Category Archives: Gamma World

Gamma World rpg related material for use or inspiration

Thundarr the Barbarian – Princess Ariel for 5e Dungeons and Dragons

Arial_Casts_Spell_2

Ariel the Sorceress

 

 

 

 

 

 

 

 

Ariel, Human, 3rd level Sorceress

Armor Class: 13 Hit Points: 17
Speed: 30′ Proficiency Bonus +2
Saving Throws: Constitution +3 and Charisma +5
Alignment: Lawful Good

Str 10(+0) Dex 14(+2) Con 12(+1) Int 16(+3) Wis 15(+2) Cha 17(+3)

Cantrips (1/turn, 4 known):
• Fire Bolt (1d10)
• Mage Hand
• Ray of Frost (1d8, target’s speed -10′ until next turn)
• Shocking Grasp (1d8, target loses action until next turn)
1st Level Spells (4 slots, 3 known ):
• Color Spray
• Sleep (90’, 5d8 hit points of creatures for 1 minute)
• Shield (+5 AC until next turn)

Quarterstaff (1d6 bludgeoning or 1d8 with both hands, versatile)
Dagger (1d4 +2 piercing, finesse, thrown range 20/60)
Bracers of Defense +1 to Armor Class

Sorcerer Features:
• Spell Attack Roll +5 (Proficiency +2 + Charisma +3)
• Spell DC 13 (8+ Proficiency +2 + Charisma +3)
• Wild Magic (Random effect on a roll of 1 from a d20 after casting a spell or using Tide of Chaos)
• Font of Magic – 3 Sorcerer Points to create more Spell Slots or power Metamagic features
• Metamagic – Distant Spell for 1 Sorcerer Point will double a spells range or increase a Touch spell to 30’
• Metamagic – Twinned Spell for 1 Sorcerer Point for a Cantrip or 1 per the spell level will enable Ariel to use a spell that has a single target be used on a second target in range.
• Tide of Chaos grants Ariel Advantage on one attack, Ability Check or Saving Throw once until restored after a long rest.

Noble Background:
• Personality Trait: Commoners love Ariel for her kindness and generosity and she feels that despite her noble birth, she is not above others.
• Ideal: Ariel feels that it is her duty to protect and care for people.
• Bond: Ariel wants to be seen as a hero of the people.
• Flaw: Ariel often wears unsuitable footwear which causes her to trip.
• Feature: Because of her noble birth, people are inclined to think the best of Ariel and accommodate her. She can obtain an audience with local nobles if she needs to meet.

Skill Proficiencies:
+2 Acrobatics (Dex)
+2Animal Handling (Wis)
+5 Arcana (Int) – Sorcerer Skill
+0 Athletics (Str)
+3 Deception (Cha)
+5 History (Int) – Noble Skill
+4 Insight (Wis) – Sorcerer Skill
+3 Intimidation (Cha)
+3 Investigation (Int)
+2 Medicine (Wis)
+3 Nature (Int)
+2 Perception (Wis)
+3 Performance (Cha)
+5 Persuasion (Cha) – Noble Skill
+3 Religion (Int)
+2 Sleight of Hand (Dex)
+2 Stealth (Dex)
+2 Survival (Wis)

Thundarr the Barbarian – Ookla the Mok for 5e Dungeons and Dragons

Ookla_in_a_Equort_2

Ookla the Mok on Equort

Ookla, Mok, 3rd level Barbarian (Totem Warrior-Bear)

Armor Class: 15 Hit Points: 35
Speed: 30’ Proficiency Bonus +2
Saving Throws: Strength +6 and Constitution +5
Alignment: Chaotic Good

Str 18(+4) Dex 14(+2) Con 17(+3) Int 11(+0) Wis 13(+1) Cha 9(-1)

Composite (+2 Str) Long bow (1d8+2 piercing)
Improvised Greatclub (as per a Maul) (2d6 + 4 bludgeoning)

Throw/Slam Opponent: Ookla will attempt to grapple an opponent. This is a contested check of Ookla’s +6 Athletics versus the opponent’s Athletics or Acrobatics Skill. If Ookla wins the contest, he can then Slam or Throw the grappled opponent. A slammed opponent must succeed in a Constitution save, DC 14 or be stunned losing their action for the remainder of the turn and start the following turn Prone.  A thrown opponent will be launched up to 15′ (three squares) at other enemies. Anyone struck by the thrown opponent must succeed in a Dexterity save DC 14 or lose their action for the remainder of the turn and start the next turn Prone. The DC for being slammed or thrown is 8 + Ookla’s Strength modifier + Proficiency Bonus. Ookla can Throw or Slam even if Raging. Raging will give him Advantage on the Strength contest.ooklathrowing

Outlander Background:
• Origin: Tribal Nomad
• Feature: Wanderer
• Personality Trait: I watch over my friends as if they were a litter of newborn Mok cubs.
• 
Ideal: It is each person’s responsibility to make the most happiness for the whole tribe.
• 
Bond: My tribe is the most important thing in my life, even when they are far from me.
• 
Flaw: There’s no room for caution in a life lived to the fullest.

Racial Traits:
• Darkvision 60’
• Relentless Endurance allows Ookla, when reduced to 0 hit points but not killed, to instead drop to 1 hit point. This trait can only be used once until restored after a long rest.
• Savage Attacks grants Ookla one additional die of damage on a Critical melee attack.
• Like all Moks, Ookla fears water and despises getting wet.  He has disadvantage on ability checks and attack rolls when in water, wet as from a heavy rain or within 5′ of water such as riding in a boat.

Skill Proficiencies:
+2 Acrobatics (Dex)
+3 Animal Handling (Wis) – Barbarian Skill
+0 Arcana (Int)
+6 Athletics (Str) – Outlander Skill
-1 Deception (Cha)
+0 History (Int)
+1 Insight (Wis)
+1 Intimidation (Cha) – Racial Skill
+0 Investigation (Int)
+1 Medicine (Wis)
+0 Nature (Int)
+3 Perception (Wis) – Barbarian Skill
-1 Performance (Cha)
-1 Persuasion (Cha)
+0 Religion (Int)
+2 Sleight of Hand (Dex)
+2 Stealth (Dex)
+3 Survival (Wis) – Outlander Skill

Barbarian Features:
• Rages 3/day for 1 minute (10 rounds)
• Rage gives Advantage to Str Checks & Saves
• Rage gives +2 on melee damage
• Rage gives Resistance to bludgeon, piercing and slashing damage
• Rage prohibits reactions except opportunity attacks
• Unarmored Defense allows Dex + Con mods to AC
• Reckless Attacks grant Advantage on melee attacks but give Advantage to opponent’s melee attacks
• Danger Sense gives Advantage on Dex saves

Totem Warrior (Bear) Path Features:
• Ookla can cast Beast Sense and Speak with Animal spells as a Ritual
• Ookla has Resistance to all damage but psychic

Notes:  I have reskinned Half-Orcs as Moks.  Other than Fear of Water, there were no other changes.

Thundarr the Barbarian – Thundarr for 5e Dungeons and Dragons

Thundarr the Barbarian

Thundarr the Barbarian

Thundarr, Human, 3rd level Barbarian (Berserker)
Armor Class: 15 Hit Points: 32
Speed: 30′ Proficiency Bonus +2
Saving Throws: Strength +5 and Constitution +4
Alignment: Neutral Good

Str 16(+3) Dex 17(+3) Con 15(+2) Int 12(+1) Wis 10(+0) Cha 14(+2)

Sun Blade

Folk Hero Background:
• Defining Event: Thundarr stood up to a wizard’s agents, freeing his village and some Mok slaves from the servitude
• Personality Trait: Thundarr is always ready to help someone in trouble and prefers action to thinking.
• Ideal: Thundarr believes that tyrants should not be allowed to oppress the people.
• Bond: Thundarr protects those who cannot protect themselves.
• Flaw: Thundarr is convinced of the significance of his destiny and blind to his shortcomings and the risk of failure.
• Feature: Common folk know of his deeds and will give him shelter and succor.

Skill Proficiencies: (class & background)
+3 Acrobatics (Dex)
+2 Animal Handling (Wis) – Folk Hero Skill
+1 Arcana (Int)
+5 Athletics (Str) – Barbarian Skill
+2 Deception (Cha)
+1 History (Int)
+0 Insight (Wis)
+4 Intimidation (Cha) – Barbarian Skill
+1 Investigation (Int)
+0 Medicine (Wis)
+1 Nature (Int)
+0 Perception (Wis)
+2 Performance (Cha)
+2 Persuasion (Cha)
+1 Religion (Int)
+3 Sleight of Hand (Dex)
+3 Stealth (Dex)
+2 Survival (Wis) – Folk Hero Skill

Barbarian Features:
• Rages 3/day for 1 minute (10 rounds)
• Rage gives Advantage to Str Checks & Saves
• Rage gives +2 on melee damage
• Rage gives Resistance to bludgeon, piercing and slashing damage
• Rage prohibits reactions except opportunity attacks
• Unarmored Defense allows Dex + Con mods to AC
• Reckless Attacks grant Advantage on melee attacks but give Advantage to opponent’s melee attacks
• Danger Sense gives Advantage on Dex saves

Berserker Path Features:
• Thundarr can Frenzy while Raging which grants a bonus melee attack each turn after announced. Frenzy causes one level of exhaustion afterward.