Beruflich Dokumente
Kultur Dokumente
an Expansion to the fRee conversion for DUngeons and Dragons 5e
written by
Emanuele
Galletto
Original Gamma worlD seTting by
James
M.
Ward
and
Gary
Jaquet
RuLes conversion parTially based on
Omega
World,
by
Jonathan
Tweet,
Polyhedron
Magazine
#153
Wizards
of
the
Coast’s
D&D
Gamma
World
line,
by
Richard
Baker,
Bruce
R.
Cordell
and
Robert
J.
Schwalb
Disclaimer
I
do
not
own
any
rights
on
Gamma
World,
Dungeons
and
Dragons,
or
any
of
the
creatures
and/or
characters,
places
and
rules
in
this
document.
This
PDF
is
and
will
always
be
available
for
FREE,
and
is
nothing
but
a
personal
tribute
to
a
great
setting
and
a
great
rules
system.
New bios
This
expansion
adds
two
new
bios:
alien
and
revenant.
The
bios
random
table
is
now
expanded
as
follows:
d10
roll
Character
bio
Short
description
1
Alien
You
come
from
a
different
galaxy,
or
descend
from
aliens.
2
Avian
You
evolved
from
a
birdlike
creature
(hawk,
eagle,
pelican…).
3
Beast
You
evolved
from
a
bestial
mammal
(ape,
cat,
dog,
rat…).
4
Bug
You
evolved
from
an
insectoid
being
(ant,
cockroach,
spider…).
5
Human,
Mutated
You
have
human
heritage
combined
with
mutations.
6
Human,
Pure
Strain
You
are
the
same
race
as
the
Ancients,
the
original
inhabitants
of
the
world.
7
Plant
You
are
a
sentient
vegetal
life
form.
8
Revenant
You
once
died;
now
you’re
back
and
(hopefully)
kicking
ass.
9
Robot
You
are
an
artificial
form
of
life,
made
of
synthetic
materials.
10
Saurian
You
evolved
from
a
reptile
creature
(lizard,
snake,
dinosaur…).
ALIEN
Either
you
came
to
this
world
from
a
distant
galaxy,
or
you’re
the
result
of
some
weird
human-‐alien
intercourse.
What
happens
in
the
cornfield
remains
in
the
cornfield,
I
guess.
Appearance:
Based
on
your
mutations,
you
might
be
an
octopus-‐like
flying
monster,
a
Grey
alien,
or
a
giant,
three-‐
armed
amoeba.
Feel
free
to
invent
a
background
for
this
lovable
abomination
of
yours!
It
should
probably
involve
cow
abductions,
tentacles,
and
probes
that
scan
unspoken
orifices.
Ability
Scores:
Your
Intelligence
score
is
18.
Roll
3d6
five
times
and
assign
the
results
of
these
rolls
to
your
other
ability
scores,
as
you
see
fit.
Size:
Your
size
is
Medium.
Speed:
Your
base
walking
speed
is
30
feet.
Skill
proficiencies:
You
have
proficiency
in
the
Science
skill.
Bio
mutations:
You
automatically
gain
the
Deadly
Eye
Ray,
Psychic
Resistance
and
Psychic
Shield
mutations.
Random
mutations:
You
gain
three
additional
mutations.
Roll
three
times
on
the
Random
Mutations
Table.
REVENANT
Once
upon
a
time,
bang,
you
dead.
Still,
you’re
alive
now,
and
tend
to
stay
alive
even
when
seriously
injured.
Appearance:
You
are
probably
a
human
who
died
some
time
ago
(your
mutations
might
suggest
a
different
genetic
heritage,
however).
Some
kind
of
power
(necromancy,
powerful
regeneration,
dimensional
paradox…)
restored
your
body
and
allowed
your
spirit
to
inhabit
it
again.
The
details
are
kinda
blurry:
still,
you
probably
sport
some
scars
or
other
indication
of
the
wounds
that
caused
your
death
in
the
past.
Ability
Scores:
Your
Constitution
and
Charisma
score
are
16.
Roll
3d6
four
times
and
assign
the
results
of
these
rolls
to
your
other
ability
scores,
as
you
see
fit.
Size:
Your
size
is
Medium.
Speed:
Your
base
walking
speed
is
30
feet.
Skill
proficiencies:
You
have
proficiency
in
the
Intimidation
skill.
Been
There,
Done
That:
Whenever
you
are
reduced
to
0
hit
points,
roll
a
d20.
On
a
10
or
more,
you
are
reduced
to
1
hit
point
instead.
On
a
9
or
less,
you
drop
unconscious
and
start
making
death
saves
as
usual.
Bio
mutations:
You
automatically
gain
the
Darkvision,
Fearless
and
Poison
Resistance
mutations.
Random
mutations:
You
gain
three
additional
mutations.
Roll
three
times
on
the
Random
Mutations
Table.
New mUTaTions
This
expanded
random
mutations
table
still
uses
a
d100
and
follows
the
same
rules
of
the
base
version.
It
includes
all
50
mutations
of
the
base
version,
plus
20
new
ones.
d100
roll
Mutation
Short
description
1
Amoeboid
You’re
super
duper
squeezable.
2
Amphibian
You
can
breathe
underwater.
3
Bite
You
can
chew
on
someone
for
1d10
piercing
damage.
4-‐5
Blindsight
You
locate
creatures
within
30
feet
of
you
based
on
vibrations.
6
Blue
Screen
You
cause
robots
and
machines
to
malfunction.
7
Chamaleontic
Attacks
against
you
from
a
distance
miss
more
often.
8
Climber
You
gain
a
climbing
speed
equal
to
your
walking
speed.
9
Composite
You
are
made
of
a
multitude
of
smaller
creatures.
10
Constrainer
You
can
immobilize
foes
with
the
power
of
your
mind.
11-‐12
Darkvision
You
see
in
the
dark
within
60
feet
of
you.
13
Deadly
Eye
Ray
You
can
channel
necrotic
energy
through
your
eyes.
14
Density
Controller
By
altering
your
mass
density,
you
can
become
tougher
or
quicker.
15
Doppelganger
You
can
temporarily
split
into
two
identical
creatures.
16
Dual
Brain
You
shrug
off
the
charmed,
frightened
or
stunned
condition
easily.
17
Dwarf
You
are
really
short.
18
Ectoplasmic
You
can
temporarily
become
incorporeal.
19
Elastic
Your
reach
increases
by
5
ft.
20
Emberborn
Deal
extra
1d6
fire
damage
with
melee
attacks.
21-‐24
Extra
Arm*
Gain
an
extra
arm;
can
be
used
to
hold
weapons
or
shields.
25
Fearless
You
are
immune
to
the
frightened
condition.
26-‐28
Formidable
Charisma
+4
to
Charisma
score.
29-‐31
Formidable
Constitution
+4
to
Constitution
score.
32-‐35
Formidable
Dexterity
+4
to
Dexterity
score.
36-‐38
Formidable
Intelligence
+4
to
Intelligence
score.
39-‐41
Formidable
Strength
+4
to
Strength
score.
42-‐44
Formidable
Wisdom
+4
to
Wisdom
score.
45
Frenzied
Strike
When
fighting
with
two
weapons,
add
ability
mod
to
second
attack
damage.
46
Frostborn
Deal
extra
1d6
cold
damage
with
melee
attacks.
47
Gamma
Eyes
Shoot
radiation
beams
from
your
eyes.
48
Gauss
Spike
Manipulate
gravity
to
cause
sudden
bursts
of
force.
49
Giant
Hold
two-‐handed
weapons
with
one
hand.
50-‐51
Greater
Saving
Throw
Gain
proficiency
in
a
saving
throw
of
your
choice.
52
Horns
You
can
gore
someone
for
2d6
piercing
damage.
53
Hypercognitive
Give
yourself
advantage
on
a
single
check.
54-‐55
Low-‐light
Vision
See
in
dim
light
as
if
it
were
bright
light.
56
Magnetic
Attacks
with
metal
weapons
against
you
are
prone
to
failure.
57
Mercurial
You
do
not
provoke
opportunity
attacks
when
moving
away
from
enemies.
58
Mind
Controller
You
can
turn
enemies
against
their
allies!
59
Myconid
As
a
fungal
creature,
you
can
breath
spores.
60
Natural
Killer
Score
critical
hits
on
rolls
of
19
or
20;
ouch!
61
Necrotic
Touch
Your
touch
causes
decay.
62
Nuclear
You
are
a
walking
nuke.
Avoid
eating
beans.
63
Nightmare
Enemies
are
scared
by
your
horrific
appearance.
64
Poison
Gas
Burp
a
cloud
of
poison
to
damage
nearby
enemies.
65-‐66
Poison
Resistance
You
gain
resistance
to
poison
damage.
67
Poisonous
Quills
You
can
shoot
poisonous
quills
from
your
body.
68
Powerful
Pheromones
You
have
(an
unfair)
advantage
on
Charisma
(Persuasion)
checks.
69
Prescience
Use
prescience
as
a
reaction
to
halve
damage.
70-‐71
Psychic
Resistance
You
gain
resistance
to
psychic
damage.
72
Psychopomp
Absorb
life
force
from
nearby
enemies.
73
Psychic
Shield
When
hit
by
an
attack,
your
mind
shields
you
from
harm.
74
Pulse
You
can
travel
at
light
speed,
reappearing
within
30
feet.
75
Quick
+10
feet
to
all
your
speeds.
76-‐77
Radiation
Resistance
You
are
resistant
to
radiation
damage.
78
Reanimator
You
can
reanimate
corpses.
Man,
you
do
creep
me
out.
79-‐80
Regeneration
Regain
hit
points
during
combat.
81
Revitalizing
You
can
heal
creatures
with
your
touch.
82
Rooted
You
cannot
be
knocked
prone,
and
are
pushed
10
feet
less
than
normal.
83-‐84
Shapeshifter
You
can
change
your
shape
into
that
of
any
humanoid.
85
Sonic
Burst
15
foot
cone
of
powerful
screech
deals
2d6
thunder
damage.
86
Static
When
hit
in
melee,
spend
a
reaction
to
deal
2d4
lightning
to
attacker.
87-‐88
Talons
Your
unarmed
attack
is
light
and
finesse
and
deals
1d6
slashing
damage.
89-‐90
Telepathy
You
can
sense
and
send
thoughts
within
60
feet
of
you.
91-‐92
Telekinesis
You
can
move
objects
and
push
creatures
with
your
mind.
93
Tentacles
You
may
initiate
grapples
as
a
bonus
action.
94-‐95
Thick
Hide
You
gain
+2
to
Armor
Class.
96
Timewalker
You
can
briefly
step
into
the
future.
97-‐98
Toughened
Gain
1
extra
Hit
Die
(counts
for
starting
hit
points
too!
OP!)
99
Wings
You
gain
a
flying
speed
equal
to
your
walking
speed.
100
Wormhole
Your
powers
can
throw
enemies
into
other
dimensions.
For
some
time.
*
=
you
can
get
this
mutation
a
second
time.
BLUE
SCREEN
You
emit
strange
vibrations
that
cause
AIs
to
shut
down
or
break.
Benefit:
All
construct
(robot)
creatures
within
30
feet
of
you
have
disadvantage
on
all
ability
checks,
attack
rolls
and
saving
throws.
CHAMALEONTIC
You
have
the
ability
to
become
strangely
blurred
to
those
that
are
far
from
you.
Benefit:
Whenever
a
creature
that
is
20
feet
or
more
away
from
you
attacks
you,
that
creature
has
disadvantage
on
the
attack
roll.
CONSTRAINER
You
have
learned
how
to
immobilize
enemies
with
your
mind.
Benefit:
As
an
action,
you
can
choose
a
creature
within
30
feet
of
you;
make
a
ranged
Intelligence
attack
against
that
target’s
AC
(you
add
your
proficiency
bonus
to
the
attack).
If
you
hit,
you
deal
3d4
psychic
damage
to
the
target
plus
1d4
for
every
five
levels
of
your
character
(up
to
5d4
at
level
10),
and
it
is
paralyzed
for
1
round.
After
you
use
this
mutation,
you
must
complete
a
short
rest
or
a
long
rest
before
you
can
use
it
again.
DEADLY
EYE
RAY
Your
gaze
channels
the
dreaded
energy
of
Death,
which
fills
the
air
with
decay
and
bad
smell.
Benefit:
As
an
action,
you
can
direct
your
gaze
towards
a
creature
within
30
feet
of
you;
make
a
ranged
Intelligence
attack
against
that
target’s
AC
(you
add
your
proficiency
bonus
to
the
attack).
If
you
hit,
you
deal
2d6
necrotic
damage
to
the
target,
plus
1d6
for
every
five
levels
of
your
character
(up
to
4d6
at
level
10).
DENSITY
CONTROLLER
You
can
alter
the
density
of
your
body,
becoming
lighter
and
quicker,
or
squat
and
resilient.
Benefit:
At
the
beginning
of
your
turn
in
combat,
choose
one:
✇ Your
speed
increases
by
10
ft
until
the
beginning
of
your
next
turn.
✇ Your
Armor
Class
increases
by
1
until
the
beginning
of
your
next
turn.
DWARF
You
are
extremely
short
and
quick.
Benefit:
Your
size
changes
to
Small
instead
of
Medium;
in
addition,
you
gain
+1
to
your
Dexterity
Score.
Your
small
size
causes
you
to
suffer
disadvantage
on
attacks
with
Heavy
weapons.
Note:
If
you
already
have
the
Giant
mutation,
you
don’t
gain
this
mutation.
Instead,
roll
an
additional
time
on
the
Random
Mutations
Table.
ELASTIC
You
have
moderate
control
over
your
body’s
length.
Benefit:
The
reach
of
your
melee
and
opportunity
attacks
increases
by
5
ft.
MAGNETIC
A
strange
magnetic
field
emanates
from
your
body.
Benefit:
Whenever
a
creature
attacks
you
with
a
weapon
made
of
metal
(this
includes
bullets
from
guns),
the
attack
roll
is
made
with
disadvantage.
MERCURIAL
Your
movements
are
quick
and
fluid,
almost
liquid.
Benefit:
You
do
not
provoke
opportunity
attacks
when
moving
away
from
an
enemy’s
reach.
MIND
CONTROLLER
You
can
confuse
enemies
through
the
power
of
your
mind.
Benefit:
As
an
action,
choose
a
living
creature
within
30
ft.
of
you.
That
creature
must
succeed
on
a
Charisma
saving
throw
(DC
is
equal
to
8
+
your
Charisma
modifier
+
your
proficiency
bonus)
or
immediately
make
an
attack
against
another
creature
of
your
choice.
You
cannot
cause
the
target
to
attack
itself.
MYCONID
Your
body
is
filled
with
spores.
You’re
pretty
sure
you’re
poisonous,
too.
Benefit:
As
an
action,
you
create
a
cloud
of
spores.
Each
creature
in
a
25-‐foot
cube
originating
from
you
must
make
a
Constitution
saving
throw
(DC
is
equal
to
8
+
your
Constitution
modifier
+
your
proficiency
bonus).
On
a
failed
save,
a
creature
takes
1d6
poison
damage
plus
1d6
for
every
five
levels
of
your
character
(up
to
3d6
at
level
10)
and
is
poisoned
for
1
minute.
On
a
successful
save,
the
creature
takes
half
as
much
damage
and
is
not
poisoned.
After
you
use
this
mutation,
you
must
complete
a
short
rest
or
a
long
rest
before
you
can
use
it
again.
NIGHTMARE
For
some
reason,
you
fill
people
with
unease.
You
can
intensify
this
power
and
become
the
living
embodiment
of
your
enemies’
deepest
fears.
Benefit:
Whenever
an
enemy
ends
its
turn
within
10
ft.
of
you,
that
creature
takes
psychic
damage
equal
to
1d6
+
your
Charisma
modifier.
NUCLEAR
Inside
your
body,
atoms
constantly
collide.
When
you
lose
it,
you
literally
explode.
Benefit:
As
an
action,
you
explode.
Each
creature
in
a
25-‐foot
cube
originating
from
you
must
succeed
on
a
Dexterity
saving
throw
(DC
is
equal
to
8
+
your
Constitution
modifier
+
your
proficiency
bonus)
to
avoid
taking
3d6
radiation
damage
plus
1d6
for
every
five
levels
of
your
character
(up
to
5d6
at
level
10).
You
reform
shortly
after,
at
the
end
of
your
turn.
After
you
use
this
mutation,
you
must
complete
a
short
rest
or
a
long
rest
before
you
can
use
it
again.
POISONOUS
QUILLS
You
sport
growths
of
quills
and
needles
filled
with
poison,
which
you
can
shoot
through
muscular
spasms.
Benefit:
As
an
action,
you
can
make
a
ranged
Dexterity
attack
(adding
your
proficiency
bonus)
against
a
creature
within
20
feet
of
you;
on
a
hit,
you
deal
1d6
piercing
damage
plus
1d6
poison
damage
to
the
target,
plus
another
1d6
poison
damage
for
every
five
levels
of
your
character
(up
to
1d6
piercing
plus
3d6
poison
at
level
10).
PSYCHIC
SHIELD
When
you
are
hit
by
an
attack,
your
mind
creates
a
barrier
to
reduce
the
strength
of
the
blow.
Benefit:
Whenever
you
are
hit
by
an
attack
(before
taking
damage),
you
gain
temporary
hit
points
equal
to
your
Charisma
modifier
plus
your
level
(minimum
of
1).
These
hit
points
do
not
count
against
your
maximum
hit
points
and
are
lost
before
normal
hit
points.
REVITALIZING
Your
touch
heals
wounds
and
allows
creatures
to
recover
their
strengths.
Benefit:
As
an
action,
you
can
touch
a
living
creature.
It
regains
hit
points
equal
to
1d8
+
your
Intelligence,
Wisdom
or
Charisma
modifier
(you
choose
the
highest
one),
plus
1d8
for
every
five
levels
of
your
character
(up
to
3d8
at
level
10).
After
you
use
this
mutation,
you
must
complete
a
short
rest
or
a
long
rest
before
you
can
use
it
again.
SHAPESHIFTER
You
can
morph
into
other
humanoids.
This
could
do
well
for
your
horrible
haircut.
Benefit:
As
an
action,
you
take
on
the
appearance
of
another
humanoid
creature
approximately
your
size.
You
must
have
seen
the
creature
you
want
to
change
into
before.
Once
you
transform,
the
changes
last
for
a
number
of
hours
equal
to
your
level
(or
until
you
decide
to
end
the
effect).
After
you
use
this
mutation,
you
must
complete
a
short
rest
or
a
long
rest
before
you
can
use
it
again.
TELEKINETIC
You
can
manipulate
objects
and
push
enemies
with
your
mind.
Benefit:
You
can
move
and
manipulate
unattended
objects
within
30
ft.
of
you
that
weigh
10
lbs.
or
less.
As
an
action,
you
can
direct
your
telekinetic
abilities
towards
a
creature
within
30
feet
of
you;
make
a
ranged
Dexterity
attack
against
that
target’s
AC
(you
add
your
proficiency
bonus
to
the
attack).
If
you
hit,
you
deal
1d6
force
damage
to
the
target
plus
1d6
for
every
five
levels
of
your
character
(up
to
3d6
at
level
10)
and
you
push
it
5
feet
away
from
you.
TIMEWALKER
Within
the
blink
of
an
eye,
you
can
step
into
the
future
and
immediately
come
back,
alerting
your
comrades
of
any
nearing
threat.
Benefit:
You
and
any
of
your
allies
within
20
feet
of
you
have
advantage
on
initiative
checks
and
cannot
be
surprised.
WORMHOLE
Now
this
is
scary.
You
can
open
rifts
into
other
dimensions.
Benefit:
As
an
action,
choose
a
creature
within
30
ft.
of
you;
that
creature
must
make
a
Strength
saving
throw
(DC
equal
to
8
+
your
Intelligence
modifier
+
your
proficiency
bonus).
On
a
failed
save,
you
teleport
the
target
to
a
point
within
20
ft.
of
its
initial
position
and
it
takes
2d6
force
damage
plus
1d6
for
every
five
levels
of
your
character
(up
to
4d6
at
level
10);
on
a
successful
save,
the
target
is
teleported
but
takes
no
damage.
After
you
use
this
mutation,
you
must
complete
a
short
rest
or
a
long
rest
before
you
can
use
it
again.
New scavengeD jUNk
This
is
a
second
Random
Junk
Table
for
your
Gamma
Five.
During
character
creation,
have
your
players
roll
about
half
of
their
starting
random
junk
on
this
one
and
half
on
the
basic
PDF’s
Random
Junk
Table.
d100
roll
DING
DING!
Your
Random
Scavenged
Piece
of
Junk
is
a…
1
Set
of
paint
brushes
2
Flower
pot
3
Doorknob
4
Floppy
disk
5
Traffic
cone
6
Stuffed
toy
(roll
1d6:
1
or
2=
human
doll;
3
or
4=
tiger;
5=
shark;
6=
elephant)
7
4d6
building
bricks
8
Scuba
diving
suit
9
2d10
old
coins
(worthless,
but
still
good
for
heads
or
tails)
10
Wooden
desk
11
Metal
ruler
12
Iron
manacles
13
Fuel
tank
(1
gallon,
full!)
14
Toaster
15
Steering
wheel
16
1d6
vinyl
discs
17
Whistle
18
Metal
spoon
19
Armchair
20
Ammunition
21
Viking
helm
22
5
trail
rations
(tuna
cans,
dried
meat,
you
choose
the
flavor)
23
Banjo
24
Cuckoo
clock
25
Hempen
rope
(20
ft.)
26
Sledgehammer
27
Hydrant
(the
red,
classic
one!)
28
Elk
wall
head
29
Couch
30
Humanoid
skull
31
Leather
boots
32
Bucket
33
Rescue
quoit
34
Glass
jar
35
Electric
iron
36
Brass
bell
37
Balloon
pump
38
Kendo
armor
suit
39
Hula
hoop
40
Candelabrum
41
Handheld
game
console
(roll
1d6:
1
or
2=
sci
fi
shooter;
3
or
4=
arcade
game;
5=
japanese
RPG;
6=
pet
simulation
video
game).
Charger
not
included!
42
Microwave
oven
43
School
uniform
(teen
girl-‐sized)
44
Indian
dream
catcher
45
Collectible
card
game
booster
pack
(15
cards;
roll
a
d6:
on
a
5
or
6,
one
card
is
a
foil)
46
Radiator
47
Plunger
48
Football
cup
49
Tacos
truck
(average
speed
is
50
mph;
three
seats;
can
carry
up
to
2.500
lbs.)
50
Egyptian
museum
souvenir
51
Shopping
cart
52
Treasure
chest
(no
treasure,
just
the
chest!)
53
Aquarium
(no
fishes
or
water)
54
Coat
rack
55
Wheel
barrow
56
Watering
can
57
Broom
58
Doghouse
59
Frying
pan
60
Hanger
61
Mailbox
62
Towel
63
Sewing
machine
64
Shovel
65
1d6
instant
coffee
packets
66
Party
hat
67
Military
ID
tag
68
Electric
BBQ
lighter
69
Bird
house
70
Ancient
Greek
statue
(you
choose
whether
it’s
a
replica
or
not)
71
Perfume
bottle
72
Typewriter
73
Girl
scouts
cookies
74
Poncho
75
Fake
Indian
headgear
76
Succulent
plant
77
Glass
eye
78
Blatantly
fake
moustache
79
Rugby
helmet
80
Pepper
mill
81
Abacus
82
Hammock
83
Stroller
84
Quad-‐bike
(average
speed
is
40
mph;
one
seat…
or
two
if
you
want
to
risk
your
neck)
85
Piano
(roll
1d6:
1,
2
or
3=
grand
piano;
4,
5
or
6=
upright
piano)
86
Clothesline
87
Urinal
88
Kimono
89
Medical
I.V.
90
Steel
crutch
91
2d4
roach
traps
92
Hair
dryer
93
Kid
chemistry
lab
94
Dollhouse
95
Spellbook
(good
luck
to
the
DM
now!)
96
Roll
1d20
on
the
Random
Ancient
Gear
Table
97
Roll
1d20
on
the
Random
Ancient
Gear
Table
98
Roll
1d20
on
the
Random
Ancient
Gear
Table
99
Roll
1d20
on
the
Random
Ancient
Gear
Table
100
Roll
twice
on
this
table.
You’ve
hit
the
jackpot!