Classes (5e Fallout Supplement)
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Classes?[edit]
Unlike Traditional Fifth Edition, Fallout does not use classes. Instead, it uses a perk-based system similar to feats. Use the following to build your character.
After assigning your ability scores, pick one type of weapon (Pistol, Rifle, Shotgun, Sub-Machine Gun, Heavy, Thrown, or Melee) and one damage type (Ballistic, Energy, Explosive, or Melee). When using a weapon that has either of the chosen features, you may add half your Proficiency modifier to attack rolls. If it has both, you may add your entire Proficiency bonus. Additionally, you gain proficiency in 2 skills of your choice. You may instead gain no proficiency in any weapons to gain proficiency in 2 additional skills. Next, you pick one common (Dexterity, Constitution, Wisdom) and one uncommon (Strength, Charisma, Intelligence) saving throw to gain proficiency in. Finally, each player must pick one of the following:
- 1. Big Brain: Your Intelligence and Dexterity increase by +2, you gain (1+ Int) proficiencies of your choice, and your hit die is 1d4.
- 2. Light Frame: Your Dexterity increases by +3 and your hit die is 1d6.
- 3. Average Joe: Your hit die is 1d8.
- 4. Big Hoss: Your Dexterity decreases by -2 and your hit die is 1d10
- 5. Hulk: Your Intelligence and Dexterity decrease by -2, and your hit die is 1d12.
Your starting equipment should be discussed with your DM and personalized based on each player’s proficiencies. Or not, because who are we to stop you?
Perks[edit]
Each time you gain a level, on even-numbered levels, you may either gain proficiency in one skill or half-proficiency in 2 skills. on odd-numbered levels, gain proficiency in one weapon or damage type. and gain one of the following perks. Each perk can only be taken once unless otherwise stated:
- Tank!: You may use Strength instead of Dexterity when calculating your AC. However, you move like a tank, and you lose 5 feet of your movement speed.
- Kamikaze: Your AC is decreased by 3, but you can make an extra attack as a free action.
- Comprehension: When you use a skill magazine, roll 1d20. On a roll of 11 or higher, the magazine is not destroyed, and may be used again. After this feature has been used, the roll requirement to use it for the same magazine is now 14.
- Animal Friend: As an action, you can contest your Animal Handling check with a creature that is not a humanoid or construct with a CR less than or equal to half your level of your choice within 60 feet Intelligence saving throw. On a success, that creature is charmed by you.
- Life Giver: You gain a bonus to your maximum hit points equal to your level. You cannot take this perk after taking Fear the Reaper, and Fear the Reaper cannot be taken after taking this perk. You may take this perk up to three times.
- Lady Killer/Black Widow/Confirmed Bachelor: You get +1 on damage and attack rolls and have advantage on Persuasion checks against humanoids that would be attracted to you.
- Merchant Prince: You have advantage on Persuasion checks to sell items for more caps and to buy items for fewer caps.
- Intense Training: One ability score of your choice increases by +2, or two ability scores of your choice increase by +1, to a maximum of 20. You may take this perk up to 4 times.
- Survival Expert: You have advantage on Survival checks.
- Scoundrel: You have advantage on Persuasion checks against humanoids that would not be attracted to you.
- Toughness: You have a number of points of Toughness equal to your level times your Constitution modifier. When you would take damage, you may spend points of Toughness to reduce the damage taken by an equal number. You regain all points of Toughness at the end of a long rest.
- Friend of the Night: You gain 30 feet of Darkvision and gain +1 to attack rolls while in dim light.
- Solar Powered: You regenerate 1 hit point at the end of each turn during initiative you spend in direct sunlight, and at the end of each minute you spend in direct sunlight outside of initiative.
- Hunter: You may reroll damage, taking the higher roll, you would deal to beasts.
- Purifier: You may reroll damage, taking the higher roll, you would deal to monstrosities.
- Bug Smasher: You may reroll damage, taking the higher roll, you would deal to aberrations.
- Die Mutie!: You may reroll damage, taking the higher roll, you would deal to Mutants.
- Ghoul Slayer: You may reroll damage, taking the higher roll, you would deal to Ghouls.
- Status Quid?: You may reroll damage, taking the higher roll, you would deal to Humans.
- Robotics Expert: You may reroll damage, taking the higher roll, you would deal to constructs.
- Fight the Power!: You may reroll damage, taking the higher roll, you would deal to creatures of one faction of your choice. You may take this perk multiple times, choosing a different faction each time.
- Pyromaniac: You may modify Explosive weapons as well as Energy weapons to add the Burning property. At the end of a long rest, you may cause Burning weapons to have the property's normal effects, or to deal one third as much damage to constructs and creatures wearing power armor, and three times as much to creatures who are not.
- Fortune Finder: At the end of a long rest, you find 1d10 x your proficiency bonus caps. At the end of a short rest, you find 1d4 x your proficiency bonus caps. You may invest another point into this perk and unlock a second effect: When killing a humanoid, roll a d8. On a roll of 8, they explode into a shower of 1d20 x your proficiency bonus caps. if this number exceeds 50, they give no other loot.
- Rad Child: When your hit point maximum falls below half your normal maximum, you regain hit points equal to your Constitution modifier once every 2 Rounds (12 Seconds) or at the beginning of every other turn.
- Crafter: Item creation time is halved, and you count as proficient in all sets of tools.
- Run ‘n Gun: You have advantage on your first attack roll on the same turn after moving more than half your movement speed.
- Travel Light: While wearing no armor with the Heavy property, your movement speed is increased by 10 feet.
- Lead Belly: All rads gained from eating or drinking are halved. You can take this perk again to gain immunity to rads from eating or drinking.
- Daddy's Boy/Daddy's girl: For every time you you take this perk you will get +3 to Arcana checks (You may take this perk 3 times)
- Shotgun Surgeon: You may add half the proficiency modifier you add to a shotgun’s attack roll to its damage roll.
- Little Leaguer: You may add half the proficiency modifier you add to a melee weapon's attack roll to its damage roll.
- Professional: When you attack a creature that is unaware of you, you may reroll your damage, taking the higher result.
- Bound To Win: If you have more than triple advantage on an attack, and it lands, it counts as critical.
- Rapid Reload: When you reload a weapon it costs one lower action tier (i.e. action and bonus action → action → bonus action → free action).
- Mysterious Stranger: On a critical hit, roll a number of d6 equal to your proficiency bonus. On a roll of 5 or 6, the Mysterious Stranger shows up, makes one Multiattack against the target, then vanishes. You can not benefit from this perk again for 1 minute.
- Light Step: You don't trigger traps or mines.
- Demolition Expert: When attacking with a weapon that does explosion damage that weapon does +1 on damage rolls. (You may take this perk three times up to +3)
- Fast Walker: You may spend your bonus action to take the dash action.
- Bush Camper: You may use your bonus action to take the hide action.
- Coward: You may use your bonus action to take the disengage action.
- Atomic!: Your rad pool maximum is doubled.
- Silent Running: When you take the hide action, you may immediately take the dash action.
- Junk Rounds: At the end of a long rest, you gain a number of pieces of ammunition equal to 1d4 x your level.
- Concentrated Fire: When you make an attack against creature and it hits, you gain a +1 bonus to any additional attacks you make against them until the end of your turn.
- Gunslinger: While wielding a pistol in one hand and no weapon in the other, you have an extra +2 to the attack.
- The Kid: When you engage in two-weapon fighting while wielding two pisols, you can add your proficiency bonus to the second weapon's attack rolls
- Mimicry: You can perfectly mimic a sound or voice after a minute of study. Additionally, you gain advantage on Deception and Nature checks related to mimicking a sound or voice you have studied.
- Commando: While wielding a rifle, its ranges are increased by half.
- Grunt: While wielding a submachine gun, each attack costs half as much ammunition.
- Scrounger: When searching boxes, lockers, desks, ect. roll a 2d8 you find that amount of extra ammo in the container. (What kind of ammo that is found is up to the DM).
- Heave Ho!: Thrown Weapons’ ranges are doubled.
- Night Person: You gain +4 to intelligence and wisdom when the sun is down.
- Major League Batter: Melee Weapons count as criticals on a roll of 19 or 20.
- Child at Heart: Intimidation, Persuasion, and Deception checks made against children are rolled with advantage.
- Iaijutsu: While wielding a light melee weapon, you gain a +10 ft. bonus to your movement speed.
- Super Slam!: As a bonus action immediately after a successful melee attack, you may make a shove attack against the same target.
- Size Matters: While wielding a heavy weapon, your movement speed is reduced by 1/3 instead of being halved.
- Heavy Hitter: Your unarmed strikes deal 1d6+your Strength modifier.
- Iron Fist: Your unarmed strikes deal an additional 1d4 damage.
- Paralyzing Palm: As a bonus action immediately after a successful unarmed attack, you may make an additional unarmed attack, causing the target to become stunned until the beginning of your next turn on a hit.
- Pit Fighter: Any damage or radiation you take gains a -1 penalty (minimum 1). You may take this perk up to three times.
- Strong Back: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Long Haul: You may hold a weight of objects equal to 1/4 your total carrying capacity in each of your hands. Held objects do not count against your carrying capacity.
- Party Person: You are immune to alcohol addiction.
- Thief: you gain advantage in Sleight of Hand checks.
- Mister Sandman: When you make an attack against an unconcious creature and hit, they are instantly killed and make no sound or movement.
- Quick Draw: When you roll initiative and are wielding a pistol, you may immediately make an attack.
- Hit the Deck: As a reaction immediately before taking explosive damage, you may become prone. While prone, you are resistant to explosive damage.
- Stonewall: As a reaction, you can halve your movement speed on your next turn to gain resistance to Melee damage and advantage against effects that would force you to become prone.
- Sniper: You gain +2 to attack rolls while benefiting from the Scope weapon property.
- Chemist: All medical supplies lasts for twice as long.
- Chem Resistant: You have advantage against becoming addicted. You can take this perk again to become immune to addiction.
- Meltdown: When you kill a creature with energy damage, every creature within 5 feet takes half the damage dealt.
- Energy Efficient: When you make an attack with an Energy weapon, roll 1d6. If the roll is below your Intelligence modifier, you lose half as much ammunition, rounded down (minimum 0).
- Educated: You become proficient in 2 Intelligence skills. If you are already proficient in said skills, you gain expertise in them instead.
- Cannibal: You may now, Once per Body, Eat any Human or Non-Feral dead npc Healing 15 hp and providing 3 food score. afterwards the body cannot be used to make rations or salvaged.
- Explorer: You gain a climbing speed equal to your movement speed.
- Swimmer: You gain a swimming speed equal to your movement speed.
- Master Trader: All items bought now cost 10% less.
- Lucky: You gain 3 points of luck. You may expend 1 point to reroll any d20 roll, taking the higher result. All points are regained at the end of a long rest.
- Sturdy: When you are reduced to 0 hit points, you may instead drop to 1. You may do this once, regaining use at the end of a long rest.
- Assassin: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. This can be taken multiple times (5 max), increasing the additional damage by 1d6.
- Fear the Reaper: Every time you gain a level, you gain 4 less maximum hit points (minimum 1). You can take an additional perk this level and every other level after. You cannot take the Mutation perk.
- V.A.T.S. Enhanced: You may grant your attack disadvantage to make the attack an automatic critical of the attack hits anyway. You must be wearing a pip-boy for this to take effect.
- Swashbuckler: When you engage in two-weapon fighting while wielding a single range weapon and a melee weapon together, you may add your proficiency bonus to attack rolls to the secondary weapon. Additionally, you gain a swimming and climbing speed equal to your move speed as long as you're not wearing heavy armor.
- Plasma Spaz: While you are wielding an Energy weapon, it gains the Automatic property.
- Center of Mass: When you have disadvantage on an attack roll, but either of your rolls would be a critical hit, you may use that die regardless of disadvantage.
- Old World Gourmet: Consuming alcohol or pre-war food causes you to regain 1d8 hit points.
- Home on the Range: Your short rests can be as short as 30 minutes, and your long rests can be as short as 4 hours long.
- Jury Rigging: You may make a weapon condition without additional weapons or parts.
- Action Hero: When you engage in two-weapon fighting, you may add your ability modifier to your second attack’s damage.
- Swift Learner: You may use a skill magazine as a bonus action.
- Animal Companion 5th level, Animal Freind perk: One creature affected by Animal Friend acts on your turn and is controlled by you. Only one creature may be under this feature at a time, though you may switch which creature is affected at the end of a short rest you spend with the new companion.
- Bloody Mess 5th level: You gain a bonus to damage rolls equal to half your proficiency bonus.
- Deep Sleep 5th level: After taking a long rest, you gain 10% more xp for 4 hours afterward.
- Cautious Nature 5th level: Immediately before you roll for initiative, you may move and take the hide action.
- Covering Fire 5th level: You may make opportunity attacks with ranged weapons at disadvantage.
- Jet Head Strength 5th level: You gain a +1 bonus to any rolls you add your Strength modifier equal to the number of addictions you are suffering from.
- Xenotech Expert 5th level: Alien weapons deal twice as much damage.
- Infiltrator 5th level: When you fail a Sleight of Hand check, you may immediately retry it, and any creatures of your choice do not notice the failed attempts. You may do so a number of times equal to your Dexterity modifier, regaining all uses at the end of a long rest.
- Computer Whiz! 5th level: When you fail an Arcana check, you may immediately retry it, and any creatures of your choice do not notice the failed attempts. You may do so a number of times equal to your Intelligence modifier, regaining all uses at the end of a long rest.
- Covert Ops 5th level: When a creature is unaware of your location, your attack rolls against them automatically hit and count as having advantage.
- Fast Shot 5th level: As a reaction, you can take the attack action with disadvantage.
- Here and Now 5th level: You immediately gain enough XP to level up to your next Level.
- Field Medic 5th level: You may add your Charisma modifier to any healing or rad reduction you do.
- Medic 5th level: When you heal yourself, you may choose to heal any creatures within 5 feet of yourself for half as much (rounded down).
- Fast Metabolism 5th level: When you heal yourself with stimpacks they heal you an additional 2d8 hp
- More Criticals 5th level: You score a critical hit on a roll of 19-20.
- Return to Sender 5th level: When you are targeted with a thrown attack, you may contest a Dexterity saving throw against the attack roll. On a success, you may make a thrown attack with that weapon.
- Mutation 5th level: Your hit die increases by 1 tier. You can take this perk until your hit die is a d20.
- Skilled 5th level: When you make a skill check with a skill you do not have proficiency in, you may add half your proficiency bonus rounded down.
- Adamantium Skeleton 10th level: When a critical hit is made against you, you may roll 1d20. On a roll of 10 or lower, it instead counts as a regular hit.
- Extra Attack 10th level: When you take the Attack action, you may attack an additional time.
- Fashion Forward 10th level : You may wear an oversuit in place of an undersuit while wearing pieces of armor.
- Grim Reaper’s Sprint 10th level: When you reduce a creature to 0 hit points, you may immediately make an additional attack.
- Melee Slayer 10th level: You may take the Attack action as a bonus action, but only while wielding Melee Weapons.
- Rad Absorption 10th level: You regain 1 point of your rad pool every minute.
- In Shining Armor 10th level: You gain +2 AC against energy attacks.
- Tag! 10th level: You gain expertise in 1 skill that you already have proficiency in. (This perk may be picked 3 times).
- Just That Good 10th level: You gain proficiency in 1 saving throw of your choice.
- Nerves of Steel 10th level: You can no longer be frightened or charmed.
- Nerd Rage 10th level: You may use Intelligence instead of Dexterity or Strength for weapon attack and damage rolls while below half your maximum hit points.
- Irradiated Beauty 10th level: You regain your hit point maximum and remove all rad points at the end of a long or short rest.
- Lightly Armored 10th level: While wearing no heavy armor, you gain 10 feet of movement speed.
- Power! 10th level: While wearing power armor, you are not slowed by the Heavy weapon property.
- Return Fire 10th level: When you take damage, you can use your reaction to make an attack against the source of it.
- Trigger Discipline 10th level: If you did not attack on your previous turn, your first attack has advantage.
- Finesse 15th level: Your critical hit range increases by 2 (20 → 18-20 → 16-20, etc.)
- And Stay Back 15th level: As a bonus action after successfully attacking a creature with a shotgun, you can force them to succeed a DC 10+your Strength modifier Dexterity saving throw or become prone.
- Gray Matters 15th level: You are immune to critical hits. You must have Adamantium Skeleton to gain this perk.
- Constant Vigilance 15th level: You have advantage on initiative rolls, and you can’t be surprised.
- Lord Death of Murder Mountain 15th level: When you take the attack action and hit with a melee attack, you may attack with the same weapon an additional time, attacking 2 times.
- Stalwart Defender 15th level: If you end your turn without having moved, any damage you dealt on that turn is doubled.
- Nuclear Anomaly 15th level: Once per long rest after hp is reduced below 20, a nuclear explosion erupts from your body and deals 12d10 in a 80ft range around you (the damage does not effect you or your allies).
- Unstoppable Force 15th level: You gain a +4 bonus to your melee attack and damage rolls.
Cybernetic Perks[edit]
Cybernetic augmentation is very rare indeed but not unheard of. From Frank Horrigan to Kellogg, many characters can obtain access to bio-organic technology. Taking any of the following perks costs 100 caps and an expert with the ability and materials to apply the chosen cybernetic. Cybernetic perks may be gained outside of leveling from a skilled surgeon with the physical technology for 500 caps. Cybernetic perks must be retrofitted for 250 caps by a skilled technical expert for constructs, beasts, monstrosities, or aberrations to gain them at all.
- Implant Y-7 5th level: You regain 5 hit points and gain 5 temporary hit points whenever you consume medical supplies.
- Wired Reflexes 5th level: may take an additional reaction per round.
- Implant Y-3 5th level: You no longer take rads from consuming fluids.
- Monocyte Breeder 5th level: You regain 1 hit point at the beginning of each of your turns.
- Implant GRX 5th level: On your turn, you may take an additional action and potential bonus action. You may use this feature once, regaining use at the end of a long rest.
- Implant M-5 5th level: You gain a +10 ft. bonus to your movement speed.
- Implant C-13 5th level: You deal twice as much damage to Aberrations.
- Charisma Implant 5th level: Your Charisma score increases by +2.
- Strength Implant 5th level: Your Strength score increases by +2.
- Dexterity Implant 5th level: Your Dexterity score increases by +2.
- Intelligence Implant 5th level: Your Intelligence score increases by +2.
- Constitution Implant 5th level: Your Constitution score increases by +2.
- Wisdom Implant 5th level: Your Wisdom score increases by +2.
- Luck Implant 5th level: When you make a d20 roll, you may reroll it until the roll is higher than the initial roll. You may use this feature once, regaining use at the end of a long rest.
- Sub-Dermal Armor 5th level: You gain a +1 bonus to your AC.
- Semi-Brainless 10th level: You gain immunity to the stunned condition, and your Intelligence score increases by +1.
- Reinforced Spine 10th level: You may have 1 level of exhaustion before suffering any of its effects, and your Constitution score increases by +1.
- Psychic Emitter 10th level: You gain 60 ft. of telepathy and can cast mage hand.
- Steel Heart 10th level: Your maximum hit points increase by twice your level, and your Constitution score increases by +1. Whenever you subsequently level up, you receive an additional 2 hp.
- Phoenix Protocol 15th level: You may return to your maximum hit points at will. This feature may be used while you are dead so long as you have not been so for longer than 10 minutes. You may use this feature once, regaining 1/10th x your Constitution modifier uses at the end of a long rest.
- Horrigan Gambit 15th level: Your size category increases by 1, your Strength and Constitution scores increase by +2, and you gain advantage on Intimidation checks.
- Synth Transplant 15th level: Your Intelligence and Wisdom scores are increases by +2, but you gain a synth code.
- Courser Courage 15th level: You can cast the shocking grasp cantrip as a bonus action, and you may cast misty step as a reaction to being targeted by an attack.
Racial Perks[edit]
Certain perks can only be taken by certain races.
- Servant of Ug-Qualtoth Swampfolk, 5th level: You can learn Eldritch Blast as a cantrip.
- Beastmaster Beastlord, 5th level: Animal Friend now works on creatures with a CR less than or equal to your level +1.
- Master of Darkness Slag, 5th level: Your Darkvision distance is doubled.
- Dwarven Resilience Dwarf, 5th level: You gain resistance to 1 damage type of your choice.
- Powerful Build Super Mutant, 5th level: Your unarmed strikes deal an additional 1d6 damage.
- Mutant Strength Super Mutant, 5th level: You are not slowed by the Heavy weapon property.
- Nightkin Super Mutant, 5th level: When you use a stealth boy, roll 1d4. On a 1, the stealth boy is unusable as usual. On any other roll, it remains usable.
- Almost Perfect Human, 5th level: You gain +1 to all ability scores.
- Barely Human Human, 5th level: You have advantage on Intimidation checks, & +2 to Strength.
- Hematophage Human, 5th level: As a bonus action while within 5 ft. of a humanoid, you may create one blood pack. This may only be used once per creature, with this limit increasing by 1 for every size above Medium they are.
- Homo Sapien Sapien Human, 5th level: You gain a +2 to Wisdom and have advantage on attacks against to all humanoid non-humans, such as ghouls and super mutants.
- Cyborg Human, 5th level: Taking Cybernetic Perks as part of normal leveling no longer costs caps, and taking them outside of normal leveling costs half as much.
- Psychic Emergent Human, 5th level: You gain the Mind Sliver (5e Spell) cantrip. This is considered invisible and doesn't alert enemies. At 10th lvl you can cast Telekinesis (5e Spell) at will
- Future Sight Human, 5th level: As a bonus action, you may cast guidance. At 10th level, you may roll 1d20 at the beginning of each session. Once when you or a creature you see makes a d20 roll, you may use this roll instead.
- Wandering Child Human, 5th level: Gain advantage in all Nature, Survival, and Perception checks when outside of civilization. Also your movement speed is permanently increased by 5ft.
- Deus Ex Machina Synth, 5th level: Once per long rest you have the ability to negate one enemy attack or instantly pass one check but only at a dangerous or important moment. Can be used on an already failed roll.
- Machine Intelligence Synth, 5th level: You gain proficiency in Intelligence saving throws and 1 Intelligence skill of your choice.
- One of Us Synth, 5th level: You do 1d4 extra damage to all constructs and have advantage on all interactions involving robots.
- Rad Eater Ghoul, 5th level: You no longer have to eat.
- Rad Regeneration Ghoul, 5th level: At the end of each of your turns during initiative, or at the end of each minute outside of initiative, your rads decrease by 1, and you regain 1 hit point.
- The Wisdom of Age Ghoul, 5th level: Gain two proficiencies of your choice in any skill, or gain one proficiency and upgrade one proficiency to expertise.
- Head Laser Assaultron, 5th level: As an action, you may charge your head laser to a maximum number of charges equal to your Intelligence modifier. Each charge lasts for 1 minute. As an action, you may release all stored charges. You may spend 1 charge as an action to make an energy attack whose weapon type you are proficient in against all creatures in a 10 foot line. On a hit, they take 1d6 + your Dexterity modifier energy damage. On a miss, they take half as much damage. For every additional charge above the first spent, you deal an additional 1d6 energy damage and this attack's range is increased by 10 feet. You may make a number of attacks in this manner equal to your Wisdom modifier.
- Repair Protocol Eyebot, 5th level: As an action, you increase the condition of one weapon within 5 ft. of you by 1 tier. You may do so once, regaining use at the end of a long rest.
- Recycling Initiative Eyebot, 5th level: As an action, you turn an equal number of empty energy weapon ammunition into 10 caps-worth of usable energy weapon ammunition.
- Prototype Energy Shielding Eyebot, 5th level: As an action for 1 microfusion cell, you emit a thin layer of energy through the air within 30 feet of you. Any creatures of your choice within this area gain a +1 bonus to their AC.
- Energy Projector Eyebot, 5th level: Your energy emitter deals an additional +1 damage. Additionally, you may spend small energy cells when you make an energy emitter attack, dealing an additional 1d4 energy damage for every small energy cell spend to a maximum of your Intelligence modifier.
- Trick-Shot Computer Eyebot, 5th level: As long as one willing creature within 15 feet of you has the Vats Enhanced perk, all creatures within 15 feet of you gain its benefits regardless of if they have a Pip-Boy.
- Enhanced Armor Eyebot, 5th level: Your hit die increases by 1 tier.
- Double Emitter Eyebot, 5th level: Your energy emitter gains the Automatic property.
- Domestic Domain Handy, 5th level: You gain proficiency in two skills of your choice. Alternatively, you gain expertise in two skills you have proficiency in.
- Gutsy Upgrade Handy, 5th level: You gain a flamer and chainsaw, each of which are permanently held by two new hands. You can not be disarmed of these weapons, and they have the light property.
- Doctorate Subroutines Handy, 5th level: You gain proficiency in Medicine and can perform minor surgeries. As an action, you may cause one creature you can touch to regain a number of hit points equal to your proficiency bonus + your Intelligence modifier. You may use this feature once, regaining use after 1 hour has passed.
- Carapace Protectron, 5th level: Your processor shell extends to cover your entire body. You gain 1 additional use of Processor Shell. While you have both uses remaining, all of your ACs gain a +1 bonus.
- Fireman Protocol Protectron, 5th level: You gain a cryolator with the light property in one of your hands. You can not be disarmed of this weapon, and may wield objects and weapons with the hand as if it were not holding a cryolator.
- Police Laser Protectron, 5th level: You gain a laser pistol with the light property installed into your head.
- Biological Processor Robobrain, 5th level: Your Intelligence and Charisma score increase by +2.
- Mk.II OS Securitron, 5th level: You have been updated to utilize your body to the fullest extent. You gain a grenade rifle and a missile launcher installed in your shoulders that have the Light property, and you can not be disarmed of them.
- Overcharge Core Sentry Bot, 5th level: As an action, you may fulfill the ammunition requirement of one energy weapon you are wielding without spending ammunition by overcharging your core. If you spend more than 1 minute outside of initiative, or 3 turns in initiative, without cooling your core as an action, becoming paralyzed until the end of your next turn, you gain 1 level of exhaustion at the beginning of each of your turns.
- Alpha Adult, 5th level: you gain a +2 to Constitution and Strength, and will be recognized as an alpha among other deathclaws.
- Legend Of Goris Albino, 5th level: you gain a claw attack that deals 2d6 damage, this scales to 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 20th level.
- Genetic Supremacy Enclave, 7th level: you gain a +1 to all ability scores.
Faction Perks[edit]
The wasteland is a dangerous place and like history has shown us, people will most often group up and begin a civilization based off common beliefs like the old U.S. government or the roman empire and so have the people of the wasteland, these "factions" have special quirks and so do their people. Are you a person associated or part of these factions? then you might have some of these special quirks.
This works to replace backgrounds and give characters a way to show their faction pride or lack thereof, at the beginning of character creation you can choose up to 2 quirks, afterward these can only be given by the aforementioned factions or are automatically received if the character meets the requirements if they are already part of the faction, like a subclass.
Being part of a faction typically comes with some sort of social limitation. Like with backgrounds, members of the same faction are more likely to help you, while members of other factions may be more suspicious of you, or outright hostile if they know your allegiance.
Note: Ranks above level 10 should be given some sort of ceremony or reasoning as to how or why the character received such rank, Example A raider veteran killed a deathclaw single handedly to receive boss status, or an actual election was held for the Enclave colonel to gain presidency.
Enclave Quirks[edit]
The Enclave are the remnants of the American elite and high ranking members of the U.S. government/military, who sealed themselves in personal bunkers and offshore getaways in order to survive the Great War relatively comfortably. They believe that they are the inheritors and rebuilders of America, as well as the only true humans not including vault dwellers, and must do whatever it takes to secure the rule of the new U.S. government. To that end, they have waged wars, developed superweapons, and even attempted to poison the entire west coast to kill off any mutated humans, no matter how mundane the mutation.
- Enclave Recruit
You believe in the old ways of America and what it stood for, or at least what your superiors want you to believe they were. You gain a +1 bonus to Intimidation checks, and attack and damage rolls with ballistic weapons.
- Enclave Soldier Requires Str or Dex 16, Enclave Recruit
You're part of the corps, trained in old world combat tactics and weapons. You gain power armor training, Enclave Recruit's bonus increases to +3 and extends to energy weapons.
- Enclave Scientist Requires Int 16, Enclave Recruit
You do most of the nerd work and provide heavy breakthroughs in the lost field known as science. Enclave Recruit's bonus extends to Arcana, Medicine, and Investigation checks, and is doubled for these checks.
- Hidden Operative Requires Cha 16, Enclave Soldier
You're in deep cover; a cobra waiting to strike when least expected. Enclave Recruit's bonus extends to Deception, Stealth, and disguise kits, and is doubled for these checks.
- Enclave Officer Requires lvl 5, Enclave Soldier
You're actually in charge of operations and can actively vote on what gets done in the Enclave. Enclave Recruit's bonuses extend to Deception, Insight, History, and land, air, and sea vehicles
- Colonel Requires lvl 10, Enclave Officer
You're the right hand of the president of the U.S.A., you carry power and weight throughout all of the Enclave. Enclave Recruit's bonus extends to Persuasion and increases to +4. Enclave members other than the president must follow your orders, and you may punish not doing so to any extent.
- President of the United States Requires lvl 15, Colonel
You somehow managed to convince everyone that you should lead America in its entirety. Enclave recruit's bonuses are doubled.
- Enclave To The End Requires lvl 20, President
all you have been training for is this you will stand with the Enclave till you die and gain +5 to all stats. if you are taken to 0HP regain 50%HP and attack for the last stand only works once per day and if taken to 0HP you will have to be revived. Add 2 D10 to damage rolls.
B.O.S. Quirks[edit]
Originally a splinter faction of the U.S. military from shortly after the war created by a platoon horrified by their own government's FEV experiments, typically preformed on prisoners of war or otherwise, your faction has since warped into a pseudo-religious dogma about collecting and confiscating the advanced tech left scattered by the remnants of the old world, having historic proof of the evils mankind can commit with such tools. Individual chapters of the Brotherhood are allowed to function semi-autonomously, ranging from a warlike tribe that crushes any wastelander that even touches a laser pistol to ineffectual isolationists.
- Brotherhood Initiate
You just joined or were born into the Brotherhood. You gain proficiency in Arcana and 1 additional weapon.
- Brotherhood Scribe Requires Int 14, Brotherhood Initiate
Your role in the Brotherhood ranges from weapon maintenance to experimenting on new lifeforms and technology. You gain a +3 bonus to Investigation, Nature, and Medicine checks
- Brotherhood Knight Requires Dex or Str 12, Brotherhood Initiate
You're part of the honorable caste of military and supply scavenging part of the Brotherhood. You gain 1 additional weapon and damage proficiency and power armor training.
- Brotherhood Cog Requires lvl 5, Dex 14, Brotherhood Initiate
You're part of a secret order of assassins in the Brotherhood meant to track and kill those who would pose the greatest dangers and risks to their chapter. You gain proficiency in Survival and Stealth, or expertise if you already have proficiency. Additionally, you gain a +3 bonus to ranged attack rolls.
- Brotherhood Knight-Captain Requires lvl 5, Str 14, Brotherhood knight
Captains command orders of knights within the Brotherhood, and are promoted based on their adherence to the Brotherhood's ideals. You gain proficiency in land and air vehicles. When driving a vertibird, you gain +3 on piloting checks
- Brotherhood Paladin Requires lvl 10, Brotherhood Knight-Captain
You've reached one of the highest honors in the Brotherhood. You gain advantage on Investigation and Arcana checks against advanced technology and proficiency in Survival and Investigation
- Sentinel Requires lvl 15, Brotherhood Paladin
You have achieved the highest honor a member of the Brotherhood can be granted short of being named Elder. You gain proficiency in 3 weapons, and gain a +2 bonus to all ACs.
- Elder Requires lvl 20, Sentinel
You have achieved the highest honour in the Brotherhood. You have 2 Brotherhood knights with you at all times. You gain proficiency in 4 weapons, and you have a +3 bonus to all ACs.
NCR Quirks[edit]
The New California Republic, or NCR, is one of the largest factions known to the wasteland. Built during after the vault dweller saved the daughter of the mayor of Shady Sands, Tandi created a coalition of neighboring villages and tried emulating the ancient U.S. government to a somewhat successful degree, as they now control almost the entirety of California and are slowly pushing east. The NCR follow a very similar army structure to the old U.S. army, much to the Enclave's chagrin. It is a known open secret that in more recent years, the NCR main body is starting to lose touch with its new holdings as spies and post apocalypse corporate corruption are gaining a foothold in the NCR senate.
- NCR Trooper
You just joined or were conscripted into the NCR armed forces. You gain a +1 bonus to Athletics checks.
- NCR Medic Requires Int 14
You have trained to become a field medic. You gain proficiency with Medicine, or expertise if you already had proficiency. When you cause a creature to regain hit points, they regain 1 additional hit point.
- Office of Science and Industry Requires Int 16, NCR Medic
You have joined the Office of Science and Industry, a group of professionally trained scientists and engineers who work on old world technologies. You gain a +2 bonus to Arcana checks.
- NCR NCO Requires Dex or Str 12, NCR Trooper
You have become a part of the back bone of the NCR military. You gain advantage on Charisma checks against troopers and medics, and a +1 bonus to Charisma checks
- NCR MP Requires Dex or Str 13, NCR NCO
You enter the ranks of military police within the NCR meant to quell riots and enforce policy rather than fight wars. You have advantage on attack rolls against creatures not wearing armor.
- NCR Ranger Requires lvl 5, Dex 14, NCR MP
You have joined up with the intensely trained NCR rangers. You can use Acrobatics instead of Athletics for grappling, you gain a +2 bonus to Athletics, Acrobatics, and Survival checks, and may use Ranger Takedown:
- Ranger Takedown As a bonus action when grappling a creature, you may cause them to become prone. As a bonus action while grappling a prone creature, you can force them to make a DC 8 + your Strength or Dexterity modifier + your proficiency bonus Constitution saving throw. On a failure, they fall unconscious for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
- Desert Ranger Requires lvl 5, Dex 18, NCR Ranger
You have joined an autonomous anti-slavery special forces group within the NCR. NCR Ranger's bonus is increased to +3 and extends to melee attacks.
- NCR Lieutenant Requires lvl 5, Str 14, NCR Desert Ranger
You've gone higher in the ranks in NCR. You have the ability to lead troopers into battle and are assigned a radio to attempt to call up troopers in the area. It is determined by the DM the amount of free troopers in the area, with areas outside of NCR control typically having no available troopers, NCR areas far from combat zones or military bases having 1d4 available troopers, and areas close to such areas having 2d4 available troopers. You may typically only use this radio once per day.
- NCR Colonel Requires lvl 10, NCR Lieutenant
You've become one of the great NCR leaders. You become proficient in all Charisma skills, and gain expertise in skills you already had proficiency in. You are escorted by 2 troopers at all time and gain a +1 bonus to any NCR assistance you call in.
- NCR General Requires lvl 15, NCR Colonel
You have achieved the highest honor a trooper can gain. you gain the ability to command a large amount of NCR troopers. You are escorted with 2 NCR heavy infantry units.
Legion Quirks[edit]
The Legion is yesterday's empire's today; a facsimile of ancient roman society built by a man who used to be a Follower of the Apocalypse before learning ancient history and using it to dominate tribes surrounding California. Losing his old name to time and Legion censure, Ceasar leads his male-dominated meritocratic slave army. Legionnaires are loyal to a fault, and are intentionally under-educated to keep them that way. Communities conquered by the Legion are allowed to operate semi-autonomously so long as they pay tribute. Women within the Legion are treated as objects; rewards for skilled officers and dogs to spit upon.
- Legionary
You are a slave in Caesar's great slave army. You gain a +1 bonus to melee weapon attack rolls and advantage on Charisma saving throws.
- Legion Explorer Requires Legionary
Your job is to find new lands for the Legion to conquer. You gain a +2 bonus to Survival checks and proficiency in Stealth and Perception.
- Legionary Assassin Requires Legionary
You are tasked with eliminating the harder to reach enemies of the Legion. You gain a +1 bonus to Stealth and Survival checks, and melee attack rolls.
- Decanus Requires Legionary
You command a platoon of 10 slaves, though you are still nothing more than a slave yourself. You gain 1 additional weapon proficiency and a +5 ft. bonus to your movement speed.
- Vexillarius Requires Cha 12, Decanus
You have been given the sacred duty to carry the Legion's banner into battle. As a bonus action, you can give one creature that can see you within 30 feet of you advantage on Wisdom saving throws until their next turn.
- Centurion Requires lvl 10, Str 18, Vexillarius
You command groups of ten decanus, leading 100 men total. At this point, you’re not really a slave anymore. You gain expertise in Intimidation and a +3 bonus to melee attack rolls, and a +10 ft. bonus to your movement speed while wielding a melee weapon.
- Frumentarius Requires lvl 10, Dex 16, Legionary Assassin
You are Caesar's own eyes and ears, and his specially trained terrorists. You gain expertise and a +3 bonus to disguise kits and thieves' tools. Your attacks against creatures outside of initiative deal twice as much damage.
- Praetorian Requires lvl 5, Str 16, Centurion
Your skill is deserving of being Caesar's personal guard. You gain a +3 bonus to all ACs and any damage you take has a -3 penalty while wearing non-power armor.
- Legate Requires lvl 15, Str 20, Cha 14, Praetorian
You are the right hand of Caesar, making his will manifest. You gain a +15 ft. bonus to your movement speed while wielding a melee and your Strength score increases by +4 to a maximum of 24.
Minutemen Quirks[edit]
The Minutemen are arguably the one of the newer factions in the wasteland. Originally created in the 1700's as the first militia of the American colonies, the survivors of the great war seem to have reignited the old colonial era spirit and donned the attire and weapons of the ancient order. The new Minutemen seem to have the same ideals of the old: peace, unity, and cooperation across the colonies, now the Commonwealth of Massachusetts.
- Recruit
You're new to the militia, but your superiors ensure that you know that means something. You gain a +1 bonus to History checks.
- Private Requires Recruit
Recruits only see battle after extensive medical and community training. You gain proficiency in Athletics, Medicine, and Perception, and a +3 bonus to Medicine checks when dealing with wounded or dying creatures.
- Grenadier Requires Str 12, Private
You execute demolitions for the Minutemen. You gain a +2 bonus to thrown attack rolls, and you may reroll 1's on thrown attack rolls.
- Engineer Requires Int 12, Private
You fix what grenadiers, and sometimes your enemies, break. You gain proficiency in Arcana, tinkers tools and 2 other sets of artisan tools. When constructing buildings, structures or fortifications, it takes half the time and materials.
- Sergeant Requires Cha 14, Private
You make sure your soldiers are acting right. You gain proficiency in Persuasion. When carrying people, they weigh nothing. You may stabilize creatures with 0 hit points as an action.
- Lieutenant Requires lvl 5, Dex 16, Sergeant
You organize groups of soldiers and make sure your settlements have what they need. You gain advantage on checks against lower rank minutemen and gain a +3 bonus to Athletics, Medicine and Perception
- Captain Requires lvl 10, Dex 18, Cha 16, Lieutenant
You command offensives and negotiate with potential new settlements. You gain a +3 bonus to Persuasion checks. As a bonus action, you may give a creature that can hear you within 30 feet inspiration. When they make a check, they may spend inspiration to add 1d6 to their die roll. Only 1 creature may have your inspiration at a time, and you may use this feature a number of times equal to your Charisma modifier, regaining all uses at the end of a short rest.
- Major Requires Dex 14, Captain
You oversee large-scale troop movements and secure supply lines. You gain a +3 bonus to ranged attack rolls and proficiency in herbalist kits. As a bonus action, you may cause one creature within your reach to regain 1 hit point.
- Colonel Requires lvl 15, Dex 20, Major
You oversee operations within Minutemen bases. You have two minutemen with you at all times, you can reload a laser musket as a free action, and you gain expertise in Perception.
- General Requires Cha 20, lvl 20 Colonel
You lead all Minutemen forces, ensuring that no settlement goes unprotected. You gain power armor proficiency, and your inspiration die increases to 1d12.
Institute Quirks[edit]
The Institute are the remains of M.I.T., who somewhat predicted the fall of the world. Their numbers are some of, if not the, brightest scientific minds in the wasteland. They have mostly focused their efforts on android research, and in doing so have created synths; androids designed to serve their menial needs. Fourth generation synths, who are cloned from a motely of the Institute's various genetics, and occasionally that of wastelanders, are effectively cybernetically enhanced and limited humans, leading many to compare their service of their makers to slavery. The Institute is widely regarded as the "boogey men" of the Commonwealth, with altercations sourcing from distrust during their early efforts to rebuild society, and their subsequent complete secession from the surface world, being used to blame them for any number of things, though they have been proven to kidnap and replace certain individuals with synths.
- Institute Synth must be a synth
You are a slave to the institute, but you are likely ignorant of that fact. You have advantage on Charisma checks against members of the Institute, and disadvantage against creatures that are not part of the Institute. If you betray the Institute, you will be hunted by a courser.
- Courser must be a synth, lvl 3, Str 15, Int 13
You are a synth hunter; stronger and more intimidating than the average synth as programed. You gain a +2 bonus to Survival, Intimidation, and Investigation checks, and a +1 bonus to attack and damage rolls with laser rifles. The Institute may issue you direct commands from any distance, forcing you to do them against your will. If you attempt to resist, you lose this quirk's bonuses while you do so.
- Institute Scientist Int 16 Cha 14 you must be human
you are one the nerds that works for the head of the institute, you are always being watched. you have a proficiencies in medicine, persuasion, and deception. you are assigned a task and if you do not complete this task in a timely manner and you are no longer reporting to the institutes daily updates you will be hunted down by a courser for going rouge
- FEV Reject Must be a super mutant
You don't know when or why, but the Institute decided to turn you into a super mutant. Even more strangely, you seemed to have kept your intelligence. You gain +4 Intelligence and +2 Wisdom.
Railroad Quirks[edit]
The Railroad has existed since the Institute developed synths who could think and feel like humans. Seeing their treatment of synths as slavery, this underground movement considers themselves to be synths' last best hope, wishing to destroy the Institute and let them live in society in peace, or what constitutes peace in the wasteland. In addition to freeing synths, they also fight against non-Institute slavery.
- Tourist
You are a scout of the railroad, the lowest on the pyramid. You gain a +1 bonus to Stealth and Deception checks.
- Runner Requires lvl 5, Dex 16, Cha 14, Tourist
Your role is to find supplies and track slaves. You gain a +2 bonus to Survival and Perception checks.
- Field Agent Requires lvl 10, Dex 16, Cha 14, Runner
You actively free slaves and participate in offensives against the Institute. You gain a +2 bonus to Stealth and Persuasion checks.
- Railroad Warrior requires lvl 15, Str 15, Cha 14, Field Agent
You protect the Railroad's safehouses and escaped slaves, and fight the Railroad's wars. You gain a +2 bonus to Athletics and proficiency in Railway Rifles and Gauss Rifles.
Raiders Quirks[edit]
Raiders are the outcasts and crazies that the wasteland produces, taking joy in stealing and killing for the sake of it, typically due to chems, trauma, or both. Raiders are a common sight across the wasteland, often in groups no bigger than ten and dwindling every day until another raid creates more. While raider alliances have happened in the past, they're exceedingly rare, and often require their factions to be "tamed" by a raider leader.
- Raider Requires Str or Dex 10
You're new to being the worst of the worst. You gain proficiency in 1 additional weapon, and your maximum hit points increase by your level. Whenever you subsequently level up, you receive an additional 1 hp.
- Raider Scum Requires Str or Dex 12, Raider
You are recognized as the menace you are, some settlers even know your name. You gain proficiency in Survival.
- Raider Psycho Requires Str or Dex 14, Raider Scum
Your name and face can strike fear into the hearts of your enemies. You gain expertise in Survival, and your maximum hit points increase by your level (twice your level total). Whenever you subsequently level up, you receive an additional 1 hp (2 extra hp total).
- Raider Waster Requires Int 12, Raider Psycho
People can tell at a glance that death is what you do. You gain proficiency in 2 damage types.
- Raider Survivalist Requires lvl 5, Str or Dex 16, Raider Waster
By now, you have lived longer than most of your kind. You gain proficiency in Arcana, you have advantage on checks to repair and maintain pipe and melee weapons.
- Raider Veteran Requires Str or Dex 18, Cha 12, Raider Survivalist
Your survival as a raider is not only built on equipment or carefully balancing options, it's also built on killing your enemies before they can kill you. You gain proficiency in Intimidation, any damage you take has a -1 penalty, and your maximum hit points increase by your level (three times your level total). Whenever you subsequently level up, you receive an additional 1 hp (3 extra hp total)
- Raider Boss Requires lvl 10, Str or Dex 18, Cha 14, Raider Veteran
You rule your raiders they only way they can be, with an iron fist. You gain expertise in Intimidation, you gain power armor proficiency, and any damage you take has a -1 penalty (-2 total).
- Overboss Requires lvl 15, Str or Dex 20, Cha 16, Raider Boss
You are the strongest raider in the region, raiders from multiple gangs obey your word and pay you tribute, who describe you as a "ruler of adamantine". You gain advantage on intimidation checks, any damage you take has a -1 penalty (-3 total), and your maximum hit points increase by your level (four times your level total). Whenever you subsequently level up, you receive an additional 1 hp (4 extra hp total).
Gunner Quirks[edit]
The Gunners are the Commonwealth's most well organized mercenary group. Unscrupulous and highly skilled, they will take any contract... if the price is right. these merciless mercs are your family if family was risking your life for money. rise the ranks and become the best merc on this side of the Mississippi and become a legend among the wastes.
- Gunner Requires Str 16
You are a member of the Gunners mercenary group; no prisoners, no non-targets. You gain a +1 bonus to attack and damage rolls with small guns and proficiency in Intimidation. you will be hired by normal waste landers and you are not working full time gunner gigs, you will be payed poorly for your life risking work ( pay will be determined by the dms choice)if you survive you might make it to the full time gigs. its a cruel world after all.
- Gunner Conscript lvl 2,str 16,Gunner
As a conscript you now can take the gunner name in stride because you now working full time gunner gigs, not the big operations. but your still near the bottom of the hierarchy, You gain a +1 bonus to attack and damage rolls with non automatic rifles and and a bigger gunner paycheck.
- Gunner Private lvl 4, Str 16, Gunner Conscript
As a private you are now a welcomed merc of the gunners. you'll be working the big gunner jobs, making a bigger paycheck, and now your no longer at the bottom of the hierarchy. You gain a +1 bonus to attack and damage rolls with energy weapons and +1 to intimidation.
- Gunner Corporal lvl 6, Str 16 , Gunner Private
the best of your platoon you are a role model gunner. you almost in the higher middle class of gunner. you get the bigger paychecks and more gunner operations. You gain a +1 bonus to attack and damage rolls with any weapon of your choice and +1 to athletics.
- Gunner Sergeant lvl 8, Str 16, Wis 14, Gunner Corporal
You now are in control of a couple of gunners now, since you are now experienced enough to run your own crew instead of being the crew
- Gunner Lieutenant lvl 10, Str 16, Wis 14, Gunner Sergeant
- Gunner Captain lvl 12, Str 16, Wis 14, Cha 12, Gunner lieutenant
- Gunner Major lvl 14, Str 16, Wis 14, Cha 12, Gunner Captain
- Gunner Commander lvl 16, Str 16, Wis 14, Cha 12, Gunner Major
- Gunner Colonel lvl 18, Str 16, Wis 14, Cha 12
- Gunner Brigadier lvl 20, Str 12, Wis 16, Cha 14, Gunner Colonel *Election Ceremony required *
Every and all gunner is under your command, you are the wisest and most strategic of them all. you get a portion share of all gunner earnings, these earnings will be decided by the dm. every and all humans that have even heard of the gunners will fear you,+2 intimidation. as the gunner to have graced the earth with your gunplay you can chose 1 proficiency in a weapon type of your choice.
Miscellaneous Quirks[edit]
Not everybody fits in with the wasteland's biggest factions; you've got a handful of friends and a will to survive on your own.
- The King's Men Requires Cha 16
You got the mojo, baby; you're with the Kings of New Vegas! You gain proficiency in Performance, and you have advantage on Charisma checks against a hostile creatures.
- Khan of Greatness Requires Con 16
The Great Khans have done two things right since before the NCR existed; chems and guns. You have advantage on saving throws against addiction, but disadvantage on Perception checks. You gain proficiency with one weapon type of your choice.
- Talon Requires Str 16
You are a member of Talon Company; nobody knows who hired you, but it's your job to cause chaos in the wasteland. You gain a +1 bonus to attack and damage rolls with big guns and proficiency in Intimidation.
- The 13th Legend Requires Int 16
You have found (and befriended) the deathclaws at vault 13, they have taught you the way of beating people up in the most efficient way possible. You gain an unarmed attack that does 1d8 damage, and gain advantage whenever attacking with this weapon
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