Dark Sun Rules Update

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While this is mainly for the players of my upcoming Dark Sun game, a few of you may find a couple of tidbits in here.
As you know, the Dark Sun player’s book is subject to some revision (largely being based on the Unearthed Arcana rules). A final version of many of the subclasses was released yesterday in “Xanathar’s Guide to Everything”!
In addition, Matthew Mercer’s “Tal’Dorei Campaign Setting” came out a month or so ago, and I’ve pulled some content from it.
So consider this an update citizens of Athas!

Races and Classes

No Changes from version 2.5 of the Dark Sun Players Guide

New Feats

  •  Dwarven Fortitude (XGtE pg 74)
    • Prerequisite: Dwarf, Mul or Half-giant
    • You have the blood of heroes flowing through your veins. You gain the following benefits:
      • Increase your Constitution score by l, to a maximum of 20.
      • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
  • Prodigy (XGtE pg 75)
    • Prerequisite: Half-elf or Human
    • You have a knack for learning new things. You gain the following benefits:
      • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
      • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
  • Dual-focused (TDCS pg 108)
    • Prerequisite: The ability to cast at least one spell Countless hours have been spent training your mind to maintain focus on concurrent incantations, taxing as the process may be.
      • If you attempt to cast a spell that requires concentration while already concentrating on an existing spell, you can maintain concentration on both spells simultaneously. You must spend a standard action each subsequent round on maintaining this concentration, or lose concentration for both spells.
      • At the end of each turn where you have two spells you are concentrating on, you must make a Constitution saving throw (DC equals 10 + the number of complete rounds you’ve been concentrating on two spells). On a failure, you lose concentration for both spells. You can drop concentration on one of your spells during your turn as a free action to avoid this saving throw.
        • Any time you would be forced to make a Constitution saving throw to maintain concentration due to taking damage, the DC equals 10 + both spells’ levels combined, or half the damage you take,  whichever number is higher. On a failure, you lose concentration on both spells.
  • Spelldriver (TDCS pg 109)
    • Prerequisite: Character level 8th or higher
      • Through intense focus, training, and dedication, you’ve harnessed the techniques of rapid spellcasting. You are no longer limited to only one non-cantrip spell per turn. However, should you cast two or more spells in a single turn, only one of them can be of 3rd level or higher.
  • Thrown Arms Master (TDCS pg 109)
    • You’ve honed your ability to lob weaponry into the fray, including weapons not meant for ranged combat. You gain the following benefits:
      • Increase your Strength or Dexterity score by 1, to a maximum of 20.
      • Simple and martial melee weapons without the thrown property can be treated as if they have the thrown property. One-handed weapons have a range of 20/60, while two-handed weapons have a range of 15/30.
      • Weapons that naturally have the thrown property increase their range by +20/+40.
      • When you miss with a thrown weapon attack using a light weapon, the weapon immediately boomerangs back into your grasp.

Rules Clarifications

These clarifications will apply to the Dark Sun game only.

  • Characters begin at 2nd level with Maximum Hit Dice.
  • Each player builds a Character Tree composed of three characters.
    • Every time the active character goes up a level of experience, the player may also advance one of his inactive characters one level. The inactive character chosen must be of a lower level than the active character. Adjust the experience point total on that inactive characters sheet to the minimum number for the new level attained.
  • Attack rolls need to equal or exceed the AC in order to hit. Ties do not go to the defender.
  • If math/calculation results in a fraction, always round down.
  • A character can’t spend any Hit Dice after finishing a short or long rest until someone expends one use of a healer’s kit to bandage and treat the character’s wounds.
  • When you finish a long rest during which you slept in medium or heavy armour, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your
    exhaustion level.
  • Temporary hit points aren’t cumulative. If you have temporary hit points and receive more of them, you don’t add them together, unless a game feature says you can. Instead, you decide which temporary hit points to keep.
  • Drinking a Potion is now a bonus action.
  • Administering a Potion to a downed character is an action.
  • The spell Revivify is removed from Dark Sun.
  • The spell Vigor is added to Dark Sun.
  • Vigor
    • 1st-level Necromancy
    • Classes: Cleric, Druid
    • Casting time: 1 action
    • Concentration: Yes
    • Range: Touch
    • Duration: Up to 1 minute
    • Target: one person
    • A creature of your choice that you can see within range regains hit points equal to 1 + your spellcasting ability modifier each round. This spell has no effect on Undead or constructs.
    • At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1 for each slot level above 1st.

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