Thursday, May 31, 2018

Fallout 5e - The Surivor Class Part II

You can read the first part of this class here. As mentioned, survivors get to pick a new perk every time they level up. I will probably come up with more perks before I "finish" the class but I think this is a good selection. 


Advanced Targeting System
Prerequisite: Robot, Proficiency Bonus +4 or higher

Your critical hit rating is lowered by one when making ranged attacks. For example if you normally crit on a 20, you know crit on a 19-20. 

Ambusher
Prerequisite: Proficiency Bonus +3 or higher

You gain advantage on initiative checks. 

Animal Friend
Prerequisite: Trained in Animal Handling, Proficiency Bonus +3 or higher

You gain advantage on all animal handling ability checks. 

Bodyguard
Prerequisite: None

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use y our reaction to impose disadvantage on the attack roll. 

Black Widow
Prerequisites: Ghoul or Human, Must be a female, Proficiency Bonus +4 or higher

You gain advantage on persuasion ability checks to romance/seduce women. Your critical hit rating is lowered by one when attacking men. For example if you normally crit on a 20, you know crit on a 19-20. 

Cannibal 
Prerequisites: Bad Karma


You heal 1d4 hit points for every pound of human flesh you consume. 

Cherchez La Femme
Prerequisites: Ghoul or Human, Must be a female, Proficiency Bonus +4 or higher

You gain advantage on persuasion ability checks to romance/seduce women. Your critical hit rating is lowered by one when attacking women. For example if you normally crit on a 20, you know crit on a 19-20. 

Confirmed Bachelor
Prerequisites: Ghoul or Human, Must be male, Proficiency Bonus +4 or higher

You gain advantage on persuasion ability checks to romance/seduce men. Your critical hit rating is lowered by one when attacking men. For example if you normally crit on a 20, you know crit on a 19-20. 

Danger Sense
Prerequisites: Trained in Perception, Proficiency Bonus +3 or higher

You have advantage on Dexterity saving throws against effects you can't see, such as traps. To gain this benefit you can't be blinded, deafened or incapacitated. 

Death To Soft-Skins!
Prerequisite: Super Mutant, Proficiency Bonus +4 or higher

When making Strength melee weapon attacks, you deal an additional +1d6 damage to human targets. 

Dogmeat
Prerequisite: Animal Friend perk

You have befriended a creature of the wasteland. It is your loyal follower. You can only have one such companion at a time. 

Expertise
Prerequisites: None

Choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability checks you make with the chosen proficiencies. 

Expert Healer
Prerequisite: None

When using a stimpack (on yourself or another) the target heals and extra +1d4 hit points.

Fists of Fury
Prerequisite: Martial Arts perk

Immediately after you take the Attack action on your turn, you can make two unarmed strikes as a bonus action. This ability can be used a number of times a day equal to your proficiency bonus - 1.

Gun Nut
Prerequisite: None

You gain proficiency in (non-heavy) firearms.

Hacker
Prerequisite: Trained in Computers, Proficiency Bonus +3 or higher

You gain advantage on all computer ability checks. 

Heavy Weapons Training

Prerequisite: Dexterity 14+

You gain proficiency with heavy weapons.

Improved Critical
Prerequisite: Proficiency Bonus +3 or higher

Your weapon attacks score a critical hit on a natural 19 or 20. 

Improved Critical, Greater
Prerequisite: Improved Critical perk, Proficiency Bonus +5 or higher

Your weapon attacks score a critical hit on a roll of 18-20.

Jack of All Trades
Prerequisite: Proficiency Bonus +4 or higher

You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Lady Killer
Prerequisites: Ghoul or Human, Must be male, Proficiency Bonus +4 or higher

You gain advantage on persuasion ability checks to romance/seduce men. Your critical hit rating is lowered by one when attacking women. For example if you normally crit on a 20, you know crit on a 19-20. 

Martial Arts
Prerequisite: None

You gain the following benefits when you are unarmed and wearing no armor.
  • You can use Dexterity instead of Strength for attack and damage rolls for your unarmed strikes.
  • You can roll a d4 in place of normal damage of your unarmed strikes. 
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
Mr. Fix-It
Prerequisite: Trained in repair. Proficiency Bonus +3 or higher

You gain advantage on all repair ability checks.

Mysterious Stranger
PrerequisiteProficiency Bonus +4 or higher

No one knows who the Mysterious Stranger is (or what he is for that matter), but he's taken a shine to you. Once per combat you can ask the GM if the Mysterious Stranger shows up. He has a chance to show up with a percentage equal to your proficiency bonus. How he aids you is left up to the GM.

Nerd Rage
Prerequisite: Intelligence 15+

You have resistance to all damage and deal an extra +1d4 damage on all attacks when your hit point total is 20% of your maximum or less.

New Vegas Samurai
Prerequisite: None
When you are wielding a melee weapon in one hand an no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Ninja
Prerequisite: Dexterity 12+

Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must be with a finesse or ranged weapon. You don't need advantage on  the attack roll if another enemy of the target is within 5 feet of it, the enemy isn't incapacitated, and you don't have disadvantage on the attack roll. 

Ninja, Master
Prerequisite: Ninja perk,  Proficiency Bonus +4 or higher

Your ninja  attack damage increases to 2d6.

Ninja, Grandmaster
Prerequisite: Ninja perk,  Master Ninja perk, Proficiency Bonus +5 or higher

Your ninja attack damage increases to 3d6.

Paralyzing Palm 
Prerequisite: Martial Arts perk, Proficiency Bonus +4 or higher

When you hit another creature with a melee attack you can attempt to stun your opponent. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. This ability can be used a number of times a day equal to your proficiency bonus - 1.

Party Boy/Party Girl
Prerequisite: None

You gain advantage on saving throws related to chems.

Power Armor Training
Prerequisite: Proficiency Bonus +4 or higher

You can operate power armor with no penalty.

Purifier
Prerequisite: Human, Proficiency Bonus +3 or higher

When making melee attacks against ghouls and super mutants you deal an additional +1d4 damage.

Rad Resistance
Prerequisite: Proficiency Bonus +3 or higher

You gain resistance to Radiation damage and a bonus on saving throws related to Radiation.

Raider's Recklessness
Prerequisite: None

When you make your first attack you can choose to attack recklessly. If you do so for the rest of your turn when you make a melee weapon attack using Strength you gain advantage. However, all attacks made against you have advantage until your next turn. 

Robotics Expert
Prerequisite: Trained in Science, Proficiency Bonus +4 or higher

You deal an additional +1d4 damage on attacks against robots.

Salesman
Prerequisite: None


You gain advantage on all Persuasion checks related to haggling and business. 

Silent Running
Prerequisite: Proficiency Bonus +4 or higher

You do not suffer disadvantage to Stealth rolls when moving at your normal speed.

Second Wind
Prerequisite: None

On your turn you can use a bonus action to regain hit points equal to your hit dice + your survivor level. Once you use this feature, you must finish a short or long rest before you can use it again.

Slugger
Prerequisite: None

You may add an extra +1d4 damage to all melee attacks you make with bludgeoning weapons. 

Steel Skin
Prerequisite: None

While you aren't wearing any armor, your armor class equals 10+ your dexterity modifier + your Constitution or Wisdom modifier.

Terrifying Presence 
Prerequisite: Trained in Intimidation, Proficiency Bonus +3 or higher

You gain advantage on all Intimidation ability checks. 

Tough
Prerequisite: None

When get an extra hit point at each level.

Training

Prerequisites: None

Choose a tool, skill, or language proficiency. You are now proficient with it. This perk can be taken any number of times.

Tree of Life
Prerequisite: Ghoul or Super Mutant

You have a small tree growing out of your head. It can produce 1d4 small fruit per day.

Two-Weapon Fighting
Prerequisite: Dexterity 12+

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Wasteland Fury 
Prerequisite: Strength 12+, Proficiency Bonus +3 or higher

In battle unleash your rage on your opponents. You can enter fury as a bonus action. 

  • You gain advantage on Strength checks and Strength saving throws. 
  • When you  make a melee attack using Strength, you gain a bonus on your damage roll equal to your proficiency modifier.
  • You have resistance to bludgeoning, piercing, and slashing damage. 
You can use this ability a number of times a day equal to your proficiency bonus - 2. 


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