I’ve always loved the setting of Gamma World, a role-playing game sold as a post-apocalyptic hellscape but actually played as a gonzo, anything-goes, pun-filled satirical farce on modern society. Sports team mascots are worshipped as forgotten pagan deities. Mutant chickens take over their former food processing plant and begin a Mad Max-style reign of terror over surrounding villages. The whole party can get atomized trying to open a “treasure chest” that turns out to be a nuclear warhead. The designers threw “game balance” out the bunker vault door on this one, and the result can make utter playful mayhem. The whole Fallout videogame series is a love note to this original tabletop game.
There have been MANY editions of Gamma World, including reboots of its predecessor, Metamorphosis Alpha, in which players take roles as clones and mutants loose on a massive starship long since lost in space. Goodman Games’ Mutant Crawl Classics is the closest gamers can get to a still-published version.
As of the late 2010s, there has yet to be an official GW game built around the Dungeons & Dragons 5th Edition rules, so below is my take on kludging PHB options into such a setting.
GAMMA WORLD INTRO
Condensed intro to TSR’s original 1978 version of Gamma World by James M. Ward and Gary Jaquet:
The year is now 2471. It is nearly impossible to describe the vast changes that have occurred since the devastation of the Shadow Years.
The weapons which had wrought the destruction were many and varied. Targets were seared by lasers, blasted by fusion devices, and razed by new and unfathomable energies developed in the final months of the conflict. Only the most highly fortified areas (military headquarters, spaceports, and the like) remained even partially intact. Neutron bombs, unhindered by most forms of shielding, decimated those who remained within even these strongholds, leaving concrete and metal tombs housing incredibly complex equipment, now stilled for lack of human guidance.
The ecological balance of nature was shattered as violently and suddenly as man’s civilization. The sudden extinction of some life forms and the mutation of most others, coupled with the lack of man’s intervention and attention (except to his own survival needs), generated a near world-wide wilderness inhabited by savage creatures, who, like man, were struggling to survive.
The loss of so much of man’s knowledge and records has shrouded the world in ignorance and superstition. Areas containing ruins of man’s once great civilization are often looked upon as taboo – “Death Lands” – and the men and women who once lived there are referred to as the “Ancients,” usually with quasi-religious overtones. Artifacts from the past may be simple curiosities or objects of terror.
It is now the Black Years. This is the bizarre and everchanging world that you, the player character, are about to enter!
ADAPTING D&D 5e CLASSES INTO GAMMA WORLD CHARACTERS
* Many PHB martial classes can fit as is: Barbarians (Berserker, Totem Warrior), Fighter (Champion, Battle Master), Monk (Way of the Open Hand), and Rogue (Thief, Assassin).
* Weird science should replace magic, explaining spellcasters as types of mutants – especially Sorcerer (Wild Magic) and Warlock (Great Old One).
* Divine classes (clerics, druids, paladins) and traditional fantasy roles (bards, rangers, wizards) should be excluded.
ADAPTING D&D 5e RACES INTO GAMMA WORLD
* Humans with martial classes and no mutations count as “pure strain humans” (though per the original rules, a +2 Charisma bonus would be appropriate).
* Humans with magical ability, dwarves, halflings, and half-orcs can be used as is as “nearly human” mutants, though cosmetic features (blue and green skin, bug-like eyes) might be common.
* Elves, half-elves and gnomes are synthetic humans, engineered products that see in the dark, live longer, and have special implants (high elf cantrips), wilderness adaptions (wood elves and forest gnomes), technological genius (rock gnomes), underground traits (drow), or an ability to learn faster (half-elves).
* Dragonborn fit fine as mutant reptile humanoids. Their draconic ancestry damage type can be swapped for either psychic (psionic) or radiant (radiation) damage.
* Tieflings fit great as later-generation mutants, outcasts native to the forbidden lands. Instead of horns and tails, even more exotic descriptions might apply. Optionally, their Hellish Resistance can swap fire damage to instead resist cold or radiant damage commonly found in the wastelands.
Also…
* With species uplift programs and chimerical body modifications popular during the Shadow Years, any half-human/half-animal race would be appropriate: Aarakocra, bullywug, gnoll, harengon, kenku, lizardfolk, minotaur, tabaxi, tortle, or yuan-ti.
* The Magic Initiate feat works well to add low-level mutation abilities, with one change: Mutations do not require any components to use.
* The Telekinetic and Telepathic feats (from TCoE) are also common.
D&D 5e BACKGROUNDS ALLOWED IN GAMMA WORLD
* Folk Hero: A member of a settled village, the most common type of community.
* Guild Artisan: A village specialist, more from a famed family than open guild.
* Hermit: An isolated survivor in the wastelands.
* Outlander: A member of the nomadic tribes that wander the borderlands.
* Sage: An educated student of relics and history from before the Black Years.
D&D 5e MAGIC ITEMS
* “Duralloy” and other sci-fi metals replace adamantine and mithral.
* Technological marvels replace other magic items (“potion of heroism” becomes “an injection of enhanced adrenaline,” “sending stones” become “personal communicators,” and so forth.)
* Remember Arthur C. Clarke’s quote: “Any sufficiently advanced technology is indistinguishable from magic.”
ADAPTING D&D 5e MONSTERS INTO GAMMA WORLD CREATURES
* Plant and ooze creatures often work great as is.
* Pick a beast and describe it as a different animal category or freakish hybrid (mix of invertebrate, fish, amphibian, reptile, bird, or mammal) – or change the beast to a mobile plant.
* Pick a construct and describe it as a technological robot (malfunctioning or following anti-intruder programming).
* Pick an aberration, dragon, or monstrosity and describe it as a mutant beast or plant. Change its attack damage type to acid, cold, fire (heat rays), lightning (electrical attacks), poison, psychic, radiant (radiation), or thunder (sonic attacks).
* Pick a humanoid or giant and change its description. (For example, hobgoblins become land-squid warriors, trolls become collectives of regrouping giant bacteria.)
* Give creatures one or more psionic-flavored spell-like actions: Cause Fear, Command, Confusion, Detect Thoughts, Dominate Person, Feeblemind, Hold Person, Misty Step, Phantasmal Force, Shield, Suggestion, Telekinesis, or Telepathy.
* Avoid traditional “fantasy” creatures to keep the setting focused on “weird science gone wrong” (no celestials, elementals, fey, fiends, undead).
MIXING MUTANTS WITH MAGIC
Since the original ruleset for Gamma World 1e was based on Gary Gygax’s Advanced Dungeons & Dragons, it’s no surprise the first edition of the Dungeon Master’s Guide included conversion rules to bridge the two games together and create a world where magic-users and high-tech soldiers run side-by-side. (Such a scenario is the basis for Ralph Bakshi’s 1977 animated film Wizards.) There’s no reason players can’t mix and match in 5th edition if they want.
SETTLEMENTS
* Cities: Population above 5,000, almost unheard of now.
* Villages: Most common, from 50 to 500 people (or more, called a town).
* Tribes: Organized, semi-nomadic, wanders seeking livable land.
* Bands: Nomadic groups of less than a 100, at least one-third warriors.
ANCIENT AREAS
* Mech-Lands: Robot farms, automated complexes that still grow crops and package food.
* “Tombs of the Ancients”: Ruins of buildings and settlements from the fallen past civilization. Some may contain Ancient survivors held in stasis or other means to produce “new” survivors (clones, synthetic humans, androids) ready to enter the changed world.
* Fortifications: Military bases, special scientific research stations, and law enforcement headquarters – usually underground and extremely defended.
* Spaceports: Main targets in the Shadow Years, now radioactive slag but some vehicles may remain.
* Wastelands: Radioactive deserts dotted with broken pieces of duralloy metal roads and highways.
CRYPTIC ALLIANCES
* Brotherhood Of Thought: Low-profile missionaries seeking peaceful, inclusive coexistence among all intelligence beings (humans, mutants, and sentient animals).
* Friends of Entropy (aka Red Death): Nomadic tribal nihilists that seek to destroy all organic and mechanical life. They are infamous for kidnapping babies to raise as their own fanatical children.
* Healers: Quasi-monastic order of wandering physicians and herbalists, often caretakers of Ancient medical devices.
* Knights Of Genetic Purity (aka Purists): Violent evangelists that seek to rid the world of “unclean” mutated humans (though sentient mutant animals are tolerated).
* Ranks Of The Fit: Military-religious order who seek to conquer the world in Napoleonic style. Senior leadership is exclusively sentient animals based on Orwell’s “Animal Farm” as a guiding document.
* Restorationists: Pro-technology humans and a few mutants seeking to rebuild the fallen civilization.
* Seekers: Wealthy anti-technology elites who seek peace for humans and mutants (but exclude sentient animals).
* The Archivists: Mostly humanoid group that view all technological artifacts as sacred items of worship.
* The Created: Cult of androids that worship artificial intelligence and seek to unite robots and computers to rid the world of organic life. (Think Skynet from “The Terminator” movies.)
* The Followers Of The Voice: Cult that worships computers and all manner of technological media relics.
* The Iron Society: Mutants that seek to rid the world of pure strain (non-mutated) humans. They tend to dwell near radiated areas.
* The Radioactivists: Cult that worships the “Radiant Divine Glory” (radiation), often dwelling in radioactive “holy lands.”
* Zoopremisists: Sentient mutated animals, many telepathic, who seek to dominance over rival humanoid lifeforms. (Think “Day of the Animals” movie from 1977.)
GAMMA WORLD ARMOR CLASSES
* AC 10 … No protection
* AC 12 … Light Armor: Furs or skins
* AC 14 … Medium Armor: Cured hide or plant fiber armor, partial carapace
* AC 16 … Heavy Armor: Sheath and piece metal armors, total carapace
* AC 17 … Powered Armor: Powered plate and plastic armors
* AC 18 … Powered Armor: Powered alloy, energized, inertia, powered scout & battle armors
* AC 19 … Powered Armor: Powered attack & assault armors
CREATURES OF GAMMA WORLD
* Androids: Human-looking robots designed to be thinkers, workers, or warriors.
* Ark: Tall dog-like humanoids with primitive armor and weapons but deadly psionic powers.
* Arn: Pony-sized domesticated insects used as mounts and pack animals by small humanoids.
* Badder: Highly intelligent badger-like humanoids with a developed feudal/raider society.
* Barl Nep: Black fish that, if attacked, releases highly radioactive oil.
* Ber Lep: Large lily pad-like plant with mildly acidic surface, teleports away when hurt.
* Blassh: Child-sized carnivorous moth that glows and can blast deadly radiation.
* Blight: A bus-sized carnivorous flying worm than can turn invisible and constrict prey.
* Brutorz: Huge horse-like mounts with high intelligence and precognition ability.
* Cal Then: Highly intelligent, horse-sized flying insects with crushing mandibles.
* Centisteed: Horse-like mounts with 16 legs, force field powers, and extreme metabolisms.
* Cren Tosh: A human-sized lizard-like fish able to shapechange into lizard forms.
* Crep Plant: Breeds of mobile plants able to defend themselves with deadly psionic attacks.
* Ert: A meter-long fish with a petrifying bite, lives in mountain streams.
* Ert Telden: A meter-long fish that burns like a fireball when removed from water.
* Fen: Human-sized fish people who can resist radiation and move on land and in water.
* Fleshin: A shark-sized flying fish with venomous spines, can shapechange into sleeth.
* Grens: Green-skinned humanoids who live in peaceful and isolated forest communities.
* Herkel: Piranha-like fish with powerful bites and skin coatings of deadly poison.
* Herp: A bus-sized flightless beetle immune to sonic attacks and able to spray acid.
* Hisser: Giant-sized telepathic humanoid snakes that collect ancient relic technology.
* Hoop: Tall intelligent rabbit-like humanoids with telepathic powers.
* Hopper: Bus-sized rabbits with chameleon powers, sometimes used as riding mounts.
* Horl Choo: Slow-moving black plants able to throw mildly venomous spear-sized quills.
* Kai Lin: Dinosaur-looking mobile plants that can shock with a touch and shoot heat rays.
* Keeshin: Small white amphibians with a board range of powerful psionic powers.
* Kep: Carnivorous underground plant that grows net-like surface snares in sandy soil.
* Menarl: A 30-foot-long intelligence water snake with 10 arms, often friendly to humans.
* Narl Ep: Huge 150-foot-tall mutant tree that shed explosive seeds each spring.
* Obb: Bat-like mutant fungus that emits deadly blasts of radiation, immune to most energy attacks.
* Orlen: Two-headed, four-armed giants with additional random mutations, often open to barter.
* Parn: Bus-sized carnivorous beetle covered in barbed spires, has sword-like arms.
* Perth: A plam-like bush with large flower-like head, emits powerful radiation if disturbed.
* Pineto: Long plants that “run” on nimble roots, look like horses at a distance.
* Podog: Clever, large mutant dog-like mongrels with telepathic dual brains.
* Rakox: Slow oxen-like beasts with eight horns and a partial carapace.
* Sep: Mutant version of a shark adapted to burrowing on land to hunt its prey.
* Serf: Psionic humanoids with poisoned claws, wear old uniforms and seek Ancient relics.
* Seroon Lou: Huge carnivorous aquaatic plants with leg-like roots and arm-like grasping vines.
* Sleeth: Quiet, peaceful lizard humanoids with powerful psionic powers.
* Soul Besh: Flightless mutant mosquito with chameleon powers, rapidly drains blood.
* Terl: A 6-foot-long feathered barracuda that can telekinetically fly, uses cryokinesis.
* Win Seen: Creeping tangle of vines that’s poisonous to touch, makes sonic attacks.
* Yexil: Winged mammal, lion-like head on long neck, dim-witted, shoots lasers from eyes.
* Zarn: Tiny parasitic beetle, spits paralyzing poison and teleports.
* Zeethh: Mutated purple grass that can teleport its seeds into living creatures.
PHYSICAL MUTATIONS
See the original Gamma World rules for tables on rolling character mutations. Unlike in D&D, such spell-like effects do not require any components to use, but other rules (actions needed, concentration for durations, etc.) still apply. The character chooses Intelligence, Wisdom, or Charisma to determine Spell DC and Spell Attack bonus.
(D) = defect mutation
Attraction Odor (D): You attract carnivores. Any creature with a Scent ability automatically detects and can track you.
Chameleon Skin: Your color changing gives you advantage on Stealth checks.
Density Control: You increase your AC by 2 but reduce your Speed by 10 feet. You turn this power on or off as an action.
Diminished Sight (D): Your poor vision causes disadvantage on sight-based Perception checks.
Diminished Hearing (D): Your poor hearing causes disadvantage on audibly-based Perception checks.
Diminished Smell (D): Your poor sense of smell causes disadvantage on scent-based Perception checks.
Double Physical Pain (D): You have vulnerability to all forms of damage except psychic damage.
Electrical Generation: You can use the Shocking Grasp cantrip. Once between long rests, you may use Lightning Bolt.
Fat Cell Accumulation (D): Your size is increased and your speed is reduced by 5 feet.
Gas Generation – Musk: Once between long rests, you may use Stinking Cloud.
Heat Generation: You can use the Fire Bolt cantrip. Once between long rests, you may use Fireball.
Heightened Balance: You have advantage on Dexterity saving throws.
Heightened Constitution: You have advantage on Constitution saving throws.
Heightened Vision: You have advantage on sight-based Perception checks.
Heightened Hearing: You have advantage on audibly-based Perception checks.
Heightened Smell: You have advantage on scent-based Perception checks.
Heightened Precision: You can use the True Strike cantrip.
Heightened Strength: You have advantage on Strength saving throws.
Heightened Touch: You have advantage on checks made to figure out ancient technology devices.
Hemophilia (D): You have vulnerability to piercing and slashing damage.
Increased Metabolism (D): You gain a level of exhaustion any time you go 8 hours without eating a full day’s rations.
Increased Speed: You may one extra action or bonus action during your turn.
Infravision: You have Darkvision up to 60 feet.
Light Generation: You can use the Light cantrip. Once between long rests, you may use Daylight.
Extra Arms: You have a greater number of arms, allowing you to equip a shield and use an off-hand weapon at the same time.
Extra Legs: You have a greater number of legs making you immune to the Prone condition.
Extra Eyes: You have eyes all around your head, giving you 360-degree vision. You cannot be surprised.
Thick Fur Coat: You are covered in fur and have resistance to cold damage.
Thick Scales: You are covered in thick scales and have resistance to acid damage.
New Antennae: You have antennae as special means of seeing and hearing, making you immune to the Blinded and Deafened conditions, but you are vulnerable to Thunder damage.
New Feelers: You have special sense organs allowing you to use Detect Poison And Disease at will.
New Pincers: You have an additional set of arms ending in pincers that can cause 3 (1d6) piercing damage if used as weapons. You are proficient with such pincers.
Radiation Absorbing Organs: You have resistance to radiant and poison damage.
No Resistance To Bacteria (D) You have disadvantage on any saving throw needed to avoid a disease or infection.
No Resistance To Poison (D) You have disadvantage on any saving throw needed to avoid a the Poisoned condition and you have vulnerability to poison damage.
No Sensory Nerve Endings (D): You are unaware of how many hit points you have left; the DM tracks damage for your character until you hit 0 hit points.
Partial Carapace: You have natural armor (minimum AC 14 + Dex modf, max. +2 from Dex bonus.)
Photosynthetic Skin: As long as you have exposure to direct sunlight once every 24 hours, you don’t need to eat food.
Physical Reflection (Heat): You have resistance to fire damage, but when you suffer fire damage, all creatures within 5 feet of you take the same amount of fire damage.
Physical Reflection (Lightning): You have resistance to lightning damage, but when you suffer lightning damage, all creatures within 5 feet of you take the same amount of lightning damage.
Physical Reflection (Cold): You have resistance to cold damage, but when you suffer cold damage, all creatures within 5 feet of you take the same amount of cold damage.
Physical Reflection (Thunder): You have resistance to thunder damage, but when you suffer thunder damage, all creatures within 5 feet of you take the same amount of thunder damage.
Physical Reflection (Radiant): You have resistance to radiant damage, but when you suffer radiant damage, all creatures within 5 feet of you take the same amount of radiant damage.
Poor Respiratory System (D): Whenever something causes you to gain one level of exhaustion, you instead gain two levels of exhaustion.
Quills/Spines: Whenever you are grappled, the creature grappling you suffers 3 (1d6) piercing damage at the start of its turn until the grapple ends.
Radiated Eyes: You can use the Fire Bolt cantrip, but you cause radiant damage instead of fire damage.
Regeneration: When rolling hit dice to recover hit points during a short rest, you regain double the number rolled up to your maximum hit points.
Shapechange: You may use Alter Self as often as desired, but the casting time is increased to 1 minute.
Shorter: Your height is decreased.
Skin Structure Change (D): You gain resistance to fire damage but suffer vulnerability to acid and poison damage.
Skin Structure Change (D): You gain resistance to cold damage but suffer vulnerability to fire and radiant damage.
Skin Structure Change (D): You gain resistance to acid damage but suffer vulnerability to fire and cold damage.
Sonic Attack Ability: You can use the Thunderclap cantrip.
Symbiotic Attachment: Between long rests, you may use Dominate Person or Dominate Creature once, but range becomes touch and the target must be grappled by you. If the grapple end, the duration also immediately ends.
Taller: Your height is increased.
Total Carapace: You have natural armor (AC 16, no Dexterity bonus) and your speed is decreased by 5 ft.
Ultravision: You have truesight out to 60 feet.
Vision Defect (D): You have disadvantage on any saving throw needed to avoid a the Blinded condition.
Weight Decrease (D): Your weight is decreased.
Wings: You gain fly speed equal to your walking speed.
MENTAL MUTATIONS
(D) = defect mutation
Absorption (Cold): You have resistance to cold damage, and whenever you are hit with cold damage, you may immediately expend hit dice to recover hit points as if taking a short rest.
Absorption (Heat): You have resistance to fire damage, and whenever you are hit with fire damage, you may immediately expend hit dice to recover hit points as if taking a short rest.
Absorption (Light): You have resistance to radiant damage, and whenever you are hit with radiant damage, you may immediately expend hit dice to recover hit points as if taking a short rest.
Absorption (Psychic): You have resistance to psychic damage, and whenever you are hit with psychic damage, you may immediately expend hit dice to recover hit points as if taking a short rest.
Anti-Reflection (D): Any time a creature within 5 feet of you takes psychic damage, you suffer half as much psychic damage.
Complete Mental Block (Constructs) (D): You cannot see or acknowledge the presence of any construct, including robots and androids.
Complete Mental Block (Beasts) (D): You cannot see or acknowledge the presence of any beast, though you are aware of meat prepared as food.
Complete Mental Block (Plants) (D): You cannot see or acknowledge the presence of any plant creature, though you are aware of local vegetation and plants prepared as food.
Cryokinesis: You can use the Ray of Frost cantrip. Once between long rests, you may use Ice Storm.
Death Field Generation: Once between long rests, you may use Circle of Death, but range is 0 (the radius is centered around you). You take no damage from this effect, but using this power gives you one level of exhaustion.
De-Evolution: Once between long rests, you may use Polymorph.
Directional Sense: You know exactly where you are in relation to where you have been and can retrace your steps, even when blinded.
Dual Brain: You have resistance to psychic damage and gain advantage on Intelligence saving throws.
Empathy: You have advantage on Insight checks. Once between short rests, you may use Calm Emotions, but you may only target one creature within range.
Epilepsy (D): Whenever you roll a natural 1 when attempting any saving throw, you gain the Paralyzed condition until the end of your next turn.
Fear Impulse (Constructs) (D): You suffer the Frightened condition whenever ending your turn within 30 feet of any Construct creature you can see.
Fear Impulse (Monstrosities) (D): You suffer the Frightened condition whenever ending your turn within 30 feet of any Monstrosity creature you can see.
Fear Impulse (Plant Creatures) (D): You suffer the Frightened condition whenever ending your turn within 30 feet of any Plant creature you can see. This defect is not triggered by local vegetation or plants prepared as food.
Force Field Generation: Once between long rests, you may use Wall of Force.
Genius Capability (Intelligence): You have advantage on any ability check using Intelligence.
Genius Capability (Wisdom): You have advantage on any ability check using Wisdom.
Genius Capability (Charisma): You have advantage on any ability check using Charisma.
Heightened Brain Talent (Intelligence): You have advantage on Intelligence saving throws and ability checks to understand technology.
Heightened Brain Talent (Wisdom): You have advantage on Wisdom saving throws.
Heightened Brain Talent (Charisma): You have advantage on Charisma saving throws.
Heightened Intelligence: Your Intelligence score is permanently increased by 2.
Hostility Field (D): On reactions with NPCs (DMG p. 215) within 30 feet, roll friendly NPCs on the indifferent scale, and indifferent NPCs on the Hostile scale.
Illusion Generation: Once between long rests, you may use Phantasmal Force.
Intuition: You can use the Guidance cantrip.
Life Leech: Once between long rests, you may use Circle of Death, but range is 0 (the radius is centered around you). Constructs and undead are immune to this effect. If any creature is affected, you gain 18 (4d8) temporary hit points.
Light Wave Manipulation: Between long rests, you may use either Invisibility or Darkness once.
Magnetic Control: Once between long rests, you may use Telekinesis, but only on Construct creatures or objects at least partially made of iron, steel, or other magnetic metal.
Mass Mind: When an ally within 30 feet of you causes psychic damage to a target, you may spend a reaction to add 10 (3d6) psychic damage to the same target.
Mental Blast: You can use the Mind Sliver cantrip.
Mental Control: Once between long rests, you may use Dominate Person.
Mental Control Over Physical State: You remove one level of exhaustion on a short rest, and all exhaustion on a long rest. When rolling hit dice to recover hit points during a short rest, you add 4 to each die rolled. Once between long rests, you may make one Strength, Dexterity, or Constitution saving throw with advantage.
Mental Defenselessness (Intelligence) (D): You have disadvantage on Intelligence saving throws.
Mental Defenselessness (Wisdom) (D): You have disadvantage on Wisdom saving throws.
Mental Defenselessness (Charisma) (D): You have disadvantage on Charisma saving throws.
Mental Defense Shield: You have resistance to psychic damage. You automatically know when a creature within 30 feet of you has taken psychic damage.
Molecular Disruption: Once between long rests, you may use Disintegrate, but doing so causes you to immediately suffer four levels of exhaustion.
Molecular Understanding: Once per turn, you may add 3 (1d6) force damage to one of your attacks that hits a target.
Multiple Damage (D) You mind is hyper-sensative to injuries. Whenever you take any form of damage, you suffer an additional equal amount of psychic damage.
Planar Travel: Once between long rests, you may use Gate, but doing so causes you to suffer one level of exhaustion.
Poor Dual Brain (D): Whenever you fail an Intelligence saving throw, you are Incapacitated until the end of your next turn.
Precognition: Twice between short rests, you may use Augury.
Pyrokinesis: You can use the Control Flames cantrip. Between long rests, you may use either Heat Metal or Flaming Sphere once.
Radar/Sonar: You have blindsight to 60 feet. You lose this sense while suffering the Deafened condition.
Reflection: Once between long rests, you may drop your speed to 0 and gain resistance to all damage. Whenever you take damage, you may use a reaction to make the attacker suffer an equal amount of the same damage. You must maintain concentration for this power to work, up to a maximum of one minute.
Sound Imitation: You can use the Minor Illusion cantrip, but only to create sounds.
Telekinesis: You can use the Mage Hand cantrip. Once between long rests, you can use Telekinesis.
Telekinetic Arm: You can use the Mage Hand cantrip, but up to 30 pounds may be carried.
Telekinetic Flight: Once between long rests, you can use Fly.
Telepathy: Between long rests, you can use either Detect Thoughts or Telepathy once.
Teleportation: Once between long rests, you can use Teleport.
Thought Imitation: You have psychic resistance. When you take psychic damage, you may use a reaction to make the attacker suffers an equal amount of the psychic damage.
Time Field Manipulation: Once between long rests, you can use Time Stop.
Total Healing: Once between long rests, you can use Heal.
Weather Manipulation: Between long rests, you can use either Control Winds or Control Weather once.
Will Force: Once between long rests, you may give yourself advantage on one Intelligence-, Wisdom-, or Charisma-based attack roll, ability check, or saving throw.