The Brotherhood of Steel (5e Fallout Supplement)
Brotherhood of Steel[edit]
The Brotherhood of Steel was founded right after the great war by Captain Rodger Maxson. The main mission of the brotherhood of steel is to seek out, protect, and preserve technology. some factions of the Brotherhood take this message to its core and prevent any non members from accessing "dangerous" technology. Others take a relaxed approach and focus on restoring civilization.
Initiate[edit]
Medium humanoid (Human), any lawful alignment Armor Class 13 all (Combat Jumpsuit)
Saving Throws Str +4, Dex +5, Wis +2 Rad Pool. The Brotherhood initiate has a rad pool of 25 points. ACTIONSMultiattack. The initiate makes two ranged attacks with its laser rifle. Laser Rifle. Ranged Weapon Attack: +4 to hit, range 150/200 ft., one target. Hit: 11 (2d8 + 2) Energy damage. Must be reloaded after 24 shots.
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The lowest rank of the Brotherhood of Steel, initiates are given a modest amount of training in regards to being both a knight and a scribe. Eventually, given more training, they must choose one path to walk. Regardless, they are rarely found outside of a BoS bunker.
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Scribe[edit]
Medium humanoid (Human), any lawful alignment Armor Class 11 All (Robes)
Saving Throws Dex +2, Wis +4 Rad Pool. The Brotherhood scribe has a rad pool of 20 points. ACTIONSLaser Pistol. Ranged Weapon Attack: +3 to hit, range 100/150 ft., one target. Hit: 3 (1d4 + 2) Energy damage. Must be reloaded after 30 shots.
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Masters of the sciences, Brotherhood scribes are trained with pre-war books and terminals. While their primary employment is the repair of the combat ranks’ weapons and armor, the maintenance of bunker machines, research and development, and even raising children born into the BoS, they have been known to do field repairs and even medical procedures under certain circumstances.
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Elder[edit]
Medium humanoid (Human), lawful neutral Armor Class 13 All (Combat Jumpsuit)
Skills Athletics +5, Perception +2 Rad Pool. Elders have a rad pool of 60 points. ACTIONSMultiattack. The Elder makes two ranged attacks. Laser RCW. Ranged Weapon Attack: +4 to hit, range 80/120 ft., one target. Hit: 11 (2d8 + 2) energy damage. Must be reloaded after 20 shots.
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The highest ranking member of a Brotherhood bunker, elders rarely wear their combat gear. However, they are nevertheless skilled in combat, typically out performing a majority of their subordinates.
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Knight[edit]
Medium humanoid (Human), lawful neutral Armor Class 17 All (T-45f)
Saving Throws Con +7, Wis +6 Brave. The knight has advantage on saving throws against being frightened. Powered. The knight counts as a construct for the sake of Pulse and Burning weaponry. Rad Pool. The Knight has a rad pool of 200 points. ACTIONSMultiattack. The knight makes two ranged attacks. Laser Rifle. Ranged Weapon Attack: +2 to hit, range 150/200 ft., one target. Hit: 11 (2d8 - 1) energy damage. Must be reloaded as an action after 24 shots. XL70E3. Ranged Weapon Attack: +2 to hit, range 60/240 ft., one target. Hit: 11 (2d8 - 1) ballistic damage. Must be reloaded as an action after 10 shots. If the Knight does not move, they may attack with this weapon at long range without disadvantage.
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The main bulk of the Brotherhood’s fighting force, Knights make use of advanced armor and weaponry to overwhelm their enemies.
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Paladin[edit]
Medium humanoid (Human), lawful neutral Armor Class 17 All (t-51f)
Saving Throws Dex +6, Con +8, Wis +6 Brave. The paladin has advantage on saving throws against being frightened. Indomitable (3/Day). The paladin can reroll a saving throw it fails. It must use the new roll. Keen Sight. The paladin has advantage on Wisdom (Perception) checks that rely on sight. Powered. The paladin counts as a construct for the sake of Pulse and Burning weaponry. Rad Pool. The paladin has a rad pool of 300 points. ACTIONS
Multiattack. The paladin makes three ranged attacks. Laser Rifle. Ranged Weapon Attack: +4 to hit, range 150/200 ft., one target. Hit: 9 (2d8) energy damage. Must be reloaded as an action after 24 shots. Minigun. Ranged Weapon Attack: +9 to hit, range 30/300 ft., one target. Hit: 14 (2d8 + 5) ballistic damage. Must be reloaded as an action after 25 shots. Gatling Laser. Ranged Weapon Attack: +9 to hit, range 250/300 ft., one target. Hit: 15 (3d8 + 5) energy damage. Must be reloaded as an action after 50 shots. Missile Launcher. Ranged Weapon Attack: +9 to hit, range 100/200 ft., one target. Hit: 32 (6d8 + 5) explosive damage. Blast 20. Must be reloaded as an action after each shot. Leadership (Recharges after a Short or Long Rest). For 1 minute, the paladin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the paladin. A creature can benefit from only one Leadership die at a time. This effect ends if the paladin is incapacitated.
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The elite upper echelon of the Brotherhood’s fighting force. Outfitted with the best equipment available, they take the helm as expeditionary forces and elite soldiers. In the NCR Brotherhood War, it was not uncommon for a squad of paladins to come out victorious against a platoon of NCR soldiers.
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Armored Elder[edit]
Medium humanoid (Human), lawful neutral Armor Class 20 All (T-60 mkII)
Saving Throws Str +11, Dex +10, Con +9, Wis +7 Brave. The elder has advantage on saving throws against being frightened. Indomitable (3/Day). The elder can reroll a saving throw it fails. It must use the new roll. Keen Sight. The elder has advantage on Wisdom (Perception) checks that rely on sight. Powered. The elder counts as a construct for the sake of Pulse and Burning weaponry. Rad Pool. The elder has a rad pool of 400 points. ACTIONS
Multiattack. The Elder makes 3 ranged attacks. Gauss Rifle. Ranged Weapon Attack: +5 to hit, range 20/600 ft., one target. Hit: 26 (6d6 + 1) ballistic damage. Must be reloaded as an action after 7 shots. If the elder does not move, they may make attacks at long range without disadvantage. Tesla Cannon. Ranged Weapon Attack: +11 to hit, range 300/350 ft., one target. Hit: 31 (4d12 + 6) energy damage. Must be reloaded as an action after 4 shots. Fat Man. Ranged Weapon Attack: +11 to hit, range 15/400 ft., one target. Hit: 83 (12d12 + 6) ballistic damage. Must be reloaded as an action after each shot. Minigun. Ranged Weapon Attack: +11 to hit, range 30/300 ft., one target. Hit: 12 (2d8 + 6) ballistic damage. Must be reloaded as an action after 25 shots.
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When the need arises, elders are outfitted with the best armor and weaponry the Brotherhood has to offer. In the later-years of the BoS, high-ranking paladins such as star paladins, sentinels, and paladin lords are outfitted similarly.
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