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Fallout 5e ​Wastelander’s

Guide ​Inspired By ​“Fallout: A Post


Nuclear Role Playing Game” ​By: Hunter
Starks
(Update
2)

-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.
0
-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

span decided by the DM. This span


​ of time among them.
must be no longer than 6 in game months but
no shorter than 1 in game hour. This Size: ​Humans vary widely in height and build,

from ​barely 5 feet to well over 6 feet tall.


transformation is not treatable nor curable.

Languages: ​You can speak, read, and Regardless of your position in that range,

write in ​Common and one other your size is Medium.

language. Languages: ​You can speak, read, and


Human: The Ones Who Rose write in ​Common and one other
from Ashes
language.
After the bombs fell in 2077,

humanity survived in massive


underground shelters called

Vaults. ​When the dust of war had

settled, humanity came out of the

ground to reclaim the remnants of

a destroyed world.
​ Many humans

can trace their ​lineage to the

Vaults.

Ability Scores: ​Choose any


two +2

Size:
Medium

Speed:
30ft.

Age: ​Humans reach adulthood in their late teens


Mr. Handy: The Perfect
and ​live less than a century. Servant
n the year 2037, General Atomics
Alignment: ​Humans tend toward no particular
International ​released the first domestic robot period with a DC-24 INT check.

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

Size: one of your hands with any weapon that does


Medium
not have the Heavy property. This new attached
Speed:
25ft. weapon gains +1 to attack rolls.

You Are a Robot: ​As a robot, you are immune


Age: ​A Mr. Handy has a 500 year warranty.
o ​disease. You do not need to eat or breathe.
But ​does it really?

nstead of
​ sleeping, you enter an inactive state
Size: ​A Mr. Handy’s metal body is made of a
for 4 hours ​each day. You do not dream in this
3-foot ​diameter sphere with 3 arms that float 3

state; you are fully aware of your surroundings


feet off the ground. They weigh 120 pounds.
and notice approaching enemies and other
Languages: ​You can speak, read, and

write in ​Common and one other events as normal.

Fix Me Up: ​You do not heal like other races. As


language.
an action, you or another character within 5 ft.
Built to Last: ​At level 5, 10, and 15 the player can ​make a Technology (Arcana) check. The
must ​make an Expiration save. This save DC is
DC is equal to your level. On a success, you
equal to the player's level. On a successful
heal 2d4+4 hit points.
save, nothing happens.
​ On a failed save, the Super Mutant: The Experiment Gone
Wrong
player will fall to ​pieces in a span decided by
As the Great War progressed, the U.S.
the DM. Must be no longer than 6 in game
Government ​began to experiment on soldiers to
months but no shorter than 1
​ in game hour. The
make them immune
​ to chemical weapons.
character may be repaired ​over a 72-hour
While this ​experiment worked, it came with

some interesting side-effects, namely a series of

giant muscular monsters.

Ability Scores: ​Str +2, Con +1,


Int -2

Size:
Medium

Speed:
30ft.

Age: ​Super Mutants have an average


lifespan of about 200 years after being

mutated from a ​human.

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

16 or higher. Skill Proficiencies: ​Medicine,


nsite
Green & Mean: ​You gain proficiency
Tool Proficiencies: ​One choice of two:
in the ​Intimidation skill.
Healer’s Kit, ​Alchemist Supplies
Super Attack: ​When you score a critical hit
Equipment: ​1 set of Follower's Garb, 1 Energy
with a ​melee weapon attack, you can roll one
Pistol ​or Simple Ranged Weapon, 3 Stimpaks,
of the weapon's
​ damage dice one additional
30 Caps
time and add ​it to the extra damage of the
Many Mentors: ​When you attempt to learn or
critical hit.
recall ​a piece of lore, if you do not know that
FEV: ​The Forced Evolutionary Virus has made
you a perfectly healthy specimen. You are nformation, you can think back to one of your

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,
where to find them.
​ You have advantage when
you have advantage
​ when searching for
recalling ​knowledge about Chems or finding a
specific rooms in a ​vault. (Example: Cafeteria,
Chem dealer.
Security 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

human. ​Although humans are certainly tasty! As


advantage on Investigation checks when

searching for Caps. an action, you


​ can consume human flesh to

regain an extra hit ​die during a short rest. At

evel 10, you regain extra 2 hit die.

Chemi
st

Chems affect you for twice as long as they

normally ​do.

Healing
Glow
Prerequisite:
Ghoul

When taking a short rest within 30ft. of a source

of ​radiation, you heal 1 extra hit die.

Lead
Belly
3
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

as FM Radio, Flash Light, Map and information

storage device. It can also


​ be used to access

certain Vault-Tec computers. ​You are also able

to use the Vault-Tec Assisted Targeting System.

Once per short or long rest, a player


​ may use

VATS to gain advantage on their ​attack roll. If a

player has the Vault Dweller Background


​ or a

INT score of 18 or higher, the ​player can use

VATS twice per short or long rest.


Purifie
r
You deal an extra 1d6 whenever you deal

damage ​to Monstrosities.

Terrifying
Presence
You gain proficiency with the Intimidation skill.

If you ​already have proficiency, your

proficiency 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
When you are exposed to high amounts of
depleted energy cells ​and create 1 fully charged
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

on those rolls.
a Con Save. When
​ you fail this save, you are
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

Rad Level 3, they become Ghoulified. you have disadvantage on any

Ghoulificati Attack rolls. In addition, your


on
shaky footing makes it difficult to
The use of Chems has created ​weakness in
perform any Dexterity-related
your muscles, and makes Strength
​ ​it difficult for
skills, and you have disadvantage
you to control your body's movements. You
on those rolls.
have a -1 to your Strength modifier, and Withdrawal leaves you with

cravings ​and pains. You are never


disadvantage on Strength and Athletics checks.
satiated when eating, and food

feels entirely unfulfilling. During


Dexterit
the course of the day, the DM can
y
After stopping use of Chems, your force you to make random
body ​has begun to experience
Constitution saving throws

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

you have disadvantage on any disadvantage on Constitution skill

Attack rolls. In addition, your checks.


After Failing the DC 15 of Rad Level 3, this
shaky footing makes it difficult to
character must replace their race to Ghoul
with ​their Racial Abilities Replaced with 1d4 damage. Your Constitution

Ghoul Racial Abilities. modifier gets -1 and you have

disadvantage on Constitution skill


Addicti
on checks.
Withdrawal leaves you with
After each use of an addictive Chem, a player
cravings ​and pains. You are never
must ​make a DC 12 constitution saving throw to
satiated when eating, and food
determine if they will become addicted. On a
feels entirely unfulfilling. During
failed save,
​ the player now be affected by a
the course of the day, the DM can
Withdrawal ​Symptom (determined by a d6 roll)
force you to make random
until the player is cured of addiction. On a
Constitution saving throws
Critical Fail, the player gets 2
​ Withdrawal (DC15), and a failure will do you
Symptoms. A player can be cured by ​a doctor,
1d4 damage. Your Constitution

Adictol, or waiting 1 in game month without modifier gets -1 and you have

using any kind of chem. Withdrawal Symptoms disadvantage on Constitution skill

can be delayed if you continue to take any


​ checks.
addictive chem. If you become addicted to more

than one Chem, the Symptoms stack.


Constituti
Intelligenc
on
Withdrawal leaves you with
e
Your memory and cognitive
cravings ​and pains. You are never
functions ​are starting to fail you.
satiated when eating, and food
The DM can impose a state of
feels entirely unfulfilling. During
Confusion on your character at
the course of the day, the DM can
their discretion, and your
force you to make random
Intelligence modifier takes a -1.
Constitution saving throws
In addition, you have
(DC15), and a failure will do you
disadvantage on History, Arcana
(Tech), Investigation and have nightmares, and the DM can

Perception checks as your eyes impose Exhaustion and/or

have become sensitive to light Madness at their discretion.

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

their discretion, and your understanding the difference

Intelligence modifier takes a -1. between friend and foe, and you

In addition, you have begin to see a conspiracy within

disadvantage on History, Arcana interactions. Paranoia causes you

(Tech), Investigation and to have a -1 to Charisma

Perception checks as your eyes modifier, and you have

have become sensitive to light disadvantage on any skill checks

and colors. that use Charisma.

Wisdo
m
Your thoughts have become

disjointed ​and jumbled. You

cannot create coherent ideas, and


-Chapter 5:
your ability to read people and
Chems-
situations takes a hit. Your
Buffou
Wisdom modifier goes down -1
t
and you have disadvantage on all Chem, Addictive,
Common
Wisdom skill rolls. In addition, you
0.5
lbs.
Withdrawal Symptom for 1d4 days.
This highly addictive over the counter pain killer

can ​help you in a pinch. You gain1d6 Je


t
temporary hit points. Chem, Addictive,
Uncommon
Catey
e 0.5
bs.
Chem,
Uncommon
When inhaled, this amphetamine gives you a

0.5 rapid ​burst of energy. For 1d4 rounds, your


lbs.
speed is doubled and you gain 1 extra bonus
When consumed, you gain 60ft. of darkvision
action.
for 1 ​hour.
Med-
Fire Ant X
Nectar
Chem, Addictive,
Chem, Addictive, Common
Uncommon
0.5
0.5 bs.
lbs.
When injected, this powerful steroid can boost
When consumed, this bitter substance from the
your ​body’s natural damage resistance. For 1d6
thorax of the Giant Fire Ant can help you not
rounds, you gain +2 to your AC.
burn to death. You gain resistance to fire Psyc
ho
damage for 1 hour.
Chem, Addictive,
Fixe Uncommon
r
0.5
Chem, lbs.
Uncommon
When injected, this instant adrenalin rage gives
0.5
lbs. you ​1d6 to add to all damage rolls for 1 minute.

Sometimes you just need to get rid of the itch. Rad


Away
When consumed, this chem removes 1
Chem,
Common
syringe is ​injected into your vein.
0.5
lbs.
Super
During a long rest, the contents of this IV bag Stimpack
can ​be used to heal 1 level of Radiation Chem,
Rare
Poisoning. 0.5
lbs.
Rad-
X You heal 8d4+8 hit points when this

Chem, syringe is ​injected into your vein.


Uncommon
Slashe
0.5
lbs. r

When consumed, you gain resistance to Chem, Addictive,


Rare
Radiation ​(necrotic) damage for 1 hour.
0.5
lbs.
Rock
et When injected, this instant adrenalin rage gives

Chem, Addictive, you ​1d12 to add to all damage rolls for 1


Rare
minute.
0.5
lbs.

When inhaled, this amphetamine gives you a

rapid ​burst of energy. For 1d8 rounds, your


-Chapter 6:
speed is doubled and you gain 1 extra bonus Weapons-
action. General
Weapons
Stimpa
ck This guide does not supply a resource for

Chem, general ​weapons. Most weapons can be


Common

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.

encounter will not be in this guide, you will still Power


Fist
be grated with a few fun options to add to your
Martial Weapon, Melee Weapon,
arsenal. Rare

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, 1d8 slashing – versatile


Uncommon (1d10)

3d8 lightning - ammunition (100/300ft.), reload (30 7


lbs.
shots) ​two-handed
You can use a bonus action to pull the trigger,
7
lbs. causing flames to erupt from the blade. These
flames shed bright light in a 20-foot radius and
Fat
Man dim ​light for an additional 20 feet. While the

Firearm, Martial Weapon, Ranged Weapon, sword is ablaze, it deals an extra 2d6 fire
Explosive, Rare

15
damage to any target it hits. The flames last
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

make a DC 18 Dexterity saving throw, taking


AC 11+
DEX

10
bs.

Even if it’s hot in the dessert heat, it might help

he ​next time a raider tries to stab you. This

armor is typically made of stitched together

scraps of hardened leather and cloth.

Scrap
Armor
Light Armor,
Common

AC 12+
DEX

13
bs.

This might be enough to stop a bullet? This

armor is ​made of a combination of leather and

scavenged scrap metal.

Steel
Armor
Medium Armor,
Common

AC 14+
DEX

20 7
-Chapter 7: bs.

Armor- f scrap won’t stop a bullet, you are pretty sure


his will. This forged set of dull heavy armor
Waste covers your ​chest and stomach area to protect
Leathers
Light Armor, your vital organs.
Common
Rare
Combat
AC 11+
Armor DEX

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

The wearer has disadvantage on Stealth end of the next 24 hours.


(Dexterity) ​checks.
Power
If the wearer has a Strength score lower than Armor

15, ​their speed is reduced by 10 feet. Very Heavy Armor,


Legendary

Radiation AC
Suit 20

150
Medium Armor,
lbs.
you gai
Prerequisite: Power Armor
Training
resistan
To enter or exit this armor takes 12 seconds. piercing
When wearing this armor, your speed is reduced

to 20ft, ​your Strength is increased to 22 (+6), (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

Comic on to ​enjoy local FM radio broadcasts.


Book
G.E.C
Uncommo K.
n
Legenda
Once a wonderful article of entertainment, now ry
can give you the inspiration you need to survive.
The Garden of Eden Creation Kit, is a briefcase
After ​reading over a short rest, you gain a 1d6
shaped device that was given to a select few
inspiration die to use at any time before your
Vaults. As
​ an action, this device can be planted
next long rest. This item can only be used this
on any land. ​Upon activation, this device
way once, but it can be read again for personal
cleanses all land within a 10 mile radius of
enjoyment.
radiation and makes the soil optimal for plant
Flash
Light growth.
Geiger give a variation of a maybe answer.
Counter
Rebreath
Uncommo er
n
Rar
As an action, this device can be used to tell e

the ​direction of a source of radiation within When worn, this mask allows you to breath

30 ft. under ​water.

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

When found, the player can decide on a

number ​from 2 to 12. This pair of dice will

always land on that number.

“Magic”8-Ba
ll
Uncommo
n

This “Magical” artifact can be asked yes or no

questions. Roll a d20. Even numbers will give

a variation of a yes answer. Odd numbers will

give a variation of a no answer. 1 and 20 will


9
-Chapter 9:
Vehicles-
Brahman
Cart
Common, Refuel (every long rest),
HP (60)

These two headed cows have become an


essential pack animal in the wasteland.

Brahman carts can ​carry up to 500 lbs. and up

to 2 passengers. This vehicle moves at a top

speed of 10 miles per hour.

Junk
Car
Uncommon, Refuel (60 miles), HP
(120)

This fossil fuel powered vehicle is commonly

used by ​Raiders to travel short distances for

scouting missions or as get away vehicles. Junk

Cars can carry 200 lbs. and up to 4 passengers.

This vehicle moves at a top speed of 30 miles

per hour.

Atomic
Car
Rare, Refuel (120 miles), HP
(160)

This atomic powered vehicle was once a

common ​necessity for every American. Now it’s

a miracle to get
​ one running. Atomic cars can

carry up to 100 ​lbs. and up to 4 passengers.

This vehicle moves at a top speed of 60 miles

per hour.
1
0

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