Mutant (5e Fallout Campaign Setting)

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Physical Description[edit]

Mutants, somewhere down their lineage, were once human. Through years of exposure to radiation, their bodies have been twisted.

Dwarves have had their height permanently halted. They are never taller than 4’10”, and their body has adapted by making them stockier.

Beastlords are lanky humans with darker skin due to their exposure to the harsh sun for extended periods of time. Due to their mutation, they developed a unique form of telepathy.

Slags, due to radiation and decades spent underground, are extremely pale. They are slightly shorter, and have larger eyes and lankier arms than most people.

Swampfolk are large, warty people with features often related with inbreeding.

History[edit]

Before the bombs dropped, mutants were normal humans. While dwarves and beastlords hold no unique history beyond living in high radiation zones, slags and swampfolk have unique history.

Slags were originally a secret militia formed in California. When the Great War was declared, they sedated themselves in a secret, makeshift, underground bunker. When the citizens of Modoc built a large farm atop their bunker, they scared the farmer away using paint to make themselves look like ghosts. Thanks to the Chosen One, they were eventually encorporated into Modoc itself.

The swampfolk were an anti-social group living in the swamps of Point Lookout State Park, Maryland. They were incredibly hostile to outsiders, even before the war.

Society[edit]

The dwarves and slags quickly made their way into traditional human society relatively quickly and are treated as normal citizens.

Beastlords formed a cult of raiders keen on cannibalism. After the destruction of their leader, they dispersed. While most made their way to other raider bands, some tried to transition into society using their telepathy to make themselves useful herders.

Swampfolk, while immediately aggressive to anyone on their territory, are known to trade with surrounding societies. They mark said territory with pillars of bone and torn doll heads. Though few live to learn of it, they worship Ug-Qualtoth, which bears many resemblances to the gods found in the writings of H.P. Lovecraft.

Mutant Names[edit]

Mutants generally follow the same naming conventions as non-irradiated humans.

Mutant Traits[edit]

Ability Score Increase. Your Charisma score decreases by 2.
Age. Mutants age the same as humans
Alignment. As mutated humans, they share their tendency toward any and all alignments.
Size. Depends on subrace
Speed. Your base walking speed is 30 feet.
Inhuman Resistance. Your hit point maximum increases by 1, and does so again every time you gain a level.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. You must pick one of the following subraces:

Dwarf[edit]

Ability Score Increase. Your Constitution increase by +3.
Size. Mutation has stunted your growth. Your size is Small.
Low to the Ground. You can double your proficiency bonus on checks to locate items on the ground, even if they are hidden, such as under a pile of ruble
Awkward. Power armor must be custom refitted for you.

Beastlord[edit]

Ability Score Increase. Your Wisdom increase by +3.
Size. Your size is Medium, though you are taller than most humans by a few inches.
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’s Intelligence saving throw. On a success, that creature is charmed by you.
Cannibal. You can only eat meat. Human meat has its food score doubled when you eat it.

Slag[edit]

Ability Score Increase. Your Strength and Dexterity increase by +1.
Size. Your size is Medium, though you are slightly shorter than most people
Enhanced Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Sunlight Sensitivity. When attacking a creature in bright light, you must succeed a DC 15 Perception check. On a failure, you have disadvantage on attack rolls against creatures in bright light for 1 minute. You can retry this check every time you make an attack. On a success, you can not be effected by this for 1 hour.

Swampfolk[edit]

Ability Score Increase. Your Strength increases by +3.
Size. You are almost the size of a Super Mutant. Your size is Medium.
Arm-or. While one hand is not holding an item, you can use your enlarged arm to protect your vitals, granting you +1 to all ACs.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
′ '' + lb. × () lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

5.00
(2 votes)

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