For my Dark Sun campaign, this is the flow-chart for how character creation will be conducted. Here are the main rules for the setting and character options for reference: https://red-ones-go-faster.com/2025/09/18/somber-sands-a-dark-sun-campaign/ Keep in mind each player will be drawing up four characters to form a Character Tree. I’ll bring a worksheet (cuz I’m broken that way) that will make the steps hopefully easy for all.
Step One: Roll for Character Connection
Players roll a single d10. This will determine the vague connection between the four characters in your Character Tree–can be as literal or as figurative as you like when you actually plan it out, but for now it will determine the spread of stats for the four characters.
| Roll | Connection Source | Starting Stat-Patterns for Your Four Characters |
| 1 | Luminary and Friends | Sage, Student, Bright, Unlikely |
| 2 | Working Class Chums | Athlete, Wanderer, Physical, Milquetoast |
| 3 | Childhood Friends | Rookie, Dilettante, Remarkable, Notable |
| 4 | Opposites Attract | Athlete, Sage, Milquetoast, Unlikely |
| 5 | Entrepreneurs | Dilettante, Garden Variety, Notable, Balanced |
| 6 | Soldiers for Hire | Rookie, Dime-a-Dozen, Remarkable, Balanced |
| 7 | Drinking Buddies | Student, Rookie, Physical, Garden Variety |
| 8 | Shared Faiths | Wanderer, Dilettante, Bright, Dime-a-Dozen |
| 9 | Orphanage | Milquetoast, Unlikely, Balanced, Highs and Lows |
| 10 | The Gutter | Milquetoast, Unlikely, Milquetoast, Unlikely |
Each stat pattern is determined as per the chart below. Note that physical stats (Str, Dex, and Con) and mental stats (Wis, Int, and Cha) are separated. You can choose any pattern of those three numbers for those three stats. For example, one Rookie well might be Str 15, Dex 12, Con 11, Wis 15, Int 10, Cha 8 while another could be Str 11 Dex 15, Con 12, Wis 8, Int 15, Cha 10.
| Typology | Physical (Str Dex Con) | Mental (Wis Int Cha) |
| Athlete | 15 15 15 | 8 8 8 |
| Sage | 8 8 8 | 15 15 15 |
| Wanderer | 15 15 8 | 15 8 8 |
| Student | 15 8 8 | 15 15 8 |
| Rookie | 15 12 11 | 15 10 8 |
| Dilettante | 15 10 8 | 15 12 11 |
| Physical | 14 14 11 | 13 13 8 |
| Bright | 13 13 8 | 14 14 11 |
| Dime-a-dozen | 14 13 11 | 14 13 8 |
| Garden Variety | 14 13 8 | 14 13 11 |
| Milquetoast | 13 13 13 | 12 12 12 |
| Unlikely | 12 12 12 | 13 13 13 |
| Remarkable | 15 14 12 | 11 10 10 |
| Notable | 11 10 10 | 15 14 12 |
| Balanced | 14 12 10 | 15 11 10 |
| Highs and Lows | 14 12 8 | 14 12 8 |
Players must “affix” their stat distributions at this point. Decide the pattern for each character–and yes it’s done before you know the species your character will be. You can aim them toward specific classes by varying the pattern (for instance choosing a different higher mental stat for each to allow options across caster classes).
Step Two: Roll for Character Species
Roll, in order, for each of the four now-fixed stat distributions, on the chart below. This will determine the Character Species for that character. Apply the modifiers immediately to ability scores to learn the final ability score set for each character. Yes, this means that you might get a Sage that happens to be a Half-Giant (not exactly a spellcaster type).
| Roll % Dice | Species | Apply Ability Score Adjustment | Available Classes Reminder |
| 01-35 | Human | +1 to two diff ability scores of choice | Any |
| 36-55 | Elf | +2 Dex, -2 Con | Any |
| 56-65 | Half-Elf | +1 Str, +2 Dex, +1 Wis, +1 Int, +1 Cha | Any |
| 66-75 | Dwarf | +2 Con | All but Wiz |
| 76-80 | Mul | +2 Con | Brd, Ftr, Glad, Rgr, Rog |
| 81-85 | Halfling | +2 Dex, +2 Wis, -2 Cha | Any |
| 86-90 | Half-Giant | +4 Str, +2 Con, -2 Wis, -2 Int, -2 Cha | All but Wiz and Tmp |
| 90-100 | Thri-Kreen | +1 Wis, -1 Cha | All but Tmp |
Step Three: Determine Starting Classes
Select the starting class for each of the four characters that now have their stats and species decided. Remember that there may be occasion to field any of the four characters at different points, so have fun envisioning each of them. Sometimes a not-so-smart Wizard or a clumsy Rogue can be amazing for adventuring fun. And you can have multiple characters be the same class if you really feel like it (e.g. a Clerical conclave or a Thieves’ Guild). Another way to proceed is to think thematically about the types of classes that might share a mission or commitment to an idea. Note that for any Wizards you must also select Defiler or Preserver at this point.
Step Four: Determine Alignment Axis
All four characters in your character tree must share a similar alignment axis. So you can pick them all to be Good, Neutral, Evil, or Lawful, Neutral, Chaotic. Please do not choose Evil as the shared axis for your tree. All of your characters will share that similar aspect and outlook on the world, but will be flexible on choices from the opposite axis. Also note that Defilers cannot be Good, so any Character tree that has a Defiler cannot choose commitment to Good as an option. You don’t need to lock in the other part for each yet, just need to know what will be common between them all. This can help further flesh out the way that they know one another.
Step Five: Wild Psionic Powers
Most sentient creatures in Dark Sun have a latent, innate psychic power, which some are able to learn to manifest. These powers can emerge at different points in life, all the more varied because of the vast differences in lifespan of different sentient species. Some powers develop in young adulthood but fade with age, while others emerge as a long life progresses. These changes are tied to the ability scores necessary for them to manifest–some of which are simple and others of which are extreme. For each of the four characters in your Character Tree you will roll once on the chart below. That is the latent psychic power that lurks within the character. It doesn’t mean that may be able to use them (or may never be able to use them), but it is what lies dormant inside them.
I’m using the list close as I can to the Wild Psionic Powers from AD&D–which means that some powers are quite minor and some are astonishingly powerful. The more powerful the ability, the higher the ability score requirement to access and use the power. Note that magical augmentation does not unlock psionic ability, so you cannot just pop on an Amulet of Health to meet the requirement. You’ll need to increase the score through regular advancements. It does also mean that loss of that score (to poison or curse or otherwise) may temporarily remove access to using the psionic ability. And there may be moments where it is simply out of reach–Bumbus the Half-Giant Barbarian may never get enough Intelligence to use Time Shift, and that’s just the harsh nature of Dark Sun. Sometimes you die without ever unlocking your true potential.
Most of these take the form of an ability that can be used once per long rest. Variations from that will be noted. Any attack rolls or saving throws associated with them use the relevant ability score bonus for the ability score required to use the power. Unless stated otherwise, duration is a number of rounds equal to the ability score bonus in case of combat effects, and minutes equal to ability score bonus for outside-of-combat effects. And the target is a single PC, NPC, or Monster in most cases.
| D100 Roll | Psionic Power | Brief Description | Req. Ability Score |
| 1 | No Power | Not everyone is special | – |
| 2-8 | Mind Blank* | +2 to all saves vs Wild Psionic Powers | Int <9 or Wis <9* |
| 9-13 | Ego Whip | Advantage on loss of control saves (domination, charm, etc.) | Int 8 |
| 14-18 | Thought Shield | Advantage on mind reading saves (detect thoughts, ESP, etc.) | Int 8 |
| 19-23 | Mental Barrier | Advantage on Wis saves vs Wild Psionic Powers | Wis 8 |
| 24-28 | Intellect Fortress | Advantage on Int saves vs Wild Psionic Powers | Int 8 |
| 29-33 | Tower of Iron Will | Advantage on Con saves vs Wild Psionic Powers | Con 8 |
| 34-35 | Sensitivity to Psychic Impressions | Gain knowledge of momentous emotions from the past in current location | Wis 10 |
| 36-37 | Object Reading | Determine psychic impressions left on object by a previous owner | Wis 10 |
| 38-39 | Animal Affinity | Generally receive friendly reactions from one category of (non-monstrous) animal (some conditions may change this). Roll a d12 on following list when gained to affix the type of animal. 1) Baboons, 2) Bats, 3) Cats, 4) small Beetles, 5) Hawks, 6) Hyenas, 7) small Lizards, 8) Toads, 9) Jackals, 10) Carru, 11) Aprig, 12) Erdlu. | Con 10 |
| 40-41 | Daydream | Save. Already-bored target becomes less observant | Wis 10 |
| 42-43 | Empathy | Save. Detect basic emotions. | Wis 10 |
| 44-45 | Incarnation Awareness | Determines how many times target has been magically raised from the dead | Int 10 |
| 46-47 | Feel Light | Vision through skin nerves | Int 10 |
| 48-49 | Feel Sound | Hearing through skin nerves | Int 10 |
| 50-51 | Hear Light | Vision through hearing | Int 10 |
| 52-53 | See Sound | Hearing through sight | Int 10 |
| 54 | Danger Sense | +2 to all Initiative checks | Int 10 |
| 55 | Know Direction | Always know which way is north | Int 10 |
| 56 | Know Location | 1/long rest get precise descriptor of location | Int 12 |
| 57 | Spirit Sense | Detect presence of ghosts, poltergeists, and other formless supernatural entities | Wis 12 |
| 58 | Double Pain | Save. Target experiences double the pain from injuries and may go into shoch | Con 16 |
| 59 | Heightened Senses | +2 to all Perception checks | Con 14 |
| 60 | Immovability | Greatly increase weight, cannot be pushed | Con 14 |
| 61 | Lend Health | 1/long rest heal d6 damage in target touched by suffering d6 damage oneself | Con 12 |
| 62 | Suspend Animation | Hibernate without needs until set time | Con 12 |
| 63 | Id Insinuation | Save. Target follows its current want | Wis 15 |
| 64 | Attraction | Save. Target attracted to object indicated | Wis 15 |
| 65 | Aversion | Save. Target mislikes object indicated | Wis 15 |
| 66 | Awe | Save. Target is awestruck by user | Wis 20 |
| 67 | Conceal Thoughts | Hide thoughts from detection | Wis 14 |
| 68 | ESP | Detect thoughts of target | Wis 15 |
| 69 | False Sensory Inputs | Cause mistaken sensations | Int 15 |
| 70 | Inflict Pain | Save. Target perceives pain and may pass out. Is an evil act to use on a living creature | Con 15 |
| 71 | Invincible Foes | Save. Target convinced that next damage source will be lethal to them | Wis 15 |
| 72 | Invisibility | 1/long rest. Minds of creatures in line of sight cannot perceive you | Int 17 |
| 73 | Life Detection | Lifesense | Int 12 |
| 74 | Mind Bar | Immune to possession. +2 on saves vs mind-affecting spells, mind-affecting class abilities, and Wild Psionic abilities of most types | Int 16 |
| 75 | Phobia Amplification | Save. Reveals target’s phobia, and heightens reaction to said phobia. | Int 14 |
| 76 | Post-Hypnotic Suggestion | Save. Place a single suggestion with a trigger in target’s mind | Int 15 |
| 77 | Repugnance | Save. Target is overwhelmed with loathing for a thing and attempts to destroy it at once | Wis 18 |
| 78 | Send Thoughts | Send thoughts to willing target | Int 12 |
| 79 | Sight Link | See through eyes of willing target | Con 16 |
| 80 | Sound Link | Hear through ears of willing target | Con 14 |
| 81 | Taste Link | Taste through tastebuds of willing target | Con 12 |
| 82 | Truthear | 1/week. Save. Gain knowledge whether target knows it is lying when speaking. | Wis 16 |
| 83 | Dimensional Door | Create mind-portal that allows transit to distant location | Con 18 |
| 84 | Time Shift | 1/day. Move ahead three rounds through time in a non-interactive state | Int 17 |
| 85 | Time/Space Anchor | Prevent unwanted teleportation/time slippage (including vs slow spell) | Int 14 |
| 86 | Clairaudience | Hear sounds occurring at distant spot | Wis 14 |
| 87 | Clairvoyance | See sights occurring at distant spot | Wis 14 |
| 88 | Precognition | 1/week. Forsee probable outcome of proposed course of future action | Wis 15 |
| 89 | Detonate | 1/week. Target unattended non-magical inanimate object made of wood, stone, glass, or bone explodes and is destroyed. Cannot detonate cloth nor metal | Con 14 |
| 90 | Disintegrate | 1/week. Functions as disintegrate spell but is psionic, and target uses Constitution save to avoid damage | Con 20 |
| 91 | Telekinesis | 1/ week. Functions as telekinesis spell | Wis 18 |
| 92 | Complete Healing | Enter a 24-hour trance. Fully heal all hit point damage if un-interrupted | Con 14 |
| 93 | Mindlink | 1/week. Communicate with a target you can contact directly with mental connection | Wis 16 |
| 94 | Fate Link | 1/week. Save. Target and user experience same pain sensations. Both lose same number of hit points if one loses hit points. If one dies, the other must make a Con save (DC 10 + dying creature’s Con modifier + 4) | Con 16 |
| 95 | Domination | 1/week. Functions as dominate person spell | Wis 20 |
| 96 | Mass Domination | 1/week. Functions as dominate person spell but affects up to five creatures | Wis 22 |
| 97 | Mindwipe | 1/month. Save. Psychic surgery that reduces target’s Int and Wis scores. | Wis 22 |
| 98 | Probe | 1/month. Save. ESP that can dig far deeper. | Wis 22 |
| 99 | Switch Personality | 1/month. Save. Exchange bodies with target. | Con 22 |
| 100 | Synaptic Static* | Interferes with psionic abilities of those in proximity. | Wis <9 and Int <9* |
*Mind Blank and Synaptic Static are two exceptions, as they have a maximum threshold of ability score. For Mind Blank either Wis or Int must be 8 or less. For Synaptic Static, both Wis and Int must be 8 or less. If the ability score rises above this threshold the power is lost.
The descriptions of each are somewhat brief, as I do not want to map out the exact function of every single 2nd edition psionic power. We’ll verify the exact functioning of every power that is rolled for characters that compose your Character Trees.
Step Six: Select Active Character for First Session and Flesh them Out
Of your four character tree characters, choose which will be active for the first session. The other three will be somewhere else, but they all know each other somewhat and have some vague commitment to the same goals in life and adventuring. We’re done with the inactive characters for now–you can work through the specific choices for them as adventurers (e.g. spells taken and skills chosen) in-between games.
Now go through all the starting character choices about your active character to make them level 2: list other racial bonuses, skills chosen, spells selected, etc. Note that we’ll roll for all hit dice beyond the first one together (which is always the maximum amount) to generate hit point maximums. If you choose to play a Templar, have a quick discussion with the DM about how that will operate and what Dragon King you have begun service under.
Step Seven: Determine Starting Gear as Lead-In to Game
Initial gear will be determined amidst gameplay, so we’ll start with character introductions and I’ll get the game moving for our first session of play in Dark Sun.
[If there is any step I realize I forgot when making the worksheet, I’ll update… but hopefully this can give those of you spinning your brain with character ideas a bit more sense of what will happen]


