you make a weapon attack, you can manifest a psychic blade from your free hand and make the attack with that blade instead. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target with a ranged attack, if you dismiss one or all of your blades (no action required), or after 1 minute. If your psychic blade deals damage, it leaves no mark on its target.
Additionally, you can engage in two-weapon fighting with your psychic blades, treating them as if they were light weapons.
Soulknife Psionics
| Rogue Level | Talents Known | Powers Known | Psi Points | Max Power Level |
|---|---|---|---|---|
| 3 | 3 | 2 | 2 | 1st |
| 4 | 3 | 3 | 4 | 1st |
| 5 | 3 | 3 | 4 | 1st |
| 6 | 3 | 3 | 4 | 1st |
| 7 | 3 | 4 | 6 | 2nd |
| 8 | 3 | 4 | 6 | 2nd |
| 9 | 3 | 5 | 6 | 2nd |
| 10 | 4 | 5 | 6 | 2nd |
| 11 | 4 | 5 | 6 | 2nd |
| 12 | 4 | 6 | 6 | 2nd |
| 13 | 4 | 7 | 10 | 3rd |
| 14 | 4 | 8 | 10 | 3rd |
| 15 | 4 | 8 | 10 | 3rd |
| 16 | 4 | 9 | 10 | 3rd |
| 17 | 4 | 9 | 10 | 3rd |
| 18 | 4 | 9 | 10 | 3rd |
| 19 | 4 | 10 | 12 | 4th |
| 20 | 4 | 11 | 12 | 4th |
Psi-Point Cost
| Power Level | Point Cost |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
Soul Blades
Beginning at 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you the following abilities:
Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can spend 1 psi point to reroll the attack. You can only use this ability once per round.
Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend 1 psi point, and throw the blade at an unoccupied space within 30 feet of you. You then teleport to that space and the blade disappears.
Psychic Veil
At 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can psionically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend 2 psi points to use this feature again.
Rend Mind
At 17th level, you can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend 3 psi points to do it again.
Warlocks
Warlocks are extremely rare on Athas because they must derive their power from a patron, and to all but the most learned of sages, there are only two sources for that power: sorcerer kings and the elemental powers. Nearly all warlocks that are encountered are "Templars," men and women of all races imbued with the essence of their god-kings and queens and empowered with the authority over life and death of the commoner.
But, for a very select few, power comes from another source. The total number of mortals who wield these powers and make a pact with the unknown can likely be counted on one hand. Their agendas may be alien to the general interests of most: survive and prosper.
Changes
Equipment
The last sentence now reads: "Alternatively, you may start with 160 cp (ceramic pieces) to buy your own equipment."
Great Old One
Renamed "Patron from The Black." The Black is a coterminous and coexistent plane that is an exact negative reflection of the Material Plane. In this plane everything that exists, or could exist, within the Material Plane also exists here. The plane is highly mutable, however, with a tendency to shift, change, or move. Nothing is settled, nothing stays still for long, and any changes made to the Material Plane are also made to the Black. The Black is a distinct plane all its own but also penetrates the Material Plane in a limited manner wherever there are shadows. Your powers are drawn from this mysterious realm.
Fiend
You've formed a pact with a powerful fiend that is either trapped on Athas, or is looking for a way to access it through The Grey.
Hexblade
Renamed "Patron from The Grey." You draw your power from The Grey, a realm that border the material plane very closesly. The Wizards of Athas supplement states that this acts as a barrier between Athas and the Ethereal and Astral Planes. Whereas normally a soul of a deceased mortal would travel (be pulled) via a conduit the Outer Plane matching it's alignment in life, Athas has no conduits (according to City by the Silt Sea) and souls here are trapped in an eddy, until they fade away to nothing. They can, however prolong their existence by dedicating themselves to cause greater than themselves.
The Genie
Instead of forming a pact with a genie, you've formed a pact with an elemental entity, a pact that is not unlike that of a cleric.
Wizard
Arcane magic is outlawed in every city-state. In secret, wizards still study the arcane arts, drawn to it even at the risk of their lives, from small cabals to isolated ancient text study. Wizards are universally distrusted, for while one may profess to not defile, the temptation will always be there, to gain greater power "just this once" and "for the greater good." To the druid or elemental cleric, there is no greater affront than seeing the precious life of Athas turn to ash, justified for a brief need.
PC wizards are likely revolutionaries, naturally in opposition to sorcerer kings. They must take extreme steps to hide their nature, including from their own companions. If you play a wizard, think about a "cover story." Many wizards pretend to be mindbenders or clerics.
Hiding a Spellbook
Wizards learn quickly and share secrets with friends and family on hiding spellbooks, keeping one step ahead if possible from templar searches. Hollowed out walking sticks and weapons with scroll spellbooks are common, along with pages sewn between two pieces of cloth on items such as cloaks, and some carve the symbols onto items such as wooden and bone implements. Some have even risked inscribing their spells into leather garments, to be turned inside out when needed. It has been said a few desperate souls have even tattooed books onto their own skin. For most, it is best to find a careful hiding spot in each civilization.
Changes
Skills
Add "Deception" and "Sleight of Hand" to the list of skills wizards may choose from.
Equipment
The last sentence now reads: "Alternatively, you may start with 160 cp (ceramic pieces) to buy your own equipment."
Bladesinging
Does not exist.
Preservers and Defilers
Athas is a wasteland because spells are powered by living matter - plants - and centuries of wars involving the sorcerer kings, the Dragon, and constant defiling has leeched the world dry. While sorcerer kings maintain gardens and hunt defilers, they still keep some on hand as a necessity. Wizards who defile can draw great power from plant life but in return will permanently reduce every tree, shrub, even underground root in the area to ash that never can again support life. This eventually leaves a taint on the wizard that can be sensed by those attuned to such things like druids. Preservers are wizards who have, at the cost of greater power, devoted themselves to taking only what is needed, from further sources until the spell can be powered. They also devote their lives to destroying defilers. Nevertheless, the temptation will always be there, to defile "just this once." To most preservers, there is no middle ground. Once a defiler, always a defiler, and better to die than cross that line. To some, when looking death in the eye, the decision becomes that much harder.
Mystic
In the deserts and cities of Athas, the most dangerous weapon is the mind. With a thought, deadly mindbreakers can shatter stone, bend steel, or break opponents. Thousands of Athasians possess wild psionic talents, but only a select few can master the Way and call themselves mystics.
Where There is a Will, There is a Way
Those who focus their life on learning psionics follow a path known as The Way of Unseen. Schools dedicated to teaching The Way have been established in many city-states, some sponsored by the sorcerer kings themselves. These schools formally teach students how to master their latent powers through establishing a nexus--a point in the center of their beings where physical, mental, and spiritual energy can be harnessed--by those with the Will to do so.
Self-taught mystics are rare, though many tutors roam the wastes, willing to take natural talent under their wing. The type of learning granted by these roaming teachers is much less structured, formal, and rigid.
Daily Life
Psionics are a daily part of life in Athas and all living creatures will have exposure to it. It is not unexpected that the local smith might have some latent talent to bend leather in a particular way that improves the product. Even the beasts of the desert likely have some ability that improves their survivability. Approximately a tenth of all Athasian inhabitants have some form of innate psychic talent, though the power of these Wild Talents pales in comparison to the power of a mystic.
A Rare Gift
Although thousands of Athasians command a unique talent, true masters of the Way are still rare. It takes exceptional ability and dedication to take up the study of the Way, and many do not progress far. Less than one person in one hundred who formally study the Way can be considered a true mindbender.
Because trained psionicists are scarce, they are highly valued by many elements of Athasian society. Unlike wizards, psionicists are free of the taint of magic and need not disguise their calling. They owe no loyalty to the sorcerer-kings, unlike the templars. Even clerics and druids have elemental powers and guarded lands that they must place first.
Any psionicist willing to sell her services will find there is great demand for someone skilled in the mental arts. Merchant houses, psionic schools, nobles, and templars routinely employ mindbenders to help them against their enemies. In fact, it is unusual to encounter a mindbender who has no patron or employer. They are often seen as troublemakers.
Creating a Mystic
When creating a mystic, consider your character's background. How did you become a mystic? What first drew you to this practice? Are you self-taught, or did you have a master? If you had a master, what is that relationship like? Did you leave someone or something behind when you took up your studies? Are you driven by revenge or some other motivation?
Quick Build
You can make a mystic quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. Second, choose the hermit background.
Class Features
As a mystic, you gain the following class features
Hit Points
- Hit Dice: 1d6 per Mystic level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Mystic level after 1st
Proficiencies
- Armor: none
- Weapons: simple weapons
- Tools: none
- Saving Throws: Wisdom, Intelligence
- Skills: Choose 2 from History, Insight, Investigation, Medicine, Nature, Perception, Psicraft, and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a scholar's pack or (b) a dungeoneer's pack
Alternatively, you may start with 80 cp (ceramic pieces) to buy your own equipment.
Mystic
| Level | Proficiency Bonus | Features | Talents Known | Powers Known | Psi Points | Mastery Points | Max Power Level |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Psionics, Psionic Will | 4 | 3 | 2 | — | 1st |
| 2nd | +2 | Nexus Reset | 4 | 4 | 4 | — | 1st |
| 3rd | +2 | — | 4 | 5 | 6 | — | 2nd |
| 4th | +2 | Ability Score Improvement | 5 | 6 | 6 | — | 2nd |
| 5th | +3 | — | 5 | 7 | 10 | — | 3rd |
| 6th | +3 | Psionic Discipline Feature | 5 | 8 | 10 | — | 3rd |
| 7th | +3 | — | 5 | 9 | 12 | — | 4th |
| 8th | +3 | Ability Score Improvement | 5 | 10 | 12 | — | 4th |
| 9th | +4 | — | 5 | 11 | 14 | — | 5th |
| 10th | +4 | Psychic Gift | 6 | 12 | 14 | — | 5th |
| 11th | +4 | Psionic Mastery | 6 | 13 | 21 | 9 | 6th |
| 12th | +4 | Ability Score Improvement | 6 | 14 | 21 | 9 | 6th |
| 13th | +5 | — | 6 | 15 | 21 | 19 | 7th |
| 14th | +5 | Psionic Discipline Feature | 6 | 16 | 21 | 19 | 7th |
| 15th | +5 | — | 6 | 17 | 21 | 30 | 8th |
| 16th | +5 | Ability Score Improvement | 6 | 18 | 21 | 30 | 8th |
| 17th | +6 | — | 6 | 19 | 28 | 43 | 9th |
| 18th | +6 | Psionic Discipline Feature | 6 | 20 | 28 | 43 | 9th |
| 19th | +6 | Ability Score Improvement | 6 | 21 | 28 | 43 | 9th |
| 20th | +6 | Master of Minds | 6 | 22 | 28 | 43 | 9th |
Psionics
As a student of psionics, you can use psionic powers and talents. See Psionics on Athas for the mystic power list and general rules on psionics.
Talents
You know four talents of your choice. You learn additional talents of your choice whenever you reach certain levels in this class, as shown in the Talents Known of the Mystic table.
Psi Points
The Psi Point column of the Mystic table shows you how many psi points you have to manifest your powers of 1st level and higher. The table also shows what the maximum power you can cast at a given level. You regain all expended psi points when you finish a short or long rest.
Whenever you manifest a power, you must spend a number of psi points depending on the level you manifest the power at. The Psi Point Cost table summarizes the cost in psi points of powers from 1st to 9th level. Talents don't require psi points and thus do not have a cost.
For example, if you are a 3rd level mystic and you know the 1st-level power deja vu, you can spend 2 psi points to manifest the power as a 1st-level power or you can spend 3 psi points to manifest it as a 2nd-level power
Additionally, manifesting powers of 6th level and higher are extremely taxing. Whenever you manifest a power at 6th level or higher, you cannot manfiest another power at the same level of the power you just manifested until you complete a long rest.
Powers Known of 1st-Level and Higher
You know three 1st-level powers from the mystic power list from any discipline.
The Powers Known column of the Mystic table shows you how many Mystic powers you know at a given level. You learn a new mystic power every time you gain a new level in this class. Each of these powers can be no higher than your max power level, shown in the Max Power Level column of the Mystic table. For example, when you reach 3rd level in this class, you can learn one 1st-level or 2nd-level power of your choice.
Additionally, when you gain a level in this class, you can choose one of the mystic powers you know and replace it with another power from the mystic power list, which also must be no higher than your max power level.
Psionic Ability
Intelligence is your psionic ability for your mystic powers, as your powers rely on your training and practice in mastering your nexus. You use your Intelligence whenever a power refers to your psionic ability. In addition, you use your Intelligence when setting the savint throw DC for a mystic power you manifest and when making an attack roll with one.
Psionic save DC = 8 + your proficiency bonus + your Intelligence modifier
Psionic attack modifier = your proficiency bonus + your Intelligence modifier
Psionic Will
At 1st level, you establish your focus into one of the many Wills of psionics that guide you along the path. Choose from Seer, Shaper, Kineticist, Egoist, Nomad, and Telepath. Your choice grants you features at 1st level and again at 6th level, 14th level, and 18th level.
Nexus Reset
Beginning at 2nd level, you can draw upon an emergency reserve of psionic energy when you need it most. Whenever you have 1 or less psi points remaining, you can use your action to regain a number of psi points equal to your mystic level. Once you use this feature, you must complete a long rest before you can use it again.
Psychic Gift
At 10th level, you gain the following benefits:
Potent Talent. Whenever you deal damage with a mystic talent, you can add your Intelligence modifier to the damage roll.
Impenetrable Will. You have advantage on saving throws against being charmed or frightened. Additionally, you gain proficiency in Charisma saving throws if you do not have it already.
Psi-Point Cost
| Power Level | Point Cost |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
| 6th | 9 |
| 7th | 10 |
| 8th | 11 |
| 9th | 13 |
Psionic Mastery
Starting at 11th level, you gain a pool of special psi points known as Mastery Points. These mastery points represent you increased command over psychic energies. Whenever you spend psi points, you can instead choose to spend mastery points, which function identically to psi points. You regain all expended mastery points at the end of a long rest.
Master of Minds
Starting at 20th level, you are immune to being charmed or frightened, and you cannot have your mind read against your will.
Additionally, choose two powers of 3rd level or lower. You can cast these powers at-will without expending psi points.
Mystic Wills
Will of the Seer
Those who follow the Will of the Seer attempt to master the discipline of clarisentience. Through their minds alone, they manifest secret knowledge about the past, present, and future within their psyche. On Athas, they take the role wizards of the divination school once served; as fortune tellers to commonfolk and as advisors to the powerful, helping them plot their course with their insights into the future.
Sixth Sense
Starting at 1st level when you choose this Will, you learn the detect psionics power and it doesn't count against your powers known. You can manifest this power at-will without expending psi points.
Psychic Insight
Also at 1st level, you can use your action to give yourself or a willing creature within reach a brief glimpse into the future. That creature can add your Intelligence modifier to the next initiative roll they make before the end of a long rest. You can use this feature a number of times equal to 1 + your Intelligence modifier (minimum 1), regaining all uses at the end of a long rest.
Seventh Secret
At 6th level, you start to unravel some of the mysteries of the world. You learn the psionic identification and psychic impressions powers and they do not count against your powers known. If you already knew these powers when you gain this feature, you instead learn two powers of 2nd-level or 1st-level of your choice, which do not count against your powers known.
You can manifest the psionic identification and psychic impressions powers at-will without expending psi points and can manifest them as an action instead of their normal manifest time.
Reversal of Fate
At 14th level, whenever a creature within 30 feet of you that you are aware of make an attack roll or ability check with advantage or disadvantage, you can spend 2 psi points as a reaction to reverse their fate. If the creature had advantage, they instead have disadvantage. If the creature had disadvantage, they instead have advantage.
The Seer
At 18th level, you can unlock your senses to perceive time in a non-linear fashion. As an action, you open these senses, and gain the following benefits for the next minute:
- You can use your Reversal of Fate feature without expending psi points.
- You can use your reaction once every turn, instead of one every round.
Once you use this feature, you cannot use it again until you complete a long rest.
Will of the Shaper
Those who follow the Will of the Shaper are adepts of the metacreativity discipline. They are able to create matter, ectoplasm, and other psychic forces with great expertise. Sometimes called summoners, they are a force to be reckoned with on the battlefield.
Astral Familiar
At 1st level, you can summon a very small being made of energy from the Astral Plane as part of a 1 hour ritual. At the end of the ritual, the creature appears in an unoccupied space within 10 feet of you. This creature appears like an animated clump of ectoplasm in a beast-like shape, though you can choose which form it takes. You astral familiar uses the Astral Familiar stat block.
Astral Familiar
Tiny construct, unaligned
- Armor Class 8 + your proficiency bonus + your Intelligence modifier
- Hit Points equal to your mystic level
- Speed 20 feet
STR DEX CON INT WIS CHA 2 (-5) 15 (+2) 8 (-1) 1 (-5) 12 (+1) 10 (+0)
- Condition Immunities exhaustion, poisoned, paralyzed, unconscious
- Senses passive Perception 11
- Languages understands the languages you speak but cannot speak
Each time you summon your astral familiar, you can grant it one of the following special abilities:
- Spy. Your astral familiar gains proficiency in the Stealth skill, adding your proficiency bonus to any checks it makes using that skill. As an action, it can turn itself invisible for 1 hour, or until it takes any damage.
- Pack Mule. Your astral familiars Strength score increases to 6 (unless it was higher), and it is considered one size larger for the purposes of the familiar's carrying capacity.
- Scout. Your astral familiar gains a fly, swim, and climb speed of 30 feet and its land speed increases to 30. It gains proficiency in the Perception skill, adding your proficiency bonus to any checks it makes using that skill.
Your astral familiar acts independent of you, but it always obeys your commands. In combat, it acts immediately after your turn. The astral familiar in incapable of making any attacks.
As an action, you can see through your astral familars eyes, sensing things as it would. You can end this effect as an action. While looking through your familiars senses, you are deaf and blind to your own.
Finally, whenever you manifest an astral construct power (minor astral construct, lesser astral construct, astral construct, and greater astral construct) you can choose for your astral familiar to take on the shape of that construct, as if you had summoned it in the astral familars space. Your familiar loses any special abilities it had and instead takes on the stats of the construct until the power ends. If the power ends because the construct was reduced to 0 hit points, any excess damage carries over to the astral familiar.
When your astral familiar drops to 0 hit points, it disappears until you use this feature again. Your astral familiar also disappears if you dismiss it as an action, use this feature again, or cast the find familiar spell. Once you use this feature, you cannot use it again until you complete a long rest or until you expend 2 psi points to regain use of this feature.
Improved Astral Summons
At 6th level, whenever you use a power to summon an astral construct, the construct gains the following benefits:
- Psionic Buffer. The number of hit points the construct has increases by an amount equal 5 times the level you manifest the power at.
- Ectoplasmic Grip. Whenever your astral construct hits with a slam attack, it can forgo the damage to instead grapple the target (escape DC equal to your psionic save DC). It can grapple up to two creatures this way. Any creature grappled by the construct cannot enter the Ethereal Plane.
Crystaline Power
At 14th level, whenever you manifest a mystic power that deals acid, cold, fire, lightning, or thunder damage, you can instead deal bludgeoning, piercing, or slashing damage with that power. You replace the manifestation of elements with the creation of psychic crystals that crush, stab, and slash your opponents.
The Shaper
At 18th level, you can weave ectoplasmic energy so well that your summons become unstoppable.
Whenever you summon your astral familiar, it gains the benefits of all of the special abilities, not just one. Any special abilities your astral familiar has whenever you transform it into a construct also persist in that form. Finally, whenever you manifest an astral construct spell, you can choose two special abilities instead of just one.
Will of the Kineticist
Kineticists are those who wield powerful psychic energy to crush their foes and defend themselves from harm. Also known as battle psions, these masters of psychokinesis are as flexible in combat as they are potent.
Battle Psionics
At 1st level, you learn how best to use your powers in battle. You gain the following benefits:
- Being in melee does not impose disadvantage on your ranged psionic attacks
- Whenever you fail a Constitution saving throw to maintain concentration on a power, you can use your reaction to grant yourself a bonus to that save equal to your Intelligence modifier, potentially causing you to succeed. You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a short or long rest.
- You learn the mage armor power and it doesn't count against your powers known. You can manifest this power once without expending any psi points, regaining the ability to do so again at the end of a long rest.
Violent Retribution
Also at 1st level, you learn to punish those who try to ruin your concentration. Whenever a creature deals damage to you while you are concentrating on a power, that creature takes psychic damage equal to twice the level of the power you are concentrating on.
Ruinous Will
At 6th level, destructive energy emanates from you whenever you use your psionics. Whenever you manifest a power of 1st-level or higher, you can choose a number of creatures you are aware of within 30 feet of you equal to your proficiency bonus. Each of those creatures takes psychic damage equal to your mystic level.
Anti-Psion
At 14th level, any time you make an ability check to counter or dispel another power (such as for the antipower, dispel psionics, and reddopsi powers), you can add your proficiency bonus to that check.
Additionally, whenever another creature successfully counters one of your powers with antipower, dispel psionics, or reddopsi, you can reabsorb some of the energies expended in that lost power, giving you a number of psi points equal to the level of the power. These psi points must be used within the next hour, or they are lost.
The Kineticist
At 18th level, you have mastered the art of battle psionics. You have advantage on saving throws made against powers and other psionic abilities, as well as resistance to the damage they deal. Additionally, you gain a +2 bonus to armor class and saving throws while concentrating on a mystic power.
Will of the Egoist
Those who follow the Will of the Egoist are those who train in psychometabolism. Being able to summon bestial claws, grant immunity to the elements, and to even ascend to the Astral Plane, these mystics are experts at manipulating their own bodies and the bodies of others.
Improved Metabolism
Your body has grown stronger from your practice at psychometabolism. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, you are constantly under the effects of the thicken skin power. The effects of this power are suspended if you don medium or heavy armor.
Minor Egoism
At 1st level, you can manipulate the bodies of your allies in small but potent ways. As an action, you can touch a willing creature and give them one of the following benefits:
- That creature gains darkvision out to a range of 60 feet for the next hour.
- The creature gains advantage on Wisdom (Perception) checks that rely on either smell or hearing (your choice) for the next hour.
- The creature is considered one size category larger for the purposes of carry capacity for the next 8 hours.
- The creature has advantage on saving throws to resist the effects of extreme cold or extreme heat (your choice) for the next 8 hours.
- The amount of food and water the creature requires to survive is halved until the creature completes a long rest.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest.
Resilient Body
At 6th level, your body becomes more resilient. You gain proficiency in Constitution saving throws.
Shapechanger
Beginning at 14th level, you learn learn the polymorph spell. You and all other effects treat it as if it were a 5th-level mystic power of the psychometabolism discipline and do not need to provide any components for its manifesting. Whenever you use it on yourself, you retain your Intelligence, Wisdom, and Charisma score, and can still manifest mystic powers, but only if they are of 5th level and lower.
Master of Shapes
Starting at 18th level, you learn the true polymorph spell. You and all other effects treat it as if it were a 9th-level mystic power of the psychometabolism discipline and do not need to provide any components for its manifesting. Whenever you use it on yourself, you retain your Intelligence, Wisdom, and Charisma score, and can still manifest mystic powers, but only if they are of 5th level and lower.
Will of the Nomad
Those who practice the Will of the Nomad are the most likely to be self taught, or taught by traveling tutors. The array of mobility options available to mystics who practice this Will--and the psychoportation powers they wield--fit a wandering lifestyle very well. Though they can come off as harmless travelers, the abilities they wield are potent and not to be underestimated.
Bonus Proficiency
At 1st level, you gain proficiency in two of the following skills of your choice: Athletics Medicine, Nature, Perception, Stealth, or Survival.
Nomadic Step
Beginning at 1st level, immediately before or after you manifest a mystic power of 1st level or higher, you can teleport up to 10 feet to an unoccupied space you can see.
Roving Wanderer
Starting at 6th level, your base land speed increases by 10 feet, your movement ignores nonmagical difficult terrain, and the range of any psychoportation powers you know with a range of at least 5 feet are doubled.
And Back Again
At 14th level, whenever a creature ends their turn within 5 feet of you, you can use your reaction to send them back to where they came from. The target must make a Charisma saving throw. On a failed save, they are teleported to the space where they started their turn.
The Nomad
At 18th level, you learn the teleport, teleportation circle, and misty step spells. You and all other effects treat these as if they were mystic powers of the psychoportation discipline (teleport as a 7th, teleportation circle at 5th, and misty step at 2nd-level) and do not need to provide any components for their manifesting.
The first time you manifest any of these powers, you do not need to provide any psi points. Once you manifest these powers that way, you cannot do so again until you complete a long rest.
Will of the Telepath
Telepaths--also known as mindbenders--are some of the most feared of all mystics. Their uncanny ability to charm, frighten, manipulate, and crush the minds of other creatures demands respect and attention. In a few city-states, mindbenders are even outlawed, with most others placing heavy restrictions on what telepaths can do in their walls.
Mental Manipulator.
At 1st level, you can use your Intelligence in place of Charisma for any check using the following skills: Deception, Intimidation, and Persuasion.
Telepathy
Starting at 1st level, you can telepathically speak to any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
Additionally, at the end of a long rest you can choose a number of creatures equal to your Intelligence modifier within 30 feet of you. You forge a telepathic bond with those creatures and can communicate telepathically with them so long as you are on the same plane of existence and if you share a language. Those creatures can respond telepathically to you this way, but not with each other. This bond ends early on a creature if they are unconscious.
Delusion
At 6th level, you can use your telepathy to convince a creature that you're not there, or that what they're seeing is something else. As an action, choose a creature you can see within 30 feet of you. That target must succeed a Wisdom saving throw or perceive you as you wish it to.
You choose the form of the creatures delusion. If you choose for the creature to not be able to perceive you, you are considered invisible to that creature, and it cannot see or hear you, though it may become aware of you interact with them in any other way. You can also choose for the creature to only perceive parts of you, like to perceive you as a disembodied head or to only be able to hear your voice. You can appear as an object, being able to hide in plain sight, or you can appear as if you were another person entirely, with the target hearing your voice as if you were that person.
You can choose other forms than the ones noted above, and the DM decides how the target reacts depending on how you make the target perceive you.
If you deal damage to the creature or force it to make a saving throw, it can immediately repeat its save against this effect with advantage, ending it on a success. If a creature succeeds their save against this ability, they are immune to it for the next 24 hours. Otherwise, the ability lasts for 8 hours or until you use an action to dismiss the effect early.
This ability has no tells.
Enthrall
At 14th level, you can enthrall a single person under your thumb. If you spend at least 1 hour mentally probing and manipulating a humanoid charmed by you, they become permanently charmed by you, treating you as you were their idol, messiah, or hero. Until you use this ability again, or until it is dispelled (such as by the dispel psionics power), you forge a permanent telepathic bond with the creature (as per your Telepathy feature) and can issue commands to the creature (no action required). These mental commands must be no longer than a few sentences and the creature attempts to fulfill those commands to the best of its capability, even putting itself directly in harms way unless specified otherwise.
Whenever the creature isn't carrying out a command, they go about their normal lives unless commanded otherwise, though any course of action it takes that affects you will always be done in your favor.
If the creature takes damage from you or your allies, it can make a Wisdom saving throw against your psionic save DC, ending both the enthrallment and the charm on a success.
If you or your allies do anything directly against the creatures values or harm its allies, it rationalizes it to the best of its ability. When or if the effect ends, the weight of any actions that occurred during its charm immediately weigh on the creature. Depending on how you treated it during its charm, the creature may hate you and purposely seek to do you harm.
The Telepath
Starting at 18th level, you learn 3 enchantment spells of your choice from the wizard spell list. You and all other effects treat these spells as if they were mystic powers of the telepath discipline and you do not need to provide any components for their manifesting. Their power level is the same as their spell level.