Equipment of Athas

by Biggest of the Milks

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Equipment

of Athas

Introduction

Out in the desert sun, a warrior, clad in chitin armor, leaps onto onto the back of a vicious reptile, thrusting his obsidian longsword into its flesh. The beast knocks him off, raking its claws into his chest, and tossing him a dozen feet back. He stands up, unscathed. His armor saves him, and with a battlecry, charges back into battle.

In a dusty market, exotic slaves are openly sold before a crowd of nobles, clutching their coin and shouting numbers--5 ceramic, 12 ceramic, 25 ceramic, 32 ceramic--while just down the street, other slaves are sold for mere bits.

A group of adventurers try and sneak through a sand-swept canyon, battered by the sun. They aim to avoid the tribals when, suddenly, a gythka soars through the air, narrowly missing the psion in the back. As the party looks up, they see several insect-like humanoids--thri-kreen--armed with chatkchas and alhulaks, ready to attack.

Deep in an ancient ruin, an adventurer opens a sturdy stone chest. The gold within almost seems to hum with a supernatural glow. The adventurer's jaw drops and holds her breath--this is more gold than likely anyone's seen in an entire lifetime.

A man donned in metal armor--of which is worth more than a mansion--enters the area to a cheering crowd. As several assailants attack him with weapons made of obsidian, bone, and wood, their attacks deflect and break, leaving him unharmed.


In a wasteland bare on resources, the Athasian people have had to get very creative with what they have. Much plantlife across the world has been dessicated by years of defiling magic, metal is incredibly scarce, and most major water resources are deep underground. Rain is infrequent, and the few rains that do happen are complete downpours.

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Backgrounds of Athas

Equipment of Athas

Magic, Wild Talents, Survival, and Feats

Commerce and Currency

To understand commerce and equipment in Dark Sun, one must understand Athas is a metal-poor world with only handful of iron mines. Many items that would be crafted from metal are instead made from bone, stone, or ceramics.

Virtually all city-states issue coins minted in tribute to their sorcerer kings. The most common coin is the ceramic piece (cp). Gold is too scarce to make good currency and silver is only slightly more common. For millennia, templar-controlled kilns have manufactured ceramic coins from clay, glazed in specific colors to discourage forgery. Notches on the “tails” side radiate from a center point so you can break the ceramic piece into 10 pie shaped “bits.” A bit can generally buy a cheap night’s rest on an inn floor, a loaf of bread, or entry into a city state. An unskilled laborer might earn 1 bit a week. The merchant houses do mint metal coins, but it is rare to see them in general circulation. Most are reserved for large transactions and when dealing with governments.

Exchange Rate
Coin Bit CP SP GP
Bit 1 10 1/10th 1/100th
Ceramic piece (cp) 10 1 1/10th 1/100th
Silver piece (sp) 100 10 1 1/10th
Gold piece (gp) 1000 100 10 1

Buying from the PHB

When making non-metal purchases from the PHB, simply change the gold piece price to ceramic pieces (cp). Change silver piece prices to bits. Anything of copper piece value might only be sold in bulk and is treated as 1/10th of a bit, subject to DM approval.

All metal items cost the listed gold piece (gp) price. Items with mixed parts like a chariot almost always have substitute materials and cost the ceramic pieces price. So, a metal longsword (15gp in the PHB) costs 15gp on Athas, or 1500 ceramic pieces. A longsword made of other materials, such as obsidian, cost 1% of the PHB cost, or 15cp.

Weapons

Metal weapons are extremely rare and highly coveted, a sign of wealth and power. Most weapons are made from an amalgamation of obsidian, bone, or wood. It is not uncommon to find a wooden club with a bone spike in the end and obsidian shards embedded into it. When listing a weapon on your gear, it should be referred to by its material.

Some weapons cannot be manufactured from certain materials. There is no such thing as an obsidian bow, and the rule of common sense applies in such matters.

Weapons not made of metal weight half their listed weight in the PHB.

Unique Weapons

Some Athasian weapons are simply unique takes on existing PHB weapons. For example, the Datchi (a 4- to 5-foot-long club made of either dried insect hive or dried roots attached to a 3-foot-long wood or bone handle that's embedded with animal teeth, claws, or razor blades) functions identically to a greatclub.

Some weapons--like the iconic thri-kreen gythka--don't have close analogues and are described below.

New Weapons
Name Cost Damage Weight Properties
Martial Melee Weapons
Alhulak 15 cp 1d4 piercing 2 lbs Reach, Thrown (20/60), Special
Calhulak 20 cp 1d4 piercing 4 lbs Two-handed, Reach, Thrown (20/60), Special, Double-Sided
Dragon's Paw 15 cp 1d8 piercing 6 lbs Two-handed, Double-Sided
Gythka 5 cp 1d6 piercing 5 lbs Thrown (Range 20/60), Double-Sided
Singing Stick 25 cp 1d6 bludgeoning 2 lbs Light, Finesse
Tortoise Blade 20 cp 1d4 piercing 6 lbs Finesse, Special
Martial Ranged Weapons
Chatkcha 1 cp 1d4 piercing 1/2 lbs Thrown (30/90), Special

New Property

The following property has been added:

Double-Sided. While held in two hands, this weapon can be used to engage in two-weapon fighting, using the opposite side of the weapon for offhand attacks. If the weapon lacks the light quality, you must possess the dual wielder feat to engage in two-weapon fighting this way. Offhand attacks with this weapon do the same die and type of damage as the main side, unless specified otherwise.

New Weapons

Alhuak The alhulak is primarily a rope with a four-bladed grappling hook on one end. The other end of the 10-foot rope is secured to a 2-foot long handle. The four-bladed head of the alhulak is commonly carved from mekillot ribs, though sometimes expensive variants use metal. The haft securing it to the rope is usually of wood or bone.

Special. Whenever you make a melee attack with this weapon, you can instead attempt to grapple a target within reach using the grappling hook. The target must be the same size as you or smaller, otherwise the grapple automatically fails. A creature can potentially escape by cutting the rope.

Calhulak. A larger variant of the alhuak intended for two-handed use, the calhulak functions similar to the alhuak except in that it has an extra grappling hook on one side instead of a haft.

Special. Whenever you make a melee attack with this weapon, you can instead attempt to grapple a target within reach using the grappling hook. The target must be the same size as you or smaller, otherwise the grapple automatically fails. A creature can potentially escape by cutting the rope.

Dragon's Paw. This weapon, made popular in the arenas of Tyr and Urik, has two blades, one attached to either end of a 5 to 6-foot-long wood shaft. The blades can be fashioned from any suitable material. A centrally located curved bar or basket protects the wielder’s hand and features a protruding blade that juts perpendicularly to the shaft.

Gythka. This thri-kreen polearm has wicked blades at either end. The weapon’s thick shaft allows it to be used like a quarterstaff against similarly armed opponents.

Singing Stick. Often used in pairs, these expertly crafted cudgels of bone have holes carved in them to allow them to be more nimbly used. These small holes whistle as the weapons are swung, thus the name "singing stick."

New Weapons (cont.)

Tortoise Blade. This weapon is basically a small shield with a protruding blade. Though named for a specific creature, its protective shell can be carved from bone or chitin, or fashioned from hardened leather. The blade, made from stone, bone, or sometimes metal, is mounted to the underside of the shell, and the entire ensemble is worn on the forearm.

Special. Your AC increases by 1 while using this weapon. For the purposes of other effects, this weapon is considered both a weapon and a shield, meaning it does not stack with any other shields you may be wearing.

Catchka. This thri-kreen throwing weapon is common among the steppes tribes. It’s a crystal wedge that can be thrown up to approximately 20 yards that spins in the air and returns to its user.

Special. Whenever you miss with an attack using this weapon, it returns to you immediately after.

Armor

On Athas, metal armor can cost as much as a mansion. Thus, most armors are made from a combination of hides, bones, chitin, and animal scales. These armors provide more than adequate protection against common weapons.

The following armors replace the ones in the PHB.

Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Padded 5 cp 11 + Dex modifier Disadvantage 8 lb.
Leather 10 cp 11 + Dex modifier 10 lb.
Studded leather 45 cp 12 + Dex modifier 13 lb.
Medium Armor
Hide 10 cp 12 + Dex modifier (max 2) 12 lb.
Bonemail 50 cp 13 + Dex modifier (max 2) 20 lb.
Scale 50 cp 14 + Dex modifier (max 2) Disadvantage 45 lb.
Shell 400 cp 14 + Dex modifier (max 2) 20 lb.
Chitin 750 cp 15 + Dex modifier (max 2) Disadvantage 40 lb.
Heavy Armor
Baazrag Bone 30 cp 14 Disadvantage 40 lb.
So-ut Mail 75 cp 16 Str 13 Disadvantage 55 lb.
Mastyrial 200 cp 17 Str 15 Disadvantage 60 lb.
Braxat plate 1500 cp 18 Str 15 Disadvantage 65 lb.
Shield
Shield 10 cp +2 6 lb.

Light Armor

The lightest and cheapest option, worn by most Athasians, designed to trap moisture and maximize air flow.

Padded. Commonly made by layering oiled canvas between silk, with a soft padding underneath. Types: kes'trekel feather, spidersilk, giantweave.

Leather. Commonly made from cured animal hide fitted for a particular user. Types: inix, baazrag, jhakarskin.

Studded Leather. Reinforced with close-set rivets or spikes made of bone or chitin.

Medium Armor

More protection with less flexibility, more often used in cities than in the direct sun but also built with ventilation in mind allowing some to avoid overheating during exertion.

Hide. Crude but flexible enough for use in the sun, favored by many warriors. Types: tembo, kank, kirre, mekillot.

Bonemail. Stiff leather jackets adorned with small disks or squares of horn, bone, or wood. The kank and the cilops have hard body parts ideal for such coats.

Scale. A heavy coat with carru leather leggings and overlapping scales of a beast. Types: Scorpion, mekillot.

Shell. Fitted inix or mekillot shell pieces worn over supple leather. Legs and arms are left vulnerable but the vital organs are protected and movement unhampered.

Chitin. Shaped chitin plates covering most of the body except the leg, which is protected by simple graves held by leather straps.

Heavy Armor

Years of experimentation and clever crafting methods have led armorers to develop ingenious air ventilation and circulation methods allowing alternative armors to be worn in the heat of Athas.

Baazrag Bone. Hardened leather with thick baazrag bones, the few bones aside from drakes that can withstand the process, sewn in it. While appearing massive and imposing, it is the least practical of the heavy armors.

So-ut mail. The scales of a so-ut are attached to a layer of quilted fabric worn underneath to prevent chafing and cushion blows. The hard scales provide superior protection to traditional scale armor.

Mastyrial. The chitinous shell of the mastyrial is valued for its protective qualities. When supplemented with a backing of leather over cloth padding, it serves as a superior armor.

Braxat plate. Braxat shell makes excellent armor plates that can be shaped to fit the body and interlocked. Thick padding underneath cushions attacks, and buckles and straps evenly distribute the weight.

Armor and Extreme Heat

Extreme heat rules will almost always apply every day in Athas (DMG 110). Characters exposed to the heat and without access to water must make a Constitution saving throw at the end of each hour of exposure (DC 5 + 1 per hour after first) or gain a level of exhaustion.

Though wearing medium and heavy armor does trap more heat than light armor, experience in said armor alleviates this. If you are wearing medium or heavy armor, and you are not proficient in that armor, or you do not meet the Strength requirement for said armor, you have disadvantage on all saves made against extreme heat. This penalty applies to metal armors regardless of proficiency or Strength.

Metal Armor and Weapons

With the great expense and drawbacks to metal armor and weapons, why use them in the first place?

Once per turn, whenever a creature hits a target wearing medium or heavy armor made of metal with an attack using a weapon or piece of ammunition that is not made of metal and rolls the minimum damage on the weapons damage dice, that weapon or piece ammunition breaks and the target takes 0 weapon damage.

These rules make metal armors a fearsome option and metal weapons a must if you face foes wearing said armor.

Mounts, Trade Goods, and Water

Mounts

Mounts are an essential though potentially expensive tool. Trade caravans use them to carry large amounts of goods and water, while adventurers use them to get from place-to-place quicker without exposing themselves to as much heat. Unless specified otherwise, a mount requires as much food and water as a creature one size category smaller than it.

Crodlu. A large bipedal lizard mount, resembling a scaled ostrich. A crodlu is appropriate as a mount for a Medium humanoid creature. Crodlu are hard to control in battle while war crodlu can be ridden into battle easily. Crodlu can wear barding.

Erdlu. Flightless birds mostly used as herd beasts. They stand 7 feet tall and weigh around 200 lbs. An erdlu is appropriate as a mount for a Medium humanoid creature. Erdlus are hard to control in battle unless trained. Erdlus can wear barding.

Inix. A large, 16‐foot long reptile commonly used for riding and as a beast of burden. An inix is appropriate as a mount for a Medium or Large humanoid creature. Inixes can be ridden into battle easily. Inixes can wear barding.

Kank. A large, 8‐foot long insect, commonly used as a personal mount. These insects cannot be used as food, for their meat smells atrocious, but they produce highly nutritious globules of honey. A kank is appropriate as a mount for a Medium humanoid creature. Kanks are hard to control in battle. Kanks cannot wear barding and do not require feeding.

Mekillot. A mekillot is a huge, 6,000‐lb. lizard, used for hauling large cargo or serving as transportation for troops. These beasts are hard to control in combat and usually require a psionic handler. Mekillots can wear barding and require feed eight times more than a normal mount.


Riding Crodlu

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 22 (4d10)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 11 (+0) 2 (-4) 11 (+0) 7 (-2)

  • Senses passive Perception 10
  • Languages -
  • Challenge 1/4 (50 XP)

Actions

Multiattack. The crodlu makes two claw attacks. If both attack hit, the target is grappled (escape DC 12).

Claw. Melee Weapon Attack: +4 to hit, 5 ft., one target. Hit: 4 (1d4+2) slashing damage


War Crodlu

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 3 (6d10)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 11 (+0) 2 (-4) 11 (+0) 7 (-2)

  • Senses passive Perception 10
  • Languages -
  • Challenge 1/4 (50 XP)

Actions

Multiattack. The crodlu makes two claw attacks. If both attack hit, the target is grappled (escape DC 13).

Claw. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 5 (1d4+3) slashing damage


Erdlu

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 18 (3d8+3)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 13 (+1) 1 (-5) 12 (+1) 7 (-2)

  • Senses passive Perception 11
  • Languages -
  • Challenge 1/4 (50 XP)

Actions

Multiattack. The crodlu makes one claw and one bite attack.

Claw. Melee Weapon Attack: +4 to hit, 5 ft., one target. Hit: 5 (1d6+2) slashing damage

Bite. Melee Weapon Attack: +4 to hit, 5 ft., one target. Hit: 4 (1d4+2) slashing damage


Inix

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 45 (6d10+12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 1 (-5) 10 (+0) 5 (-3)

  • Senses passive Perception 10
  • Languages -
  • Challenge 1 (200 XP)

Actions

Multiattack. The inix makes a bite and a tail attack. It can' t make both attacks against the same target.

Bite. Melee Weapon Attack: +4 to hit, 5 ft., one target. Hit: 7 (1d10+2) piercing damage, and the target is grappled if they are medium or smaller (escape DC 12). While grappling a creature this way, the inix cannot use its bite attack against another creature.

Tail. Melee Weapon Attack: +4 to hit, 5 ft., one target. Hit: 5 (1d6+2) slashing damage, and if the target is medium or smaller, they must succeed a DC 12 Strength saving throw or fall prone.


Riding Kank

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 18 (2d10+6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 1 (-5) (-1) 5 (-3)

  • Senses passive Perception 9
  • Languages -
  • Challenge 1/2 (100 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must make a DC 13 Constitution saving throw, or become poisoned for 1 minute. While poisoned this way, the target is paralyzed. At the end of each of the targets turns they can repeat the save, ending the effect on a success.


War Kank

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 28 (3d10+12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 1 (-5) (-1) 5 (-3)

  • Senses passive Perception 9
  • Languages -
  • Challenge 1/2 (100 XP)

Actions

Bite. Melee Weapon Attack: +6 to hit, 5 ft., one target. Hit: 7 (1d6+4) piercing damage, and the target must make a DC 14 Constitution saving throw, or become poisoned for 1 minute. While poisoned this way, the target is paralyzed. At the end of each of the targets turns they can repeat the save, ending the effect on a success.


Mekillot

Huge beast, unaligned


  • Armor Class 12
  • Hit Points 104 (11d12+33)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 1 (-5) 11 (+0) 6 (-2)

  • Senses passive Perception 10
  • Languages -
  • Challenge 4 {1100 XP)

Actions

Bite. Melee Weapon Attack: +8 to hit, 5 ft., one target. Hit: 17 (2d10+6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the mekillot can't bite another target.

Drop. Each creature within the mekillot's space must make a DC 16 Dexterity saving throw as the creature falls prone. On a failed save, a creature takes 18 (4d8) bludgeoning damage and is knocked prone and restrained for as long as the creature is in the mekillot's space and the mekillot is prone. On a success, a creature takes half damage and is pushed to the nearest unoccupied space within 5 ft. of the mekillot.

Mounts
Item Cost Speed Carrying Capacity
Crodlu (riding) 200 cp 60 ft. 420 lb.
Crodlu (war) 400 cp 60 ft. 480 lb.
Erdlu 10 cp 40 ft. 165 lb.
Inix 100cp 40 ft. 870 lb.
Kank, riding 125cp 40 ft. 480 lb.
Kank, war 250cp 50 ft. 570 lb.
Mekillot 200cp 30 ft. 1,320 lb.

Trade Goods

Below is listed the varying trade goods sold throughout Athas.

Cost Item
2 bits One pound of salt
3 bits One pound of grain
5 bits One pound of lead
1 cp One pound of nuts
4 cp One square yard of cloth
50 cp One pound of copper
100 cp One pound of iron
500 cp One pound of silver
1000 cp One pound of gold

Water

Water is a valuable resource on Athas and is traded like any other commodity. Though major cities will have wells, those often have have taxes or limits, or may only permit local residents from using them. Smaller villages sometimes have to trade for their water with the Merchant Houses, getting discounts for buying in bulk.

Water Prices
Capacity Cost Weight
Pint 1 bit 1 lb.
Gallon (8 pints) 2 bits 8 lb.
Ton (250 gallons) 40 cp 2000 lb.

Selling Loot

In general, a character can sell something for half its listed price.

Trade goods are the exception to the half-price rule. A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself.

Food on Athas

A wide variety of foods we would consider exotic are eaten on Athas. Even some of the more common foods, like grains, can still be radically different to what we would think as normal.

For example, faro is a type of cactus with needles that bears delicious, edible fruit once every decade. Though the fruit itself is an expensive commodity worth more than the plant itself, the needles are scraped or plucked off the cactus every season. These needles are entirely edible and are treated like a cheap grain. They're softened in stew, ground up into flour, or coarsely broken up into pieces to add texture to flatbreads or deserts.

The vast majority of protein in the Athasian diet comes from nuts and beans, though meat from slaughtered livestock is often used. Renks, boneclaws, and snakes make up the cheap-end of the animals that are eaten while rarer meats like fish, cloudray, and kirre, are valuable enough to be traded by silver.

Much Athasian food is heavily spiced, commonly with garlic, peppers, and chillies. Vanilla and cloves make up the expensive-side of Athasian spices. The acidic juices and rinds of many fruits are added to balance out the rich, spicy food.

Gorak eggs, sugar-coated ants, and tyrian ale are just the start of what kind of foodstuffs you can expect on Athas.

Poison

There is little honor in combat on Athas. Every fight is a fight to survive and any advantage you can get is an advantage you should take. Poisons are no exception.

Antloid. Whether extracted from the soldier or the archer, antloid poison has a caustic effect that leaves severe burn-like wounds that are difficult to heal and often leave permanent scarring, no matter whether it is applied via injury or by contact. A creature affected by antloid poison must make a DC 16 Constitution saving throw, taking 10d6 acid damage on a failed save or half as much on a success. A creatures hit point maximum is reduced by half the amount of damage taken until the target completes a long rest.

Poisons
Item Type DC Price per Dose
Antloid Injury & Contact DC 16 1800 cp
Assassin Bug Injury DC 10 90 cp
Athasian Poison Injury 100 cp
Barbed Scorpion Injury DC 17 800 cp
Bleached Inix Slumber Ingested DC 16 650 cp
Crescent Wine Ingested DC 16 175 cp
Gaj Poison Gas Inhaled DC 16 1200 cp
Id Fiend Essence Contact DC 16 750 cp
Psionocus Injury DC 13 200 cp
Templar's Ultimatum Ingested DC 23 5000 cp

Assassin Bug. The poison of the male assassin bug causes a flesh-numbing sensation and painful movements in the joints, making the target sluggish and slow. A creature affected by assassin bug poison must make a DC 10 Constitution saving throw or become poisoned for 1 minute. While poisoned this way, a creature has disadvantage on Dexterity ability checks and saving throws.

Athasian Poison. This basic poison is found throughout black markets in every major city-state, and is sometimes even sold in bulk. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition takes an additional 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

Barbed Scorpion. The preferred poison of several elven tribes, this poison causes stomach cramping and severe muscle twitching, and repeated doses can cause organ failure and death. A creature affected by barbed scorpion poison must make a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way a creature must repeat the save at the start of each of their turns, becoming paralyzed until the start of their next turn on a failed save. The poison continues for the duration, even on a success.

Bleached Inix Slumber. Made from mixing sun bleached inix bone and esperweed sap, this poison is typically used by bards and templars as a preliminary attack before ambushing rival noble houses, templar officials, or Veiled Alliance cells. The target must make a DC 16 Constitution saving throw or be poisoned and unable to use psionics or cast spells for 1 minute. Those who fail the saving throw by 5 or more are also unconscious and may be awakened by taking damage or if another creature uses an action to shake them awake. At the end of each of its turns, the target repeats the saving throw to be able to use psionics and cast aspells again.

Crescent Wine. Derived from the venom of a spall vermin-eating serpent, this alcohol-soluble poison is often poured into wine to mask its bitter taste (hence the name). Whenever the creature first ingests the poison, they must make a DC 16 Constitution saving throw, or be poisoned for the duration, as they become tired, light-headed, and dizzy. If the creature is still poisoned this way 24 hours after consumption, they must repeat the save, or fall unconscious as they enter a coma. On a success, the poison ends.

If the creature falls into a coma, every 24 hours afterwards they must repeat the saving throw, reducing their Constitution score by 1d4 on each failed save. If a creatures Constitution score is reduced to 0 this way, the creature dies, as their heartbeat slows and, eventually, stops.

Gaj Poison Gas. This noxious gas clogs the victims breathing conduits, making it difficult to breathe as well as causing nausea and blurred vision. Additionally, a painful tingling of the skin occurs where the gas touches exposed flesh. A creature affected by this poison must make a DC 16 Constitution saving throw. On a failed save, a creature is poisoned for 1 minute. While poisoned this way, the creature has disadvantage on all saving throws. At the start of each of its turns, it must repeat the save, taking 3d6 poison damage on a failure or ending the poison on a success.

Id Fiend Essence. A combination of an id fiend's blood and cranial fluid can be reduced through a slow boil into a pinkish liquid that, when absorbed by a targets skin, causes frightful hallucinations. A creature affected by id fiend essence must make a DC 16 Constitution saving throw or become poisoned. The creature act erratically for the duration while poisoned this way, as if affected by the confusion spell, except it does not get to make repeat saves at the end of each of its turns.

Psionicus. A sleep inducing poison made to weaken psions and mystics. A creature affected by psionicus must make a DC 13 Constitution saving throw, or fall unconscious for 1 minute and lose 2d6 psi points.

Templar's Ultimatum. One of the most feared poisons in all of Athas, this substance is produced through a lengthy process involving the pineal gland aviarag, the adrenal gland of a drake, and several other exotic and potent ingredients. The end result is a horrifically sour liquid that quickly absorbs through the lining of a creatures mouth, tongue, and lips. It's commonly used by templars to "coerce" individuals they deem "uncooperative" that are resistant to all psionic, magical, psychological, and physical means of extracting information.

A creature affected by the poison must make a DC 23 Constitution saving throw, or become poisoned for the next hour. While poisoned in this way, the creature is amicable and obeys the orders of the first person who speaks to it, as if under the effect of the suggestion spell persistently. This suggestion bypasses the normal immunity to the charmed condition.

One minute after ingesting templar's ultimatum, regardless of whether the creature succeeds or fails, they suffer immense physical and psychological pain. Until the poison ends, the creature is stunned. Any interrogators have advantage on Charisma (Intimdation) checks made against the target during this time.

Each dose of templar's ultimatum comes with its own antidote, extracted from the same ingredients used to make it. As one survivor recounts, "You now have one minute to satisfy me with your answers, and this antidote is yours."

Drugs

Many people on Athas constantly look for an escape from the harsh realities of the wastes. Alcohol, bellaweed, and n'ko are just a few examples of commonly used drugs.

Consuming a Drug. Whenever a creature consumes one dose of a given drug, they must make a Constitution saving throw against the drugs save DC or come under its effects. If a creature takes multiple doses at a given time, make separate saves for each dose.

Any immunity or advantage against poisons or the poisoned condition applies to any drugs consumed.

Overdose. If a creature fails their save against a number of doses equal to 2 + their Constitution modifier within a 24 hours period, they suffer the overdose effects of all drugs currently affecting them.

Withdrawal. Withdrawal effects come in two varieties: minor and major. Both minor and major withdrawal effects stack and whenever you are suffering from a drugs major withdrawal, you are also suffering from that drugs minor withdrawal. A withdrawal effect lasts until you fail your save against the drug again or until you are no longer addicted to the drug.

Drugs
Item Type Save DC Price per Dose Addiction Points
Alcohol Ingested DC 15 1 bit 1
Bellaweed Inhaled DC 17 2 bits 1
Esperweed Ingested DC 19 250 cp 3
Esperweed, Refined Ingested DC 20 1,500 cp 5
N'ko Shards Contact DC 22 20 cp 5
Shrinebush Inhaled DC 25 3,500 cp 3

Alcohol

The most common drug on Athas, alcohol is drank daily by its inhabitants during both times of joy and despair. Alcoholism is rampant across all classes of people, though most commonly among the commonfolk. Many mystics and spellcasters look down upon alcohol, as it dulls the senses and prevents magical and psionic focus.

Effects. For the next 8 hours, the creature has disadvantage on Dexterity, Intelligence, and Wisdom ability checks, and advantage on Strength and Charisma checks.

Overdose. The creature has disadvantage on all ability checks and saving throws for the duration of the drug. Each time the creature walks more than 10 feet in a straight line, they must succeed a DC 10 Dexterity saving throw or fall prone.

Minor Withdrawal. The creature has disadvantage on all ability checks.

Major Withdrawal. The creature immediately gains a number of levels of exhaustion equal to the number of months gone since the last time the creature suffered a withdrawal effect (minimum 1). This is potentially lethal. The creature ignores the effects of all but the last level of exhaustion while under the drugs effects.

Special. A creature suffers the minor withdrawal effects regardless of whether or not they have any levels of addiction to the drug. Whenever they suffer withdrawal this way, the minor withdrawal lasts for 8 hours after the drugs effects end.

Bellaweed

A cheap and commonly smoked herb, bellaweed is taken for its pain relieving and euphoric effects, though at higher doses it can cause hallucinations. It's commonly seen as harmless, making the drug surprisingly psychologically addictive as its users rationalize the negative effects.

Effects. For the next 8 hours, the creature has advantage on saving throws against the frightened condition and disadvantage on saving throws against the charmed condition.

Overdose. The creature falls unconscious for the duration of the drug.

Minor Withdrawal. The creature has disadvantage on saving throws against the frightened condition.

Major Withdrawal. Every hour the creature is awake, the creature must make a DC 15 WIsdom saving throw. On a failed save, the creature becomes frightened of every creature that it can see. On a success, the creature acts normally for the hour.

Addiction Points

As a user takes a drug more and more frequently, they slowly become more and more dependent on it. Addiction points represent that slide into addiction.

The first time each 24 hours a creature fails a save against a drug and comes under the drugs effects, they gain a number of addiction points noted in the the Addiction Points column of the Drugs table. If a creature goes 7 days without consuming the drug, reduce their addiction points by 1. Track addiction points for each drug separately. Consult both the Addiction table and the drug's description for the effects of addiction.

Just because a drug grants less addiction points doesn't necessarily mean it is less addictive. A combination of being cheap, easy to access, and the side effects being perceived as minor can cause a drug to be more addictive than its counterparts. Alcohol, for example, is the most commonly abused drug on Athas despite it only granting 1 addiction point.

Addiction
Level Point Threshold Effect
0 0 No effects.
1 10 Abuse. The creature suffers the minor withdrawal effects of a drug 24 hours after the drug wears off.
2 15 Tolerance. The creature has advantage on all saves to resist the drugs effects.
3 20 Dependence. The creature suffers the major withdrawal effects of a drug whenever they've gone 24 hours without failing a save against the drugs effects.
4 25 Addiction. When a creature reaches this threshold, they can permanently suffer a relapse even after they've lost all their addiction points. Whenever a creature has 10 or less addiction points and they succeed a save against using the drug, they still gain addiction points. If the creature fails their save, their addiction points immediately reaches 10.

Esperweed

A bright green plant with reddish-orange flowers, its stimulating effects make it popular among psions. Often chewed raw, it can be refined via extraction and distillation (see: Esperweed, Refined).

Effects. For the next hour, the creature is poisoned but gains 2 temporary power points. These power points are expended first whenever the creature manifests a power and disappear at the end of the drugs duration. These temporary power points do not stack with other sources of temporary power points, in a simliar manner to how temporary hit points do not stack.

Overdose. The creature has disadvantage on Wisdom saving throws for the duration of the drug..

Minor Withdrawal. The creature has disadvantage on Dexterity, Wisdom, and Intelligence ability checks.

Major Withdrawal. Every time the creature manifests a power, they take 1d4 psychic damage per level of the power (1d4 for a talent).

Special. Taking refined esperweed relieves the effects of withdrawal from esperweed.

Esperweed, Refined

The flowers (and sometimes the stalk in lower quality product) is soaked in a solution that extracts the active compounds from esperweed, then it is distilled into a faintly yellow glowing liquid. Though incredibly bitter, it is often mixed with juices or wine to mask its taste.

Effects. The for the next hour, all powers the psion manifests are considered to have been manifested at 1 power level higher than the psi points actually expended. Additionally, the psion is poisoned.

Overdose. The creature automatically fails all Wisdom saving throws for the duration of the drug.

Minor Withdrawal. Every time the creature manifests a power, they must succeed a DC 15 Intelligence saving throw or fail to manifest the power, wasting any psi points spent.

Major Withdrawal. The manifester loses the ability to manifest powers whlie not under the effects of the drug.

Note: Taking unrefined esperweed does NOT alleviate the withdrawal effects of refined esperweed.

N'ko Shards

This drug is obtained from the crystalization of the blue leaves of the n'ko'ma plant. Found throughout the Tyr region, the plant grows near water holes and oasises. The crystals made from the plant are placed against the underside of the arm for 10 minutes, often held in place by bandage. Addicts are easily spotted by the faint blue marks left on their skin.

The drug gives an immense rush of euphoria along with enhanced reflexes and speed at the cost of the fighters situational awareness. For this reason, the drug is popular among gladiators as a performance enhancer, though its highly addictive qualities and severe withdrawals usually spell the end to ones career if their supply is cut off.

Effects. For the next hour, the creatures speed is increased by 10 feet, it gain a +1 bonus to armor class, and once on each of its turns in combat, it can take an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Additionally, the creature has disadvantage on all Wisdom (Perception), Wisdom (Insight), and Intelligence (Investigation) checks.

Overdose. For the duration of the drug, the creature is blinded.

Minor Withdrawal. The creature is lethargic, reducing its speed by half.

Major Withdrawal. The creature hallucinates and becomes violent. The creature does everything within its ability to get in possession of the drug, including and up to putting itself at physical risk and engaging in violence. If the creature is a player character, the DM takes control of that character until the withdrawal symptoms subside.

Curing an Addiction

Addiction is a potent and damning thing. The most direct way to end an addiction is to stop taking the drug for long enough for your addiction points to decrease, though depending on your addiction level, this can be a long, difficult, and sometimes painful process.

A greater restoration spell can cure some but not all of the effects of addiction. A creature with 2 or more addiction levels has their addiction points reduced back to 10 whenever targeted with a greater restoration spell. This does no undo the relapse effect of having reached the 4th level of addiction.

Shrinebush Fumes

This dangerous drug was used by Green Age cults in cathartic ceremonies that sometimes ended in the death of its participants. The drug is made from the dried leaves of the mature shrinebrush plant, which is grown on graves and is said to have a connection to the Gray. It is often used to put the user in contact with a lost spirit. Though the plant grew in great numbers during the Cleansing Wars with the advent of mass graves, the secret of making the drug was lost during those times. Few are still alive with the knowledge of how to use the drug and fewer still know how to use it safely.

Effects. The creature falls unconscious for 1 hour as it falls into a trance with vivid hallucination as they make contact with the Gray. If the creature meets certain conditions (see: Special below) they can come in contact with an undead spirit.

Overdose. The creature falls unconscious as normal, but the barrier between the Gray and them weakens as they are called to the void. The creature must make a DC 20 Charisma saving throw or die as their spirit is taken off into the Gray. Only a Wish spell or Bend Reality can bring a creature back to life that has perished this way.

Minor Withdrawal. The creature cannot gain the benefits of a short rest.

Major Withdrawal. The creature feels the call to the Gray. The creature must make a Wisdom saving throw every 24 hours, or try and end itself as if affected by the death urge power.

Special. If the creature is within 10 feet of a corpse or grave, the creature can communicate with the spirit of that corpse. Until the drug ends, the creature can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if the creature is hostile to it or it recognizes you as an enemy.

You suffer the overdose effect of shrinebush fumes if you are under the effect of any other drug whenever you take it.

 

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