Classes

Character Creation

The following guidance is offered to help you adjust the fantasy-themed classes and archetypes of Fifth Edition’s core rules and expansions.

Starting Caps and Equipment
First level Fifth Edition Fallout characters do not use starting equipment packages, and instead the player must purchase their character’s initial inventory. While your GM may prefer to use the normal starting gold for your class (simply converting gold to caps on a one-for-one basis), check with them to be sure they don’t prefer another method.

If your game is starting at higher levels, the amount of caps you have with which to purchase inventory is left solely at the discretion of your GM.

Allowed Classes
The following classes are available for use by players:


 * Artificer (with alterations and caveats described below)
 * Barbarian
 * Bard (with adjustments described below)
 * Fighter
 * Rogue

Inappropriate Classes
The following classes are not available for use in a game set in the world of Fallout.


 * Cleric
 * Druid
 * Monk
 * Mystic
 * Paladin
 * Ranger
 * Sorcerer
 * Warlock
 * Wizard

Artificer
The Artificer class from Unearthed Arcana can represent a scientist and engineer, but requires some considerations to make it work. The following changes should be made:


 * Remove the Magic Item Analysis feature (this is largely a ribbon ability and will not adversely affect the class’s balance).
 * The magic items granted by the Wondrous Invention feature should be reskinned as mechanical and weird science devices.
 * Many of the magic items on the existing list may be difficult to reskin in this way, and a GM thinking of allowing the Artificer may therefore wish to substitute other more easily reskinned items of equivalent rarity.
 * The class keeps its Spellcasting and Infuse Magic features, reskinning the effects of both as either chems or wonders of engineering.
 * Superior Attunement treats magic items as legendary devices with spectacular powers granted by science. Some magic items are more appropriate for this treatment than others, and this is left to the GM’s discretion.
 * The GM should note that by allowing an Artificer in your game, you are essentially promising the player that during their career they will encounter or be allowed to make at least enough reskinned magic items to fill their attunement slots. By extension, your other players might also want to get their hands on some if they see they are being allowed. If you don’t want them to be widely available make sure to manage player expectations. If only Artificers are allowed to acquire reskinned magic items, you might consider ruling that they make these custom items themselves at the levels they earn the attunement slots, giving them a pre-approved list of level appropriate items to select from. You could also allow them to switch out an item for a new one of the same rarity when they gain a level.

Class Features
As an artificer, you gain the following class features.


 * Hit Points
 * Hit Dice: 1d8 per artificer level
 * Hit Points at 1st Level: 8 + your Constitution modifier
 * Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st


 * Proficiencies
 * Armor: Light armor, medium armor, shields
 * Weapons: Simple weapons
 * Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
 * Saving Throws: Constitution, Intelligence
 * Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand


 * Equipment (You start with the following equipment, in addition to the equipment granted by your background:)
 * any two simple weapons
 * a light crossbow and 20 bolts
 * (a) studded leather armor or (b) scale mail
 * thieves’ tools and a dungeoneer’s pack

Alchemist Archetype
This archetype works fine as is, simply reskin the alchemical formulae as chems and medicines.

Gunsmith Archetype
This archetype works fine as is, though its Thunder Cannon feature must be reskinned to represent a weapon upgraded by weird science rather than magic.

Note that a Thunder Cannon isn’t compatible with Fifth Edition Fallout’s weapons modifications rules. The artificer’s player can only upgrade their Thunder Cannon using their archetype features.

Barbarian
The core features of the Barbarian need no adjustments to work.

Class Features
As a barbarian, you gain the following class features.


 * Hit Points
 * Hit Dice: 1d12 per barbarian level
 * Hit Points at 1st Level: 12 + your Constitution modifier
 * Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st


 * Proficiencies
 * Armor: Light armor, medium armor, shields
 * Weapons: Simple weapons, martial weapons
 * Tools: None
 * Saving Throws: Strength, Constitution
 * Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival


 * Equipment (You start with the following equipment, in addition to the equipment granted by your background:)
 * (a) a greataxe or (b) any martial melee weapon
 * (a) two handaxes or (b) any simple weapon
 * An explorer's pack and four javelins

Path of the Battlerager
This archetype from the Sword Coast Adventure’s Guide works fine with no alterations.

Path of the Berserker
This archetype works fine with no alterations.

Path of the Totem Warrior
This archetype from Unearthed Arcana can be used, but its abilities may need to be reskinned to be less spiritual. Additionally, the following changes should be made:


 * Remove the Spirit Seeker feature (this is a ribbon ability and will not affect the archetype’s balance).
 * The Spirit Walker feature should be replaced with the Primal Intuition feature, below.
 * Primal Intuition. Before you make an Intelligence or Wisdom ability check, you can give yourself advantage on the check. You can use this feature three times, and you regain expended uses when you finish a long rest.

Inappropriate Archetypes
The following barbarian archetypes are either too magical or otherwise unsuitable for Fifth Edition Fallout:


 * Path the Ancestral Guardian
 * Path of the Storm Herald
 * Path of the Zealot

Bard
The Bard class is too magical to be used as is, but its role as an inspiring leader is worth preserving. Additionally, the game needs to offer a class capable of restoring hit points. To make the Bard more appropriate to the setting, we need to remove its magic. The following changes should be made:


 * The Bard is not proficient in three instruments. Instead, they gain proficiency in a fourth skill, and choose two proficiencies from the tools, games, or instruments lists.
 * The Bard does not gain access to spellcasting, but instead gains the Command feature described below.
 * Bardic Inspiration and Song of Rest should be reskinned as inspirational speech, friendly chats, etc. rather than necessarily involving music. Likewise, Countercharm can simply represent a stirring speech.
 * The Bard does not gain the Magical Secrets feature, and instead gains the Strong Leadership and Heroic Inspiration features described below.

Class Features
As a bard, you gain the following class features.


 * Hit Points
 * Hit Dice: 1d8 per bard level
 * Hit Points at 1st Level: 8 + your Constitution modifier
 * Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st


 * Proficiencies
 * Armor: Light armor
 * Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
 * Saving Throws: Dexterity, Charisma
 * Tools: Two games, tools, or musical instruments of your choice
 * Skills: Choose any four


 * Equipment (You start with the following equipment, in addition to the equipment granted by your background:)
 * (a) a rapier, (b) a longsword, or (c) any simple weapon
 * (a) a diplomat's pack or (b) an entertainer's pack
 * (a) a lute or (b) any other musical instrument
 * Leather armor and a dagger

Command
At 1st level, you can instill fear in the hearts of your enemies or berate and mock them for their cowardice, or instead you can soothe the spiritual hurts of your allies.

You have access to a pool of command points which you can spend to damage enemies and heal allies. The amount of command points you possess is determined by your level in the Bard class, as shown in the Command Points table. Your Bard level also determines the maximum amount of command points you can spend at once on any single action.

Some command abilities available to you require the target to make a Will saving throw. The DC of your command abilities equals 8 + your Proficiency bonus + your Charisma modifier.

To spend your command points, use one of the following actions on your turn:


 * Choose one hostile intelligent creature within 60 feet of you that you are aware of and that can hear you. That creature must make a Will saving throw or take 1d6 psychic damage per command point spent on this action.
 * Choose one allied intelligent creature within 60 feet of you that you are aware of and that can hear you (including yourself). That creature is healed 1d4 hit points per command point spent on this action.
 * Choose a number of intelligent creatures per command point spent within 30 feet of you that you are aware of and that can hear you. All targets must make a Will saving throw, becoming charmed by you for 1 hour and treating you as a friendly acquaintance if they fail. A target automatically succeeds on their saving throw if you or your companions are fighting it. The target reacts normally to hostile actions and speech after the effect, but remains charmed by you if you yourself remain nonhostile and don’t side with your allies. If you take a hostile action against a target or side with an ally who does, the effect ends on all targets who are present to witness your betrayal.
 * Choose a number of intelligent creatures per command point spent within 30 feet of you that you are aware of and that can hear you. All targets must make a Will saving throw, becoming frightened of you for up to 1 minute. The target may repeat its saving throw at the end of each of its turns. Spent command points are regained after the successful conclusion of a short or long rest.

Command Points
Bard Level / Points


 * 1 / 3 (max 3)
 * 2 / 3 (max 3)
 * 3 / 8 (max 4)
 * 4 / 8 (max 4)
 * 5 / 15 (max 5)
 * 6 / 15 (max 5)
 * 7 / 24 (max 6)
 * 8 / 24 (max 6)
 * 9 / 35 (max 7)
 * 10 / 35 (max 7)
 * 11 / 37 (max 8)
 * 12 / 37 (max 8)
 * 13 / 39 (max 9)
 * 14 / 39 (max 9)
 * 15 / 41 (max 10)
 * 16 / 41 (max 10)
 * 17 / 44 (max 11)
 * 18 / 44 (max 11)
 * 19 / 47 (max 12)
 * 20 / 47 (max 12)

Strong Leadership
Starting at 10th level, you bolster your own spirit so that you can remain strong for the sake of your allies.

When you roll initiative at the beginning of a combat you can spend a number of command points up to your maximum command per use and grant yourself 1d4 temporary hit points per command point spent.

If they are not lost beforehand, you lose your temporary hit points when you take a long rest.

Heroic Inspiration
By 18th level, whenever you have temporary hit points any ally rolling bonus motivation or song of rest dice that you granted roll 2d6 instead of 1d12.

College of Lore
This archetype works fine, other than the following change:


 * Replace Magical Secrets with Helping Hand (described below).

Helping Hand
Whenever you take the Help action to grant advantage, the creature you are aiding adds half your Proficiency bonus (rounded down) to both rolls.

Furthermore, if the ability check you help with involved one of the creature’s proficient skills, you become proficient in that skill. If you are already proficient, you gain expertise with the skill (doubling your proficiency bonus).

You may choose to replace this bonus skill proficiency with whatever skill is used each subsequent time you use the Help action, or to keep the skill you currently have. You lose the bonus skill proficiency altogether at the conclusion of your next long rest.

College of Valor
Make the following change:


 * Replace Battle Magic with Commander’s Strike (described below).

Commander’s Strike
After spending command points during your action you can spend a bonus action to make a weapon attack.

College of Satire
This archetype from Unearthed Arcana requires the following change:


 * Replace Fool’s Insight with Harry (described below).

Harry
As an action, you can harass a creature with words, distressing sounds, and hostile gestures. The target creature gains disadvantage on the next ability check it makes to perform a task. Alternatively, you can harry a hostile creature within 30 feet that can see or hear you.

The first attack roll the creature makes is made at disadvantage unless the attack is directed at you.

College of Swords
This archetype from Xanathar’s Guide to Everything needs no changes.

Inappropriate Archetypes
The following Bard archetypes are either too magical or otherwise unsuitable for Fifth Edition Fallout:


 * College of Glamour
 * College of Whispers.

Fighter
The core features of the Fighter need no adjustments to work.

Class Features
As a fighter, you gain the following class features.


 * Hit Points
 * Hit Dice: 1d10 per fighter level
 * Hit Points at 1st Level: 10 + your Constitution modifier
 * Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st


 * Proficiencies
 * Armor: All armor, shields
 * Weapons: Simple weapons, martial weapons
 * Tools: None
 * Saving Throws: Strength, Constitution
 * Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival


 * Equipment
 * (a) chain mail or (b) leather, longbow, and 20 arrows
 * (a) a martial weapon and a shield or (b) two martial weapons
 * (a) a light crossbow and 20 bolts or (b) two handaxes
 * (a) a dungeoneer's pack or (b) an explorer's pack

Battle Master
This archetype works fine with no alterations.

Cavalier
This archetype for mounted warriors from Xanathar’s Guide to Everything could work but requires some consideration. Horses appear to be extinct in North America, since they have never been shown in a Fallout game. However, that may not actually be true. Or a character might be able to tame and ride some other creature not yet seen before in the Fallout world. A third option would be to allow a Cavalier to use its mounted abilities while on a vehicle such as a motorbike.

The player of a Cavalier should be aware that a mount or vehicle comes with at least as many problems as it does advantages: their ride gives them a way to escape or bypass raiders and other threats, but an animal needs to be fed and a vehicle needs fusion cores to power its generator. They may not be easily replaced if killed or destroyed. Fortunately, the Cavalier is just as capable unmounted.

Champion
This archetype from Unearthed Arcana works fine with no alterations.

Fistfighter
The homebrew from the DandWiki titled the Fistfighter has been approved for use and is appropriate for unarmed character concepts.

Monster Hunter
Make the following change to this archetype from Unearthed Arcana:


 * Replace Bonus Proficiencies and Hunter’s Mysticism with Skilled Hunter (described below).

Skilled Hunter
At 3rd level, you learn some skills that help you in your dangerous career. You gain proficiency in four skills from the following list:


 * Acrobatics
 * Athletics
 * History
 * Insight
 * Investigation
 * Medicine
 * Nature
 * Perception
 * Stealth
 * Survival
 * Science.

You can gain proficiency with a tool of your choice in place of one skill choice.

Purple Dragon Knight
This archetype from the Sword Coast Adventurer’s Guide could represent any kind of militant leader, such as an officer from the Brotherhood of Steel.

Samurai
While it might seem a strange conceptual fit, there’s actually nothing in the mechanics of this archetype from Xanathar’s Guide to Everything that would prohibit its use. With its focus on social aptitude and requirement of a decent Wisdom score implying patience and careful thought, this archetype is in a sense the anti-barbarian. Cool-headed, socially savvy soldiers may be in short supply in the wasteland, but they’re not extinct.

Scout
This archetype from Unearthed Arcana fits perfectly, filling the role of a spell-less Ranger appropriate to the Fallout setting.

Sharpshooter
This archetype works fine with no alterations.

Inappropriate Archetypes
The following fighter archetypes are either too magical or otherwise unsuitable for Fifth Edition Fallout:


 * Arcane Archer
 * Eldritch Knight

Rogue
The core features of the Rogue need no adjustments to work. Hacking is added to the Rogue’s list of available class skills.

Class Features
As a rogue, you gain the following class features.


 * Hit Points
 * Hit Dice: 1d8 per rogue level
 * Hit Points at 1st Level: 8 + your Constitution modifier
 * Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st


 * Proficiencies
 * Armor: Light armor
 * Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
 * Tools: Thieves' tools
 * Saving Throws: Dexterity, Intelligence
 * Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, and Hacking


 * Equipment (You start with the following equipment, in addition to the equipment granted by your background:)
 * (a) a rapier or (b) a shortsword
 * (a) a shortbow and quiver of 20 arrows or (b) a shortsword
 * (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
 * Leather armor, two daggers, and thieves' tools

Thief
This archetype is largely fine, but requires the following alteration:


 * Replace Use Magic Device with the Tools at Hand feature (described below).

Tools at Hand
By 13th level, you are experienced enough in your trade that you can craft the tools and weapons you need from any items that are available. You no longer need tools to add your proficiency bonus to any ability check that normally uses those tools. You also gain proficiency with improvised weapons.

Assassin
Make the following minor change:


 * The 25 gp cost in Infiltrator Expertise is converted to 25 caps.

Inquisitive
This archetype from Xanathar’s Guide to Everything works as is.

Mastermind
This archetype from either the Sword Coast Adventurer’s Guide or Xanathar’s Guide to Everything needs the following alteration:


 * Replace Soul of Deceit with the Eye for Weakness feature of the Inquisitive archetype (also from Xanathar’s Guide to Everything).

Scout
This archetype from Xanathar’s Guide to Everything works as is, and like the similarly named Fighter archetype from Unearthed Arcana is a good archetype to select for players with a “ranger” character concept.

Swashbuckler
This archetype from either the Sword Coast Adventurer’s Guide or Xanathar’s Guide to Everything works fine with no alteration.

Inappropriate Archetypes
The following rogue archetypes are either too magical or otherwise unsuitable for Fifth Edition Fallout:


 * Arcane Trickster.