Dillon Rules

These are the rules I found from some guy Dillon on Roll20. They look decent enough to more or less copy.

Class Changes

Warlock  New patron: Sorceror-King.

The Sorcerer-King Your patron is one of the sorcerer-kings, powerful defilers and tyrant rulers of the city-states. Work out with your DM whom you serve, and in what city.

Expanded Spell List The Sorcerer-King lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Sorcerer-King Expanded Spells Spell Level Spells

1st bane, command

2nd detect thoughts, zone of truth

3rd protection from energy, sending

4th compulsion, dominate beast

5th dominate person, hold monster  Tyrant Presence Starting at 1st level, your patron bestows upon you the ability to project its overwhelming and fearsome presence. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all frightened by you until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. King’s Ward At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. Thought Shield Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. Create Thrall At 14th level, you gain the ability to infect a humanoid’s mind with the of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

Cleric  There are no gods on Athas, but there are elementals. Air, water, fire, earth.

Proficiencies As presented in the PHB, but replace Religion skill for Nature.

Channel Energy The Channel Divinity feature is renamed as Channel Energy. Other than that, this feature works as presented in the PHB.

Primordial Intervention The Divine Intervention feature is renamed as Primordial Intervention. You call for the intervention of a powerful being of the element you worship, instead of a deity. Other than that, this feature works as presented in the PHB.

Air Domain Air Domain Spells Cleric Level Spells 1st fog cloud, thunderwave 3rd gust of wind, shatter 5th call lightning, thunder step 7th otiluke's resilient sphere, storm sphere 9th control winds, destructive wave

Bonus Proficiencies At 1st level, you gain proficiency with martial weapons and heavy armor. Wrath of the Storm Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Channel Energy: Destructive Wrath Starting at 2nd level, you can use your Channel Energy to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Energy to deal maximum damage, instead of rolling. Thunderbolt Strike At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. Elemental Strike At 8th level, you gain the ability to infuse your weapon strikes with elemental energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8. Stormborn At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

Earth Domain Spells Cleric Level Spells

1st earth tremor, entangle

3rd earthbind, spike growth

5th erupting earth, meld into stone

7th stone shape, stoneskin

9th conjure elemental**, transmute rock

**only earth elemental

Bonus Proficiency At 1st level you gain proficiency with heavy armor and martial weapons. Bonus When you choose this domain at 1st level, you gain the mold earth cantrip if you don’t have it already. Channel Energy: Hard as Rock Starting at 2nd level, you can use your Channel Energy to make yourself hard as a rock to withstand upcoming harm. When you are about to receive damage, you can use your reaction to get resistance to all damage except poison and psychic damage. Also if the attack would knock you prone or push you back instead you stay standing where you are. Dampen Elements Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. Crushing Strike At 8th level, you gain the ability to infuse your weapon strikes with uncanny strength. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. When you reach 14th level, the extra damage increases to 2d8. Endurance At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Fire Domain Spells Cleric Level Spells 1st burning hands, faerie fire 3rd flaming sphere, scorching ray 5th fireball, protection from energy 7th fire shield, wall of fire 9th flame strike, immolation

Bonus Cantrip When you choose this domain at 1st level, you gain the produce flame cantrip if you don’t already know it. Warding Flare Also at 1st level, you can interpose a burning light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Channel Energy: Fires of the Dawn Starting at 2nd level, you can use your Channel Energy to harness sunlight, banishing darkness and dealing fire damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes fire damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. Improved Flare Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you. Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Corona of Light Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage

Water Domain Spells Cleric Level Spells 1st create or destroy water, ice knife 3rd misty step, snilloc's snowball swarm 5th tidal wave, wall of water 7th blight, watery sphere 9th cone of cold, maelstrom Bonus Cantrip When you choose this domain at 1st level, you gain the ray of frost cantrip if you don't already know it. Ice Shield Also at 1st level, you can protect yourself with ice. When a creature hits you with an attack or spell that you can see, you can use your reaction to encase yourself in ice. You gain temporary hit points equal to half your cleric level (rounded up) plus your wisdom modifier possibly negating the incoming damage. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Channel Energy: Waters of Life Starting at 2nd level, you can use your Channel Energy empower your healing spells. When you cast a healing spell you can use your channel divinity to instead of rolling, heal the highest number possible for each die. For example, instead of restoring 3d8 hit points to a creature, you restore 24. Improved Ice Shield Starting at 6th level, you can use your Ice Shield feature when a creature that you can see with in 30 feet of you hits a creature other than you. Elemental Strike By 8th level, you gain the ability to infuse your strikes with elemental energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 cold damage. At 14th level this increases to 2d8. Water Shape At 17th level, you have been blessed by elemental water, and as a bonus action can assume a form composed of water. For 1 minute, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and you can't be grappled, paralyzed, poisoned, restrained, or prone. After using this ability, you must complete a long rest before doing so again.

Setting specific rules

Weapons and Armor Weapons and Armor are just as important to the lives of adventurers on Athas as on any other world you may be used to, but their quality is generally inferior due to environmental constraints or lack of availability of good materials.

Weapons: Simple weapons work the same as described in the PHB, regardless of what they are made of.

Martial weapons are generally made from inferior materials. These weigh twice as much as described in the PHB, and can become damaged if you roll a 1 on your attack roll. Every time a weapon becomes damaged, it takes a cumulative -1 effect to attack rolls and damage rolls until repaired. Repairs cost half as much as the weapon’s normal costs. Weapons can also be repaired with appropriate tools and a DC 10 skill check. The DC increases by 2 for every cumulative -1 the weapon is suffering from beyond a single -1. Ex: a weapon is at -3, so the DC increases by 4, making it DC 14.

Martial weapons can also be made of high-quality materials, such as metal. These weapons do not break, they weigh as much as listed in the PHB, but cost 5 times as much as listed in the PHB.

Armor: The specific conditions of Athas also factor into Armor design, making hot materials such as good Leather less common. As a result, most armor is made of inferior materials. This inferior armor costs as described in the PHB, but every time you take a critical hit, the armor suffers a cumulative -1 AC penalty until repaired.

If you accumulate sufficient permanent damage to negate your armor bonus, it is considered useless, though not destroyed. Getting your armor repaired costs 10% of the cost of new armor of the same type per lost point of AC.

You can also try to track down superior armor made of better materials, or that uses clever design to avoid the heat issues from normal materials, and not susceptible to persistent damage. Such armor costs 5 times the PHB price.

Magic weapons/armor Weapons and armor that are magical are not vulnerable to being damaged in the ways mentioned above, regardless of what materials they are made of.

Defiling

When you cast any arcane spell, you can choose to defile, withering and killing any mundane plant life within 20 feet of you, and dealing 2d4 points of unavoidable necrotic damage per spell level to each willing or unwilling ally within 120 feet of the caster. If you choose to do so, you can add a bonus, equal to your spell casting stat modifier, to any attack roll or saving throw DC of the spell you’re casting. This means your spellcasting modifier effectively doubles for the purposes of the spell being cast when you boost it with Defiling.

Survival Rules

Extreme Heat When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.

Extreme Cold Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.

Races

 Aarakocra - As described in the Elemental Evil Player's Companion  Dragonborn - As described in the Players Handbook  Dwarf - As described in the Players Handbook (Hill and Mountain sub-races only)  - As described in the Players Handbook (High or Wood sub-races only) or the Eladrin as described in the 's Guide (not the UA version)  Genasi - As described in the Elemental Evil Player's Companion  Goliath – As described in Volo’s Guide to Monsters.  - Basic racial traits as described in the Players Handbook; with the only allowed sub- race being as described in the Forest Halfling handout (below)  Half-Elf - As described in the Players Handbook  Human - Base or Variant as described in the Players Handbook  Minotaur - As described in the Minotaur handout (below)  Mul - As described in the Mul handout (below)  Pterran - Use the description of Lizardfolk, as described in Volo's Guide to Monsters  Thri-Kreen - As described in the Thri-Kreen handout (below)  - As described in the Players Handbook

Forest Halfling Most hail from the Forest Ridge, a mysterious and legendary jungle said to crown the Ringing Mountains. Halflings live apart from other races, divided by their stature and odd customs, but no one can deny their bravery and cunning. The savagery for which they are feared masks a deep and abiding reverence for the natural world and an uncommon connection to the land’s spirits. Halflings live throughout the Tyr Region—some as slaves, others as mercenaries, and still others as raiders. Regardless, all halflings look to the Forest Ridge as their homeland. The halflings are an ancient people; according to their myths, they are among the oldest in the world. Once stewards of all the land, the halflings retreated when dark magic came to power, and they built a civilization at the roof of the world. Over the ages they have forgotten much of their learning, but they remain a spiritual people, and their connections to the natural world are the strongest of any civilized race in the Tyr Region. These connections make it hard for them to establish productive relationships with other races. For example, halflings place little emphasis on the individual; each halfling is merely part of the overall race, which itself is part of a much larger organism—the world. This view makes it nearly impossible for halflings to deceive or betray one another. Halflings see all creatures as potential sources of sustenance. After all, living beings compete to survive, and halflings think nothing of eating their enemies, for doing so ensures their own survival.

Ability Score Increase. Your Wisdom score increases by 1. Survivalist. You have proficiency in the Survival skill.

Mul

Physical Characteristics Muscular and fit, muls resemble powerfully built humans. Although one might expect muls to average somewhere between dwarf and human stature, they are taller than most humans. Male muls have truly heroic proportions—broad shoulders, narrow waists, powerful thighs, and thick arms. Females, while not as heavily muscled, are tall, strong, and athletic. Many muls of both genders are hairless, although some grow topknots of dark hair. Their faces hint at their dwarven ancestry, with strong, stern features and small, swept-back ears that come to subtle points. Mul skin and eye colors are as varied as they are in humans, but many muls have a copper or deeply bronzed complexion, and a few have eyes of a startling honey-gold or green-gold color. Muls have little collective racial identity and adopt the dress and fashion of their homes. However, they are fond of tattoos and favor simple geometric patterns rather than depictions of creatures or objects. In this way, they honor their dwarven heritage with designs reminiscent of dwarven motifs. Muls have life spans comparable to those of humans.

Playing A Mul Most muls begin their lives as slaves. Slaveholders throughout the Tyr Region have long known that tremendous hardiness and stamina result from mixing human and dwarven lines. Muls make outstanding gladiators, slave warriors, and heavy laborers, enduring toil and hardships that would kill lesser folk. Muls who set their hearts on freedom are difficult to keep in chains. Some escape to the wilds and become raiders or join tribes of ex-slaves, whereas others who escape become mercenaries and sell their fighting skills to whomever they can. Muls who don’t flee captivity can win their freedom in the arena or by completing a dangerous task for their masters. A few highly prized gladiators receive so many privileges and comforts that they are effectively free, enjoying great latitude to go where they want and do as they wish. The Dungeon Master might have mul heroes start the campaign as slaves. If not, assume that your mul character has already won his or her freedom by the time the game begins. Muls are hard, driven, pragmatic folk with little remorse or sympathy in their hearts. Many grow up under the lash, having been taken from their parents while very young and subjected to brutal training for the arena or grinding toil in fields or quarries. Consequently, muls have a hard time offering friendship and trust to anyone. More than a few muls, scarred by the hardships of their upbringing, spend their days as bitter, violent misanthropes. Others are suspicious, grasping mercenaries who have learned never to lift a finger on behalf of another person without establishing what they will gain from providing aid. Despite their tendency to be sullen or self- centered, muls can learn to work alongside others. Growing up in the slave pits and the underclass of society taught them how to forge and understandings; their survival demanded nothing less.

Male Names. Aram, Borthomar, Bost, Darok, Darus, Durn, Eben, Erekard, Gard, Harask, Marok, Morg, Rikard, Rikus, Sanozar, Uskan, Zedath, Zorus

Female Names. Aisa, Aivel, Brithis, Callia, Demosis, Elina, Faivel, Himithis, Laivi, Narisel, Niva, Raina, Reshel, Saditha, Tirshel, Uisel, Zerima

Mul Traits Your Mul character has certain traits from its human and dwarven ancestry. Ability Score Increase. Your Strength score increases by 1 and your Constitution Score increases by 2 Age. Muls have about the same lifespan as humans. Alignment. Enslavement, hard work and violence result in Muls tending towards neutral alignments. Size. Muls tend to be taller and more muscular than humans. Your size is medium. Speed. Your basic walking speed is 30 feet. : Out to 60 feet. Mul Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Natural Athlete. You have proficiency in the Athletics skill. Tireless. You only need to sleep 2 hours a night to gain the same benefits as a human does from 8 hours of sleep. Indomitable Will. You have advantage on saving throws against effects that would charm or frighten you. Languages. You can speak read and write Common and Dwarvish.

Minotaur

Playing A Minotaur Centuries ago, minotaurs were derived from beast-headed giants by the priests of a cult that sought to harness elemental power to use against the sorcerer-kings. The cult was stamped out, but the savage warriors they created survived and eventually spread across Athas. Today, minotaurs are a race of feral, violent reavers that lurk in the badlands and barrens. On occasion, less brutal members of the race seek employment or adventure in the Seven Cities.

Minotaur Traits

Your Mintoaur character has certain traits as a result of its cult origins. Ability Score Increase. Your Strength score increases by 2. Age. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years. Alignment. The feral and brutal nature of Minotaurs make them tend toward chaotic and evil alignments. Size. Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium. Speed. Your basic walking speed is 30 feet. Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself. Goring Rush. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action. Hammering Horns. When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone. Menacing. You have proficiency in the Intimidation skill. Languages. You can speak, read and write Common.

Thri-Kreen

Physical Traits The insectoid thri-kreen have six limbs and are covered in tough, sandy-colored chitinous plates. Their lowest pair of limbs is used as legs, and their upper pair of limbs serves as arms. The middle set of limbs is small but dexterous, and the thri-kreen use them for fine manipulation, leaving heavy work to the stronger upper arms. Both the middle and the upper pairs of limbs have three clawed fingers and one opposable thumb. In combat, thri-kreen hold weapons or shields in their upper limbs, since the middle pair lacks the strength for this purpose and using both sets of limbs would be awkward and unwieldy. Swift and athletic, thri-kreen are natural climbers and jumpers. Their wedge-shaped heads have large compound eyes, two (mostly vestigial) antennae, and powerful mandibles. They can speak an accented form of Common but prefer their own language, which is easier to pronounce with their mouth parts. Thri-kreen have short life spans and rarely reach 30 years of age

Playing a Thri-Kreen Thri-kreen minds, behavior, and physiology often seem bizarre to members of other races. But despite their fierce appearance, the insectlike humanoids can be loyal and courageous companions. Thri-kreen have most of the same needs and morals as do other races; they simply prioritize those needs and morals differently. Most important, thri-kreen judge others solely on physical and mental ability. The lazy and weak deserve contempt, regardless of race; likewise, strength and cleverness merit respect no matter who demonstrates these qualities. Thri-kreen view everything through the lens of the hunt and the predator-prey relationship. Their basic social units are the clutch and the pack. A clutch is a small group (no more than six) to which an individual kreen has a close bond. The concept of the clutch combines “team,” “friends,” and “family.” Every thri-kreen has a birth clutch that consists of all surviving members of the group of eggs from which it hatched. Later in life, each kreen forms one or more other clutches, perhaps centered around adventuring groups or specialized hunting parties. A pack is a larger social unit that consists of any number of clutches. If deprived of a clutch, a thri-kreen is biologically compelled to seek out a new group to join. Obeying their pack instincts, thri-kreen try to find their place in any group. They use a series of challenges to determine the pecking order, assessing their possible clutchmates in secret or, when necessary, demanding trial by combat. Thri-kreen seize leadership of groups in which they’re the strongest members, but they are willing to accept subordinate roles in the presence of powerful allies. They take orders from the pack or clutch leader without hesitation, eager to fulfill the duties of their position. Despite the apparent autocracy of a kreen group, any member is free to voice its opinion and offer advice. Indeed, each thri-kreen is expected to have expertise in matters the others do not. All must contribute to the good of the clutch and the success of the hunt. In thri-kreen culture, combat is just another kind of hunt. Thri-kreen rarely fight out of malice and see no need for aggression unless it is the best means of obtaining the resources they need to survive. Selfdefense is another matter—a thri-kreen who has been attacked can’t fathom any response other than a violent counterattack. After a victorious battle, a kreen’s first instinct is to collect any useful possessions that belonged to the attacker or (in the case of beasts) to harvest the body for food. Many thri-kreen develop psionic abilities. Those who fully pursue these gifts often become monks or battleminds, taking advantage of their physical talents. Some attribute this natural ability to racial memory. Each member of the race is born with the clutch mentality and an innate knowledge of the Thri-Kreen language. When a thri-kreen encounters a place or an item that played an important part in kreen history, it might see flashes of the past—an upwelling of racial memories long suppressed but present in all kreen.

Male and Female Names. Cha’ka, Chuka-tet, Drikchkit, Hakka, Ka’cha, Kacht-ta, Ka’tho, Lakta-cho, Pak’cha, Pik-ik-cha, Sa’Relka, T’Chai, Tak-tha

Thri-Kreen Traits

Your Thri-Kreen character has certain traits as a result of its evolution on Athas. Ability Score Increase. Your Dexterity or Strength score increases by 2 and your Wisdom score increases by 1. Age. Thri-Kreen mature quickly after hatching and rarely live past 30 years of age. Alignment. Thri-Kreen are biologically driven to a pack mentality and have a strong tendency toward a lawful neutral outlook. Size. Thri-Kreen are slightly taller and heavier than humans. Your size is medium. Speed. Your basic walking speed is 35 feet. Darkvision. Your compound eyes give you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. 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. Natural Armor. You have a tough exoskeleton. When you aren't wearing armor, you AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while use use your natural armor. Natural Jumper. Whenever performing a high or long jump, you are always considered to have a running start. Quadribrachial. Your smaller, middle set of arms allow you to carry simple items such as a torch or lantern while having your upper limbs' hands full, in addition you get two free item interactions per turn as opposed to the standard one. Torpor. Rather than sleep, thri-kreen enter a torpid state. In this state, you remain aware of your surroundings, and you require only 4 hours of torpor to gain the same benefit as a human does from 8 hours of sleep. Languages. You can speak read and write Common and Thri-Kreen.