Fallout 5e: Wastelander's Guide
Fallout 5e: Wastelander's Guide
-Welcome to The
Wasteland-
You have traveled far from Faerun, haven’t you? Welcome to the world of Fallout! This series was
originally published by Interplay in 1997 with the original action RPG “Fallout: A Post-Apocalyptic
RPG”. With this helpful guide, I hope to provide an endless adventure in the ruin of Post-War United
States.
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-Chapter 1: ean towards good or evil, but many have a
Races-
cynical nature that causes them to be more
Ghoul: The Unfortunate
chaotic than most wastelanders.
Survivors
Size: Ghouls vary widely in height and build,
After suffering the pain of
from barely 5 feet to well over 6 feet tall.
nuclear fire burning your flesh
Ghouls typically weigh between 10 and 30
off, you may have the
pounds less than when they were human.
misfortune of becoming a
ghoul. Ghouls live in constant Darkvision: Being a ghoul isn’t all that bad;
you have superior vision in dark and dim
discrimination from the majority
conditions. You can see in dim light within 30
of humans for their
feet of you as if it were bright light, and in
“zombie”-like visage.
darkness as if it were dim light. You can't
Ability Scores: Con +3,
discern color in darkness, only shades of gray.
Cha -2
Ghoulish: After years of high radiation
Size:
exposure, you have gained immunity to
Medium
Radiation (necrotic) Damage.
Speed:
30ft. Feral Struggle: At levels 5, 10, and 15 the
player must make a Feral save. This save DC
Age: Ghouls seemingly do not age; they appear
to be as old as they were when they mutated. s equal to the player's level. On a successful
Alignment: Ghouls are simply humans who save, nothing happens. On a failed save, the
have had a run of bad luck. They do not typically
player will be turned into a Feral Ghoul in a alignment. The best and the worst are found
Languages: You can speak, read, and Regardless of your position in that range,
Vaults.
Size:
Medium
Speed:
30ft.
for the general masses. These multipurpose Handy: You gain proficiency in any 3 skills
robots have been commonly used in homes, of your choice.
hospitals, and even the military. Arms!: Your 3 arms are versatile tools for
Ability Scores: Int +1, Cha completing everyday tasks, but they can also be
+1 much more. During a short rest, you can replace
Speed:
30ft.
Size: Super Mutants are usually over 7 feet tall -Chapter 2: Factions &
and weigh between 300 and 350 pounds. Backgrounds-
Languages: You can speak in Common. You
Followers of The
cannot read unless you have an Int Score of Apocalypse
immune to disease and poison damage. many mentors you would have had from back
home with the Followers who is an expert of this civilization has made you one with nature. You
piece of lore. Your DM can decide who this always know the direction of north and know
expert is and where they can be found. how to keep meat fresh for up to 2 weeks
without refrigeration.
Raid Vault
er Dweller
Skill Proficiencies: Intimidation, Skill Proficiencies: Choose Two: Athletics,
Survival
Stealth, History, Medicine, Persuasion
Tool Proficiencies: Once choice of either:
Thieves’ tools, Alchemist’s supplies Tool Proficiencies: One choice of any
Tool Kit
Equipment: Raider Rags, 1 Simple Weapon, 5
Equipment: Vault Suit, 1 Improvised
caps, 1 Jet, 1 Psycho
Weapon, 20 Caps.
Chem Junkie: Jet, Psycho, and Med-X, oh
Vault Smarts: You are very familiar with the
my! You have a vast knowledge of Chems and
layout of Vaults. When investigating vaults, you
where to find them. You have advantage when
have advantage when searching for specific
recalling knowledge about Chems or finding a
rooms in a vault. (Example: Cafeteria, Security
Chem dealer.
Room, Overseer’s Office)
Triba
l Wastelande
r
Skill Proficiencies: Survival,
Nature Skill Proficiencies: Survival,
Perception
Tool Proficiencies: Once choice of: Weaver’s
Tool Proficiencies: One choice of two:
Tools, Musical Instrument
Cook's Utensils, Sewing Kit
Equipment: Tribal Garb, 1 Simple Weapon, 5
Equipment: Wastelander Garb, 1 Simple
Healing Powder, Tribal Rations/7 days, 3
weapon, 1 Martial Ranged Weapon, Wasteland
Throwing Spears, Hide Armor.
Rations/7 days, 1 Rad-Away, 30 Caps
Natural Knowledge: Living outside of
Prospecting: You have intimate knowledge of
finding “diamonds in the rough.” You have You are an absolute monster. Hardly even
advantage on Investigation checks when human. Although humans are certainly tasty! As
Chemi
st
normally do.
Healing
Glow
Prerequisite:
Ghoul
Lead
Belly
A little radiation never hurt anyone, right?
-Chapter 3:
When consuming irradiated food or drink,
Feats-
you take no Radiation (necrotic) damage.
Animal
Friend Mister
Sandman
You gain proficiency with the Animal Handling
When attacking an unconscious creature,
skill. If you already have proficiency, your
your damage die is doubled.
proficiency bonus is doubled.
Pip-B
Cannib oy
al
Prerequisite: Pip-Boy
Item
energy cell.
Congratulations! You have obtained a
S.P.E.C.I.A.L. gift. A Pip-Boy! This device acts
damage to Monstrosities.
Terrifying
Presence
You gain proficiency with the Intimidation skill.
bonus is doubled.
Vigilant
Recycler -Chapter 4:
You are able to take the last bit of charge from Conditions-
your energy cells and make them last a bit Radiation
Poisoning
longer. During a short rest, you can take 5
depleted energy cells and create 1 fully chargedWhen you are exposed to high amounts of
radiation (necrotic damage) without treatment, perform any Dexterity-related
you can be made to make a Rad Check and roll skills, and you have disadvantage
a Con Save. When you fail this save, you are on those rolls.
After stopping use of Chems, your
raised to the next Rad Level. On a failure of DC
body has begun to experience
5, you reach Rad Level 1. The DC increases to
tremors. Your hands shake, and
10 at Rad Level 2 and to 15 at Rad Level 3.
you are no longer able to hide it.
Once the player fails the DC15 Rad Check of Your Dex modifier takes a -1 and
tremors. Your hands shake, and (DC15), and a failure will do you
you are no longer able to hide it. 1d4 damage. Your Constitution
Your Dex modifier takes a -1 and modifier gets -1 and you have
Adictol, or waiting 1 in game month without modifier gets -1 and you have
and colors.
Your memory and cognitive
functions are starting to fail you. Char
ma
The DM can impose a state of Thanks to the Chem, your
drug-addled brain has difficulty
Confusion on your character at
Intelligence modifier takes a -1. between friend and foe, and you
0.5
flavored from the weapons found on page 149
lbs.
of the Player’s Handbook. General fire arms
You heal 2d4+2 hit points when this
can be found on page 268 of the Dungeon
Master’s Guide. 4d10 necrotic damage on a failed save, or half
Although the majority of the weapons you will as much damage on a successful one.
Laser 1d10
bludgeoning
Pistol
10
Firearm, Martial Weapon, Ranged Weapon,
bs.
Uncommon
When you hit a target with this weapon, roll a
3d6 lightning - ammunition (30/120ft.), reload (50
shots) 1d4. On a 4, you push the target back 5ft.
2 Shishkeb
lbs.
ab
Laser Martial Weapon, Melee Weapon,
Rifle Rare
Firearm, Martial Weapon, Ranged Weapon, sword is ablaze, it deals an extra 2d6 fire
Explosive, Rare
damage to any target it hits. The flames last
15
lbs.
until you use a bonus action to pull the trigger
As an action, a character can launch a small
again or until you drop or sheathe the sword.
nuclear explosive device at a point up to 120
feet away. Anyone within a 30ft. radius must
10
bs.
Scrap
Armor
Light Armor,
Common
AC 12+
DEX
13
bs.
Steel
Armor
Medium Armor,
Common
AC 14+
DEX
20
-Chapter 7: bs.
Medium Armor, 20
Uncommon lbs.
AC 15+ DEX (max While wearing this lead lined suit, you are
2)
immune to radiation (necrotic) damage.
40
lbs.
However, if you take any amount of piercing or
Whether you are with the NCR, Legion, BOS,
slashing damage, you become resistant to
or scavenged this armor off of a skeleton, this
radiation (necrotic) damage. The suit can be
is the standard for most soldiers.
repaired during a short rest with a DC 15
The wearer has disadvantage on Stealth
Intelligence check.
(Dexterity) checks.
Advanced Combat Stealth
Armor Suit
Heavy Armor, Light Armor,
Uncommon Rare
AC AC 12+
18 DEX
65 15
lbs. lbs.
Whether you are with the NCR, Legion, BOS, or While wearing this armor, you can spend an
scavenged this armor off of a skeleton, this is action gain advantage on stealth checks for 1
armor for the elite faction soldiers. hour. This ability cannot be used again until the
Radiation AC
Suit 20
150
Medium Armor,
lbs.
you gai
Prerequisite: Power Armor
Training resistan
piercing
(necrot
8
-Chapter 8: Commo
n
Gadgets-
As a bonus action, this device can be turned
Audio
on to cast a 60ft. cone of light.
Recorder
Uncommo FM
n
Radio
As a free action a button is pushed to record
Commo
all sounds within 30 feet for up to 1 hour. This n
audio can be played back as a free action. As a free action, this device can be turned
the direction of a source of radiation within When worn, this mask allows you to breath
Jimmy Stealth
Hat Boy
Commo Rar
n e
Wrap it before you tap it! This useful health item When activated as an action, this device will
turn the user invisible for 1 hour. Anything you
is used to prevent pregnancy and sexually
wear or carry is invisible with you. You cannot
transmitted diseases.
Loaded use this item again until the end of the next 24
Dice
hours.
Uncommo
n
“Magic”8-Ba
ll
Uncommo
n
Junk
Car
Uncommon, Refuel (60 miles), HP
(120)
per hour.
Atomic
Car
Rare, Refuel (120 miles), HP
(160)
per hour.
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