WotC [RG] Evilhalfling's Dark Sun


the magical equivalent to the number zero
N fire genasi gladiator barbarian 2

genasi fire.jpg

Name: Blaze
Sex: Male
Race: Genasi (fire)
Class/Level: Barbarian 2
Alignment: True Neutral
Size: Medium
Languages: Common, Primordial
Speed: 30ft.
Init: +2
Prof. Bonus: +2
Passive Perception: 10

15 (+2 dex, +3 con)
Maximum HP: 25
Current HP: 25
Saves: Strength +4, Constitution +5
Note: Resistance to fire damage (racial); when in rage resistance to piercing/bludgeoning/slashing damage

Melee weapon +4 (damage varies; when in rage +2 damage)
Ranged: Ranged weapon +4 (damage varies)

15 (+2), Dex 14 (+2) , Con* 16 (+3), Int 12 (+1), Wis 10 (+0), Cha 11 (+0)
Fire Genasi
Ability scores: Constitution +2, Intelligence +1
Darkvision: 60 feet, shades of red.
Fire Resistance: Resistance to fire damage.
Reach To The Blaze: Produce Flame as a cantrip; at level 3 gain Burning Hands 1/LR.
Languages: Common, Primordial

Gladiator (modified Entertainer)
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Gaming set: dice, Vehicles: land
By Popular Demand: You can find a place to perform in any place that features combat for entertainment, such as a gladiatorial arena or secret pit fighting club.

Personality Traits: Thinking is for other people; I prefer action.
Ideal: If I become strong, I can take what I want - what I deserve.
Bond: I will face any challenge to sway the audience in my favor.
Flaw: I have trouble keeping my true feelings hidden; my sharp tongue lands me in trouble.

Rage: Action, 2/LR. For one minute, advantage on strength checks and saving throws, +2 damage with strength-based melee attacks, and resistance to piercing/bludgeoning/slashing damage.
Unarmored Defense: While wearing no armor, add CON to AC.
Reckless Attack: Advantage on attacks, but opponents gain advantage to hit you.
Danger Sense: Advantage on dexterity saving throws against threats you can see.

Wild Talent: Heat Wave (as Thunderwave, but fire damage instead of thunder) 1/LR, DC 11 (based on INT)

SKILLS (* Proficient)
+4 (dex) Acrobatics*

+0 (wis) Animal Handling
+1 (int) Arcana
+4 (str) Athletics*
+0 (cha) Deception
+1 (int) History
+0 (wis) Insight
+2 (cha) Intimidation*
+1 (int) Investigation
+0 (wis) Medicine
+1 (int) Nature
+0 (wis) Perception
+2 (cha) Performance*
+0 (cha) Persuasion
+1 (int) Religion
+2 (dex) Sleight of Hand
+2 (dex) Stealth
+0 (wis) Survival
Reach To The Blaze: (racial) Produce Flame cantrip, DC13
Wild Talent: Heat Wave (as Thunderwave, but fire damage) 1/LR, DC11
Produce Flame
A flickering flame appears in your hand. The flame remains there for 10 minutes and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Heat Wave
A wave of flames sweeps out from you. Each creature in a 15-foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 fire damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
A lean and powerfully built man with skin the color of smoldering coals, Blaze appears as an oddly hued human at first glance. When his emotions flare, however, fire erupts from his bald head and covers his body in tiny flames, proving his elemental heritage for all to see.

Blaze is a slave warrior, and has been for as long as he can remember. He knows nothing of his parents, nor who sold him off as a slave; all he knows, is that from a very young age he has been trained to be a gladiator, and has received more training than most because of his elemental heritage. As a genasi, he is the one that crowds want to see, and he'd better give them a fine show!
nothing yet...

nothing yet...

nothing yet...
Last edited:


Chtckh'Chtckh (Chick-Chick)
Neutral Thri-Kreen Gladiator Fighter Level 2

15 (No Armour)
HP 20/20
Hit Dice 2/2 at 1d10+2
Speed 35 feet

Longbow +7 for 1d8+3 (Ranged 150/600)
Net +7 Restrained (Range 5/15) (dc10 Str check (Action) escape; AC 10, 5/5 HP)
Bone Scimitars +5 for 1d6+3 / 1d6
Gythka +4 for 1d10+2 (Reach 10')
Claws +5 for 1d4+3
STR 15(+2) DEX 16(+3) CON 14(+2) INT 8(-1) WIS 13(+1) CHA 12(+1)

Athletics +4
Perception +3 (Passive 13)
Performance +3
Survival +3

Str Saves +4
Con Saves +5

Languages: Common (Tyrian), Thri-Kreen
Thri-Kreen Torpor: You don't sleep (alert during rests)
Thri-Kreen Carpace: Without armour, your AC is 12+Con Mod (15)
Thri-Kreen Claws: Proficient in a 1d4 finesse unarmed attack
Thri-Kreen Extra Arms: (additonal free manipulate object per round, total 4 objects "in hand".)
Fighter 1 Fighting Style: Archery +2 Attack with a Ranged Weapon
Fighter 1 Second Wind: Bonus Action - Regain 1d10+2 (Fighter level) Hit Points. 1 per Short Rest
Fighter 2 Action Surge: On your turn, you can take one additional action. 1 per Short Rest.

Wild Talent Expeditious Retreat - Bonus Action, Concentration - When you cast this spell, and then as a bonus action on each of your turns for 10 minutes, you can take the Dash action. (VS) 1 per Long Rest.
Bone Scimitar (x2) (50 coins)
Gythka Spear (5 coins)
Longbow & Quiver (20 arrows) (52 coins)
Net (x4) (4 coins)
Backpack (2 coins)
Mess Kit, Rations (10 days), Waterskin (6 coins)
Climber's Kit (25 coins)
Huntering Trap (5 coins)
Rope (50') (1 coin)
Money Pouch (0 coins)
Escaped Slave & Gladiator: Chick-Chick was taken from his clutch as a hatchling and raised in a Tyrian battle-arena. He eventually escaped.

Personality: I always face problems head on, a simple, direct approach is the best path to success.
Ideals: Freedom: I will not return to slavery, or allow others to be enslaved.
Bonds: The clutch that I never knew. If I can form bonds, they will be tight.
Flaws: From a history of abuse, I mistrust everyone around me.
Last edited:


Possibly a Idiot.
LN Hafling Monk Level 2

perhaps plool.jpg

8 (-1), Dex 16 (+3) , Con 14 (+2), Int 12 (+1), Wis 16 (+3), Cha 12 (+1)

Size: Small
Speed: 35ft.
Init: +3
Prof. Bonus: +2
Passive Perception: 13

16 (Unarmored Defense)
Maximum HP: 17
Current HP: 17
Hit Dice: 2d8
Resistance: Poison Damage
Saves: * Str +1, * Dex +5, Con +2, Int +1, Wis +3, Cha +1
Notes: Advantage against poison. Advantage against fear
*: Indicates Proficiency.

Class Stats
Max Ki Points:
Current Ki Points: 2
Saving Throw DC : 13
Note: Ki resets on a short rest.

Unarmed Strike
+5 1d4+3

Dissonant Whispers.
Wis. Wild Talent. 1/day.

Bonus Actions:
Martial Arts
+5 1d4+3 (When attacking with a monk weapon)
Flurry of Blows +5 1d4+3 (When Attacking with a Monk Weapon, attack twice, 1 Ki)

Patient Defense Take the Dodge Action. 1 Ki
Step of the Wind Take the Disengage or Dash action. Also doubles jump distance. 1 Ki.

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. (Savage Attacks)

Trained Skills
Acrobatics (DEX) +5
Intimidation (CHA) +5
Stealth (DEX) +5
Survival (WIS) +5

Armor: None
Weapons: Short Sword, Simple Weapons
Tools: Cook's Utensils, Woodcarver's Tools
Languages: Common, Halfling, Dwarvish

Racial Traits
Ability Score Increase

Your Dexterity score increases by 2, and your Wisdom score increases by 1

Your size is Small.

Your base walking speed is 25 feet.

You have advantage on saving throws against being frightened.

Halfling Nimbleness
You can move through the space of any creature that is of a size larger than yours.

Savage Attacks
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Stout Resilience
You have resistance to poison damage, and advantage on saving throws against poison.

Class Features
Hit Points
: 1d8/level
Unarmored Defense: 10+DEX mod+WIS mod
Martial Arts: Monk Weapon die 1d4.
Ki: 2 points. Regain on short rest.
Unarmored Movement: +10' speed.

Wild Talent
Dissonant Whispers, 1/day.

Height: 3 1/4 ft.
Weight: 45 lbs.
Gender: Male
Eyes: Green
Hair: Black

Small, even for a Hafling, Plool keeps his hair shoulder length and is missing a tooth. Clad in a loincloth and right-arm-sleeve, the rest of his body is adorned with green paint, featuring asymmetrical flourishes that favor the right, and simpler shapes on the left.

Captured Tribesman (Outlander Custom)
Language: Dwarven. Tool: Woodcarvers. Skills: Intimidate, Survival
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry beast.

Nature. The natural world is more important than all the constructs of civilization.

An injury to the unspoiled wilderness of my home is an injury to me

I am too enamored of ale, wine, and other intoxicants.

Plool's mother, Jikx, named him after an oasis in the Tablelands that saved her life. After coming of age, Plool set out into the Tablelands to find his namesake and pay it homage.

Plool never found the oasis.

During his travels, he met a Hafling ex-gladiator, Cerk. Always the crowd-pleaser and entertainer, he easily charmed the naive Plool. Being a psionic warrior, he saw that Plool had the talent for it, and made him into a student. Earning his trust with honeyed words and honeyed ale, Plool learned Cerk's ways and traveled with him for a time.

Cerk bought his freedom with Plool's.

It wasn't obvious at first. The training seemed legitimate. But as Plool's prowess grew, so did his thirst. One last celebration to commemorate his training. One last night sleeping free with a belly full of ale. Then the morning came: Plool was bound. Cerk was nowhere. There was a human with a crooked face and even more crooked demeanor holding Plool by the leash, dragging him across the sands. Cackling all the while about how Plool had been duped and sold.

Plool didn't believe it. He couldn't believe it. But the next morning, and the next after that, came with the same wake up call. The same bindings. And no Cerk to argue against it.

Last edited:



Name: Cal
Race: Human (Variant)
Class: Wizard 2 (Illusionist)
Background: Slave (Custom)

AC: 13 (16 with Mage Armor, +5 when using Shield)
HP: 14

Str: 8
Dex: 16
Con: 14
Int: 17
Wis: 12
Cha: 10


Saving Throws: Int/Wis saves
Skills: Animal Handling (+3); Arcana (+5); Deception (+2); Investigation (+5); Sleight of Hand (+5)
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Tools: Land Vehicles
Languages: Common, Elvish (Race), Draconic (Background), Dwarvish (Linguist), Giant (Linguist), Halfling (Linguist)

Feats: Linguist - Can create Cyphers, Learn 3 new languages
Wild Talent: Speak With Animals (1/day)

Human Variant Features: 1 Extra Skill (Deception), 1 Extra Feat (Linguist)

Background Feature: TBD

Wizard Features:

Illusion Savant: Half gold/time for scribing illusion spells

Improved Minor Illusion

*Disguise Self
Find Familiar
Illusory Script
*Mage Armor
*Silent Image

Last edited:


Imperial Mountain Dew Taster
Dukkoti Airhunter
CN Elf Cleric (Air/Tempest) Level 2

12 (+1), Dex 16 (+3) , Con 15 (+2), Int 10 (+0), Wis 16 (+3), Cha 8 (-1)

Size: Medium
Speed: 35ft.
Init: +3
Prof. Bonus: +2
Passive Perception: 15

13 (15 with Shield of Faith, higher with armor/shield)
Maximum HP: 17
Current HP: 17
Hit Dice: 2d8
Str +1, Dex +3, Con +2, Int +0, Wis +5, Cha +1
Notes: advantage on saves vs. charm effects
*: Indicates Proficiency.

Class Stats
Cantrips Known:
Spells Prepared: 5
Saving Throw DC : 13
Note: Channel Divinity recharges on long rest.

Unarmed Strike
+3 1+1
Ranged weapons +5


Message Wis. Wild Talent. at will

Bonus Actions:
Sanctuary, Shield of faith


Trained Skills
Insight (WIS) +5
Religion (INT) +2
Perception (WIS) +5
Stealth (DEX) +5
Survival (WIS) +5

Armor: Light, Medium, & Shields
Weapons: Simple Weapons, Short Sword, Longsword, and all "Ammunition" property weapons
Tools: Thieves' tools, Bone flute
Languages: Common, Elven, Auran (primordial)

Racial Traits
Ability Score Increase

Your Dexterity score increases by 2, and your Wisdom score increases by 1

Your size is Medium.

Your base walking speed is 35 feet.

60' see in darkness as if dim light, in dim as if bright

Keen Senses
Proficiency in the Perception skill

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Don't need to sleep, only trance for 4 hours to gain benefit of 8 hour long rest

Elf Weapon Training
You are proficient with the longsword, shortsword, shortbow, and longbow.

Fleet of Foot
Your base walking speed increases to 35 feet.

Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Class Features
Hit Points
: 1d8/level
Spellcasting: Cantrips and 1st level and higher spells. Prepare level+WisMod, DC = 8+Prof+Wis
Channel Divinity: 1/Short Rest
Turn Undead: Wisdom save or all undead within 30' are turned for 1 minute
Destructive Wrath When you roll lightning or thunder damage, you can use your Channel Divinity to
deal maximum damage, instead of rolling.

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.

Wild Talent
Message, at will.

DC: 13, +5 Spell Attack bonus

Cantrips: Guidance, Thaumaturgy, Toll the Dead
1st: Bane, detect poison & disease, inflict wounds, sanctuary, shield of faith
Domain - feather fall, thunderwave

Height: 6 3/4 ft.
Weight: 175 lbs.
Gender: Male
Eyes: Brown
Hair: Blonde



Sand Runner (Outlander/Urchin custom)
Tool: Instrument, Thieves' tools. Skill: Stealth, Survival
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

  • I hide scraps of food and trinkets away in my pockets.
  • I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.

- I help the people who help me — that’s what keeps us alive. (Neutral)

- I am the last of my tribe, and it is up to me to ensure their names enter legend.

- I’d rather kill someone in their sleep than fight fair.