The Enclave (5e Fallout Supplement)
From D&D Wiki
Enclave[edit]
Formed out of the remnants of the United States Government, the Enclave primarily uses advanced power armor and plasma weaponry to make the will of what they believe to be the only “true” humans known.
Officer[edit]
Medium humanoid (Human), any lawful alignment Armor Class 12 All (Combat Jumpsuit)
Saving Throws Dex +2, Wis +4 Rad Pool. The Enclave officer has a rad pool of 20 points. ACTIONSPlasma Pistol. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 10 (1d12 + 4) Energy damage. Must be reloaded after 12 shots.
|
Enclave officers are typically not found in combat due to their training prioritizing command over fighting.
|
Soldier[edit]
Medium humanoid (Human), any lawful alignment Armor Class 18 All (X-01)
Saving Throws Charisma + 2 Powered. The soldier counts as a construct for the sake of Pulse and Burning weaponry. Rad Pool. Soldiers have a rad pool of 120 points. Powered Strength The soldier has advantage on Strength checks ACTIONSMultiattack. The soldier makes two attacks. Plasma Rifle. Ranged Weapon Attack: +8 to hit, range 45/200 ft., one target. Hit: (3d6 + 5) energy damage. Must be reloaded as an action after 12 shots.
|
Clad in power armor, even the lowest ranks in the Enclave are a force to be reckoned with.
|
Tesla Trooper[edit]
Medium humanoid (Human), any lawful alignment Armor Class 19 All (X-02)
Saving Throws Str +6, Int +4 Tesla Coils. If a creature makes a melee attack against a tesla trooper, they must succeed a DC 15 Dexterity saving throw or take 1d8 + 1 energy damage. Powered. The tesla trooper counts as a construct for the sake of Pulse and Burning weaponry. Powered Strength The tesla trooper has advantage on Strength checks Rad Pool. The tesla trooper has a rad pool of 300 points. ACTIONSMultiattack. The tesla soldier makes three attacks. Gatling Plasma. Ranged Weapon Attack: +14 to hit, range 80/240 ft., one target. Hit: 17 (3d8 + 10) energy damage.
|
Elite Enclave soldiers are given advanced armor and heavier weaponry. Unlike their lower-rank counterparts, they rarely do patrols or outpost guard duty. Instead, they are deployed by Vertibird when a conflict outside of a normal force’s ability occurs.
|
Hellfire Trooper[edit]
Medium humanoid (Human), lawful neutral Armor Class 20 All (X-03)
Saving Throws Str +12, Dex +10, Con +9, Wis +7 Brave. The hellfire trooper has advantage on saving throws against being frightened. Indomitable (3/Day). The hellfire trooper can reroll a saving throw it fails. It must use the new roll. Keen Sight. The hellfire trooper has advantage on Wisdom (Perception) checks that rely on sight. Powered. The hellfire trooper counts as a construct for the sake of Pulse and Burning weaponry. Powered Strength The hellfire trooper has advantage on Strength checks Rad Pool. The hellfire trooper has a rad pool of 800 points. ACTIONS
Multiattack. The hellfire trooper makes 3 ranged attacks. Plasma Caster. Ranged Weapon Attack: +15 to hit, range 100/300 ft., one target. Hit: 26 (3d12 + 10) energy damage. Must be reloaded as an action after 12 shots. Tesla Cannon. Ranged Weapon Attack: +15 to hit, range 300/350 ft., one target. Hit: 33 (4d12 + 10) energy damage. Must be reloaded as an action after 4 shots. Fat Man. Ranged Weapon Attack: +12 to hit, range 15/400 ft., one target. Hit: 85 (12d12 + 7) explosive damage. Must be reloaded as an action after each shot.
|
Comprised of only the most skilled Enclave soldiers, the Hellfire division crushes its opposition with extreme force.
|
Back to Main Page → 5e Homebrew → Creatures
Back to Main Page → 5e Homebrew → Campaign Settings → Fallout → Bestiary → Humans