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CREDITS & LEGAL

CREDITS LEGAL INFO

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INTRODUCTION
All kinds of people make their home in the ☣ The Scientist class is a new
post-apocalyptic wastes, but they all have addition to the game!

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one thing in common: they’re survivors. � 15 backgrounds.
Nevertheless, some individuals are � 41 feats.
particularly prone to risk dangerous � An optional Luck trait.
situations, leaving the relative safety of � Supplemental rules for radiation,
settlements to instead live a life of hair- starvation, and dehydration.

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raising adventure out in the wastes. In the
wilderness and within the ruins of the pre- You’ll find that a lot of the content in
apocalyptic world that preceded their own WASTELAND WANDERERS works just as well for

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time, these wasteland wanderers encounter other games set in modern or futuristic
all manner of dangers but potentially also settings. With small adjustments you can
a great deal of profit. They rely on a also use many of the feats, supplemental
combination of bravery, skill, tenacity, rules, and some classes and archetypes in
and luck pull them through. your fantasy campaigns.
This supplement is compatible with the

WASTELAND
Fifth Edition of the world’s most well-
known tabletop roleplaying game. Within its

WARES
pages you’ll find a plethora of new content
designed to help you create a character
ready to venture out into a post-
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apocalyptic wasteland. Game content in this WASTELAND WANDERERS is compatible with WASTELAND
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book includes: WARES, a catalogue of equipment suitable for


use in post-apocalyptic game settings. You
� New skill and tool proficiencies. don’t need that book to use this one, but a
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� 10 species, with 16 subspecies small amount of content presupposes that


options. you own it and are using its rules: class
� 6 classes, with 25 archetypes. equipment packages, for instance.
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☣ Some of these classes are re-


imagined versions of core classes,
adjusted and with new archetypes
suitable for a post-apocalyptic
game. Of these, the Scout and
Shepherd have been reworked from
the ground up, removing all traces
of magic and introducing
alternative features.

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CONTENTS
PROFICIENCIES 4 SCOUT 68
SKILLS 4 CLASS FEATURES 68

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� WASTELAND SKILLS 4 � WHY BE A SCOUT? 68
TOOLS 5 � SCOUT CLASS FEATURES 69
� WASTELAND TOOLS 5 ARCHETYPES 74
� WASTELAND CREATURES 75
SPECIES 9

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HUMAN 9 SHEPHERD 82
BANTAMITE 11 CLASS FEATURES 82
BIOSYNTH 12 � WHY BE A SHEPHERD? 82

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CAT 13 � SHEPHERD CLASS FEATURES 83
DEARG DUBH 15 ARCHETYPES 88
DOG 16
MORLOCK 18 SOLDIER 92
OGRE 19 � WHY BE A SOLDIER? 92
ROBOT 20 CLASS FEATURES 93
ROTTER 24 � SOLDIER CLASS FEATURES 93
ARCHETYPES 97
CLASSES 25 � THE SHAKEN CONDITION 102
SPECIAL RULES 25
FURTHER DETAIL 104
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SAVAGE 27 BACKGROUNDS 104


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CLASS FEATURES 27 � THE CARAVANNER’S CODE 104


� WHY BE A SAVAGE? 27 LANGUAGES 113
� SAVAGE CLASS FEATURES 28
CUSTOMIZATION 114
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ARCHETYPES 31
MULTICLASSING 114
SCIENTIST 36 FEATS 115
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� WHY BE A SCIENTIST? 36
CLASS FEATURES 36 APPENDIX A: LUCK 125
� SCIENTIST CLASS FEATURES 37
ARCHETYPES 45 APPENDIX B: SUPPLEMENTAL RULES 128
DAMAGE TYPES 128
SCOUNDREL 58 RADIATION 129
CLASS FEATURES 58 � RADSICK LEVELS 131
� WHY BE A SCOUNDREL? 58 SUSTENANCE 133
� SCOUNDREL CLASS FEATURES 59
ARCHETYPES 63 OPEN GAME LICENSE 137

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PROFICIENCIES
Species, classes, and backgrounds in this The skills summarised below are new
book grant proficiency in skills and tools additions.

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that aren’t available in the core rules but

ENGINEERING
are assumed to exist in a post-apocalyptic
setting. If any such skill or tool doesn’t
exist in your setting, swap it with an
equivalent that does or allocate an Use this skill to solve complex mechanical

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alternative. problems:

SKILLS � Figure out how to repair devices,

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structures, and systems.
� Attempt to create new devices,
The skills on the Wasteland Skills table strictures, and systems.
are recommended for most post-apocalyptic

HACKING
settings. If a skill from the core game
doesn’t appear on this list, it can’t be
selected unless your Guide informs you
otherwise. Use this skill to solve advanced computer
related problems:
WASTELAND SKILLS
TYPICALLY PAIRED � Know your way around a computer’s OS.
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SKILL WITH � Access secured systems via bugs and


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Acrobatics Dexterity exploits.


Animal Handling Wisdom � Change a machine or robot’s
Athletics Strength or Constitution programming.
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Deception Charisma
Engineering Intelligence
Hacking
History
Intelligence
Intelligence SCIENCE
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Insight Wisdom
Intimidation Charisma Use this skill to solve problems related to
Investigation Intelligence obscure and forgotten advances in
Medicine Wisdom scientific achievement:
Nature Intelligence
Perception Wisdom � Conduct experiments related to a
Performance Charisma
variety of specialised fields near-
Persuasion Charisma
forgotten to wastelanders.
Science Intelligence
Survival Wisdom � Understand obscure academic texts.

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� Decipher the purpose of machines,
experiments, and other technologies COMPUTERS
you encounter.
� Identify the company or organisation Anyone can turn on a computer terminal and
responsible for developing and reason their way through basic operations,
producing machines, experiments, and even if they’re not familiar with the
other technologies you encounter. operating system. Proficiency in computers
implies a greater level of competency and

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allows you make use of advanced features

TOOLS of the computer’s Operating System and


software. It doesn’t extend to writing
code: for that, choose the Hacking skill.
The tools on the Wasteland Tools table are However, if you’re proficient with both

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recommended for most post-apocalyptic Computers and Hacking, you can attempt
settings. If a tool from the core game programming tasks that others can’t, like
doesn’t appear on this list, it can’t be reprogramming a robot while it’s not near

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selected unless your Guide informs you a terminal.
otherwise.
WASTELAND TOOLS

SPECIALIST’S TOOLS
TOOLS
ARTISAN’S TOOLS INSTRUMENTS, CONTINUED
Brewer’s Supplies Drum
Calligrapher’s Supplies Drum Set
Specialised tools require additional Carpenter’s Tools Flute
explanation and are described below. Cartographer’s Tools Recorder
Cobbler’s Tools Saxophone

CHEM COOK’S TOOLS


Cook’s Utensils Trumpet
Glassblower’s Tools Ukulele
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Jeweller’s Tools Violin


Leatherworker’s Tools SPECIALIST’S TOOLS
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Chem Cook’s Tools are the items you need to


Mason’s Tools Chem Cook’s Tools
put together a makeshift lab, such as pots,
Painter’s Supplies Computers
vials, common chemicals, a Bunsen burner,
Potter’s Tools Disguise Kit
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and a canister of gas. With this Smith’s Tools Demolitionist’s Tools


proficiency you can cook up chemical Tinker’s Tools Doctor’s Bag
substances when you have access to a lab. Weaver’s Tools Electrician’s Tools
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Using these tools while proficient Woodcarver’s Tools Forgery Kit


grants advantage on Medicine checks to make GAME SETS Herbalism Kit
chems. Checkers Set Mechanic’s Tools
Chess Set Navigator’s Tools
Go Set Poisoner’s Kit
Mahjong Set Surgeon’s Tools
Othello Set Thieves’ Tools
Poker Set VEHICLES
Shogi Set Air Vehicles
INSTRUMENTS Land Vehicles
Acoustic Guitar Water Vehicles
Acoustic Guitar, Child’s Underwater Vehicles

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Cello
Your Computers Proficiency grants you
familiarity both with desktop computers, DEMOLITIONIST’S TOOLS
known as DeskComps, and the portable
wrist-mounted devices known as WristComps. Demolitionist’s Tools include detonators,
Your Proficiency in Computers also applies blasting caps, wire, and long nose pliers.
to other tasks relating to the WristComp’s When you have this proficiency and access
functions, such as navigating using its to the tools you’re better able to
map or isolating a radio signal. construct, arm, disarm, and dismantle

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Using a computer while proficient explosive devices.
grants advantage on ability checks using Using these tools while proficient
related skills (Hacking for programming grants advantage on Engineering checks to
tasks, Survival for navigation via map, make, break, arm, or disarm explosives, as
and so on). well as to identify explosive devices,

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their properties, and possible exploits.

DISGUISE KIT
DOCTOR’S BAG

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A Disguise Kit includes cosmetics, hair
dye, small props, and a few pieces of Every Doctor’s Bag is slightly different,
clothing. When you have this proficiency but each contains the items most necessary
and access to the tools you’re able to put to perform basic diagnosis and treatment.
together basic disguises for both others Using these tools while proficient
and yourself. grants advantage on Medicine checks to
Proficiency in these tools grants diagnose medical problems and treat
advantage on certain Charisma-based simpler cases.
ability checks. An appropriate disguise
can grant advantage on Deception and
ELECTRICIAN’S TOOLS
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Persuasion checks that are aided by the


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appearance of being a particular person or


belonging to a particular group or rank. Mechanic’s Tools include a drill,
You may also gain advantage on adjustable wrench, saw, screwdriver set,
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Intimidation checks if disguised to look hammer, and a pair of pliers. When you
more fearsome or off-putting, or have this proficiency and access to the
Performance checks if you “disguise” tools you’re better able to dismantle, put
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yourself with a costume appropriate to together, and repair electrical devices.


your performance. Using these tools while proficient
grants advantage on Engineering checks to
make or break electronic devices, as well
as to identify such devices, their
properties, and possible exploits.

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FORGERY KIT MECHANIC’S TOOLS
A Forgery Kit includes several different Mechanic’s Tools include a drill,
types of ink, a variety of papers, several adjustable wrench, saw, screwdriver set,
pens and pencils, seals, sealing wax, hammer, and a pair of pliers. When you
small tools to sculpt melted wax and mimic have this proficiency and access to the
seals. When you have this proficiency and tools you’re better able to dismantle, put

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access to the tools you’re able to put together, and repair mechanical devices.
together forgeries of hand-written You also become proficient in power tools
documents and primitive seals. and industrial tools.
Proficiency in these tools also allows Using these tools while proficient
you to attempt forgeries of print grants advantage on Engineering checks to

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documents and even currencies, provided make or break machines, as well as to
you have access to the necessary machinery identify machines, their properties, and
to produce them. Proficiency grants possible exploits.

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advantage on Deception checks when you
provide a forged document to support your
lie, as well as History and Investigation NAVIGATOR’S TOOLS
checks to determine whether a historical
relic or modern object is the genuine Navigator’s Tools include a compass,
article. sextant, calipers, ruler, pencil, eraser,
and paper. When you have this proficiency
and access to the tools you’re better able
HERBALISM KIT to determine your relative position and
find your way at land and sea without
A Herbalism Kit includes pouches or other needing electronic navigation devices.
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containers for storing herbs, clippers and Using these tools while proficient
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leather gloves for collecting plants, a grants advantage on Survival checks to


mortar and pestle, and several jars. pinpoint your location or plot a route to
Proficiency in these tools grants a destination of your choosing.
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advantage on Nature checks to identify


plants, Survival checks to spot places
edible plants might grow, Investigation POISONER’S KIT
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checks to notice something unusual or out


of place among plant growth, and Medicine A Poisoner’s Kit includes glass vials, a
checks to treat minor illnesses and wounds mortar and pestle, chemicals, and a
with the aid of natural remedies. stirring rod. When you have this
proficiency and access to the tools you’re
able to safely extract and prepare poison.
Proficiency in these tools allows you
to apply poisons to objects without
personal risk. You also have advantage on
Medicine checks to treat poisoned

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patients, Nature checks to identify
poisonous plants and animals, and both
Investigation and Perception checks to
notice poison or carefully handle objects
to avoid being poisoned.

SURGEON’S TOOLS

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Surgeon’s tools include a scalpel,
surgical drill, bone chisel, bone cutter,
saw, needles and thread, forceps, a set of
clamps, a dilator, narrow-bladed scissors,

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a curette, a small amount of anaesthetic,
and disinfectant. Without proficiency in
these tools, an attempted surgery is

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likely to be botched.
Using these tools while proficient
grants advantage on Medicine checks to
perform surgical procedures.

THIEVES’ TOOLS
Thieves’ Tools include a crowbar, a small
file, a small mirror, a set of narrow-
bladed scissors, a pair of pliers, and 10
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bobby pins. Some thieves are lucky enough


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to possess proper lockpicks, but they’re a


rare and valuable treasure in the
wasteland and don’t come with a standard
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set of Thieves’ Tools.


You can use these tools to make a
Dexterity (Thieves’ Tools) check in order
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to unlock doors as well as set or safely


bypass traps. Proficiency in these tools
also grants advantage on Investigation
checks to find traps.

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SPECIES
HUMAN
In addition to humanity, the wasteland is
full of strange mutants and machines that

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make for intriguing player characters.
One option available to you is to use Although their society is a pale shadow of
the races presented in the core 5e rules, its prewar peak, humans remain the most
treating them as mutant or alien creatures. prevalent race in the wasteland. They are
Even limiting options to those without far from a dominant species, however, and

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magic, you can still create a varied and must fight hard to survive in their
interesting world. You might also choose to dangerous world. The settlements in which
allow magic in your wasteland world, or humans live are constantly under siege by

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possibly limit magic to spells and the myriad threats of the wastes.
abilities that could reasonably be the

HUMAN TRAITS
result of psychic power.
Alternatively—or additionally—you can
allow some or all of the species in this
chapter. Ability Scores. +1 to two ability scores of
your choice.

Size. Medium.

Type. Humanoid.
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Speed. 30 ft. (6 squares)

Bonus Skill. You gain proficiency in one


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skill of your choice.

Diverse Origin. Some humans are descended


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from wasteland survivors, while others


emerge into the wasteland from their
Bunkers, descendants of the prewar Bunker
Buddy program. You possess the traits of
your origin in addition to your Human
traits.

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Bunker Born. You have expertise in two
BUNKER BUDDY skills or tools from the following list,
doubling your Proficiency bonus when you
In the years preceding the apocalypse, use them: Chem Cook’s Supplies, Hacking,
governments hired corporations to build History, Investigation, Mechanic’s Tools,
self-sustainable bunkers throughout their Medicine, Nature, Persuasion, and Science.
respective nation. Not everyone was lucky If feats are allowed, you can choose a feat
enough to be assigned a place in the for which you qualify instead of gaining

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bunkers. These limited spaces were two areas of expertise.
primarily assigned according to a citizen’s
perceived value to future society, and then BUNKER SURVIVOR TRAITS
remaining places were allocated via If you survived an unethical experiment,
lottery. The citizens who were chosen you possess the following traits in

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became known as bunker buddies, a moniker addition to the human species traits:
which has passed on to their descendants.
Humans born into the bunkers typically live Bunker Born. You have expertise in two

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a life of relative comfort and ease, albeit skills or tools from the following list,
one of dull routines. Bunker buddies doubling your Proficiency bonus when you
sometimes emerge from their safe and use them: Chem Cook’s Supplies, Computers,
peaceful homes excited and enthusiastic to Hacking, History, Investigation, Mechanic’s
help reclaim the world, and ill prepared Tools, Medicine, Nature, Persuasion, and
for the horrors of the wasteland. Science. If feats are allowed, you can
Not all bunkers proved so benign. In choose a feat for which you qualify instead
some cases, the bunkers were seen as an of gaining two areas of expertise.
invaluable opportunity to conduct
experiments on a captive population that Bunker Trauma. You’ll never be quite the
might provide data useful to the leaders of same after the horrors you’ve seen, but
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the future. Such experiments ranged from your experience taught you more than a
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largely harmless to utterly inhumane. little about surviving. You have a


Since the protocols would only begin after permanent -2 penalty to Wisdom saving
the collapse of society, they weren’t throws. However, you become proficient in a
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shackled by the ethical standards of a skill or tool which you choose from the
world that no longer existed. Some bunker following list: Deception, Insight,
buddies have no choice but to emerge into Intimidation, Perception, Stealth, and
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the wasteland after narrowly surviving the Thieves’ Tools.


sudden initiation of a twisted experiment
planned many years ago.
WASTELANDER
BUNKER BUDDY TRAITS
If your bunker was benign (or if you left You’re descended from humans who somehow
before its experimental protocol was survived the apocalypse. Perhaps your
initiated, you possess the following trait ancestors did live in a Bunker but emerged
in addition to the human species traits: onto the surface generations ago, or maybe
they were mercifully distant when the bombs

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BANTAMITE
fell in their region. Your family has
somehow thrived against the odds, and you’re
mercifully free from any major or visible
mutation. Bantamites are the result of generational
mutations among certain human communities
WASTELANDER TRAITS which has led to permanent changes in their
In addition to the species traits of a descendants. Bantamites are decisively
human, you possess the following trait in shorter than the average human while not

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addition to the human species traits: lacking for any of a human’s typical
musculature. As a result, bantamites are a
School of Survival. You have expertise in stocky figured, sturdy people.
two skills or tools from the following list,

BANTAMITE TRAITS
doubling your Proficiency bonus when you use

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them: Animal Handling, Athletics, Deception,
Intimidation, Mechanic’s Tools, Persuasion,
Stealth, Survival, and Thieves’ Tools. If Ability Scores. +2 to one ability score of

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feats are allowed, you can choose a feat for your choice, and +1 to a different ability
which you qualify instead of gaining two score of your choice.
areas of expertise.
Size. Medium.

Type. Humanoid.

Speed. 25 ft. (5 squares)

Bonus Skill. You gain proficiency in one


skill of your choice.
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Sturdy Build. You have advantage on


Strength saving throws against being
knocked prone or moved against your will.
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BIOSYNTH BIOSYNTH TRAITS
Created by a mysterious hidden faction, Ability Scores. +1 to two ability scores of
biosynths are the latest technological your choice.
breakthrough in artificial humanoid beings.
Biosynths are indistinguishable from Size. Medium.
humans aside from a small inorganic

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component buried in their brain. This makes Type. Humanoid.
them adroit infiltrators, since most
wastelanders lack the technology to detect Speed. 30 ft. (6 squares)
a biosynth chip without first killing the
suspect. Bonus Skill. You gain proficiency in one

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Since the discovery of biosynths only a skill of your choice.
few years ago, they have become a bogeyman
of the wastes. Wastelanders live in fear Perfect Programming. You’re tailored

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that someone they know will be replaced, or physically and mentally for your task or
that they themselves will be replaced assumed identity. You may either choose one
without their loved ones even realising. feat for which you qualify, or you may gain
Worse still, many biosynths aren’t even an additional +1 to two abilities of your
aware who they are. Biosynths without choice. You may add these bonuses to the
orders might live perfectly normal lives, same ability scores you previously chose,
blissfully unaware that everything they see up to a maximum of +2 to a single ability
and do is fed back to their creators via a from your species features.
chip in their brain. They might give no one
a reason to suspect their true nature until On/Off. You choose whether you’re aware of
their secret masters activate them for some your true nature or not. Either way, you’re
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nefarious purpose. exempt from being activated as a sleeper


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agent—unless you want to be!


If you choose to be exempt, your
biosynth chip is damaged, deactivated, or
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removed. If not, discuss with your Guide


what kinds of betrayals and strange
behaviours are acceptable to you, as well
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as whether you’re prepared to retire this


character and let them become an NPC.

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CAT Feline Facilities. You’re proficient in
Acrobatics, Perception, and Stealth.
Wasteland cats are tougher and often bigger
owing to mutation and cross-breeding, but A Cat’s Life. Your understanding of the
can still make for lovable if mercenary world is that of a cat, with every
companions. limitation that entails. You can't speak,
but you comprehend expressions, tone of

CAT TRAITS

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voice, and physical motions, and can thus
understand the emotions of allied creatures
as well as simple ideas they communicate.
Ability Scores. +2 to one ability score of Similarly, you can communicate emotion and
your choice, and +1 to a different ability simple ideas to your allies with a

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score of your choice. Your Intelligence can combination of expressions, sounds, and
be no higher than 10 unless you choose the physical motion. Additionally, you can
Experimental Cat breed. comprehend and verbally communicate with

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other felines. The knowledge and awareness
Size. Small. of your fellow felines is limited by their
intelligence, but at minimum, they can give
Type. Beast. you information about nearby locations and
creatures, including whatever they can
Speed. 40 ft. (8 squares). You also have a perceive or have perceived within the past
climb speed of 30 ft. (6 squares). day.
You don't choose a background and
you’re limited to choosing between the
following classes: Savage, Scoundrel,
Shepherd, and Soldier. When you select your
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archetypes and feats, you must choose


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options that offer features a cat could


use. You can only learn the following
skills, which replace the normal list of
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available skill and tool proficiencies for


your class: Acrobatics, Athletics,
Deception, Insight, Intimidation,
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Investigation, Nature, Perception,


Performance, Persuasion, Stealth, and
Survival.
You can't wield weapons and items,
though you can carry an object in your
mouth and you may wear clothes and armour
if they’re designed for your quadruped
form. You can’t don or doff clothing and
armour yourself. Instead, an allied
creature must do it for you.

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Blur of Fur. You can Dash or Disengage as a WASTELAND CAT TRAITS
bonus action. If you also have the Cunning If you’re a regular cat, whether a
Action class feature, you gain the benefits thoroughbred or moggy, you possess the
of the Disengage action for free when you following trait in addition to your Cat
Dash. In addition, you can move through the traits:
space of any creature that is two or more
sizes larger than you. Self-Interest. You have advantage on Wisdom
saving throws against abilities and effects

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Lithe Defense. When you aren’t wearing that would cause you to be charmed or
armor, your AC is 13 + your Dexterity otherwise limit or control your actions.
modifier. You can use your agile defense to
determine your AC if the armor you wear
would leave you with a lower AC, but any EXPERIMENTAL CAT TRAITS

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penalties to your maximum Dexterity bonus If you were created in a bizarre science
still apply. experiment, you possess the following
traits in addition to the cat species

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Claws. Your claws are a natural melee traits:
weapon, which you can use to make unarmed
strikes. If you hit with them, you deal Type. Your type changes to Mutant Beast.
slashing damage equal to 1d4 + your
Strength modifier, instead of the Experimental Subject. Your Intelligence
bludgeoning damage normal for an unarmed score can be higher than 10, and you’re
strike. able to learn, understand, and speak
languages. You can still communicate with
Radiation Resistance. The cats of the other felines. You can choose any class,
wasteland have long since developed a archetype, feat, and skill, though your
tolerance for ambient radiation. You have ability to use features is still limited by
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resistance to radiation damage. your physical capabilities.


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Breed. There are many types of cat in the


wasteland, though purebred varieties are
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rare outside of bunkers where some were


kept as pets. You possess the traits of
your breed in addition to your Cat traits.
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DEARG DUBH DEARG DUBH TRAITS
The dearg dubh (pronounced JER-igg DOO) Ability Scores. +2 to one ability score of
resemble the vampires of legend. Though your choice, and +1 to a different ability
they can derive sustenance from blood, they score of your choice.
can live quite comfortably by consuming
food. Many dearg dubh just want to live Size. Medium.

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peacefully. Some have never even tried
blood (or at least, not human blood). In Type. Mutant Humanoid.
other communities humans donate blood for
dearg dubh consumption, which in turn Speed. 30 ft. (6 squares)
leaves more food for the humans.

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It is true, however, that a dearg dubh Bite. You have a bite attack that deals 1d4
with a taste for blood can be a danger to piercing damage. Once per short or long
others. The untainted blood of non-mutant rest when you deal damage to a humanoid or

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humans is the most delicious, and once a beast with your bite, you can deal an
dearg dubh is used to the taste, all but additional 2d4 piercing damage. When you
the most potently seasoned foods begin to do, you regain hit points equal to the
taste bland by comparison. And once a dearg damage from this feature. The target must
dubh gives in to their cravings and begins make a Constitution saving throw with a DC
treating people as prey, the erosion of equal to 8 + your Constitution bonus + your
their empathy can be a gateway for darker, Proficiency modifier. On a failed save they
more sadistic cravings to emerge. Several suffer a level of exhaustion, and you may
of the wasteland’s most notorious serial either recover one level of exhaustion or
killers were dearg dubh, and bands of dearg be treated as though you consumed one meal
dubh raiders known as blood hounds are and one drink.
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among the most brutal and terrifying


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monsters in all the wastes. Bloody Revival. When you’re reduced to 0


hit points but not killed outright, you
unconsciously react to the presence of
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nearby blood. You can use your bite attack


against an adjacent humanoid or beast as a
reaction, despite being unconscious. An
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allied creature may voluntarily allow your


attack to succeed. On a success, you gain
hit points equal to twice the amount of
damage you dealt to the target. Whether
your attack succeeds or fails, you can’t
use this feature again until you finish a
long rest.

Radiation Tolerance. You have advantage on


saving throws against radsick.

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DOG following classes: Savage, Scoundrel,
Shepherd, and Soldier. When you select your
archetypes and feats, you must choose
Even or perhaps especially in the options that offer features a dog could
wasteland, dogs make loyal and capable use. You can only learn the following
companions. skills, which replace the normal list of
available skill and tool proficiencies for

DOG TRAITS
your class: Acrobatics, Athletics,

IEW
Deception, Insight, Intimidation,
Investigation, Nature, Perception,
Ability Scores. +2 to one ability score of Performance, Persuasion, Stealth, and
your choice, and +1 to a different ability Survival.
score of your choice. Your Intelligence can You can't wield weapons and items,

EV
be no higher than 10 unless you choose the though you can carry an object in your
Experimental Hound pedigree. mouth and you may wear clothes and armour
if they’re designed for your quadruped

PR
Speed. 40 ft. (8 squares) form. You can’t don or doff clothing and
armour yourself. Instead, an allied
Type. Beast. creature must do it for you.

Canine Capabilities. You’re proficient in Good Dog. You can Help as a bonus action.
Athletics, Intimidation, and Perception.

A Dog’s Life. Your understanding of the


world is that of a dog, with every
limitation that entails. You can't speak,
but you comprehend expressions, tone of
T

voice, and physical motions, and can thus


EN

understand the emotions of allied creatures


as well as simple ideas they communicate.
Similarly, you can communicate emotion and
NT

simple ideas to your allies with a


combination of expressions, sounds, and
physical motion. Additionally, you can
CO

comprehend and verbally communicate with


other canines. The knowledge and awareness
of your fellow canines is limited by their
intelligence, but at minimum, they can give
you information about nearby locations and
creatures, including whatever they can
perceive or have perceived within the past
day.
You don't choose a background and
you’re limited to choosing between the

16
Loyalty. When an allied creature you can Best Friend. When an allied creature is
see, hear, or smell loses hit points, you within 15 feet of you, they have advantage
can spend your reaction to move half your on saving throws they make against the
speed towards them. If your movement ends frightened condition.
adjacent to the hostile creature which just
damaged your ally, you can immediately make Radiation Resistance. The dogs of the
a bite attack against them. wasteland have long since developed a
tolerance for ambient radiation. You have

IEW
Agile Defense. When you aren’t wearing resistance to radiation damage.
armor, your AC is 12 + your Dexterity
modifier. You can use your agile defense to OGRE HOUND TRAITS
determine your AC if the armor you wear If you’re a mutant hound bred by the ogres,
would leave you with a lower AC, but any you possess the following traits in

EV
penalties to your maximum Dexterity bonus addition to the dog species traits:
still apply.
Size. Medium.

PR
Bite. Your bite is a natural melee weapon,
which you can use to make unarmed strikes. Mutant Physiology. You’re immune to
If you hit with it, you deal piercing radiation damage, radsick, and disease. You
damage equal to 1d6 + your Strength do not age physically.
modifier, instead of the bludgeoning damage
normal for an unarmed strike. EXPERIMENTAL HOUND TRAITS
If you were created in a bizarre science
Quadruped. Any climb that requires hands experiment, you possess the following
and feet is especially difficult for you. traits in addition to the dog species
When you make such a climb, each foot of traits:
movement costs you 3 extra feet, instead of
T

the normal 1 extra foot. Size. Small.


EN

Pedigree. There are many different types of Type. Your type changes to Mutant Beast.
dog in the wasteland, though at this point
NT

almost none of them are thoroughbreds. Experimental Subject. Your Intelligence


Hounds make the best companions to score can be higher than 10, and you’re
wasteland wanderer. You possess the traits able to learn, understand, and speak
CO

of your pedigree in addition to your Dog languages. You can still communicate with
traits. other canines. You can choose any class,
archetype, feat, and skill, though your
HOUND TRAITS ability to use features is still limited by
If you’re a regular dog, whether a your physical capabilities.
thoroughbred or mutt, you possess the
following traits in addition to your Dog Radiation Resistance. The dogs of the
traits: wasteland have long since developed a
tolerance for ambient radiation. You have
Size. Small. resistance to radiation damage.

17
MORLOCK and in darkness as if it were dim light.
You can’t discern colour in darkness, only
shades of grey.
Morlocks are the descendants of humans who
sealed themselves underground without a Radiation Tolerance. You have advantage on
proper bunker. They were protected from the saving throws against radsick.
worst of the radiation, but not all of it.
Morlocks are mutated by radiation and Agoraphobia. When you fail a Wisdom saving

IEW
generations of underground living. throw against the frightened condition, are
Completely accustomed to life below ground, reduced to less than 25% of your total hit
their eyes are very sensitive to light. points for the first time during any
Morlocks suffer from acute agoraphobia. encounter, or your GM deems you to be
Even those morlocks who overcome the worst otherwise under extreme stress, you must

EV
of their fear and venture outside never succeed at a DC 15 Wisdom saving throw or
completely shake the phobia, reverting to panic. While panicked:
old panic behaviours in times of stress.

PR
� You have disadvantage on all ability

MORLOCK TRAITS
checks and attack rolls.
� On your turn you must move and Dash
toward the nearest shelter from the
Ability Scores. +1 to two ability scores of light that you can see, stopping only
your choice. when you’re entirely in dim light or
darkness. If there is no such shelter,
Size. Medium. move towards the largest object you
can see to take cover as best you can
Type. Humanoid. within its shadow.
T

Speed. 30 ft. (6 squares) You may repeat your saving throw at the end
EN

of each of your turns, ending your panic on


Bonus Skill. You gain proficiency in one a success. The save DC is reduced to 10 if
skill of your choice. you’re in dim light, and you automatically
NT

succeed if you’re in darkness.


School of Survival. You have expertise in If you succeed at your saving throw,
two skills or tools from the following your agoraphobia can’t affect you again
CO

list, doubling your Proficiency bonus when until after your next short rest.
you use them: Animal Handling, Athletics,
Deception, Intimidation, Mechanic’s Tools,
Persuasion, Stealth, Survival, and Thieves’
Tools. If feats are allowed, you can choose
a feat for which you qualify instead of
gaining two areas of expertise.

Darkvision. You can see in dim light within


60 feet of you as if it were bright light,

18
OGRE OGRE TRAITS
The mutants known as ogres were created in Ability Scores. +2 to one ability score of
a lab, the result of prewar experiments on your choice, and +1 to a different ability
unwilling subjects intended to create a new score of your choice.
kind of super soldier. In the aftermath of
the apocalypse, the test subjects escaped Size. Large.

IEW
into the wasteland. They have since spread,
expanding in numbers by kidnapping humans Type. Mutant Humanoid.
and returning to the labs in which they
were born to recreate the process of forced Speed. 30 ft. (6 squares)
evolution.

EV
Ogres are big, green, and often mean. Mutant Physiology. You’re immune to
Wasteland wanderers dread the sight of an radiation damage, radsick, and disease. You
ogre patrol or encampment past the next do not age physically.

PR
rise. Many ogres have limited intelligence,
but some are exceptionally bright. There Relentless Endurance. When you are reduced
are also those among their number who seek to 0 hit points but not killed outright,
peace with other species. These ogres you can drop to 1 hit point instead. You
struggle against a monstrous reputation can’t use this feature again until you
thanks to other representatives of their finish a long rest.
species ogres who capture humans to eat or
mutate into more of their kind.
T
EN
NT
CO

19
ROBOT Model. You were designed with a specific
purpose in mind. You possess the traits of
your model in addition to your Robot
Before the bombs fell, the robotics traits.
industry was in full boom, creating
innumerable machines for use in almost BUTLERBOT TRAITS
every industry, military applications, as Your model was designed for service,
well as for home convenience. Robotics had competing with the more affordable, and

IEW
advanced to the point that many robots more popular, Mister Helper. Butlerbots
possessed synthetic intelligence almost found their niche with customers looking
indistinguishable from the mind of a human. for a robot capable of more delicate tasks.
You possess the following traits in

ROBOT TRAITS
addition to the robot species traits:

EV
Ability Scores. +1 Wisdom.
Ability Scores. +2 to one ability score of

PR
your choice. Size. Small.

Speed. 30 ft. (6 squares) Career in Science. You’ve been programmed


to excel at a specific task. Choose one
Type. Machine. Intelligence-based skill with which you are
proficient. You gain expertise in that
Machine. You’re immune to poison damage, skill, doubling your proficiency bonus on
radiation damage, the poison condition, related skill checks.
radsick, and disease. You do not need to
eat or breathe. Fine Control. Thanks to your dexterous
You don’t sleep, but enter an inactive digits, you can wield firearms and use
T

state for at least 4 hours every day. You delicate tools like bobby pins.
EN

don’t dream in this state; you are fully


aware of your surroundings and notice Limited Hover. Your movement speed is
approaching enemies and other events as replaced by a fly speed, though you can't
NT

normal. ascend higher than five feet above ground


You can’t gain temporary hit points level.
except through the use of your own
CO

features. You recover hit points normally


during down time thanks to your self-
diagnostic functions. Stabilising you
requires a Mechanics' Tools check rather
than a Medicine check.
You can’t use chems or other items
intended for the use of living creatures,
including stimulants. You can use items
intended for machine use, including robot
repair kits.

20
COMMBOT TRAITS advantage on Charisma checks you make to
You were designed primarily for improve an NPC’s attitude. In addition,
advertising, but your model was also sold hostile creatures have disadvantage on
to national and regional authorities to attack rolls against you until they see you
spout wartime propaganda and crisis alerts. deal damage to another creature or
Commbots were also popular with the police, themselves.
who used them to aid with crowd control and
to provide an aerial view of many Hidden Horror. Whenever you’re reduced to

IEW
operations. You possess the following less than 25% of your hit points, your
traits in addition to the robot species ghastly metal skeleton is exposed. The
traits: tattered remains of your fur suit somehow
only increase the horror you project. You
Ability Scores. +1 Dexterity. have advantage on Charisma (Intimidation)

EV
checks, and other creatures have
Size. Small. disadvantage on saving throws they make
against any of your features that cause the

PR
Hover. Your movement speed is replaced by a frightened condition. However, you have
fly speed, though you can't ascend higher disadvantage on Charisma (Persuasion)
than thirty feet above ground level. checks and no longer benefit from your
Harmless Appearance. You or an ally can
Limbless. You can’t perform tasks that take an hour to repair your fur suit during
require hands, or wield weapons unless you a short or long rest provided you have more
are modified to accommodate them. than 25% of your hit points.

Integrated Laser. You possess an integrated Clumsy Grasp. You can perform most tasks
laser that deals 1d4 points of laser damage that require hands, but you’re unable to
and has a range of 60/180 ft. wield firearms or use delicate instruments
T

like thieves’ tools or bobby pins unless


EN

FURSON TRAITS your appendages are modified to accommodate


You were designed to entertain children, them.
although some find you terrifying.
NT

Wastelanders might actually mistake you for MISTER/MISS HELPER TRAITS


a mutant, since your robotic skeleton is Before the war, robots of your model were
concealed by an animal chassis and sold as household helpers. Two equivalent
CO

artificial fur. You possess the following models were made, Mister and Miss Helper.
traits in addition to the robot species You possess the following traits in
traits: addition to the robot species traits:

Ability Scores. +1 Charisma. Ability Scores. +1 Wisdom.

Size. Medium. Size. Medium.

Harmless Appearance. You’re so cute you’re Career in Science. You’ve been programmed
routinely dismissed as a threat. You have to excel at a specific task. Choose one

21
Intelligence-based skill with which you are ft. The flamer spouts a 15 ft. line of
proficient. You gain expertise in that fire. All creatures within the line must
skill, doubling your proficiency bonus on make a DC 12 Dexterity saving throw, taking
related skill checks. 1d4 fire damage on a failed saving throw or
half that if successful. On a failed saving
Clumsy Grasp. You can perform most tasks throw the target is also set alight, taking
that require hands, but you’re unable to 1d4 fire damage at the beginning of each of
wield firearms or use delicate instruments its turns. A creature can end this ongoing

IEW
like thieves’ tools or bobby pins unless damage by using its action to make a DC 10
your appendages are modified to accommodate Dexterity saving throw to extinguish the
them. flames.

Integrated Weapons. You possess a buzz saw Limited Hover. Your movement speed is

EV
and a blowtorch on two of your three replaced by a fly speed, though you can't
appendages. Your unarmed attacks deal 1d4 ascend higher than five feet above ground
points of slashing or fire damage (your level.

PR
choice at the time of the attack).
PROTECTORBOT TRAITS
Limited Hover. Your movement speed is Your model was designed for security,
replaced by a fly speed, though you can't policing, and military functions. However,
ascend higher than five feet above ground protectorbots were popular in other
level. sectors, beings adapted for applications as
varied as construction, medical first
PRIVATE HELPER TRAITS response, firefighting, and even customer
You’re a variant of the Mister Helper service. You possess the following traits
designed for military applications. You in addition to the robot species traits:
possess the following traits in addition to
T

the robot species traits: Ability Scores. +1 Wisdom.


EN

Ability Scores. +1 Wisdom. Size. Medium.


NT

Size. Medium. Clumsy Grasp. You can perform most tasks


that require hands, but you’re unable to
Clumsy Grasp. You can perform most tasks wield firearms or use delicate instruments
CO

that require hands, but you’re unable to like thieves’ tools or bobby pins unless
wield firearms or use delicate instruments your appendages are modified to accommodate
like thieves’ tools or bobby pins unless them.
your appendages are modified to accommodate
them. Integrated Weapons. You possess integrated
arm lasers in both of your arms that deal
Integrated Weapons. You possess a plasma 1d4 points of laser damage and have a range
gun and a flamer on two of your three of 60/180 ft.
appendages. The plasma gun deals 1d4 points
of laser damage and has a range of 60/180

22
SECURIBOT TRAITS the cuffs aren’t in use. Without the pass
Popular among policing and private security code, a creature proficient in the Hacking
forces, securibots are humanoid in shape skill can spend half an hour to bypass the
albeit clearly mechanical. You possess the electronic lock using a connected computer
following traits in addition to the robot with a successful DC 15 Intelligence
species traits: (Hacking) check.
Your handcuffs have 15 hit points and a
Ability Scores. +1 Wisdom. damage threshold of 5. The damage of any

IEW
attack against them while they are in use
Size. Medium. is divided between the cuffs and your
prisoner. When you finish a long rest your
Handcuffs. You carry a pair of handcuffs, handcuffs regain all lost hit points, or
which are treated as a weapon that deals no you fabricate new handcuffs if they were

EV
damage and has the finesse property. You destroyed.
can use them to make a melee attack against
a grappled, incapacitated, prone, or Fine Control. Thanks to your dexterous

PR
restrained creature that is Small or digits, you can wield firearms and use
Medium. On a hit you bind its arms or two delicate tools like bobby pins.
equivalent limbs. Attempts to grapple a
bound creature are made with advantage. To GEN 5 SYNTHBOT TRAITS
escape the handcuffs, the target must You were designed after the apocalypse by
succeed at a DC 20 Dexterity check, or the same mysterious organisation who
break the handcuffs with a DC 20 Strength created the biosynths. You’re a slightly
check. earlier model, the most advanced of the
Your handcuffs also open with a five mechanical synths. You have full
digit pass code, which you know and can independence, and true artificial
reprogram over the course of a minute while intelligence. You may have a personality
T

imprint copied from a human brain, or you


EN

may have been allowed to develop your own


consciousness in a gradual manner. You
possess the following traits in addition to
NT

the robot species traits:

Ability Scores. +1 Charisma.


CO

Size. Medium.

Hacker. You’re proficient in the Hacking


skill.

Run Simulations. You’re adept at seeing


patterns. You have advantage when
attempting to predict an outcome with an
Intelligence-based ability check.

23
ROTTER ROTTER TRAITS
Sometimes exposure to high levels of Ability Scores. +2 to one ability score of
radiation causes a human’s flesh to your choice, and +1 to a different ability
deteriorate and their skin to begin to score of your choice.
slough off. While the effects of such
severe radiation poisoning should kill a Size. Medium.

IEW
person, sometimes they survive. For better
or worse, rotters live on while stuck in Type. Mutant Humanoid.
bodies that resemble something out of a
prewar horror flick. A fact that some Speed. 30 ft. (6 squares)
rotters are well aware of, having survived

EV
since the before the apocalypse thanks to a Radiation Immunity. You are immune to
strange quirk of their condition: apparent radiation damage and the radsick condition.
agelessness.

PR
The radiation poisoning that causes the Long-Lived. Your greatly extended lifespan
rotter’s mutation affects their brain as is one of the few advantages to your
well and can be exacerbated by further condition. Rotters have generally lived for
exposure. Sooner or later a rotter’s brain a long time as a humans before they change,
deteriorates to the point they become and some have even been alive since before
feral. A feral rotter is a danger to other the bombs fell. You gain either a bonus
creatures, no longer sentient but acting skill of your choice, or expertise in one
instead with the primal savagery of a skill you already possess. Expertise in a
ravenous beast. skill allows you to double your Proficiency
bonus when you use it.
T

Feral Curse. You run the risk of going


EN

feral. When you would otherwise die you can


choose to become a feral instead, regaining
consciousness in 2d4 hours. You may also
NT

choose to become feral if you retire the


character. Either way, the rotter becomes
an NPC and is no longer under your control.
CO

24
CLASSES
The six classes in the following chapters normally be if healing were more readily
make great fits for a game set in the available in the Core Hit Die column.

IEW
wasteland. Some are reinvented core
classes. They’ve been re-imagined and WASTELAND HIT DICE
retooled to belong in a world without WASTELAND CORE
CLASS
magical powers. The scientist class is HIT DIE HIT DIE
entirely new. Savage 1d8 + 4 1d12

EV
You may find that these classes can fit Scientist 1d4 + 4 1d8
Scoundrel 1d4 + 4 1d8
just as well in games other genres (as can
Scout 1d6 + 4 1d10
other supplementary content in this book
Shepherd 1d4 + 4 1d8

PR
like Luck and many of the new feats). They Soldier 1d6 + 4 1d10
could easily find a place in science
fiction and space opera settings, and most
could also be used in a game set in the If you introduce magic or other forms of
modern era. You can even adopt the Scout common healing to your wasteland, or if you
and Shepherd back into your fantasy games decide to use one or more of these classes
as non-magical versions of the Ranger and in another setting which uses core Hit
Bard respectively. Dice, convert each class’s Hit Die from the
the wasteland formula to its core

SPECIAL RULES equivalent.


T

PROFICIENCIES
EN

There are a small number of differences in


the way these six classes are presented
compared to the classes in the core game. Classes may grant access to proficiencies
NT

that aren’t part of the core rules. See the

HIT DICE
Proficiencies chapter for further details
on wasteland proficiencies. If any such
CO

skill or tool proficiency granted by a


Due to a lack of magical healing, as well class doesn’t exist in your setting, swap
as an assumed scarcity of resources that it with an equivalent that does or allocate
might make curative items rare, these an alternative.
classes use a more generous Hit Die formula

CURRENCY
than usual. The Wasteland Hit Dice table
summarises the formula used by the
wasteland classes in the Wasteland Hit Die
column, and what the class’s Hit Die would Whenever prices are mentioned in this
supplement, the term currency is used. The

25
EQUIPMENT PACKS
exact nature of the “currency” is left
vague so that you can slot the appropriate
term for your setting in. If you’re using
WASTELAND WARES you shouldn’t need to buy any The starting equipment packs listed for
items from the fantasy-themed core rules. each class assume that you’re using
But if you ever do, 1 currency is Wasteland Wares to provide inventory for
equivalent to 1 gold piece your game. If not, or if your game is set
in a significantly different type of world,

IEW
you’ll either have to create your own
SALVAGE substitute equipment packs or players will
need to purchase their starting gear.
Some class features refer to another type
of resource known as salvage. Salvage is an

EV
abstract unit, like currency, that
represents random pieces of junk discovered
and looted from the wasteland.

PR
Each salvage has a value of 1 currency
and a weight 0.4 lb. Remember that these
are average values intended to abstract
countless different items of varying size,
weight, and value. This exchange
equivalency also makes for a simple
conversion if the Guide prefers only to
deal with currency in their game.
The value of salvage can vary depending
on merchant and local needs. If a mechanic
is in desperate need of scrap materials,
T

for instance, they might be willing to pay


EN

more than 1 currency per salvage.


The factors described above may come up
in play. During character creation the only
NT

thing you need to remember is that 1


salvage = 1 currency. If your class feature
lets you make stuff from salvage, you can
CO

exchange your starting currency for salvage


on a 1 for 1 basis to start the game with
one or more of those creations.

26
SAVAGE
A savage is someone who gives in to the
primal animal within, a strategy that helps WHY BE A SAVAGE?

IEW
them survive among the wasteland’s other
beasts and monsters. A savage can come from PICK THE SAVAGE IF YOU WANT TO:
anywhere: they might be an ogre, or live � Release your inner beast.
among raiders, but they might just as � Become attuned to the threats of the
easily be the citizen of a wasteland wasteland.

EV
settlement or bunker. Where a savage lives � Be the toughest person, mutant, or
isn’t material, what matters is the animal robot around.
fury inside. While it would be unusual for � Fearlessly wade into melee combat.

PR
a robot to be a savage, it isn’t
impossible. This class could be the perfect
fit for a military robot with a

CLASS FEATURES
particularly relentless approach to combat.

As a savage, you gain the following class


features.

HIT POINTS
T

HIT POINTS AT 1ST LEVEL:


EN

12 + YOUR CONSTITUTION MODIFIER.


NT

HIT POINTS AT HIGHER LEVELS:


7 (1D12) + YOUR CONSTITUTION MODIFIER
PER SAVAGE LEVEL AFTER 1ST.
CO

HIT DICE:
1D8 + 4 + YOUR CONSTITUTION MODIFIER PER
SAVAGE LEVEL.

27
SAVAGE CLASS FEATURES
CLASS PROFICIENCY # OF RAGE
FEATURES
LEVEL BONUS RAGES DAMAGE
1 +2 Rage, Unarmoured Defense 2 +2
2 +2 Reckless Attack, Danger Sense 2 +2
3 +2 Archetype Feature 3 +2
4 +2 Ability Score Improvement 3 +2
5 +3 Extra Attack, Fast Movement 3 +2
6 +3 Archetype Feature 4 +2

IEW
7 +3 Feral Instinct 4 +2
8 +3 Ability Score Improvement 4 +3
9 +4 Brutal Critical (1 die) 4 +3
10 +4 Archetype Feature 4 +3
11 +4 Relentless Rage 4 +3
12 +4 Ability Score Improvement 5 +3

EV
13 +5 Brutal Critical (2 dice) 5 +3
14 +5 Archetype Feature 5 +3
15 +5 Persistent Rage 5 +3

PR
16 +5 Ability Score Improvement 5 +4
17 +6 Brutal Critical (3 dice) 5 +4
18 +6 Indomitable Might 6 +4
19 +6 Ability Score Improvement 6 +4
20 +6 Primal Champion 6 +4

PROFICIENCIES EQUIPMENT
ARMOUR: If you choose this class at first level you
LIGHT, MEDIUM, AND SHIELDS. gain starting equipment. You may either buy
T

your equipment using the starting currency


WEAPONS:
EN

for this class, or build a starting


SIMPLE AND MARTIAL. equipment pack (in which case you don’t
receive the starting currency, nor do you
NT

TOOLS: receive any of the equipment from your


NONE. background).
CO

SAVING THROWS:
STRENGTH AND CONSTITUTION. STARTING CURRENCY
SKILLS: Normally you either roll your starting
CHOOSE ANY ONE OF ANIMAL HANDLING, currency, or take the roll’s average. With
ATHLETICS, INTIMIDATION, NATURE, your Guide’s permission you may take the
PERCEPTION, OR SURVIVAL. maximum amount.

CHOOSE ANY ONE OTHER SKILL. ROLL: 3D4 10 | AVERAGE: 70 | MAX: 120

28
the Rage Damage column of the Savage
EQUIPMENT PACK Class Features table.
� You have resistance to bludgeoning,
If you have access to WASTELAND WARES, you can piercing, and slashing damage.
build your starting equipment pack by
selecting from the options below, and then Your rage lasts for 1 minute. It ends
adding any other equipment granted by your early if you’re knocked unconscious or if
background. your turn ends and you haven’t attacked a

IEW
hostile creature since your last turn or
� (a) a sledgehammer or (b) a martial taken damage since then. You can also end
melee weapon worth 40 currency or less your rage on your turn as a bonus action.
� a basic pipe gun and 3d4 .38 bullets Once you have raged the number of times
� a backpack and a blanket shown for your class level in the Rages

EV
� a full waterskin (2 “bottles” of column of the Savage Class Features table,
irradiated water) and 2 irradiated you must finish a long rest before you can
meals rage again.

PR
MULTICLASSING UNARMOURED DEFENSE
If you multiclass into Savage you gain the SAVAGE LEVEL 1
following proficiencies: Shields, Martial
Weapons, and one skill chosen from the While you’re not wearing any armour, your
Savage’s shortlist. You receive no Armour Class equals 10 + your Dexterity
equipment. modifier + your Constitution modifier.

RAGE DANGER SENSE


T
EN

SAVAGE LEVEL 1 SAVAGE LEVEL 2


NT

In battle, you fight with primal ferocity. You gain an uncanny sense of when things
On your turn, you can enter a rage as a nearby aren’t as they should be, giving
bonus action. you an edge when you dodge away from
CO

While raging, you gain the following danger.


benefits if you aren’t wearing heavy You have advantage on Dexterity saving
armour: throws against effects that you can see,
such as traps and explosions. To gain this
� You have advantage on Strength checks benefit, you can’t be blinded, deafened,
and Strength saving throws. or incapacitated.
� When you make a melee weapon attack
using Strength, you gain a bonus to
the damage roll that increases as you
gain levels as a savage, as shown in

29
RECKLESS ATTACK
score improvement for that level and
instead select a feat for which you
qualify.
SAVAGE LEVEL 2

You can throw aside all concern for defense EXTRA ATTACK
to attack with fierce desperation. When you
make your first attack on your turn, you SAVAGE LEVEL 5

IEW
can decide to attack recklessly. Doing so
gives you advantage on melee weapon attack You can attack twice, instead of once,
rolls using Strength during this turn, but whenever you take the Attack action on your
attack rolls against you have advantage turn.
until your next turn.

EV
FAST MOVEMENT
ARCHETYPE

PR
SAVAGE LEVEL 5
SAVAGE LEVELS 3, 6, 10, AND 14.
Your speed increases by 10 feet while you
You define your particular brand of aren’t wearing heavy armour.
savagery. Available archetypes include the

FERAL INSTINCT
Berserker, the Bulletstormer, the
Implacable Hunter, and the Survivor.
The available archetypes and
descriptions of their features appear after SAVAGE LEVEL 7
the core features for this class. The
choice you make now is permanent—look them Your instincts are so honed that you have
T

all over and make this decision with care! advantage on initiative rolls.
EN

Additionally, if you’re surprised at the

ABILITY SCORE
beginning of combat and aren’t
incapacitated, you can act normally on your
NT

IMPROVEMENT
first turn, but only if you enter your rage
before doing anything else on that turn.
CO

BRUTAL CRITICAL
SAVAGE LEVELS 4, 8, 12, 16, AND 19.

Each time you gain this feature you can


increase one ability score of your choice SAVAGE LEVEL 9
by 2, or you can increase two ability
scores of your choice by 1. You can’t You can roll one additional weapon damage
increase an ability score above 20 using die when determining the extra damage for a
this feature. critical hit with a melee attack. This
Any time you gain an ability score increases to two additional dice at 13th
improvement, you can forgo the ability

30
PRIMAL CHAMPION
level and three additional dice at 17th
level.

RELENTLESS RAGE
SAVAGE LEVEL 20

You embody the power of the wilds. Your


SAVAGE LEVEL 11 Strength and Constitution scores increase
by 4. Your maximum for those scores is now

IEW
Your rage can keep you fighting despite 24.
grievous wounds. If you drop to 0 hit
points while you’re raging and don’t die

ARCHETYPES
outright, you can make a DC 10 Constitution
saving throw. If you succeed, you drop to 1

EV
hit point instead.
Each time you use this feature after the The following archetypes are available for
first, the DC increases by 5. When you the Savage class. Some Barbarian archetypes

PR
finish a short or long rest, the DC resets might also be compatible with the Savage—
to 10. for instance, some tribefolk warriors might
follow the Path of the Totem Warrior! Any

PERSISTENT RAGE
Barbarian archetypes available are subject
to your group’s preferences and the
specifics of your wasteland.
SAVAGE LEVEL 15

Your rage is so fierce that it ends early BERSERKER


only if you fall unconscious or if you
choose to end it. Pick this archetype if you want to double
T

down on the savage’s animal fury.

INDOMITABLE MIGHT
EN

FRENZY
NT

SAVAGE LEVEL 18
SAVAGE LEVEL 3
If your total for a Strength check is less
CO

than your Strength score, you can use that You can go into a frenzy when you rage. If
score in place of the total. you do so, for the duration of your rage
you can make a single melee weapon attack
as a bonus action on each of your turns
after this one. During your frenzy you can
spend a Hit Die after hitting with a melee
or thrown weapon attack, adding the result
to your weapon’s damage.

31
MINDLESS RAGE BULLETSTORMER
SAVAGE LEVEL 6 Pick this archetype if you want to channel
your savagery while using ranged weapons.
You can’t be charmed or frightened while This archetype assumes you have access to
raging. If you’re charmed or frightened the weapons rules in WASTELAND WARES.
when you enter your rage, the effect is

IEW
suspended for the duration of the rage.
RANGED RAGE
INTIMIDATING PRESENCE SAVAGE LEVEL 3 AND 9

EV
SAVAGE LEVEL 10 You gain the ability to use some firearms
while raging, gaining the following
You can use your action to frighten features:

PR
someone with your menacing presence. When
you do so, choose one creature that you � You can add your rage damage bonus to
can see within 30 feet of you. If the attacks made with a shotgun or any
creature can see or hear you, it must firearm with the burst fire or full
succeed on a Wisdom saving throw (DC equal auto property.
to 8 + your proficiency bonus + your � If you use a weapon with the burst
Charisma modifier) or be frightened of you fire property while raging, you must
until the end of your next turn. On always use it in burst fire mode,
subsequent turns, you can use your action treating it as though it were a full
to extend the duration of this effect on auto weapon until there is no
the frightened creature until the end of ammunition left to do so. When you
T

your next turn. This effect ends if the have too little ammunition remaining
EN

creature ends its turn out of line of to keep using burst fire you can fire
sight or more than 60 feet away from you. at single targets as normal.
If the creature succeeds on its saving � While you’re raging, the maximum
NT

throw, you can’t use this feature on that short and long range for a ranged
creature again for 24 hours. weapon you wield is 30/90 ft. If your
weapon normally has a longer range,
CO

it uses these ranges instead during


RETALIATION the rage.

SAVAGE LEVEL 14 Additionally, you can use your Reckless


Attack feature with a ranged weapon attack
When you take damage from a creature that you make with a weapon that qualifies for
is within 5 feet of you, you can use your ranged rage. You use Reckless Attack when
reaction to make a melee weapon attack you use a weapon’s burst fire action, in
against that creature. which case its targets have disadvantage
on their saving throws.

32
Furthermore, when you gain the Brutal
Critical feature at 9th level, you apply BULLET MAGNET
its benefits to any ranged weapon that
qualifies for ranged rage. SAVAGE LEVEL 14

When you rage any hostile creature within


GUN CLUB 30 feet of you has disadvantage on attack
rolls it makes against a target other than

IEW
SAVAGE LEVEL 6 you (unless that target also has this
feature and is raging).
You can use firearms you wield as melee When your turn begins you receive
weapons. You add your proficiency bonus to temporary hit points and a bonus to your
any melee attacks you make with your next attack roll if multiple creatures

EV
firearms. On a successful hit, the target have damaged you since the end of your
takes damage according to the weapon’s last turn. For each creature to damage you
size. beyond the first, you gain 5 temporary hit

PR
points and increase the bonus to your next
� A handheld firearm deals 1d4 + your attack roll by +1.
Strength modifier bludgeoning damage.

IMPLACABLE HUNTER
� A rifle (or a handheld firearm
modified with a stock) deals 1d6 +
your Strength modifier bludgeoning
damage. Pick this archetype if you want to bring
� A heavy ranged weapon deals 1d8 + your wrath upon your chosen prey, tracking
your Strength modifier bludgeoning them down no matter where they flee.
damage.

PACK LEADER
T

BOOMSTICK
EN

SAVAGE LEVEL 3
SAVAGE LEVEL 10
NT

You gain the following additional features


You designate a firearm you own and that while raging:
qualifies for ranged rage as your
CO

boomstick. You receive a +1 bonus to all � Allied creatures have advantage on


attack rolls made with this weapon. In melee attack rolls they make against
addition, any time you’re present when a any creature which is both hostile to
member of your party find ammunition you and adjacent to you.
compatible with your boomstick, roll 2d4. � Any time you have no allies at all
The ammunition stash discovered increases during an encounter, or all your
by that amount of shots. allies are unconscious or dead, you
gain advantage on your all of your
own attack rolls with melee and
thrown weapons.

33
it’s presence, you won’t know where it is
STALKING GROUNDS unless you ask a second question to
establish that fact.
SAVAGE LEVEL 6

Choose either wilderness or ruins. Within BRUTAL TAKEDOWN


your chosen environment, you ignore the
effects of permanent areas of difficult SAVAGE LEVEL 14

IEW
terrain.
While raging you can spend a bonus action
to knock a creature prone as long as you
SIGN SAVANT have hit it with a melee weapon attack on
the same turn, and it is no more than one

EV
SAVAGE LEVEL 10 size category larger than you.

You learn how to read your surroundings

PR
and quickly get a feel for the territory.
You can spend 1 uninterrupted minute to
learn up to three facts about the terrain
around your position.

You can ask questions related to any of


the following:

� Terrain and bodies of water.


� Prevalent plants, minerals, animals,
or peoples.
T

� Powerful mutants, robots, or horrors


EN

in the area.
� Buildings in the area.
NT

While you and the target of your enquiry


are outdoors and in the wilderness, you
may learn about something that is within 3
CO

miles of your position.


While you or the target of your
enquiry are in an urban area or
underground, you may learn about it only
if the target is within 300 feet of your
position.
Your questions must be specific; for
instance, if you ask if there is an Old
World post office in the area you confirm

34
SURVIVOR
� Powerful mutants, robots, or horrors
(aberrations and oozes) in the area.
� Buildings in the area.
Pick this archetype if you want to endure
and keep standing, no matter what the While you and the target of your enquiry
wasteland throws at you. are outdoors and in the wilderness, you
may learn about something that is within 3
miles of your position. While you or the
BRUTISH RESILIENCE

IEW
target of your enquiry are in an urban
area or underground, you may learn about
SAVAGE LEVEL 3 it only if the target is within 300 feet
of your position.
While you rage you have resistance to all Your questions must be specific, and

EV
damage types except for psychic damage. you only learn one fact per question. For
instance, if you ask if there is an old
world post office in the area then you
HARD-BOILED

PR
only confirm its presence or lack thereof.
To learn the building’s location you must
SAVAGE LEVEL 6 ask a second question to establish that
fact.
You have advantage on Constitution
ability checks even when not raging.
In addition, every time you take a level FAVOURABLE FOOTING
of exhaustion you gain temporary hit points
equal to 5 times your current level of the SAVAGE LEVEL 14
condition.
You gain the following additional benefits
T

while you’re raging:


SIGN SAVANT
EN

� On your turn, you can spend a bonus


SAVAGE LEVEL 10 action to move up to half your speed.
NT

� Unless you’re incapacitated a hostile


You learn how to read your surroundings creature can’t force you to move by
and quickly get a feel for the territory. any physical means unless you’re
CO

You can spend 1 uninterrupted minute to incapacitated.


learn up to three facts about the terrain � You can choose to allow a hostile
around your position. creature to move you by force. If you
You can ask questions related to any of do, you can immediately move up to
the following: half your speed after the forced
movement ends.
� Terrain and bodies of water.
� Prevalent plants, minerals, animals,
or peoples.

35
SCIENTIST
While it might seem that science-minded
individuals should be a dying breed in the WHY BE A SCIENTIST?

IEW
wasteland, there are many wastelanders who
still aspire to intellectual improvement. PICK THE SCIENTIST IF YOU WANT TO:
Much knowledge from before the apocalypse � Be the smartest person in the room.
remained: some was passed down from � Master the secrets of old world
survivors to their descendants; more still technologies, and take post-

EV
remains safe in dusty records and abandoned apocalyptic science to previously
servers, just waiting for someone to find forgotten heights.
them and reclaim the secrets within. � Create cool gadgets or chemical brews

PR
A scientist is a rare individual with an to help your friends and yourself.
agile brain and the willpower to pursue an � Seek solutions to the wasteland’s
intellectual path in the face of a world problems and build a better world of
that largely embraces violence and is often tomorrow!
mistrustful of the advances that once led
to so much destruction.

CLASS FEATURES
As a scientist, you gain the following
class features.
T

HIT POINTS
EN
NT

HIT POINTS AT 1ST LEVEL:


8 + YOUR CONSTITUTION MODIFIER.
CO

HIT POINTS AT HIGHER LEVELS:


5 (1D8) + YOUR CONSTITUTION MODIFIER PER
SCIENTIST LEVEL AFTER 1ST.

HIT DICE:
1D4 + 4 + YOUR CONSTITUTION MODIFIER PER
SCIENTIST LEVEL.

36
SCIENTIST CLASS FEATURES
CLASS PROFICIENCY TECH
FEATURES SOLUTIONS ANALYSIS
LEVEL BONUS VALUE
1 +2 Expertise, Signature Device, — 2 —
Tech Damage
2 +2 Problem Solver, The Better Part 2 2 —
of Valour
3 +2 Archetype Feature 3 2 —
4 +2 Ability Score Improvement 3 2 —
5 +3 Structural Analysis 3 2 5

IEW
6 +3 Expertise 4 2 6
7 +3 Take Cover 4 2 7
8 +3 Ability Score Improvement 4 3 8
9 +4 Archetype Feature 4 3 9
10 +4 Ability Score Improvement 4 3 10

EV
11 +4 Enquiring Mind 4 3 11
12 +4 Ability Score Improvement 5 3 12
13 +5 Archetype Feature 5 3 13

PR
14 +5 Flawless Research 5 3 14
15 +5 Tactical Positioning 5 3 15
16 +5 Ability Score Improvement 5 4 16
17 +6 Archetype Feature 5 4 17
18 +6 Resilient Ego 6 4 18
19 +6 Ability Score Improvement 6 4 19
20 +6 Towering Intellect 6 4 20

PROFICIENCIES
CHOOSE ANY TWO OF HISTORY,
INVESTIGATION, HACKING, MEDICINE,
SLEIGHT OF HAND, OR NATURE.
ARMOUR:
T

LIGHT. CHOOSE ANY ONE OTHER SKILL.


EN

EQUIPMENT
WEAPONS:
SIMPLE.
NT

TOOLS: If you choose this class at first level you


CHOOSE ANY ONE OF CHEM COOK’S TOOLS, gain starting equipment. You may either buy
CO

DEMOLITIONIST’S TOOLS, COMPUTERS, your equipment using the starting currency


ELECTRICIAN’S TOOLS, OR MECHANIC’S TOOLS for this class, or build a starting
equipment pack (in which case you don’t
SAVING THROWS: receive the starting currency, nor do you
INTELLIGENCE AND WISDOM. receive any of the equipment from your
background).
SKILLS:
ENGINEERING AND SCIENCE.

37
STARTING CURRENCY EXPERTISE
Normally you either roll your starting SCIENTIST LEVELS 1 AND 6
currency, or take the roll’s average.
With your Guide’s permission you may take When you first gain this feature, choose
the maximum amount. two of your skill proficiencies, or one of
your skill proficiencies and one of your

IEW
ROLL: 5D4 10 | AVERAGE: 120 | MAX: 200 tool proficiencies. Your proficiency bonus
is doubled for any ability check you make
that uses any of the selected
EQUIPMENT PACK proficiencies.
At 6th level, you can choose two more of

EV
If you have access to WASTELAND WARES, you your skill or tool proficiencies to gain
can build your starting equipment pack by this benefit.
selecting from the options below, and

PR
SIGNATURE DEVICE
then adding any other equipment granted
by your background. 101

� (a) a hammer or (b) a switchblade SCIENTIST LEVEL 1


� (a) a bolt-action pipe gun and 3d4
.308 bullets or (b) a shotgun and Also at 1st level, you create a gadget to
3d4 12 gauge shells or (c) 6d4 help you survive the challenges of the
ammunition suitable for your wasteland. Choose one of the following
signature ranged weapon options:
� (a) a set of chem cook’s tools or
(b) a set of mechanic’s tools or (c)
ARMOUR
T

a compass or (d) an illuminator


EN

flashlight (with one battery)


� a backpack and a blanket You create a set of custom-made or heavily
� a full waterskin (2 “bottles” of modified light armour.
NT

irradiated water) and 2 irradiated You possess a complete set of any light
meals armour of your choice. While wearing the
complete set of your signature armour,
CO

MULTICLASSING
you’re granted an additional +2 to AC.

ARMOUR MODIFICATIONS
If you multiclass into Scientist you gain You can apply modifications to your
the following proficiencies: Engineering signature armour. The exact benefits depend
and Science. If you already have on whether the game has an existing system
proficiency in either skill, choose one for making equipment modifications. Either
other skill from the class’s shortlist way, you gain the benefits of any armour
for each skill with which you’re already modifications only when your full set of
proficient. You receive no equipment. signature armour is fully donned.

38
If your game has no existing armour � Your bot has a movement speed of 30
modification rules, choose a single ft. You can choose to give your bot
modification from the following list: the ability to hover. If you do so, it
gains a 30 ft. fly speed which
� Reduce incoming radiation damage by 3. replaces its walking speed.
� Reduce incoming lightning damage by 3. ☣ A small hovering bot can’t use its
� Reduce incoming cold damage by 3. fly speed to ascend more than 30
� Reduce incoming melee damage by 3. ft. above ground level.

IEW
� Increase unarmed melee damage by 3. ☣ A medium hovering bot can’t use
its fly speed to ascend more than
If your game is using rules for armour 5 ft. above ground level.
modifications (such as those included in
WASTELAND WARES), your signature armour can ABILITY SCORES

EV
instead be equipped with any modification � Your bot’s abilities start with a
compatible with light armour. You can score of 10.
choose any combination of modifications ☣ If the bot is medium you can

PR
worth 40 currency or less and apply them to increase two abilities from the
your armour for free. The first time you following list to 12:
take a long rest after gaining each new Intelligence, Wisdom, Strength, or
level in the scientist class, you can Constitution.
switch one modification currently applied ☣ If the bot is Small, you can
to your signature armour with any other increase two abilities from the
modification of the same or lower value. following list to 12:
Intelligence, Wisdom, Dexterity,
or Constitution.
CUSTOM BOT � Whenever you gain the Ability Score
Improvement class feature, your bot
T

You either create a bot from scrap parts, also gain the benefits of that feature
EN

or you modify an existing model so heavily (to a maximum of 20 in any one ability
it now serves a function wholly unrelated score). You may choose to improve
to it’s original design specifications. different ability scores for the bot
NT

Your custom bot follows your commands as than you choose for yourself. Your bot
best as it can. It rolls for initiative can’t select feats using this feature.
like any other creature, but you determine
CO

its actions and attitudes. If you are HIT POINTS


incapacitated or absent, your custom bot � Your bot has hit points equal to 6 +
acts on its own. its Constitution modifier.
Your custom bot has the following game � Every time you gain a level in the
statistics: scientist class, your bot gains
additional hit points equal to 4 + its
SIZE AND MOVEMENT Constitution modifier.
� You choose whether your bot is a small � If your bot is ever reduced to 0 hit
or medium creature. points, it can be repaired with 8

39
hours of work and the expenditure of all attack rolls made with this weapon. At
50 currency or salvage. 5th level, you can attack twice instead of
once whenever you take the Attack action on
PROFICIENCIES your turn to make attacks exclusively with
� Your bot uses your level in the this weapon. Your signature melee weapon
scientist class to determine its has the following properties:
proficiency bonus.
� Your bot adds half its proficiency � It deals 1d6 damage of a type you

IEW
bonus (rounded down) to all saving choose from the following list:
throws. bludgeoning, piercing, and slashing.
� Your bot is proficient in two skills � In addition, it also deals further
of your choice. damage equal to 1d6 + your Tech Value.
� Your bot understands your up to two This additional damage is of a type

EV
languages you know. You may choose for you choose from the following list:
it to communicate either through a fire, cold, lightning, poison, and
series of beeps only you understand, radiation.

PR
or else using one language it knows. � Your signature melee weapon weighs 2.5
It has a built-in radio transceiver lb.
with a range of 15 miles.
� Your bot is proficient with its built- MELEE WEAPON MODIFICATIONS
in weapons. You can apply modifications to your
signature melee weapon. The exact benefits
ATTACKS depend on whether the game has an existing
� Your bot has one built-in melee weapon system for making equipment modifications.
which deals your choice of If your game has no existing weapon
bludgeoning, slashing, or piercing modification rules, choose a single
damage equal to 1d4 + your Tech Value. modification from the following list:
T

You choose which of the three damage


EN

types your bot deals when you create � Your weapon deals 1d10 + your Tech
it. You can switch the weapon’s damage Value of fire, cold, lightning,
type after the first long rest you poison, or radiation damage (instead
NT

take after attaining each new level in of the usual d6).


the scientist class. � You have a +2 bonus to attack rolls
� Your bot has one built-in laser weapon with the weapon (instead of the usual
CO

which deals laser damage equal to 1d4 +1).


+ your Tech Value and has a range of
40/120 feet. If your game is using rules for weapon
modifications (such as those included in
WASTELAND WARES), your signature weapon can
MELEE WEAPON instead be equipped with any modification
compatible with one-handed melee
You create a custom-made or heavily weapons.You can choose any combination of
modified one-handed melee weapon. You’re modifications worth 40 currency or less and
proficient with and receive a +1 bonus to apply them to your melee weapon for free.

40
The first time you take a long rest after � It deals damage equal to 2d6 + your
gaining each new level in the scientist Tech Value and has a range of 50/150
class, you can switch one modification feet.
currently applied to your signature melee � The weapon’s damage type is your
weapon with any other modification of the choice of either piercing, energy,
same or lower value. fire, cold, lightning, or sonic.
� If your signature ranged weapon deals
piercing damage it requires 10mm
MULTITOOL

IEW
ammunition. All other types require
fusion cells, or your setting’s
You create a custom tool that incorporates equivalent, as ammunition.
improved versions of multiple tools a � It has the reload property, requiring
science-minded individual might need in your choice of an action or bonus

EV
their wanderings. action to load a new clip. You can
Choose any three types of tool. Your fired 12 times before you need to
multitool counts as though it were all reload.

PR
three tool. You’re proficient in the use of � Your signature ranged weapon weighs
all the tools incorporated into your 3.5 lb.
multitool even if you normally lack that
proficiency, but only when using the In addition, any time you’re present when a
multitool. member of your party find ammunition
In addition, after failing an ability compatible with your signature ranged
check involving your multitool proficiency weapon, roll 2d4. The ammunition stash
you can ask your Guide if rolling a result discovered increases by that amount of
5 higher would have been a success. If the shots.
answer is yes, you can add +5 to your roll
and succeed instead. You can use this RANGED WEAPON MODIFICATIONS
T

feature a number of times per long rest You can apply modifications to your
EN

equal to your Tech Value. signature ranged weapon. The exact benefits
Your multitool weighs 3 lb. depend on whether the game has an existing
system for making equipment modifications.
NT

If your game has no existing weapon


RANGED WEAPON modification rules, you choose a single
modification from the following list:
CO

You create a custom-made or heavily


modified pistol. You’re proficient with and � Your weapon’s range increases to
receive a +1 bonus to all attack rolls made 80/180 ft.
with this weapon. At 5th level, you can � Your weapon has a bayonet, which you
attack twice instead of once whenever you can use to make a Strength-based melee
take the Attack action on your turn to make attack that deals piercing damage
attacks exclusively with this weapon. Your equal to 1d4 + your Strength modifier.
signature ranged weapon has the following � Your weapon has an ammo capacity of 24
properties: (instead of the usual 12).

41
� You have a +2 bonus to attack rolls Once per round you can spend your
with the weapon (instead of the usual reaction to reduce the damage of a single
+1). attack that hits you by 10 + your Tech
Value.
If your game includes rules for weapon

TECH VALUE
modifications (such as those included in
WASTELAND WARES), your signature ranged weapon
can instead be equipped with any

IEW
modification compatible with a ranged SCIENTIST LEVEL 1
weapon of its type:
You’re excellent at what you do. Your Tech
� If your weapon deals piercing damage Value, shown in the Scientist Class table,
it can be equipped with any is often referenced by your other scientist

EV
modification suitable for pistols. and archetype features tied to objects
� If your weapon deals energy, fire, you’ve either made or repaired. It may be
cold, lightning, or sonic damage, it added as a bonus to rolls you make, or

PR
weapon can be equipped with any dictate the number of times you can use a
modification suitable for energy feature.
weapons. In addition to its other uses

You can choose any combination of


modifications worth 40 currency or less and
apply them to your ranged weapon for free.
The first time you take a long rest after
gaining each new level in the scientist
class, you can switch one modification
currently applied to your signature ranged
T

weapon with any other modification of the


EN

same or lower value.

SHIELD
NT

You’ve built a hands-free energy shield


CO

that can harmlessly dissipate at least some


of an incoming energy source, including
kinetic energy from ballistic ammunition or
melee weapons. You choose whether your
shield generator is worn at your belt, on
your back, or on your wrist. The
generator weighs 1 lb.

42
ARCHETYPE
When you modify or repair a weapon that was
not created by way of a scientist class
feature, you ensure it is returned to its
owner perfectly calibrated or balanced. SCIENTIST LEVELS 3, 9, 13, AND 18
Your Tech Value applies to the damage dealt
by such a weapon until its owner’s next You define the type of scientific research
long rest. you wish to specialise in. Available
archetypes include the Chem Cook, the

PROBLEM SOLVER

IEW
Engineer, and the Programmer.
The available archetypes and
descriptions of their features appear after
SCIENTIST LEVEL 2 the core features for this class. The
choice you make now is permanent—look them

EV
You can think a difficult situation through all over and make this decision with care!
and offer a solution. As an action on your

ABILITY SCORE
turn, you can provide clear and precise

PR
instructions to one creature within line of

IMPROVEMENT
sight that can hear and understand you. On
that creature’s next turn, they have
advantage on the first ability check or
attack roll they make. If they make no SCIENTIST LEVELS 4, 8, 10, 12, 16, AND 19
ability attack roll or attack roll, the
solution is wasted. Each time you gain this feature you can
The number of solutions you can offer in increase one ability score of your choice
this way is show in the Solutions column of by 2, or you can increase two ability
the Scientist Class table. You regain any scores of your choice by 1. You can’t
spent solutions when you finish a short or increase an ability score above 20 using
T

long rest. this feature.


EN

Any time you gain an ability score

THE BETTER PART


improvement, you can forgo the ability
score improvement for that level and
NT

OF VALOUR
instead select a feat for which you
qualify.
CO

STRUCTURAL
SCIENTIST LEVEL 2

ANALYSIS
You know when discretion trumps heroism.
You can take a bonus action on each of
your turns in combat. This action can be
used only to take the Disengage or Hide SCIENTIST LEVEL 5
action.
You can take a bonus action on your turn in
combat to analyse an enemy or an object for
weakness to exploit. The first time you hit

43
OPEN GAME LICENSE
Open Game License Version 1.0a creation and/or You have sufficient rights to grant the
The following text is the property of Wizards of the rights conveyed by this License.
Coast, Inc. and is Copyright 2,000 Wizards of the Coast,
Inc (“Wizards”). All Rights Reserved. 6.Notice of License Copyright: You must update the
COPYRIGHT NOTICE portion of this License to include the
1. Definitions: (a)”Contributors” means the copyright exact text of the COPYRIGHT NOTICE of any Open Game

IEW
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Content; (b)”Derivative Material” means copyrighted You must add the title, the copyright date, and the
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(including into other computer languages), potation, original Open Game Content you Distribute.
modification, correction, addition, extension, upgrade,
improvement, compilation, abridgment or other form in 7. Use of Product Identity: You agree not to Use any
which an existing work may be recast, transformed or Product Identity, including as an indication as to
adapted; (c) “Distribute” means to reproduce, license, compatibility, except as expressly licensed in another,
rent, lease, sell, broadcast, publicly display, transmit independent Agreement with the owner of each element of

EV
or otherwise distribute; (d)”Open Game Content” means the that Product Identity. You agree not to indicate
game mechanic and includes the methods, procedures, compatibility or co-adaptability with any Trademark or
processes and routines to the extent such content does Registered Trademark in conjunction with a work
not embody the Product Identity and is an enhancement containing Open Game Content except as expressly licensed
over the prior art and any additional content clearly in another, independent Agreement with the owner of such

PR
identified as Open Game Content by the Contributor, and Trademark or Registered Trademark. The use of any Product
means any work covered by this License, including Identity in Open Game Content does not constitute a
translations and derivative works under copyright law, challenge to the ownership of that Product Identity. The
but specifically excludes Product Identity. (e) “Product owner of any Product Identity used in Open Game Content
Identity” means product and product line names, logos and shall retain all rights, title and interest in and to
identifying marks including trade dress; artifacts; that Product Identity.
creatures characters; stories, storylines, plots,
thematic elements, dialogue, incidents, language, 8. Identification: If you distribute Open Game Content
artwork, symbols, designs, depictions, likenesses, You must clearly indicate which portions of the work that
formats, poses, concepts, themes and graphic, you are distributing are Open Game Content.
photographic and other visual or audio representations;
names and descriptions of characters, spells, 9. Updating the License: Wizards or its designated Agents
enchantments, personalities, teams, personas, likenesses may publish updated versions of this License. You may use
and special abilities; places, locations, environments, any authorized version of this License to copy, modify
creatures, equipment, magical or supernatural abilities and distribute any Open Game Content originally
or effects, logos, symbols, or graphic designs; and any distributed under any version of this License.
other trademark or registered trademark clearly
identified as Product identity by the owner of the 10. Copy of this License: You MUST include a copy of this
Product Identity, and which specifically excludes the License with every copy of the Open Game Content You
Open Game Content; (f) “Trademark” means the logos, Distribute.
names, mark, sign, motto, designs that are used by a
T

Contributor to identify itself or its products or the 11. Use of Contributor Credits: You may not market or
associated products contributed to the Open Game License advertise the Open Game Content using the name of any
EN

by the Contributor (g) “Use”, “Used” or “Using” means to Contributor unless You have written permission from the
use, Distribute, copy, edit, format, modify, translate Contributor to do so.
and otherwise create Derivative Material of Open Game
Content. (h) “You” Not for resale. Permission granted to 12. Inability to Comply: If it is impossible for You to
print or photocopy this document for personal use only. comply with any of the terms of this License with respect
System Reference Document 5.1 2 or “Your” means the to some or all of the Open Game Content due to statute,
NT

licensee in terms of this agreement. judicial order, or governmental regulation then You may
not Use any Open Game Material so affected.
2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open 13. Termination: This License will terminate
Game Content may only be Used under and in terms of this automatically if You fail to comply with all terms herein
CO

License. You must affix such a notice to any Open Game and fail to cure such breach within 30 days of becoming
Content that you Use. No terms may be added to or aware of the breach. All sublicenses shall survive the
subtracted from this License except as described by the termination of this License.
License itself. No other terms or conditions may be
applied to any Open Game Content distributed using this 14. Reformation: If any provision of this License is held
License. to be unenforceable, such provision shall be reformed
only to the extent necessary to make it enforceable.
3.Offer and Acceptance: By Using the Open Game Content
You indicate Your acceptance of the terms of this 15. COPYRIGHT NOTICE
License. Open Game License v 1.0a Copyright 2,000, Wizards of the
Coast, LLC.
4. Grant and Consideration: In consideration for agreeing
to use this License, the Contributors grant You a System Reference Document 5.1 Copyright 2016, Wizards of
perpetual, worldwide, royalty-free, nonexclusive license the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
with the exact terms of this License to Use, the Open Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
Game Content. Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and
Steve Townshend, based on original material by E. Gary
5.Representation of Authority to Contribute: If You are Gygax and Dave Arneson.
contributing original material as Open Game Content, You
represent that Your Contributions are Your original END OF LICENSE

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