Medical Supplies (5e Fallout Campaign Setting)
From D&D Wiki
Medical items[edit]
Name | Cost | Rad pool+/Rad+ | HP+ | Effects | Container | Form |
---|---|---|---|---|---|---|
Stimpack | 50 caps | 0 | 3d10 | A highly compressed, automatically injecting hypodermic needle. | Syringe | Liquid |
Super Stimpack | 80 caps | 0 | 6d10 | An even more potent stimpack that decreases Strength and Dexterity by 1 for 1 minute. | Syringe | Liquid |
Doctor’s Bag | 50 caps | 0 | A set of tools that heals broken limbs. Can be used endlesssly. Can't be diluted. | N/A | N/A | |
Blood pack | 25 caps | 0 | 2d4 | 1 pint of clean blood that removes poisons | IV bag | Liquid |
Healing Powder | 15 caps | 0 | 1d6 | A bag filled with a mix of Xander Root and broc flower. -1 on perception checks with each bag consumed(this isn't affected by dilution), cleared after every long rest | Bottle | Powder |
Rad-X | 6 caps | 1d4+Con rad pool | A small assortment of pills. | Bottle | Pills | |
RadAway | 60 caps | -2d8 rads | An I.V. of bright orange sludge. | IV bag | Liquid | |
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. | Bottle | Liquid | |
Antivenom | 8 caps | 0 | A bottle of plant grounds and water. Can be consumed as a reaction to avoid taking poison energy damage. Can't be diluted. | Bottle | Liquid | |
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. | Inhaler | Gas | |
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 2 hours. | Inhaler | Gas | |
Mentats | 39 caps | 0 | A box of medicated breath mints that grants +4 Charisma and Intelligence for 1 minute. | Tin | Pills | |
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. | Syringe | Liquid | |
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. | Inhaler | Gas | |
Buffout | 20 caps | 0 | A bottle of pre-War steroid pills that grant +2 Strength and Constitution for 1 minute. | Bottle | Pills | |
X-Cell | 100 caps | 0 | An experimental black and blue, dual chamber inhailer that grants +2 to all ability scores for 1 minute. | Inhaler | Gas | |
Med-X | 15 caps | 0 | A manual syringe of pink liquid that grants +15 temporary hit points. | Syringe | Llquid | |
Hydra | 20 caps | 0 | A pressurized soda bottle filled with cave fungus and antivenom that heals broken limbs. | Bottle | Liquid | |
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. | Bottle | Pills | |
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. | Syringe | Liquid | |
Coyote Tobacco Chew | 5 caps | 0 | Mutated tobacco that grants +2 to Wisdom and Dexteirty checks and saving throws for 1 minute. | Tin | Powder | |
Cateye | 10 caps | 0 | A bottle of pre-war chems that grants 30 feet of Darkvision for 1 minute. | Bottle | Pills | |
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(reduced by 1/4 when diluted). | Syringe | Liquid | |
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. Can't be diluted. | N/A | N/A | |
X-111 | 100 caps | -5d10 rads | A bottle of BoS produced chems. | Bottle | Pills | |
Fixer | 20 caps | 0 | A bottle of medicated breath mints that suppresses the effects of all addictions for 1 minute. | Bottle | Pills | |
Addictol | 100 caps | 0 | A gray inhaler that cures all addictions. Can't be diluted. | Inhaler | Gas | |
Bandage | 10 caps | 0 | 1d4 | Grants advantage on 1 save within 1 hour to resist infection or poison. Can't be diluted. | N/A | N/A |
Sterile Disinfectant Bandage | 30 caps | 0 | 2d6 | removes infection after 1 hour or +3 against poison or to healing(made at that time). Can't be diluted. | N/A | N/A |
Disinfectant | 10 caps | 0 | Removes infection if its covered up with a clean rag or bandage. Deals 1d12 energy damage. | Bottle | Liquid | |
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). | IV bag | Liquid |
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. Can't be diluted. | N/A | N/A | |
Robot Repair Kit | 60 caps | 0 | 6d6 | A tool used for hotfixing machinery. Only works on constructs and electrical equipment. Can be used endlessly. Can’t be diluted | N/A | N/A |
Addiction[edit]
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. Diluting (where applicable) removes any chance of addiction.
- 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.
Dilution[edit]
While chems can get people addicted, there are ways to avoid it. The most popular way is dilution. You can dilute any chem except for those that say they can't be diluted. Provided you have one of the chem in question, one of the container the chem is in, and 1 pint of water (only needed for liquids, see appropriate column), you can attempt to dilute it with a Survival check with a DC equal to the addiction DC (15 if the chem is nonaddictive)(check isn’t necessary if chem is pills or powder). On a failure, one diluted chem is made. On a success, two diluted chems are made instead. A diluted chem's numerical effect's potency is halved, or the duration if it does not have one. You also can't get addicted to it.
Skill Magazines[edit]
While not technically medical supplies, skill magazines function similarly. Each skill magazine typically costs about 25 caps. A skill magazine may be read as an action, crumbling the ancient paper in the process, thus destroying it. When read, you gain one the following depending on the magazine for 1 minute:
- Boxing Times - your next attack that deals melee damage has advantage.
- Fixin' Things - your next Arcana check has advantage.
- Future Weapons Today - your next attack that deals energy damage has advantage.
- Lad's Life - your next Survival check has advantage.
- ¡La Fantoma! - your next Stealth check has advantage.
- Locksmith's Reader - your next Sleight of Hand check has advantage.
- Meeting People - your next Persuasion check has advantage.
- Milsurp Review - your next attack that deals ballistic damage has advantage.
- Patriot's Cookbook - your next attack that deals explosive damage has advantage.
- Programmer's Digest - your next Investigation check has advantage.
- Salesman Weekly - your next Deception check has advantage.
- Tales of Chivalrie - your next Intimidation check has advantage.
- Today's Physician - your next Medicine check has advantage.
- True Police Stories - your next Insight check has advantage.
Food[edit]
In the wasteland, food is few and far between. Each food item has a Food Score. You have a Satiation count. Whenever you eat something and don’t vomit it, your Satiation count goes up by the food item’s Food Score. Your Satiation count decreases by 3 at the end of each day. If this causes it to go below 0, 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 lose 1 level of exhaustion.
One meat can be cut into 2 meats of 1 size category lower as a DC 15 Survival 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’t become rotten.
On eating raw or rotten 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.
Cooked meat and plants can be turned into a food ration with a DC 12 Survival check, so long as you have a fire and food worth a score of 3 or more. You can bulk make rations, which is recommended because if you fail, the result will be 1/4 the intended rations (round down, minimum of 0).
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 | 2 | 1 | Coyote, Cat, Bird, Chicken, Buzzard, Fish |
Small Creature Meat | 15 caps | 5 | 2 | Dog, Gecko, Rat |
Medium Creature Meat | 25 caps | 10 | 3 | Mongrel, Mole Rat, Young Deathclaw, Human |
Large Creature Meat | 35 caps | 20 | 4 | Adult Deathclaw, Super Mutant, Yao-Guai |
Huge Creature Meat | 50 caps | 50 | 5 | Ghoul Whale |
Gargantuan Creature Meat | 75 caps | 100 | 6 | Super Mutant Behemoth |
Egg | 20 caps | 1 | 2 | Radscorpion, Deathclaw, Ant |
Pre-War Food | 15 caps | 1 | 1 | Potted Meat, MRE, Dog Food, Yum Yum Deviled Eggs |
Food Ration | 30 caps | 1 | 3 | |
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 |
Pre-War 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. Counts as cooked meat for the purpose of determining whether you vomit when consumed, as well as whether swamp folk and super mutants can eat it. |
Back to Main Page → 5e Homebrew → Campaign Settings → Fallout → Equipment