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fallout dnd

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0% found this document useful (0 votes)
24 views

fallout dnd

Uploaded by

pdair01
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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RACES

● Human - The standard person


● Ghoul - The immortal, radiation immune survivor
● Super Mutant - The FEV enhanced super-soldier
● Synth - The organic machines of the Institute.
● Mutant - The various strains of human genes that have been twisted by radiation.
● Scrap-Bot - Modern man's attempt at recreating old world robots from scrap with varying results.

CLASSES
1. Big Brain: Your Intelligence and Dexterity increase by +2, you gain (1+ Int) proficiency of your choice, and
your hit die is 1d4.

2. Light Frame: Your Dexterity increases by +3 and your hit die is 1d6.

3. Average Joe: Your hit die is 1d8.

4. Big Hoss: Your Dexterity decreases by -2 and your hit die is 1d10.

5. Hulk: Your Intelligence and Dexterity decrease by -2, and your hit die is 1d12.

Your starting equipment should be discussed with your DM and personalized based on each player’s
proficiencies. Or not, because who are we to stop you?

PERKS
■ Tank!: You may use Strength instead of Dexterity when calculating your AC. However, you move
like a tank, and you lose 5 feet of your movement speed.
■ Kamikaze: Your AC is decreased by 2, but you can make an extra attack as a free action..
■ Comprehension: When you use a skill magazine, roll 1d20. On a roll of 11 or higher, the magazine
is not destroyed, and may be used again. After this feature has been used, the roll requirement to
use it for the same magazine is now 14.
■ 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.
■ Life Giver: You gain a bonus to your maximum hit points equal to your level. You cannot take this
perk after taking Fear the Reaper, and Fear the Reaper cannot be taken after taking this perk. You
may take this perk up to three times.
■ Lady Killer/Black Widow/Confirmed Bachelor: You have advantage on Persuasion checks against
humanoids that would be attracted to you.
■ Merchant Prince: You have advantage on Persuasion checks to sell items for more caps and to
buy items for fewer caps.
■ Intense Training: One ability score of your choice increases by +2, or two ability scores of your
choice increase by +1, to a maximum of 20. You may take this perk up to 4 times.
■ Survival Expert: You have advantage on Survival checks.
■ Scoundrel: You have advantage on Persuasion checks against humanoids that would not be
attracted to you.
■ Toughness: You have a number of points of Toughness equal to your level times your Constitution
modifier. When you would take damage, you may spend points of Toughness to reduce the
damage taken by an equal number. You regain all points of Toughness at the end of a long rest.
■ Friend of the Night: You gain 30 feet of Darkvision and gain +1 to attack rolls while in dim light.
■ Solar Powered: You regenerate 1 hit point at the end of each turn during initiative you spend in
direct sunlight, and at the end of each minute you spend in direct sunlight outside of initiative.
■ Hunter: You may reroll damage, taking the higher roll, you would deal to beasts.
■ Purifier: You may reroll damage, taking the higher roll, you would deal to monstrosities.
■ Bug Smasher: You may reroll damage, taking the higher roll, you would deal to aberrations.
■ Die Mutie!: You may reroll damage, taking the higher roll, you would deal to Mutants.
■ Ghoul Slayer: You may reroll damage, taking the higher roll, you would deal to Ghouls.
■ Status Quid?: You may reroll damage, taking the higher roll, you would deal to Humans.
■ Robotics Expert: You may reroll damage, taking the higher roll, you would deal to constructs.
■ Fight the Power!: You may reroll damage, taking the higher roll, you would deal to creatures of one
faction of your choice. You may take this perk multiple times, choosing a different faction each
time.
■ Pyromaniac: You may modify Explosive weapons as well as Energy weapons to add the Burning
property. At the end of a long rest, you may cause Burning weapons to have the property's normal
effects, or to deal one third as much damage to constructs and creatures wearing power armor,
and three times as much to creatures who are not.
■ Fortune Finder: At the end of a long rest, you find 1d10 x your proficiency bonus caps. At the end
of a short rest, you find 1d4 x your proficiency bonus caps. You may invest another point into this
perk and unlock a second effect: When killing a humanoid, roll a d8. On a roll of 8, they explode
into a shower of 1d20 x your proficiency bonus caps. if this number exceeds 50, they give no other
loot.
■ Rad Child: When your hit point maximum falls below half your normal maximum, you regain hit
points equal to half your Constitution modifier once every 2 Rounds (12 Seconds) or at the
beginning of every other turn.
■ Crafter: Item creation time is halved, and you count as proficient in all sets of tools.
■ Run ‘n Gun: You have advantage on your first attack roll on the same turn after moving more than
half your movement speed.
■ Travel Light: While wearing no armor with the Heavy property, your movement speed is increased
by 10 feet.
■ Lead Belly: All rads gained from eating or drinking are halved.
■ Shotgun Surgeon: You may add half the proficiency modifier you add to a shotgun’s damage roll to
its attack roll.
■ Professional: When you attack a creature that is unaware of you, you may reroll your damage,
taking the higher result.
■ Bound To Win: If you have more than triple advantage on an attack, and it lands, it counts as
critical.
■ Rapid Reload: When you reload a weapon it costs one lower action tier (i.e. action and bonus
action → action → bonus action → free action).
■ Mysterious Stranger: On a critical hit, roll a number of d6 equal to your proficiency bonus. On a roll
of 5 or 6, you deal an additional 10 damage. You can not benefit from this perk again for 1 minute.
■ Light Step: You don't trigger traps or mines.
■ Fast Walker: You may spend your bonus action to take the dash action.
■ Bush Camper: You may use your bonus action to take the hide action.
■ Coward: You may use your bonus action to take the disengage action.
■ Atomic!: Your rad pool maximum is doubled.
■ Ninja: You become invisible while in darkness.
■ Silent Running: When you take the hide action, you may immediately take the dash action.
■ Junk Rounds: At the end of a long rest, you gain a number of pieces of ammunition equal to 1d4 x
your level.
■ Concentrated Fire: When you make an attack against creature and it hits, you gain a +1 bonus to
any additional attacks you make against them until the end of your turn.
■ Gunslinger: While wielding a pistol in one hand and no weapon in the other, you have an extra +2
to the attack.
■ The Kid: When you engage in two-weapon fighting while wielding two pisols, you can add your
proficiency bonus to the second weapon's attack rolls
■ Mimicry: You can perfectly mimic a sound or voice after a minute of study. Additionally, you gain
advantage on Deception and Nature checks related to mimicking a sound or voice you have
studied.
■ Commando: While wielding a rifle, its ranges are increased by half.
■ Grunt: While wielding a submachine gun, each attack costs half as much ammunition.
■ Gun Nut: You gain advantage on the Arcana check to maintain a weapon's condition.
■ Heave Ho!: Thrown Weapons’ ranges are doubled.
■ Major League Batter: Melee Weapons count as criticals on a roll of 19 or 20.
■ Iaijutsu: While wielding a light melee weapon, you gain a +10 ft. bonus to your movement speed.
■ Super Slam!: As a bonus action immediately after a successful melee attack, you may make a
shove attack against the same target.
■ Size Matters: While wielding a heavy weapon, your movement speed is reduced by 1/3 instead of
being halved.
■ Heavy Hitter: Your unarmed strikes deal 1d6+your Strength modifier.
■ Iron Fist: Your unarmed strikes deal an additional 1d4 damage.
■ Paralyzing Palm: As a bonus action immediately after a successful unarmed attack, you may
make an additional unarmed attack, causing the target to become stunned until the beginning of
your next turn on a hit.
■ Pit Fighter: Any damage or radiation you take gains a -1 penalty (minimum 1). You may take this
perk up to three times.
■ Strong Back: You count as one size larger when determining your carrying capacity and the weight
you can push, drag, or lift.
■ Long Haul: You may hold a weight of objects equal to 1/4 your total carrying capacity in each of
your hands. Held objects do not count against your carrying capacity.
■ Party Person: You are immune to alcohol addiction.
■ Thief: you gain advantage in Sleight of Hand checks.
■ Mister Sandman: When you make an attack against a unconcious creature, they are instantly
killed and make no sound or movement.
■ Quick Draw: When you roll initiative and are wielding a pistol, you may immediately make an
attack.
■ Hit the Deck: As a reaction immediately before taking explosive damage, you may become prone.
While prone, you are resistant to explosive damage.
■ Stonewall: As a reaction, you can halve your movement speed on your next turn to gain resistance
to Melee damage and advantage against effects that would force you to become prone.
■ Sniper: You gain +2 to attack rolls while benefiting from the Scope weapon property.
■ Chemist: All medical supplies lasts for twice as long.
■ Chem Resistant: You have advantage against becoming addicted.
■ Meltdown: When you kill a creature with energy damage, every creature within 5 feet takes half
the damage dealt.
■ Energy Efficient: When you make an attack with an Energy weapon, roll 1d6. If the roll is below
your Intelligence modifier, you lose half as much ammunition, rounded down (minimum 0).
■ Educated: You become proficient in 2 Intelligence skills. If you are already proficient in said skills,
you gain expertise in them instead.
■ Explorer: You gain a climbing speed equal to your movement speed.
■ Swimmer: You gain a swimming speed equal to your movement speed.
■ Lucky: You gain 3 points of luck. You may expend 1 point to reroll any d20 roll, taking the higher
result. All points are regained at the end of a long rest.
■ Sturdy: When you are reduced to 0 hit points, you may instead drop to 1. You may do this once,
regaining use at the end of a long rest.
■ Assassin: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack
if you have advantage on the attack roll. This can be taken multiple times (5 max), increasing the
additional damage by 1d6.
■ Fear the Reaper: Every time you gain a level, you gain 4 less maximum hit points (minimum 1).
You can take an additional perk this level and every other level after. You cannot take the Mutation
perk.
■ V.A.T.S. Enhanced: You may grant your attack disadvantage to make the attack an automatic
critical. You must be wearing a pip-boy for this to take effect.
■ Swashbuckler: When you engage in two-weapon fighting while wielding a single range weapon
and a melee weapon together, you may add your proficiency bonus to attack rolls to the secondary
weapon. Additionally, you gain a swimming and climbing speed equal to your move speed as long
as you're not wearing heavy armor.
■ Plasma Spaz: While you are wielding an Energy weapon, it gains the Automatic property.
■ Center of Mass: When you have disadvantage on an attack roll, but either of your rolls would be a
critical hit, you may use that die regardless of disadvantage.
■ Old World Gourmet: Consuming alcohol or pre-war food causes you to regain 1d8 hit points.
■ Home on the Range: Your short rests can be as short as as 30 minutes, and your long rests can
be as short as 4 hours long.
■ Jury Rigging: You may make a weapon condition without additional weapons or parts.
■ Action Hero: When you engage in two-weapon fighting, you may add your ability modifier to your
second attack’s damage.
■ Swift Learner: You may use a skill magazine as a bonus action.
■ Animal Companion 5th level: One creature affected by Animal Friend acts on your turn and is
controlled by you. Only one creature may be under this feature at a time, though you may switch
which creature is affected at the end of a short rest you spend with the new companion.
■ Bloody Mess 5th level: You gain a bonus to damage rolls equal to half your proficiency bonus.
■ Cautious Nature 5th level: Immediately before you roll for initiative, you may move and take the
hide action.
■ Covering Fire 5th level: You may make opportunity attacks with ranged weapons at disadvantage.
■ Jet Head Strength 5th level: You gain a +1 bonus to any rolls you add your Strength modifier equal
to the number of addictions you are suffering from.
■ Xenotech Expert 5th level: Alien weapons deal twice as much damage.
■ Infiltrator 5th level: When you fail a Sleight of Hand check, you may immediately retry it, and any
creatures of your choice do not notice the failed attempts. You may do so a number of times equal
to your Dexterity modifier, regaining all uses at the end of a long rest.
■ Computer Whiz! 5th level: When you fail a Arcana check, you may immediately retry it, and any
creatures of your choice do not notice the failed attempts. You may do so a number of times equal
to your Intelligence modifier, regaining all uses at the end of a long rest.
■ Covert Ops 5th level: When a creature is unaware of your location, your attack rolls against them
automatically hit and count as having advantage.
■ Fast Shot 5th level: As a reaction, you can take the attack action with disadvantage.
■ Field Medic 5th level: You may add your Charisma modifier to any healing or rad reduction you do.
■ Medic 5th level: When you heal yourself, you may choose to heal any creatures within 5 feet of
yourself for half as much (rounded down).
■ More Criticals 5th level: You score a critical hit on a roll of 19-20.
■ Return to Sender 5th level: When you are targeted with a thrown attack, you may contest a
Dexterity saving throw against the attack roll. On a success, you may make a thrown attack with
that weapon.
■ Mutation 5th level: Your hit die increases by 1 tier. You can take this perk until your hit die is a d8,
or only once if it was already a d8 or higher.
■ Skilled 5th level: When you make a skill check with a skill you do not have proficiency in, you may
add half your proficiency bonus rounded down.
■ Adamantium Skeleton 10th level: When a critical hit is made against you, you may roll 1d20. On a
roll of 10 or lower, it instead counts as a regular hit.
■ Extra Attack 10th level: When you take the Attack action, you may attack an additional time.
■ Fashion Forward 10th level : You may wear an oversuit in place of an undersuit while wearing
pieces of armor.
■ Grim Reaper’s Sprint 10th level: When you reduce a creature to 0 hit points, you may immediately
make an additional attack.
■ Slayer 10th level: You may take the Attack action as a bonus action, but only while wielding Melee
Weapons.
■ Rad Absorption 10th level: You regain 1 point of your rad pool every minute.
■ In Shining Armor 10th level: You gain +2 AC against energy attacks.
■ Talent 10th level: You gain expertise in 1 skill that you already have proficiency in. Can be taken
multiple times.
■ Just That Good 10th level: You gain proficiency in 1 saving throw of your choice.
■ Nerd Rage 10th level: You may use Intelligence instead of Dexterity or Strength for weapon attack
and damage rolls while below half your maximum hit points.
■ Irradiated Beauty 10th level: You regain your hit point maximum and remove all rad points at the
end of a long or short rest.
■ Lightly Armored 10th level: While wearing no heavy armor, you gain 10 feet of movement speed.
■ Power! 10th level: While wearing power armor, you are not slowed by the Heavy weapon property.
■ Return Fire 10th level: When you take damage, you can use your reaction to make an attack
against the source of it.
■ Trigger Discipline 10th level: If you did not attack on your previous turn, your first attack has
advantage.
■ Finesse 15th level: Your critical hit range increases by 1 (20 → 19-20 → 18-20, etc.)
■ And Stay Back 15th level: As a bonus action after successfully attacking a creature with a
shotgun, you can force them to succeed a DC 10+your Strength modifier Dexterity saving throw or
become prone.
■ Gray Matters 15th level: You are immune to critical hits. You must have Adamantium Skeleton to
gain this perk.
■ Constant Vigilance 15th level: When you roll for initiative, you may reroll, taking the higher result.
■ Lord Death of Murder Mountain 15th level: When you take the attack action and hit with a melee
attack, you may attack with the same weapon an additional time, attacking up to 3 times.
■ Stalwart Defender 15th level: If you end your turn without having moved, any damage you dealt on
that turn is doubled.
■ Unstoppable Force 15th level: You gain a +4 bonus to your melee attack and damage rolls.
CYBERNETIC PERKS
■ Implant Y-7 5th level: You regain 5 hit points and gain 5 temporary hit points whenever you
consume medical supplies.
■ Wired Reflexes 5th level: You gain a +20 ft. bonus to your movement speed.
■ Implant Y-3 5th level: You can not take radiation from consuming liquids.
■ Monocyte Breeder 5th level: You regain 1 hit point at the beginning of each of your turns.
■ Implant GRX 5th level: On your turn, you may take an additional action and potential bonus action.
You may use this feature once, regaining use at the end of a long rest.
■ Implant M-5 5th level: You gain a +10 ft. bonus to your movement speed.
■ Implant C-13 5th level: You deal twice as much damage to Aberrations.
■ Charisma Implant 5th level: Your Charisma score increases by +2.
■ Strength Implant 5th level: Your Strength score increases by +2.
■ Dexterity Implant 5th level: Your Dexterity score increases by +2.
■ Intelligence Implant 5th level: Your Intelligence score increases by +2.
■ Constitution Implant 5th level: Your Constitution score increases by +2.
■ Wisdom Implant 5th level: Your Wisdom score increases by +2.
■ Luck Implant 5th level: When you make a d20 roll, you may reroll it until the roll is higher than the
initial roll. You may use this feature once, regaining use at the end of a long rest.
■ Sub-Dermal Armor 5th level: You gain a +1 bonus to your AC.
■ Brainless 10th level: You gain immunity to the stunned condition, and your Intelligence score
increases by +1.
■ Reinforced Spine 10th level: You may have 1 level of exhaustion before suffering any of its effects,
and your Constitution score increases by +1.
■ Psychic Emitter 10th level: You gain 60 ft. of telepathy and can cast mage hand.
■ Steel Heart 10th level: Your maximum hit points increase by twice your level, and your Constitution
score increases by +1.
■ Phoenix Protocol 15th level: You may return to your maximum hit points at will. This feature may
be used while you are dead so long as you have not been so for longer than 10 minutes. You may
use this feature once, regaining 1/10th x your Constitution modifier uses at the end of a long rest.
■ Horrigan Gambit 15th level: Your size category increases by 1, your Strength and Constitution
scores increase by +2, and you gain advantage on Intimidation checks.
■ Synth Transplant 15th level: Your Intelligence and Wisdom scores are increases by +2, and you
gain a synth code.
■ Courser Courage 15th level: You can cast the shocking grasp cantrip as a bonus action, and you
may cast misty step as a reaction to being targeted by an attack.
B.O.S QUIRKS
■ Brotherhood initiate

You just joined or were born into the brotherhood, you gain proficiency in 1 additional weapon and arcana

■ Brotherhood Scribe Requires Int 14

You're now a scribe one of the more important members of the brotherhood since you are just basically the
scientist caste, you gain +3 to investigation, nature, and medicine, checks

■ Brotherhood Knight Requires Dex or Str 12

You're part of the military and supply scavenging part of the brotherhood a knight that's a big honor, you gain 1
additional weapon and damage proficiency and power armor training.

■ Brotherhood Cog Requires lvl 5, Dex 14

You're part of a secret order in the brotherhood, assassins meant to track and kill those who would pose the
greatest dangers and risks to the chapter, gain proficiency in survival and stealth if already proficient gain
expertise, gain +3 to ranged attacks

■ Brotherhood Knight-Captain Requires lvl 5, Str 14, Brotherhood knight

You've gone higher in the ranks in the brotherhood knight captain means that you done good by the
brotherhood, gain proficiency in land and air vehicles, when driving a vertibird you gain +3 on piloting checks

■ Brotherhood Paladin Requires lvl 10, Brotherhood Knight-Captain

You've reached one of the highest honors in the brotherhood becoming a paladin is a pretty big deal, you gain
advantage on investigation and arcana checks when it comes to high tech, gain proficiency in survival and
investigation

■ Sentinel Requires lvl 15, Brotherhood Paladin

You have achieved the highest honor a paladin can be granted you have truly become the champion of the
chapter, you gain proficiency in 3 weapons, +2 to AC base
NCR QUIRKS
■ NCR Trooper

You just joined or were conscripted into the NCR armed forces. You gain a +1 to athletics checks

■ NCR Medic Requires Int 14

You have trained to become a field medic. With this you become proficient in the use of medicine if you already
were you gain expertise. You also gain a +1 to healing done with medical items

■ Office of Science and Industry Requires Int 16, NCR medic

You have joined the Office of Science and Industry. A group of professionally trained scientists and engineers
who work on old world technologies. You gain a +2 to Arcana Checks.

■ NCR NCO Requires Dex or Str 12

You have become a part of the back bone of the NCR military. you gain advantage on charisma checks against
privates and medics. And a +1 to charisma checks

■ NCR MP Requires Dex or Str 13, NCR NCO

You gain the ability to see through the corruption of the NCR. You no longer have disadvantage on
investigation/insight checks related to criminal activities

■ NCR Ranger Requires lvl 5, Dex 14

You have joined up with the intensely trained NCR rangers. you gain a +1 to survival checks, a +2 to athletics
and the ability to use Ranger Takedown (See bottom of quirks).

■ Desert Ranger Requires lvl 5, Dex 18

You have joined the deadly desert rangers a technically separate organization which finds itself given autonomy
but still as deadly, you no longer face disadvantage when speaking to superiors, you gain +2 to survival,
stealth, and acrobatics and the ability to use Ranger Takedown.

■ NCR lieutenant Requires lvl 5, Str 14, NCR NCO

You've gone higher in the ranks in NCR. You have the ability to lead troopers into battle and are assigned a
radio to attempt to call up troopers in the area. it is determined by the DM the amount of free troopers in the
area but as a guideline you must make a charisma check and roll a 1d4 for the amount of troopers which come
to your aid.

■ NCR Colonel Requires lvl 10, NCR lieutenant

You've become one of the great NCR leaders. You become proficient in all charisma related abilities and
double those which you previously gained proficiency in. You are escorted by 2 Troopers at all time, and gain a
+1 bonus to any NCR assistance you call in.
■ NCR General Requires lvl 15, NCR Colonel

You have achieved the highest honor a trooper can gain. you gain the ability to command a large amount of
NCR troopers. You are escorted with 2 NCR HIC units

■ Ranger Takedown you can use acrobatics instead of athletics for grappling, as a free action when
grappling a target you can prone them. as a bonus action you can force someone you're grappling
to make a con save DC your acrobatics or athletics + prof bonus, on fail they go unconscious on
success they don't
LEGION QUIRKS
■ Legionary

Welcome to the legion runt get in line and do as your told and all will be well, you gain +1 to melee weapon
attack rolls and advantage against fear/intimidation saves or checks

■ Legion Explorer

Your job is simple to find new lands for the legion to conquer, gain +2 to survival checks and proficiency in
stealth and perception

■ Legionary Assassin

You are tasked with eliminating the harder to reach enemies of the legion, gain +1 to stealth and survival, gain
+1 to melee attack rolls

■ Decanus Requires Legionary

You finally made yourself into a real man, gain 1 additional weapon proficiency and +5 movement speed

■ Vexillarius Requires Cha 12, Decanus

You have been given the sacred duty to carry the legions banner into battle carry it well, as a bonus action you
can give allies advantage on wisdom saving throws until their next turn

■ Praetorian Requires lvl 5, Str 16, Vexillarius

You show some potential for higher service to the legion, you gain expertise in intimidation and +3 to melee
attack rolls, gain plus 10 movement while wielding a melee weapon

■ Frumentarii Requires lvl 10, Dex 16, Legionary Assassin

Personally chosen by the leaders of the legion you are a premier spy and assassin, gain expertise and +3 to
disguise kit and thieves' tools, you gain advantage on attacks against targets who don't know your true
allegiance

■ Centurion Requires lvl 10, Str 18, Praetorian

One if not the strongest soldiers in the legion, your pure strength of character and brutality is what puts you
above most, gain +3 AC while wearing heavy non-power armor, reduce all damage taken by 3

■ Legate Requires lvl 15, Str 20, Cha 14, Centurion

You are one of the most powerful members of the legion when you give a command men will move mountains
and rivers to get it done, gain +20 to movement speed while wielding a melee and gain +4 to str and your new
maximum is 24,
RAIDER QUIRKS
■ Raider Scum

new to being the worst of the worst, gain proficiency in 1 additional weapon and gain 1 hit point

■ Raider Punk Requires Str or Dex 12

not so new at the raiding business, gain proficiency in survival and gain 2 hit points

■ Raider Requires Str or Dex 14

you know a thing or two cause you've seen a thing or two, gain expertise in survival and 3 hit points

■ Raider Scrapper Requires Int 12

you're smarter than the average raider, gain proficiency in arcana, pipe and melee weapons are found at a
condition higher and you are advantage at repairing them

■ Raider Captain Requires lvl 5, Str or Dex 16

you're going up in your raider gang or tribe, gain proficiency in 2 damage types and gain 4 hit points

■ Raider Lieutenant Requires Str or Dex 18, Cha 12

you're somewhat in charge of things in your gang/clan, gain proficiency in intimidation and gain 5 hit points,
reduce all damage by 2

■ Raider Boss Requires lvl 10, Str or Dex 18, Cha 14

now you're a somebody in charge of your whole gang/clan, gain expertise in intimidation and gain 6 hit points,
gain power armor proficiency

■ Overboss Requires lvl 15, Str or Dex 20, Cha 16

Boss of bosses, the strongest raider in the region, in control of many raider clans and gangs, gain 10 hit points
and advantage in all intimidation checks
MISC QUIRKS
■ Local Mechanic Requires Int 14

You're just the local repairman or smith, either way you gain proficiency arcana and in 2 artisan tools of your
choice

■ Local Thug Requires Str or Dex 12


■ The King's Men Requires Cha 16

You got the mojo baby; you gain expertise in performance but suffer disadvantage on charisma checks against
a hostile

■ Khaaaaan Requires Con 16

The great khans have taught you drugs, you can reroll any addiction roll and take the better result but you
suffer disadvantage on perception checks

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