Athas Major Races

Last 3 Edits

6th June, 2019

  • Added some extra half-giant racial feats.

13th May, 2019

  • Changed half-giants' Encumbrance feature.
  • Removed choice of Wild Talent from all races. Also removed any reference to Illiterate and Primitive drawbacks, as these are standard to everyone on Athas. See section I put in for ALL Races at the start.

11th May, 2019

  • Changed half-giants to be size Large. Let's give it a go ;)
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These are the races that are found in numbers in the Tyr Region of Athas. They are the races that make up almost all of the numbers of the city states. For races of the wastes or surrounding lands, see the Minor Races page.

Table of Contents
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ALL RACES

To create a unique Dark Sun character all characters need to check the [[[Athas House Rules]] page for the following:
Illiteracy. Only a select few can read and write on Athas.
Lack of Steel. Weapons normally made of metal gain the Fragile property.
Wild Talents. All characters may choose to start with a psionic wild talent, but this is chosen randomly.

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DWARF

(Information for roleplaying this race in Dark Sun: D&D 4E Dark Sun Campaign Setting p25; D&D 2E Dark Sun Boxed Set Rules Book p5.)

Dwarves once ruled great mountain kingdoms, until the wars of the Red Age destroyed their holdings. They have fallen far from their ancient glory. (4E D&D Dark Sun Creature Catalog p40).

Proud of the Past

Despite the current absence of dwarven cities or strongholds, dwarves have a rich cultural history passed down from generation to generation in great sagas and secret traditions. Long ago, dwarven cities were the marvel of the world, and the dwarves keep the tales of their past glories and bitter defeats alive across the centuries. (4E D&D Dark Sun Campaign Setting p25).

Still Stone-workers

Although the dwarves of the present-day Athas carve no great citadels and retain few of their ancient holdings, your people remain the most talented stoneworkers and engineers in the world. Dwarf-made wells, cisterns, and canals are marvels of design, and dwarven metalwork - rare though it might be - is the finest to be found. (4E D&D Dark Sun Campaign Setting p25).

Life of Toil

A dwarf's chief love in life is toil. They are never happier than when they have a purpose and a cause to strive towards. An individual dwarf is working towards achieving a goal at any time in its life. They take the long term approach to these goals and many can be considered life-goals. There is a great sense of fulfillment when a dwarf achieves a life goal, for to fail has very dire consequences. A dwarf that never finishes a focus must wander the wastes as a banshee, haunting their unfinished works!

Anti-Arcane

Whilst most Athasians have a dislike of arcane magic, dwarves take their aversion to a higher level. They are so adverse to arcane magic in fact that they have developed a resistance against it and have trouble channeling arcane energies through their bodies and minds.


Common Traits

Age & Appearance

The dwarves of Athas have the stature of their kindred in other worlds - short, sturdy, and thickly muscled. Most dwarves have deep tans from lives spent toiling in the hot sun, with wide, callused hands and feet. They usually have little or no hair; the flowing beards that are the pride of male dwarves on other worlds are never seen on the Athasian variety. (4E D&D Dark Sun Campaign Setting p25).

Age. As normal dwarves in the 5E D&D Player's Handbook.

Height & Weight
Base height Height modifier Base weight Weight modifier
4' +2d4 170 lb. x (4d6) lb.

Athasian dwarves tend to be more muscular and stockier than standard dwarves.

Allies & Enemies

Dwarves are found in the company of humans, muls, elves (though they may not trust them) and other city-dwellers. They are skilled beast-handlers and train war beasts such as jhakars, drakes, cilopses and giant beetles. (4E D&D Dark Sun Creature Catalog p40).

Alignment & Outlook

Dwarves are typically lawful. Many are also neutral, though there are more good dwarves than there are evil.

Dwarves are known for their stoicism and single-mindedness. They fix their minds on a task at hand, whether it is a challenging feat of engineering, and intricate work of craft, a struggle for survival, or a quest for revenge. It's just not in their nature to abandon a task or leave work half done; dwarves set aside the object of their focus only after much grumbling and coercion. (4E D&D Dark Sun Campaign Setting p25).

As a dwarf you need to decide what is the object of your focus. it must be something that will take at least a week to complete. When you complete a goal, you choose another.

There is very little room for compromise in the mind of a dwarf. Anyone opposed to your focus will be at odds with you. Those that support your focus are sensible and dependable companions.

Classes & Concepts

Expert/artisan (engineer, builder, mason, smith, brewer, farmer, miner); guard/soldier; earth priest; oathsworn; gladiator; noble; site guardian; wilder; sun priest; labourer/slave; beast handler; reeve.

Language & Names

Starting languages: Dwarven and Common.

All but dwarven wizards are illiterate. Most dwarves view their illiteracy as a badge of honor, claiming dwarves need no magic or writing to survive the brutal world of Athas.

Names - as standard dwarves.

Realms & Regions

Dwarves have no lands of their own and are found living among other folk (particularly humans). They reside both in cities and in desert settlements. They tend to have a home base, rather than wander.

Religion & Deities

Dwarves favour the earth and fire spirits.


GAME MECHANICS

Dungeons & Dragons 5E

As Dwarf in the 5e D&D Player's Handbook chapter 2, with the following adjustments and subrace:

Altered Dwarf Traits

  • Dwarven Combat Training. If using weapon groups, replace the weapon proficiencies listed with: Axes & Picks (Simple + battleaxe) and Hammers & Maces (Simple + warhammer).

Desert Dwarf Traits

  • Ability Score Increase. Your Strength score increases by 1.
  • Magic Resistance. You have advantage on saving throws against spells and other magical effects.
  • Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Use this feature for desert dwarves from standard settings. Dark Sun dwarves are free to choose this too if they do not wish to be Wild Talents.

Desert Dwarf Drawbacks

(See our Drawbacks Page to see how these house rules work).

  • Clumsy (Minor) OR Stubborn (Minor). With their sturdy build, dwarves are not as dextrous as others and many dwarves have a stubborn nature.
  • Aversion - Arcane Magic (Minor). The -2 penalty applies to your spell attack rolls and the DC to save against your spells is reduced by 2. These penalties do not apply to spells cast as from your Wild Talent or spells selected from the cleric, druid, paladin, or ranger lists.
  • Honorable (Minor). Desert dwarves have a lot of racial pride to uphold.
  • Obsession (Minor). This obsession is your focus. When you have a chance to be toiling on your focus it is hard to get you to focus on anything else.

Bonus Proficiencies. For each minor drawback assigned to a desert dwarf, you select one of the following: Athletics, Endurance, History, Nature, Survival, Brawling (Simple), Clubs & Staffs (Simple), Spears (Simple), any one tool kit or vehicle group that is related to your focus, or one relevant language.


DWARF RACIAL FEATS

Race Feat & Source
Dwarf Dwarven Fortitude (Xanathar's Guide to Everything)
Dwarf Squat Nimbleness (Xanathar's Guide to Everything)
Dwarf Steadfast (House Feats)
Dwarf Sturdy (House Feats)
Dwarf (desert) Wasteland Wanderer (House Feats)
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ELF

(Information for roleplaying this race in Dark Sun: D&D 4E Dark Sun Campaign Setting p26; D&D 2E Dark Sun Boxed Set Rules Book p6.)

Elves are tall, long-legged desert rovers whose tribes wander the face of Athas. (4E D&D Dark Sun Campaign Setting p26).

Tribes of elves roam the deserts of Athas and bring their wares to the scattered settlements. Though they are considered shifty and untrustworthy, the elves bring unique items to their travelling markets that ensure plenty of business. (4E D&D Dark Sun Creature Catalog p44).

Traders & Swindlers

Elven trade is the lifeblood of the Tablelands.

Stories of elves describe swindlers in elven bazaars and wandering bands of raiders that strip caravans of goods. Entire elf tribes have disappeared from city-states after a single member ran afoul of templars. Though considered dangerous by most other races, the elven markets of the various city-states are an important source of contraband, particularly that of the magical variety. However, most people know to be cautious when deal with elves, since being cheated in a deal is the least of what they have been known to do. Most elves simply seek to get the most out of every bargain, and the more cutthroat members of a tribe might use that motivation as an excuse to murder and steal. (4E D&D Dark Sun Creature Catalog p44).

Each of the great city-states hosts a branch of the Elven Market - a never-ending bazaar where elves (and others who deal in goods of dubious origin) sell their wares. Many elven goods are cheap baubles of little worth or were stolen from their rightful owners. Still, elves have a knack for being in the right place at the right time to peddle their wares, and even the most officious templar appreciates the selection of goods in the elven market. (4E D&D Dark Sun Campaign Setting p26).

Desert Runners

Elves run swiftly and with great endurance. Tribes can manage forty miles a day or more, day in and day out. Elves consider it shameful to ride an animal such as a crodlu or kank, and one does so only if ill or gravely wounded. Normally, such mounts are used as beasts of burden to carry the tribe's goods and tents. If a sorcerer-king sends his soldiers to punish an elven tribe for a brazen act of theft or lawlessness, he might find that not even kank-mounted cavalry can catch a tribe that has a mind to be somewhere else. (4E D&D Dark Sun Campaign Setting p26).


Common Traits

Age & Appearance

An Athasian elf stands between 6 1/2 to 7 1/2 feet tall. They are slender, lean and generally in terrific physical condition. Their features are deeply etched into their weather-toughened faces, and their skin made rugged by the windblown sands and baking sun of the wilderness. Elves typically dress to survive in the desert environment. Even when at an oasis or in the cities, elves tend to prefer their native garb, designed to wrap the wearer against the brutality of the elements. (2E D&D Dark Sun Boxed Set: Rules Book p6).

Age - as normal elves.

Height & Weight
Base height Height modifier Base weight Weight modifier
6' +2d8 110 lb. x (3d6) lb.

Allies & Enemies

Elves might join others in a raiding band, but they have few allies in general. Even other elf tribes are competition at best - there is no racial unity. Only those that have passed tests of trust can be considered allies to an elf tribe. This applies to individual elves too, who will often set up tests of trust for any non-elf companions. If playing an elf you should fabricate these tests for your companions to earn your trust.

Alignment & Outlook

Elves favour the chaotic alignment with no particular leaning on the good-evil axis.

Most Athasians consider elves lazy and deceitful. It's true that many elves dislike hard work and prefer to live in the moment, avoiding unpleasant tasks and drudgery. They have little regard for anyone who is not a member of their tribe. Elves happily take advantage of, steal from, lie to, or misdirect outsiders, not out of malice so much as a desire to separate the gullible from their items of value. When it's important to maintain a valuable trading relationship, elves honor their word and barter in good faith. But the moment they perceive an opportunity that is too good to pass up, they abandon their previous deals. (4E D&D Dark Sun Campaign Setting p26).

Elves value their freedom above all else. Being adaptable and self-sufficient is also important. Elves do whatever they need to do to survive, be that trading, raiding, herding or stealing.

Classes & Concepts

Scout/rover; herder; merchant/trader/peddler; caravan guard; archer/sniper; ranger/dune strider; Athasian minstrel (rogue/scoundrel/charlatan/swindler); entertainer/bard; thief; raider; sorcerer; wizard (likely Veiled Alliance member); wilder; nomad; slave/ex-slave.

Language & Names

Starting Languages: Elven & Common.

Elves frequently learn the languages of the races they trade with, both in the cites and in the wastes.

Realms & Regions

Elves are nomads, so no place is called home for long. They can be found travelling the paths of the wilderness or in the cities' bazaars. Elves roam over all of the Tablelands.

Religion & Deities

Elves rarely take to religion, though many tribes have nature priests that honor the spirits of wind and earth. Fire spirits may also be appeased to keep the suns rays at bay and others may become druids and tend to the dying flora of Athas.


GAME MECHANICS

Dungeons & Dragons 5E

As elf in the 5e D&D Player's Handbook chapter 2, with the following adjustments and subrace:

DESERT ELF

Desert Elf Traits

  • Ability Score Increase. Your Intelligence score increases by 1.
  • Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow and longbow. If using the weapon group proficiencies house rule, this feature grants proficiency with: Bows (Simple + Martial), Long Blades (Simple), Short Blades (Simple + Martial).
  • Desert Runner. Desert elf tribes move across the wastes at remarkable speeds. A desert elf can double all overland movement in desert, hills or plains terrain. Furthermore they can run for days on end. Replaces the word hour with day for Forced March, chapter 8 Player's Handbook.
  • Fleet of Foot. Your base walking speed increases to 35 feet. Use this feature for desert elves from standard settings. Dark Sun elves are free to choose this too if they do not wish to be Wild Talents.

Desert Elf Drawbacks

(See our Drawbacks Page to see how these house rules work).

  • Frail (Minor) OR Unwise (Minor). Although good runners, desert elves have slight builds and their intellect is not tempered by common sense.
  • Outsider (Minor). Other races have to deal with the elves for trade, but that does not mean they trust them. This applies to anyone outside your tribe or people have passed your 'tests of trust'.
  • Loyal (Minor). Applies only to other elves of your tribe and individuals that have passed your 'tests of trust'.

Bonus Proficiencies. For each minor drawback assigned to a desert elf, you select one of the following: Deception, Endurance, Nature, Sleight of Hand, Stealth, Survival, Spears (Simple), herbalism kit, a musical instrument (one musical instrument group for our grouped proficiency house rules)or one relevant language.

DESERT ELF RACIAL FEATS

Race Feat & Source
Elf Bladedancing Surge (House Feats)
Elf Elven Accuracy (Xanathar's Guide to Everything)
Elf (desert) Wasteland Wanderer (House Feats)
Elf (desert, wood) Wild Survivor (House Feats)
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HALF-ELF

Information for roleplaying this race in Dark Sun: D&D 4E Dark Sun Campaign Setting p28; D&D 2E Dark Sun Boxed Set Rules Book p7.

Elves and humans travel many of the same roads on Athas-elven tribes have at times encountered human mercenaries, just as elven warriors have gained employment of the city-states. The merchant class, too, is overrun with traders of both races, so it is not unusual for children of mixed parentage to be born into the world. (2E D&D Dark Sun Boxed Set: Rules Book p7).

Walking Between Two Worlds

Born of two worlds, but welcome in neither, half-elves struggle to find their place in a hostile land. (4E D&D Dark Sun Campaign Setting p28).
A half-elf's life is typically hardened by the intolerance of others. Neither fully human nor fully elven, half-elves rarely find acceptance with either race. Elves are especially intolerant, at times driving mothers of half-elven infants from their camps. Humans are more apt to accept half-elves. Rarely do half-elves congregate in great enough numbers to form communities of their own, so they remain outsiders, forever wandering from situation to situation without a people, land or village to call home. (2E D&D Dark Sun Boxed Set: Rules Book p7).

Fringers

Because they must contend with hostility from both sides, half-elves are a people without a homeland, forced to endure on society's fringes. Some half-elves live as loners in the desert, surviving as herders, hunters, or employees of more tolerant merchant houses. Other half-elves adjust by developing confident, assertive personalities, transforming themselves into people who win friends and engender trust. (4E D&D Dark Sun Campaign Setting p28).

Self-reliant

Intolerance, however, has given the half-elves their greatest attribute - self-reliance. As a loner, usually without a permanent residence, a half-elf survives the rigours of life completely on their own. The skills invlved in survival are only half the challenge they must face - half-elves must also learn to deal with the absence of companionship, the complete lack of conversation and basic friendship. (2E D&D Dark Sun Boxed Set: Rules Book p8).


Common Traits

Age & Appearance

A half-elf is generally tall, between 6 and 6 1/2 feet, but more meaty than their elven counterparts. Their facial features are clearly more deeply defined than those of a human, but based soley on their countenance a half-elf can usually pass for either an elf or a human. (2E D&D Dark Sun Boxed Set: Rules Book p7).

Age - as normal half-elves.

Height & Weight
Base height Height modifier Base weight Weight modifier
5ft 8inch +2d6 120 lb. x (3d6) lb.

Allies & Enemies

Faced with intolerance from the races of their parentage, many half-elves turn to completely alien races for acceptance. Dwarves, halflings, and even thri-kreen have no basic dislike of half-elves - nor do they grant them any favour. At the very least a half-elf dealiing with these races can expect no automatic prejudices. Also, some half-elves turn for companionship to the animal world, training beasts of the air and sands as servants and friends. (2E D&D Dark Sun Boxed Set: Rules Book p8).

Alignment & Outlook

As one might assume of a race of loners, half-elves hold self-reliance as their highest virtue, never expecting or asking for help no matter what their situation. Self-taught and anturally adept at learning, half-elves dabble in a variety of areas, mastering the skills they need to survive on their own. Some half-elves are bitter and sullen, but most seek to make the best of their circumstances. More than anything, half-elves take pride in defeating expectations. (4E D&D Dark Sun Campaign Setting p28).

When around humans and elves, you may set out to prove yourself or you may seek other ways to be accepted - or you might just ignore their intolerance. It is important to determine how you act around these races.

Classes & Concepts

Multi-talented/Self-reliant; Loner/Exile; Ranger/Scout; Beastmaster; Herder; Hunter; Explorer; Merchant guard; Charlatan; Bard; Assassin; Mercenary; Psion; Wilder; Dune trader; Gladiator; Primal guardian; Wizard (and likely Veiled Alliance member); Nomad.

Language & Names

Starting Languages. Common and Elven.

Realms & Regions

Half-elves rarely find a home of their own, forever wandering from situation to situation or settlement to settlement, without a people, land, or village to call home. There are said to be some isolated half-elf communities in the deserts that act as havens for these lost people.

Religion & Deities

Half-elves are as nonreligious as the rest of Athas. Some individuals may turn to the nature spirits and become druids or elemental priests.


GAME MECHANICS

Dungeons & Dragons 5E

As half-elf in the 5e D&D Player's Handbook chapter 2, with the following adjustments:

Half-Elf Drawbacks

(See our Drawbacks Page to see how these house rules work).

  • Ability Score Decreases (Minor). You reduce one ability score by 2, or any two ability scores by 1. You may choose Charisma here, off-setting the bonus gained.
  • Wayward (Minor Racial). You gain the Outsider flaw, but the penalties ONLY apply among elves and humans. You do not fit into either of your parents' worlds.

Bonus Proficiencies. For each minor drawback assigned to a half-elf, you select any one skill, weapon group, language or tool sets/kits. (If the Short Blades weapon group is chosen, you gain Simple + Martial. For all other weapon groups it is Simple only). Animal Handling, Streetwise and Survival are common skills taken by half-elves.


HALF-ELF RACIAL FEATS

Race Feat & Source
Half-elf Beast Affinity (any one group) (House Feats)
Half-elf Elven Accuracy (Xanathar's Guide to Everything)
Half-elf Prodigy (Xanathar's Guide to Everything)
Half-elf Unwavering Destiny (House Feats)
Half-elf Wasteland Wanderer (House Feats)
Half-elf Wild Survivor (House Feats)
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HALF-GIANT

Information for roleplaying this race in Dark Sun: D&D 4E Dark Sun Campaign Setting p27; D&D 2E Dark Sun Boxed Set Rules Book p9. The are also written up in the D&D 3E Expanded Psionics Handbook p12.

Giants dominate many of the islands and coastal areas of the Silt Sea, wading across it to plunder the communities of smaller races where they find them. In some lost millennium, as a bizarre experiment or perhaps some sort of curse, giants were magically crossbred with humans. Half-giants are now fairly common, especially to human controlled lands at the edge of the sea of dust. (2E D&D Dark Sun Boxed Set: Rules Book p9).

The most likely origin of the half-giant race though, is that they were created by sorcerer-kings to serve as powerful minions.

People of the Cities

Most sorcerer-kings have hundreds of half-giants in their armies and shower the mighty warriors with luxuries in exchange for their loyalty. Other half-giants become urban thugs or mercenaries. They adopt the culture and traditions of the cities in which they dwell. (4E D&D Dark Sun Campaign Setting p27).

People of the Wastes

Over the years, many half-giants have found their way into the untamed reaches of Athas. Wild half-giants are fierce, mountain-dwelling barbarians who raid the people of the lowlands in search of plunder, captives, and prestige. Half-giant tribes are fractious and quarrelsome as a rule; ambitious young warriors challenge established chieftains, and long-remembered slights and insults threaten to erupt into deadly feuding. Shamans, druids, and others who wield the power of the elements or nature lie outside the bounds of such disputes and rivalries, and they serve a vital role as peacemakers and advisors. Regardless, a half-giant sometimes leaves his or her enemies behind for a few years and seeks out new opportunities elsewhere. After all, returning to the tribe as a wealthy, successful warrior with an impressive train of treasures and captives is the best revenge. (4E D&D Dark Sun Campaign Setting p27).

A New Race

Half-giants sometimes collect into communities of their own, though they most often adopt the culture and customs of those creatures nearby. When near an elven nation, for example, half-giants will form their own hunting and raiding parties, adopting the way of the elven marauders. They won't mix with the elves; neither will they fight them. In most instances, imitative half-giant communities will compete directly with the race whom they are likening themselves to. It is their great size and combat prowess that keeps their competitors at a safe distance. (2E D&D Dark Sun Boxed Set: Rules Book p10).

Mixed Heritage

Simply put, a half-giant gains terrific size from their giant heritage, but also inherits that race's dull wits. Their human background, however, provides him with an interest in communication and co-operation, not to mention more reserved traits such as curiosity, a willingness to learn, and a general tendency toward kindness. At any rate, half-giants are capable of far more kindness than their often tyrannical, blood-thirsty giant kin. (2E D&D Dark Sun Boxed Set: Rules Book p10).


Common Traits

Age & Appearance

Age. Half-giants reach adulthood in their late-teens, and can live to be just over 150 years old.

A half-giant is an enormous individual, standing between 10 and 12 feet tall, and weighing in the neighbourhood of 1,600 pounds. Their features are human, but exaggerated. (2E D&D Dark Sun Boxed Set: Rules Book p9). Your size is Large.

Height & Weight
Base height Height modifier Base weight Weight modifier
10ft +2d12 1400 lb. x (3d12) lb.

Allies & Enemies

Half-giants have no affinity for or against any other race in particular.

Alignment & Outlook

Half-giants are typically friendly and eager to please those they meet. Others who accept them find that half-giants quickly adopt their lifestyles and skills, even their values. A half-giant character who is presented with a new situation should examine he roles of the people there, determine where they might best fit in, and then start performing the necessary tasks. (2E D&D Dark Sun Boxed Set: Rules Book p10).

This is not to say, however, that half-giants are strictly bound to perform as those they see around them, nor are they restricted from moving on. On the contrary, if the situation is not beneficial or if the half-giant would not perform well, they won't imitate it. Also, half-giants are not bound to a piece of work or a lifestyle the way other races are - they seldom have regrets or reminiscences about what has gone before. They simply are not as emotionally attached to their lives or works. (2E D&D Dark Sun Boxed Set: Rules Book p10).

When playing a half-giant, be prepared to switch goals and lifestyles, especially under the influence of other charismatic characters. You may even consider taking the Gullible (Minor) drawback to reflect this ease of influence.

Half-giants are also often violent and short-tempered, as their moods are mercurial. They can pass from frothing rage to gales of laughter in the blink of an eye. (4E D&D Dark Sun Campaign Setting p27).

Half-giants can switch their attitudes very quickly, taking on new values to fit new situations. A half-giant whose peaceful farming life is disrupted by marauders may soon adopt the morals and the very renegades who sacked its village. (2E D&D Dark Sun Boxed Set: Rules Book p10).

To reflect this, a half-giant's alignment should be considered fluid and may regularly change. Often one part of their alignment is fixed and the other part changes regularly. It is a good idea to decide what alignment a half-giant character is following each long rest.

Classes & Concepts

Soldier/Guard/Sentry; Enforcer; Labourer; Servant of the State/Slave; Mercenary; Urban thug; Ranger/Scout; Hunter; Raider; Wilder; Gladiator; Primal guardian; Mountain barbarian; Battlemind.

Language & Names

Starting Languages. Common. If you are a giant from the wilderness you also start with Giant.

Realms & Regions

Half-giants were created by the sorcerer-kings long ago, and many of them still serve these masters. Most half-giants are found in the cities where sorcerer-kings have hundreds of half-giants in their service. Some half-giants serve nobles and free ones often become thugs if they do not escape to the wastes. Half-giants are more common the closer one gets to the Sea of Silt. In the wild they usually take to the mountains and often form tribes of their own kind.

Religion & Deities

Rare individuals, especially among the wasteland tribes, may become elemental priests. Those that do favour the stone spirits. Priests of the other elements and druids (called shamans) are rare, but can still be found in giant tribes.


GAME MECHANICS

Dungeons & Dragons 5E

Half-Giant Traits

  • Ability Score Increase. Your Strength score increases by 4 and your Constitution score increases by 1. Your Dexterity and Intelligence scores are each reduced by 2.
  • Desert Born. You're naturally adapted to extreme heat, as described in chapter 5 of the Dungeon Master's Guide. You also ignore movement penalties for sandy or rocky terrain.
  • Mercurial Strength. Your maximum Strength is 22, rather than 20. When you increase ability scores (including through feats) replace any mention of a maximum Strength score of 20 with 22.
  • Size Large Weapon damage. When using weapons made for Medium-sized creatures (as listed in the 5E D&D Player's Handbook), weapons with the light property are too small for you to use. Replace the two-handed property with versatile. Weapons that are not light or two-handed gain the light property. Alternatively, you can have any weapon made for your size (at increased cost, see below) that retain all the given properties and deal twice as many damage dice. (For example, a longsword made for your Large size will deal 2d8 slashing damage).
  • Size Large Encumbrance. You double all encumbrance steps. (So, in our house rules, you can carry items equal to twice your Strength score before being encumbered).
  • Size Large Items. Double the weight of all items made for your Large size. (For our house rules, all items made for your size are treated as one encumbrance category heavier. For example, a large longsword is a heavy item.)
  • Size Large Costs. All items made for your size cost four times the price (sometimes more). Furthermore, you must eat and drink four times the amount of other characters. This can also be reflected in increasing lifestyle costs by four.
  • Size Large Space. You need space equal to 10 ft. by 10 ft. to fight and maneuver in. If moving through or fighting in areas less than this, you are considered to be squeezing. (See the 5E D&D Player's Handbook chapter 9 for the rules on squeezing). Taking up more space, also means more creatures can be within 5 ft. of you.
  • Size. Large.
  • Speed. Base speed is 30 feet.
  • Languages. Common and Giant.

Typical Half-Giant Drawbacks

(See our Drawbacks Page to see how these house rules work).

  • Clumsy (Minor) OR Dullard (Minor) OR Socially Inept (Minor) OR Unwise (Minor). Although magically created, many half-giants inherit the weaker minds of their giant brethren.
  • Lumbering (Minor). Your bulk means you are not as agile or nimble as other races.

Bonus Proficiencies. For each minor drawback assigned to a half-giant, you select one of the following: Athletics, Endurance, Intimidation, Survival, Brawling Weapons (Simple), Clubs & Staffs (Simple + Martial), Spears (Simple + Martial), Thrown & Slings (Simple) or one relevant language.


HALF-GIANT RACIAL FEATS

Race Feat & Source
Half-giant Giant Stride (House, D&D Feats)
Half-giant Mighty Hurl (House, D&D Feats)
Half-giant Overrun (House, D&D Feats)
Half-giant Psionic Stomp (House, D&D Feats)
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HUMAN

Information for roleplaying this race in Dark Sun: D&D 4E Dark Sun Campaign Setting p29; D&D 2E Dark Sun Boxed Set Rules Book p13.

Various Flavour Headings

Try to hit on 2-4 main points that best represent the race and give them catchy headings. These can inc notes on appearance, culture, common personality traits/quirks, outlook, likes/dislikes, what they are good at, where they live, myths, religion, what might lead them to adventure, where they fit into society, etc.


Common Traits

Age & Appearance

How they age. Height ; Weight ; Eye colour ; Hair ; etc.

Allies & Enemies

List.

Alignment & Outlook

Typical alignment. Common personality traits (like 4E) or see 3E MCAU for 'Outlook'.

Classes & Concepts

Noble; Slave; Artisan/Expert; Merchant/trader; Escaped slave; Bureaucrat/Templar; Explorer/ranger; Scout; Guard/Soldier; Wizard (and likely Veiled Alliance member); Street thug/thief; Guild thief; Slaver; Landowner; Gladiator; Psion; Wilder; Athasian minstrel; Primal guardian; Nomad; Hermit; Sorcerer.

Language & Names

State main language spoken. Types of names. Example names.

Realms & Regions

Resourceful and hardy, humans are the most numerous and widespread race in the Tyr region. They can be found throughout the wastes and make up most of the population of the cities. Their appearance varies slightly based upon their home city-state.

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

As human in the 5e D&D Player's Handbook chapter 2.

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MUL

Information for roleplaying this race in Dark Sun: D&D 4E Dark Sun Campaign Setting p20; D&D 2E Dark Sun Boxed Set Rules Book p14.

Various Flavour Headings

Try to hit on 2-4 main points that best represent the race and give them catchy headings. These can inc notes on appearance, culture, common personality traits/quirks, outlook, likes/dislikes, what they are good at, where they live, myths, religion, what might lead them to adventure, where they fit into society, etc.


Common Traits

Age & Appearance

How they age. Height ; Weight ; Eye colour ; Hair ; etc.

Allies & Enemies

List.

Alignment & Outlook

Typical alignment. Common personality traits (like 4E) or see 3E MCAU for 'Outlook'.

Classes & Concepts

Battle slave; Gladiator; Freed slave; Escaped slave; Slave laborer; Soldier/Guard; Wilderness warrior; Street thug; Battlemind; Fighter; Raider; Rebellion leader; Wilder.

Language & Names

State main language spoken. Types of names. Example names.

Realms & Regions

Muls are typically found in numbers in the cities and wherever slaves are kept. Of course, many individuals have gained their freedom and taken to the wilderness, but there are no know 'mul settlements'.

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

I haven't done these yet ;)

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RACE NAME

Intro paragraph. Very general statements that summarises the race.

Various Flavour Headings

Try to hit on 2-4 main points that best represent the race and give them catchy headings. These can inc notes on appearance, culture, common personality traits/quirks, outlook, likes/dislikes, what they are good at, where they live, myths, religion, what might lead them to adventure, where they fit into society, etc.


Common Traits

Age & Appearance

How they age. Height ; Weight ; Eye colour ; Hair ; etc.

Allies & Enemies

List.

Alignment & Outlook

Typical alignment. Common personality traits (like 4E) or see 3E MCAU for 'Outlook'.

Classes & Concepts

List common archetypes and actual classes backgrounds and subclasses for D&D.

Language & Names

State main language spoken. Types of names. Example names.

Realms & Regions

List lands where they are found in this setting.

Religion & Deities

State which type they follow and individual gods if common.


GAME MECHANICS

Dungeons & Dragons 5E

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