Medical Supplies (5e Fallout Campaign Setting)
Medical items
cost | rad pool+/ rad+ | hit points+ | other | |
---|---|---|---|---|
Stimpack | 50 caps | 0 | 3d10 | A highly compressed, automatically injecting hypodermic needle. |
Super Stimpack | 80 caps | 0 | 6d10 | An even more potent stimpack that decreases Strength and Dexterity by 1 for 1 minute. |
Doctor’s Bag | 50 caps | 0 | A set of tools that heals broken limbs. | |
Blood pack | 15 caps | 0 | 2d4 | 1 pint of clean blood that removes poisons |
Rad-x | 6 caps | 1d4+Con rad pool | A small assortment of pills. | |
Rad away | 60 caps | -2d8 rads | An I.V. of bright orange sludge. | |
Alcohol | 5 caps | 0 | A bottle of assorted alcohol that grants +3 to Strength and Charisma saving throws and skills, -3 to Dexteirty saving throws and skills for 1 minute. | |
Antivenom | 8 caps | 0 | A bottle of plant grounds and water. Can be consumed as a reaction to avoid taking poison damage. | |
Jet | 15 caps | 0 | An orange inhaler that grants +10 feet of movement speed and can make 1 additional bonus action until the beginning of your next turn, increases maximum time before sleeping by 1 hour. | |
Turbo | 30 caps | 0 | A Jet inhaler combined with a can of hairspray that grants +15 feet of movement and can make 1 additional action until the beginning of your next turn, increases maximum time before sleeping by 1 hour. | |
Mentats | 39 caps | 0 | A box of medicated breath mints that grants +4 Charisma and Intelligence for 1 minute. | |
Psycho | 15 caps | 0 | A manually injected hypodermic needle of dark red sludge that grants +2 to attack and damage rolls with Melee attacks and -2 to ranged attacks for 1 minute. | |
Steady | 15 caps | 0 | An inhaler made from a glass bottle and assorted chems that grants +2 to attack and damage rolls with ranged attacks and -2 to Melee attacks for 1 minute. | |
Buffout | 20 caps | 0 | A bottle of pre-War steroid pills that grant +2 Strength and Constitution for 1 minute. | |
X-Cell | 100 caps | 0 | An experimental black and blue, dual chamber inhailer that grants +2 to all ability scores for 1 minute. | |
Med-X | 15 caps | 0 | A manual syringe of pink liquid that grants +15 temporary hit points. | |
Hydra | 20 caps | 0 | A pressurized soda bottle filled with cave fungus and antivenome that heals broken limbs. | |
Day Tripper | 40 caps | 0 | A bottle of pre-War psychedelics that grant advantage on Charisma saving throws, disadvantage on attack rolls for 1 minute. | |
Daddy-O | 20 caps | 0 | A dual-chamber syringe of bright orange liquid that grants +5 to Wisdom and Intelligence checks and saves, -5 to Charisma checks and saves for 1 minute. | |
Coyote Tobacco Chew | 5 caps | 0 | Mutated tobacco that grants +2 to Wisdom and Dexteirty checks and saving throws for 1 minute. | |
Cateye | 10 caps | 0 | A bottle of pre-war chems that grants 30 feet of Darkvision for 1 minute. | |
Mutie | 100 caps | 0 | A dual-chambered syringe of red sludge that grants +10 to Strength saving throws, skills and attack rolls for 1 minute. After 1 minute, your hit point maximum is halved until the end of your next long rest. | |
Mutated Toe | 10 caps | +2d6 rads | Decreases your maximum hit points by -5 for 1 week, after which your maximum hit points are permanently increased by +5. Most vendors will refuse to buy or sell this. | |
X-111 | 100 caps | -5d10 rads | A bottle of BoS produced chems. | |
Fixer | 20 caps | 0 | A bottle of medicated breath mints that removes the effects of addiction for 1 minute. | |
Addictol | 100 caps | 0 | A gray inhaler that cures 1 addiction. | |
Bandage | 10 caps | 0 | 1d4 | Grants advantage on 1 save within 1 hour to resist infection or poison. |
Sterile Disinfectant Bandage | 30 caps | 0 | 2d6 | removes infection after 1 hour or +3 against poison or to healing(made at that time) |
Disinfectant | 10 caps | 0 | Removes infection if its covered up with a clean rag or bandage. Deals 1d12 energy damage. | |
I.V. | 30 caps | -1d6 rads | 1d6 | A bag of iv fluid that grants +5 to saving throws against poison and disease or to healing (made at that time). |
Stealth Boy | 500 caps | 0 | A pre-war handheld computer that makes the user invisible for 1 minute. One of 2 chems that can be used on constructs. | |
Robot Repair Kit | 60 caps | 0 | 6d6 | A tool used for hotfixing machinery. Only works on constructs and electrical equipment. |
Addiction
While chems may grant helpful benefits they are not without fault. With every dose one takes, one must succeed a Constitution or Intelligence saving throw. On a failure, they are addicted. They may repeat this saving throw at the end of a long rest. While addicted to a chem, they do not receive its benefits and must take another dose to become immune to its addiction effect for 1 minute. The following are chems one can be addicted to, its addiction DC, and its addiction effect.
- Alcohol: 18. Disadvantage on Dexterity and Charisma saving throws and skills.
- Jet: 18. Your movement speed is decreased by 5 feet and you have disadvantage on Dexterity saving throws.
- Turbo: 15. You are paralyzed for 1 minute randomly every 3 hours.
- Mentats: 10. You have disadvantage on Intelligence checks and saving throws.
- Psycho:15. Once every minute and at the beginning of each of your turns, you must succeed a DC 12 Charisma saving throw or attack the closest creature.
- X-Cell: 15. All ability scores are decreased by -2.
- Med-X: 15. Your hit point maximum is decreased by 20%.
- Hydra: 12. You gain disadvantage on Constitution and Dexterity saving throws.
- Day Tripper: 12. Disadvantage on Charisma saving throws.
- Daddy-O: 12. -5 to Intelligence and Wisdom saving throws and skills.
- Coyote Tobacco Chew: 10. Disadvantage on Charisma skills.
Food
In the wasteland, food is few and far between. Each food item has a food score. If your food score for a day is less than 3 at the end of the day, your Starvation count goes up by 1. Your Starvation count can go up to your Starvation Threshold (ST) is equal to 1/4 your Constitution score rounded down. Fulfilling your food requirement for each day decreases your Starvation count by 1. Every time your ST is passed, you gain 1 level of exhaustion. Every time you reduce your Starvation count below your ST, you loose 1 level of exhaustion.
One meat can be cut into 2 meats of 1 size category lower as a DC 15 Animal Handling check. On a failure, it instead becomes 1 meat of 1 size category lower. Rotten food has half the weight and food score of the original food. Pre-War food can not become rotten.
On eating raw meat or eggs, you must succeed a DC 15 Constitution or Charisma saving throw. On a failure, you vomit. You do not benefit from the item’s food score and the food becomes inedible.
Name | Cost | Weight | Food Score | Examples |
---|---|---|---|---|
Raw Plants | 10 caps | .5 | 1/2 | Tato, Carrot, Onion, Cactus, Handful of Honey Mesquite Pods |
Cooked Plants | 10 caps | .5 | 1 | Vegetable Soup, Noodles, Pie |
Tiny Creature Meat | 10 caps | .5 | 1 | Coyote, Cat, Bird, Chicken, Buzzard, Fish |
Small Creature Meat | 15 caps | .5 | 2 | Dog, Gecko, Rat |
Medium Creature Meat | 25 caps | 1 | 3 | Mongrel, Mole Rat, Young Deathclaw, Human |
Large Creature Meat | 35 caps | 2 | 4 | Adult Deathclaw, Super Mutant, Yao-Guai |
Huge Creature Meat | 50 caps | 3 | 5 | Ghoul Whale |
Gargantuan Creature Meat | 75 caps | 4 | 6 | |
Egg | 20 caps | 1 | 2 | Radscorpion, Deathclaw, Ant |
Pre-War Food | 15 caps | 1 | 1 | Potted Meat, MRE, Dog Food, Yum Yum Deviled Eggs |
Alien Food | 30 caps | .1 | 2 | Strange Squid, Weird Worm |
Pre-War Candy | 5 caps | .1 | 1/4 | Dandy Boy Apples, Sugar Bombs, Gum Drops, Bubble Gum |
Soda | 15 caps | 1 | 1/2 | Nuka-Cola, Sunset Sarsaparilla, Bawls Guarana |
Salient Green | 30 caps | .1 | 3 | A green paste made of the basic structure of plants. |
Red Paste | 30 caps | .1 | 4 | A red paste made of the basic structure of meat. Does not count as raw meat. |
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