Dark Sun 5th (Full Rules)

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Cyber-Dave

Aug 30, 2014 11:36:13

Dark Sun Notes for D&D Next

These conversion notes are designed to create a version of Dark Sun for the fifth edition of D&D that is inspired by (what I consider to be) the best elements of the original Dark Sun boxed set and the 4e Dark Sun campaign setting. This version largely ignores the contents of the Expanded and Revised boxed set, as that version of Dark Sun does not appeal to me. Still, it should be noted that this version of Dark Sun is my own.

 

Starting Statistics and Daily Experience Budget

1.Player characters of Athas are hardier than their counterparts in other planes of existence, but their world tends to be more brutal and dangerous as well. Instead of the normal stat array, characters start with the following stats (before any racial modifiers are applied): 16, 15, 14, 14, 12, 10. Additionally, every character gains one ability score adjustment or feat at level 1. All characters, however, have 125% to 150% of their normal daily (or weekly in the “Gritty Realism” variant of the rules) experience budget (with most encounters veering towards the hard or deadly range). 

PC Races

1.       Dwarf—Only the Athasian Dwarf subrace is available.

Athasian Dwarf

Ability Score Increase: Your Strength score increases by 1.

Focused: Once per week, you may choose a task that will require at least one week to complete. You gain advantage on any Ability Checks and Saves directly related to completing that task. If you are forced to give up your task for any reason, you suffer disadvantage on all your Ability Checks and Saves for one week.

2.       Elf—Only the “Athasian Elf” subrace is available.

Athasian Elf

Ability Score Increase: Your Intelligence score increases by 1.

Dune Runner: When you are traveling on foot, alone or in a group composed entirely out of elves also traveling by foot, you may perform actions as if you were traveling at a pace one step slower than you are actually traveling at. For example, while moving at a normal pace you may still use the stealth action.

Fleet of Foot: Your base landspeed increases to 35 feet.

Mask of the Wild: You can attempt to hide even when lightly obscured by foliage, sandstorms, siltstorms, and other natural phenomena. 

3.       Half-Elf—No change.

4.       Half-Giant—New Race (designed as a 3 level class and race combination).

Half-Giant

Ability Score Increase: Your Strength score increases by 2. Your Constition score increases by 1.

Size: Half-giants vary in size from 10 to 12 feet tall and weigh up to 1,600 pounds. Half-giants are considered to be large in size. As a large creature, you can carry, push, drag, or lift double what a medium sized creature of your strength can physically manipulate. In combat, you control a 10 by 10 foot space and can squeeze into a 5 by 5 foot space (spending 1 extra foot for every foot of movement taken, suffering disadvantage on attack rolls and Dexterity saving throws, and granting advantage to any creature that is attacking you while you are squeezing into the smaller space). You can be surrounded by up to 12 medium sized foes, and you take up 1 ½ “units” when surrounding an adversary. You can wield large sized weapons without taking disadvantage to your attack rolls. You, however, take disadvantage when attacking with a weapon that is not sized for a large creature. You also may not wear any armor or clothing not designed for your size.  Armor and clothing designed for a half-giant costs twice the normal price and weighs twice as much as normal. Finally, you must eat and drink 4 times the quantity of rations required by a medium sized creature and pay 4 times the normal lifestyle expenses.

Speed: Your base land speed is 30 feet.

Giant Heritage: You are considered to be a giant.

Giant’s Strength: You have advantage when making Strength checks to break an object. 

Half-Giant Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mercurial Nature: The magic that allows human and giant blood to coexist leaves the half-giant’s personality naturally unhinged. As a result, you suffer disadvantage on any saves versus charm based effects.  In order to counterbalance this mercurial disability, half-giants will often attach themselves to the personality of a friend or mentor, mimicking their personality traits, ideals, bonds, and flaws in order to somewhat reorient their own persona. At the start of every day, you may choose one member of your party to mimic. For that day, you take on their personality trait, ideal, bond, and flaw as well as your own.

Sluggish Mind: Half-giants are not as quick witted as their human counterparts. A half-giant must begin play as a member of the “half-giant racial class” (see below). The half-giant racial class only has 3 levels. You must level this class to level 3 before multicasting. After you have leveled the half-giant to level 3, you must multiclass into another class, and you must meet the multiclassing requirements of that class.

Languages: You can speak, read, and write one language of your choice. It is strongly advised that you choose common.

Half-Giant Class Features

 

Hit Points

Hit Dice: 1d10 per half-giant level.

Hit Points at 1st Level: 10 + your Constitution modifier.

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per half-giant level after 1st.

 

Proficiencies

Armor: Light armor, medium armor, heavy armor, and shields.

Weapons: All simple weapons.

Tools: None.

 

Saving Throws: Strength, Constitution

Skills: Choose one skill from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception, and Survival.

 

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

·         (a) large kank vest or (b) large leather armor, large sized light crossbow, and 20 large wood tipped bolts.

·         (a) a large bone simple weapon.

·         (a) a large shield or (b) a large stone simple weapon.

·          (a) 4 dungeoneer’s packs or (b) 4 explorer’s packs.

 

Ham Fisted

At 1st level, your unarmed attacks deal 1d4 damage. If you get an improved unarmed damage die from any other source (such as the monk’s “Martial Arts” ability or the “Tavern Brawler” feat), you instead deal double the normal damage dice. For example, a half-giant with the “Tavern Brawler” feat deals 2d4 damage.

 

Boulder Toss

At 2nd level, you become proficient in tossing large boulders at foes. If you can find a rock-like object of at least 300 pounds, but that weighs no more than your carrying capacity, and both your hands are free, you may use an action to pick up the rock and make a thrown ranged weapon attack against a foe. This attack has a range of 60/240 feet. If your attack hits, it deals 1d12 + your Strength modifier damage. At 5th level, the damage increases to 2d12 + your Strength modifier. At 11th level, the damage increases to 3d12 + your Strength modifier. At 17th level, the damage increases to 4d12 + your Strength modifier.

 

Giant’s Endurance

At 3rd level, you learn to focus yourself to shrug off injuries. As a reaction when you take damage, you can spend a hit die. Roll that hit die and add your Constitution modifier. Subtract the result from the damage you take. After you use Giant’s Endurance, you cannot use it again until after a short or long rest.

5.       Halfling—Only the “Athasian Halfling” subrace is available.

Athasian Halfling

Ability Score Increase: Your Wisdom score increases by +1.

Halfling Resilience: You gain the same benefits as the “Stout Resilience” sub-racial feature.

Languages: You can speak, read, and write Halfling and one language of your choice. It is strongly advised that you choose common.

6.       Human—No change.

7.       Mul—New race.

Mul

Ability Score Increase: Your Strength score increases by 2. Your Constitution score increases by 1.

Size: Mul stand between 6 and 6 ½ feet tall and weigh about 270 pounds on average. Your size is medium.

Speed: Your base land speed is 30 feet. Your speed is not reduced by wearing heavy armor.

Inexhaustible: As an action, you may reduce your exhaustion by one level. You cannot use this feature again until after you have taken a long rest.

Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You cannot use this feature again until after you have taken a short or long rest.

Untiring: Once every 48 hours, when you take a long rest you may regain all expended Hit Dice. Additionally, while you must still use a long rest to recover spent resources, you can choose to go up to 72 hours without taking a long rest, staying awake the entire time, suffering no additional adverse effects. After 72 hours, you are considered to have been awake for 24 hours; you then begin to incur adverse effects as per the normal rules.

Variant Untiring: If you are using the “Gritty Realism” option from the Dungeon Master Guide, use this version of the untiring racial ability in place of the above version. Once per week, a Mul may regain Hit Dice with a short rest as if they had taken a long rest. Additionally, while you must still use rests to heal and recover resources, you can go up to 72 hours without taking a short rest, staying awake the entire time, suffering no additional adverse effects. After 72 hours, you are considered to have been awake for 24 hours; you then begin to incur adverse effects as per the normal rules.

Languages: You can speak, read, and write Common or Dwarf and one language of your choice.

8.       Thri-Kreen—New race.

Thri-Kreen

Ability Score Increase: Your Dexterity score increases by 2.

Size: Thri-kreen stand between 5 ½ and 6 ½ feet tall and weigh about 210 pounds on average. Your size is medium.

Speed: Your base land speed is 40 feet.

Age: Thri-kreen reach adulthood at 6 years of age. They can live to be around 35 years old.

Alien Nature: Thri-kreen are so different from all of the other humanoid races that you suffer disadvantage on Charisma (Persuasion) checks made to influence anyone other than a thri-kreen.

Darkvision: Accustomed to running across dunes or grasslands throughout the day and night, you can see in the darkness within 60 feet of you as if you were in dim light. However, you can’t discern color in the darkness.

Hard Carapace: When wearing no armor, your AC is equal to 12 + your Dexterity modifier (max 3).

Multiple Limbs: You have four arms and can wield items in each of your arms. If you do not wield a shield, you may reroll one weapon damage die per turn, but you must use the new result.  

Natural Weaponry: If you are not holding anything with at least two arms, you may simultaneously use two of your limbs as a natural weapon to attack a target. You are considered to be proficient with this natural weapon, and your attack is considered to have both the light and finesse weapon properties. Your claws deal 1d4 (+ Ability modifier) slashing damage.

Poisonous Bite: As an action, you may try and bite an adjacent foe (5 foot reach) with your powerful mandibles. To attack with your bite, you make an attack roll, adding your proficiency bonus and either your Strength or Dexterity modifier. Your bite deals 1d6 + Strength or Dexterity modifier piercing damage.

If you hit and deal damage, the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the creature is poisoned, it must repeat the saving throw at the end of each of its turns. On a success, it ends the effect early.

Class features which normally boost a weapon attack (such as sneak attack) cannot be applied to this racial ability. 

Sleepless: You do not sleep. Once per day, you may gain the benefits of a long rest after taking a short rest, and magic cannot put you to sleep.

Variant Sleepless: If you are using the “Gritty Realism” option from the Dungeon Master Guide, use this version of the sleepless racial ability in place of the above version. You do not sleep. Once per day, you may gain the benefits of a short rest after resting for 1 hour. After doing so, you cannot take another short rest that day. Magic cannot put you to sleep.

Standing Leap: You can long jump up to 30 feet and high jump up to 15 feet as part of your movement without taking a running start.

Telepathy: You can communicate telepathically with any creature within 100 feet of you that can understand a language.

Thri-Kreen Weapon Training: You have proficiency with the chatkcha and gythka.

Unusual Body Shape: You can only wear armor or clothing specially designed for thri-kreen; such equipment costs double its normal price.

Languages: You can speak, read, and write thri-kreen. You may never learn how to speak any language other than thri-kreen due to your physiology. You can learn how to read and write any language.

Classes

1.       Barbarian—No change.

2.       Bard—Removed.

3.       Cleric—Only elemental domains are available.

4.       Druid—No change.

5.       Fighter—No change.

6.       Monk—No mechanical change. They usually only come from Nibenay.

7.       Paladin—Removed.

8.       Ranger—No change.

9.       Rogue—At character creation, a rogue may choose either Intelligence or Charisma as the saving throw in which they are proficient. Rogues also gain proficiency in the bard’s friend, singing sticks, and wrist razors. Add the Athasian Bard sub-class.

Athasian Bard

Where other rogues focus on honing such talents as their larcenous skills or the art of death, you master the art of performance, wit, and professional comradery. Bards are wandering nomadic figures, and you are known as a welcome source of information and entertainment across Athas. Many bards, however, make a double living as spies and professional killers. 

       Bardic Knowledge

When you choose this archetype at 3rd level, you gain proficiency in 1 musical instrument of your choice and the poisoner’s kit. Additionally, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

       Bardic Inspiration

At 3rd level, you gain the ability to inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet who can hear you. That creature gains one Bardic Inspiration die, a d6.

 

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw that it just made. The creature can wait until after it rolls the die for the ability check, attack roll, or saving throw before deciding to use the inspiration die, but must decide before the DM says whether or not the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

 

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

       Fount of Inspiration

Beginning at 9th level, you regain any expended uses of your Bardic Inspiration when you take a short rest. Additionally, your Bardic Inspiration die becomes a d8.

       Countercharm

Starting at 13th level, you gain the ability to use your cunning action to play musical notes or sing a song in order to disrupt mind-influencing effects. Your performance lasts until the end of your next turn. During that time, you and any friendly creature within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or you voluntarily end it (no action required). 

      Superior Inspiration

Starting at 17th level, when you roll initiative and have no uses of your Barding Inspiration, you regain one use. Additionally, your Bardic inspiration die becomes a d10.

10.   Sorcerer—Only the “draconic bloodline” and “avangion bloodline” sub-classes are available. Draconic sorcerers do not get the ability to speak draconic at 1st level (as there is no such language on Athas), and they do not double their proficiency bonus to Charisma checks when interacting with dragons (they do, however, gain the ability to defile in order to regain sorcery points—see the defiling rules below). Sorcerers must choose to defile or preserve when casting a spell.

Note: Avangion and dragon bloodline sorcerers are neither avangions nor dragons. Sorcerers fuse psionic capability with spellcasting in a way that slowly transforms them into an avangion or dragon. For all intents and purposes, sorcery points are both psionic and arcane. Many of the Sorcerer Kings are actually dragon bloodline sorcerers (or at least have levels in this class). Others, however, use rituals to quickly mimic the sort of transformation that members of this class undergo slowly. In either case, to become a true avangion or dragon, not merely a spellcaster who can mimic certain aspects of an avangion or a dragon, a character must progress beyond 20th level.

Avangion Bloodline

Like draconic sorcerers, you draw magic from the world through your very person, slowly transforming yourself into something other than your birth race. Unlike draconic sorcerers, however, your magical methods are tied to respect and compassion for the natural world. You feel the pulse of the world and hear its natural spirits. With every spell you cast, you come closer to transforming into a bright, winged spirit. Members of this bloodline are extremely rare and are often hunted by defilers and the sorcerer kings.

Dedicated Preserver

Starting at 1st level, you cannot choose to defile when casting an arcane spell. When you take a short rest in scrub plains, verdant belts, or forests, however, you may carefully draw a reserve of magical energy from the terrain, regaining 1 sorcery point. This ability stacks with the level 20 sorcerous restoration power.

Avangion’s Essence

Starting at 1st level, if you are within the radius of terrain that is being defiled, the defiler’s spell is affected as if the defiler was preserving while casting the spell in defiled terrain. Additionally, when you cast any spell that deals damage, you may choose to make ½ the spell’s damage type radiant.  

Avangion Restoration

As magic flows through your body, your life force restores the world and creatures around you. At 6th level, whenever you cast a spell in defiled terrain, before the spell is cast you regenerate the defiled terrain (returning it to its original type). The terrain regenerates itself in a radius around you based on the level of the spell you cast and the type of terrain you are in, as shown on the table below.

 

Barren Wastes or Mountains: Spell level x 4 yards regenerated.

Scrub Plains: Spell level / 3 (rounded up) + 2 yards regenerated.

Verdant belts: Spell level / 3 (rounded up) yards regenerated.

Forest: Spell level / 3 (rounded up) - 1 yards regenerated.

Note: 1 yard = 3 feet.

 

Avangion Wings

At 14th level, you gain the benefits of the dragon wings power. Additionally, while using your wings, you illuminate a 25 foot radius around yourself with bright light.

Avangion Rising

At 18th level, whenever you or an ally you can see drops to 0 hit points, you may spend sorcery points to instantly heal yourself or your ally. The creature heals a number of points equal to 10 times the sorcery points spent.

11.   Warlock— may only make a pact with a Sorcerer King. Warlocks do not preserve or defile, but rather draw magic from another entity (much like an elemental cleric).

The Sorcerer King (Patron)

Warlock’s who swear an oath to a sorcerer king are called templars and serve as priests to the sorcerer king to whom they have sworn the oath. Templars do not preserve or defile when they cast warlock spells, as they draw their magic directly from their sorcerer king.

Extended Spell List

A sorcerer king allows you to choose from an extended spell list when you learn a warlock spell. Each sorcerer king holds slightly different magical strengths and as a result grants slightly different powers to their templars. Depending on which sorcerer king a templar serves, they receive a unique extended spell list (as shown below).

 

Bride of Nibenay Extended Spell List

                                    Spell Level                  Spells

1st                                   Detect Magic, Shield of Faith

2nd                                  Blindness/Deafness, Blur

3rd                                   Blink, Counterspell

4th                                   Evard’s Black Tentacles, Greater Invisibility

5th                                   Mislead, Circle of Power

 

Disciple of Abalach-Re Extended Spell List

                                           Spell Level                  Spells

1st                                   Dissonant Whispers, Tasha’s Hideous Laughter

2nd                                  Alter Self, Phantasmal Force

3rd                                   Clairvoyance, Gaseous Form

4th                                   Phantasmal Killer, Polymorph

5th                                   Modify Memory, Seeming  

 

Moon Priest of Draj Extended Spell List

                                    Spell Level                  Spells

1st                                   Bane, Wrathful Smite

2nd                                  Moonbeam, Warding Bond

3rd                                   Elemental Weapon, Haste

4th                                   Death Ward, Staggering Smite

5th                                   Destructive Wave, Banishing Smite

 

Nganga of Lalali-Puy Extended Spell List

                                    Spell Level                  Spells

1st                                   Entangle, Purify Food and Drink

2nd                                  Enhance Ability, Barkskin

3rd                                   Bestow Curse, Conjure Animals

4th                                   Confusion, Dominate Beast

5th                                   Contagion, Insect Plague

 

Praetor of Andropinis Extended Spell List

                                    Spell Level                  Spells

1st                                   Heroism, Sanctuary

2nd                                  Aid, Zone of Truth

3rd                                   Beacon of Hope, Spirit Guardians

4th                                   Compulsion, Guardian of Faith

5th                                   Geas, Dominate Person

 

Yellow Cloak of Hamanu Extended Spell List

                                    Spell Level                  Spells

1st                                   Command, Divine Favour

2nd                                  Scorching Ray, Warding Bond

3rd                                   Beacon of Hope, Crusader’s Mantle

4th                                   Aura of Life, Compulsion

5th                                   Geas, Flame Strike

 

       Priestly Duty

The sorcerer kings, elemental forces, and natural spirits are the closest entities to gods on Athas, but the sorcerer kings tend to be jealous beings; the sorcerer kings usually distrust elemental clerics and druids. Such distrust, in turn, often leads to persecution. This situation is exacerbated by the fact that many elemental clerics and druids view the sorcerer kings as abominations responsible for the devastation of the world. Still, the populations of the city states need tending. The sorcerer kings devised rituals to create templars for that very reason. The templars act as priests or disciples of the sorcerer king to whom they have sworn an oath, and as such templars fill many of the same functions as the clerics of organized religions on other planes of existence.

 

Starting at 1st level, you gain the following bonus spells known: cure wounds, healing word, prayer of healing, mass healing word, mass cure wounds. Note that you must still have a spell slot of the appropriate level in order to cast any of these spells. In other words, you cannot cast mass cure wounds (a 5th level spell) until you are 9th level.

Divine Physician

Starting at 6th level, you gain two bonus spell slots. These two slots may only be used to cast one of the spells granted by the priestly duty class feature. You regain these slots just like any of your other spell slots.

Fealty of the Flock

Starting at 9th level, your patron’s blessing is so strong that those under his or her authority recoil from your person and answer to your command, and those you tend end up (through metaphysical feedback) tending to you. This has three effects:

·         All creatures loyal to the city state controlled by your patron take disadvantage on attacks against you. You gain advantage against spells or effects created by loyal denizens of that city state.

·         You gain advantage during any social interaction with creatures from the city state controlled by your patron.

·         When you cast a spell of 1st level or higher that restores hit points to an ally of your sorcerer king (other than you), you regain hit points equal to the level of the spell cast as well. 

The Will of the God-King

At 14th level, you gain the ability to infect a humanoid’s mind with the will of your sorcerer king. You can use your action to touch a humanoid that has been incapacitated. The creature is then charmed by you until a remove curse is cast on it or until you use this feature on someone else. You can communicate telepathically with the creature so long as the two of you are on the same plane of existence.

12.   Wizard—No change. Wizard’s must choose to defile or preserve when casting a spell.

Defiling Rules

By default, when anyone casts an arcane spell (without drawing their magic from a sorcerer king, like a templar does), they are assumed to be going through the effort of preserving their terrain during the casting process. Alternatively, when anyone casts an arcane spell within 35 yards of undefiled terrain (so long as they are not a warlock drawing power from their sorcerer king), they may choose to defile the terrain; the character makes a Charisma or Wisdom (character’s choice) saving throw (DC = 10 + the level of the spell being cast) in order to cast the spell without using a spell sot. The spellcaster must be able to cast spells of that level while preserving in order to try and cast the spell without using a spell slot.  If they fail this saving throw and have an unused spell slot of the appropriate level, they may spend that spell slot in order to still cast the spell. Otherwise, the spellcaster’s action is wasted. Additionally, if a spellcaster fails this saving throw, they take necrotic damage equal to 1d4 per spell level they are trying to cast. This damage cannot be reduced by any means. In either case, whether the spellcaster successfully casts the spell or not, the terrain is still defiled. The spellcaster defiles a number of yards worth of terrain in a spherical radius around their self based on the type of terrain in which the spell is being cast and the level of the spell as noted below. 

 

Barren Wastes or Mountains: Spell level x 5 yards destroyed.

Scrub Plains: Spell level / 3 (rounded up) + 3 yards destroyed.

Verdant belts: Spell level / 3 (rounded up) + 1 yards destroyed.

Forest: Spell level / 3 (rounded up) yards destroyed.

Note: 1 yard = 3 feet.

 

Anyone casting a spell while preserving in terrain that has already been defiled takes disadvantage to any attack rolls made as a result of that spell. Anyone making a saving throw against a spell cast by a spellcaster that is preserving in such defiled terrain has advantage on that saving throw. If a spellcaster defiles while standing in terrain that has already been defiled, the radius of the defiled terrain extends a number of yards equal to the radius of the terrain that the spellcaster would normally destroy.

 

Once per short rest, sorcerers can also defile terrain in order to regain sorcery points. When doing so, a sorcerer makes a Charisma saving throw equal to 8 + the number or sorcery points they are trying to regain. If the sorcerer succeeds on this check, they regain the points and destroy a number of yards worth of terrain in a spherical radius around their self based on the number of points being regained and the type of terrain in which the points are being regained as noted below. If the sorcerer fails their Charisma saving throw the terrain is still destroyed, and the sorcerer suffers 1 point of damage for every sorcery point they were trying to regain. If the sorcerer attempts to regain the points in terrain that is already defiled, the radius of the defiled terrain extends a number of yards equal to the radius of the terrain that the spellcaster would normally destroy.

 

Barren Wastes or Mountains: Sorcery points being regained x 5 yards destroyed.

Scrub Plains: Sorcery points being regained / 3 (rounded up) + 3 yards destroyed.

Verdant belts: Sorcery points being regained / 3 (rounded up) + 1 yards destroyed.

Forest: Sorcery points being regained / 3 (rounded up) yards destroyed.

Note: 1 yard = 3 feet.

 

                Wizards may defile while using their arcane recovery class feature in order to regain the slots as an action instead of during a short rest. To do so, a wizard makes an Intelligence saving throw with a DC equal to 10 + the combined level of the spell slots regained. When a wizard does so, they defile terrain in a spherical radius around themselves for a number of yards as if they had defiled the terrain while casting a spell of a level equal to the combined level of the slots regained (see above). If the wizard fails the saving throw, the terrain is still defiled, and the wizard takes 1d10 damage per the combined level of the spell slots the wizard is trying to regain.  

 

Anyone that enters or ends their turn on a space of defiled terrain while maintaining concentration on a spell must make a Constitution saving throw (DC equal to the save caused by the action that defiled the terrain) or lose their concentration. A spellcaster can automatically succeed on this saving throw by extending the radius of the defiled terrain they are in by 1 yard. If a spell that requires concentration is cast in a way that defiles terrain, the spellcaster that cast the spell does not need to make Constitution saving throws to maintain the spell in that terrain until the end of the next turn after the spell is cast.

 

The vegetation in scrub plains, verdant belts, and forests are withered and dissolved when the terrain is defiled. Plants explode into a fine powder that settles as lifeless ash. Over time, wind blows the ash into lowlands where it gathers to form silt pools. This ash is the primary source of Athas’s vast silt deposits. Spaces of settled ash can form in areas where the wind rarely reaches. When a defiler creates such terrain, after the event that creates the terrain is resolved the area becomes heavily obscured until the end of the defiler’s next turn. After that, the area remains lightly obscured for 10 minutes as the wind dissipates the ash. At the Dungeon Master’s discretion, if the area contains no wind then the area remains heavily obscured for 10 minutes, lightly obscured for 1 hour, and is then covered in a fine layer of settled ash. A creature can unsettle the ash in a 3 foot radius (recreating the same effect as if they had just destroyed the terrain) by making a DC 8 Strength or Dexterity check. 

 

When a 8th or 9th level spell defiles terrain, or a wizard defiles terrain in order to recover 8 or more levels worth of combined spell slots using the arcane recovery class feature, the area of defiled terrain becomes a dead magic zone. No spells can be cast in that terrain.

 

As a general rule, defiled terrain lasts for a certain amount of time based on the level of spell that destroyed the terrain: 1 day for a cantrip, 1 week for 1st level spells, 2 weeks for 2nd level spells, 3 weeks for 3rd level spells, 4 months for 4th level spells, 5 months for 5th level spells, 6 months for 6th level spells, 7 months for 7th level spells, 8 months for 8th level spells, and 9 years for 9th level spells. If the terrain is defiled by a sorcerer trying to regain sorcery points, then the terrain lasts for 1 month per point the sorcerer attempts to regain. If the terrain is defiled by a wizard using the arcane recovery class feature, the defiled terrain lasts for the same amount of time as if the wizard had cast a spell of a level equal to the combined level of spell slots they try to regain (to a maximum of 9 years).