Enclave
Enclave.png

Enclave Scientist

Medium humanoid (human)


Armour Class 11
Hit Points 9 (2d8)
Rad Resist 5
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+2) 16 (+3) 13 (+1) 11 (+0)

Skills History +6, Perception +4, Science +6
Damage ImmunitiesChemical, Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses passive Perception 14
Languages American English
Challenge 1/4 (50 XP)


Patriotic Zealotry (2 zeal per short or long rest). The Enclave scientist is fiercely loyal to the Enclave and its cause, granting advantage on saving throws against effects that impose the Frightened condition or attempt to manipulate the Enclave scientist's thoughts and actions. In addition, the Enclave scientist has access to a pool of zeal points which they can spend to activate features.

Science Outfit. The Enclave scientist's outfit provides total protection from eye and lung irritants, biological contamination, chemical contact, and radiation. They automatically succeed any saving throw to avoid becoming poisoned, catching a sickness, or acquiring a disease. However, they have disadvantage on all Dexterity-based ability checks, saving throws, and all melee and ranged attack rolls.

Actions

Laser Pistol. Ranged weapon attack: +4 to hit, range 60/180 ft., one target. Hit: 10 (2d8 + 1) energy damage.

Reactions

Unshakable Zealotry. The Enclave scientist can spend a point of zeal when they fail a saving throw to succeed instead.

Enclave Trainee

Medium humanoid (human)


Armour Class 14 (light chest, 4 light limbs)
Power Armour 11/11/11/11/0/33 (Busted Advanced Power Armour Mk II, no helmet)
Hit Points 78 (12d8 + 24)
Rad Resist 11
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 11 (+0)

Skills Athletics +3, Intimidation +2, Perception +3
Senses passive Perception 13
Languages American English
Challenge 5 (1,800 XP)


Patriotic Zealotry (2 zeal per short or long rest). The Enclave trainee is fiercely loyal to the Enclave and its cause, granting advantage on saving throws against effects that impose the Frightened condition or attempt to manipulate the Enclave trainee's thoughts and actions. In addition, the Enclave trainee has access to a pool of zeal points which they can spend to activate features.

Coordinated Fire. The Enclave trainee's ranged weapon attack bonus increases by +2 for each of its allies that also made a ranged weapon attack against its target since the enclave trainee's last turn, up to a maximum of +4 (twice their Proficiency bonus).

Actions

Multiattack. The Enclave trainee makes two attacks.

Laser Pistol. Ranged weapon attack: +4 to hit, range 60/180 ft., one target. Hit: 11 (2d8 + 2) energy damage.

Combat Knife. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Bonus Actions

Purge the Unpure. The Enclave trainee can spend a point of zeal to make one attack.

Reactions

Unshakable Zealotry. The Enclave trainee can spend a point of zeal when they fail a saving throw to succeed instead.

Enclave Officer

Medium humanoid (human)


Armour Class 15 (light chest, 4 light limbs)
Hit Points 150 (20d8 + 60)
Rad Resist 15
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 15 (+2)

Skills Athletics +6, Intimidation +7, Perception +8, Persuasion +7
Senses passive Perception 18
Languages American English
Challenge 9 (5,000 XP)


Patriotic Zealotry (4 zeal per short or long rest). The Enclave soldier is fiercely loyal to the Enclave and its cause, granting advantage on saving throws against effects that impose the Frightened condition or attempt to manipulate the Enclave soldier's thoughts and actions. In addition, the Enclave soldier has access to a pool of zeal points which they can spend to activate features.

Coordinated Fire. The Enclave soldier's ranged weapon attack bonus increases by +2 for each of its allies that also made a ranged weapon attack against its target since the trainee's last turn, up to a maximum of +6 (twice their Proficiency bonus).

Actions

Fervent Fanaticism. The Enclave officer and one other creature of their choice, who must be a member of the Enclave and able to hear them, may each choose to either regain 11 (2d8 + 2) hit points or to immediately make a saving throw against a condition or ongoing effect. The Enclave officer can spend zeal to allow one additional creature per point of zeal to benefit from Fervent Fanaticism.

Multiattack. The Enclave officer makes three attacks.

Laser Rifle. Ranged weapon attack: +8 to hit, range 90/210 ft., one target. Hit: 12 (2d8 + 3) energy damage.

Plasma Grenade (recharge 5-6). The Enclave officer throws a grenade at a point up to 60 feet away. Each creature within 20 feet of the target point must make a DC 15 Dexterity saving throw, taking 7 (2d6) piercing damage and 28 (8d6) fire damage on a failed save, or half as much in damage if successful.

Bonus Actions

Purge the Unpure. The Enclave officer can spend a point of zeal to make one attack.

Reactions

Unshakable Zealotry. The Enclave officerr can spend a point of zeal when they fail a saving throw to succeed instead.

Enclave Soldier

Medium humanoid (human)


Armour Class 15 (light chest, 4 light limbs)
Power Armour 40/40/40/40/40/120 (Advanced Power Armour Mk I)
Hit Points 97 (15d8 + 30)
Rad Resist 18
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 11 (+0)

Skills Athletics +4, Intimidation +3, Perception +5
Senses passive Perception 15
Languages American English
Challenge 11 (7,200 XP)


Patriotic Zealotry (3 zeal per short or long rest). The Enclave soldier is fiercely loyal to the Enclave and its cause, granting advantage on saving throws against effects that impose the Frightened condition or attempt to manipulate the Enclave soldier's thoughts and actions. In addition, the Enclave soldier has access to a pool of zeal points which they can spend to activate features.

Coordinated Fire. The Enclave soldier's ranged weapon attack bonus increases by +2 for each of its allies that also made a ranged weapon attack against its target since the trainee's last turn, up to a maximum of +6 (twice their Proficiency bonus).

Actions

Multiattack. The Enclave soldier makes two attacks.

Laser Rifle. Ranged weapon attack: +6 to hit, range 90/210 ft., one target. Hit: 12 (2d8 + 3) energy damage.

Laser Pistol. Ranged weapon attack: +6 to hit, range 60/180 ft., one target. Hit: 12 (2d8 + 3) energy damage.

Ripper. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Bonus Actions

Purge the Unpure. The Enclave soldier can spend a point of zeal to make one attack.

Reactions

Unshakable Zealotry. The Enclave soldier can spend a point of zeal when they fail a saving throw to succeed instead.

Enclave Veteran

Medium humanoid (human)


Armour Class 15 (light chest, 4 light limbs)
Power Armour 45/45/45/45/45/135 (Advanced Power Armour Mk II)
Hit Points 120 (16d8 + 48)
Rad Resist 20
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 11 (+0)

Skills Athletics +5, Intimidation +4, Perception +6
Senses passive Perception 16
Languages American English
Challenge 13 (10,000 XP)


Patriotic Zealotry (4 zeal per short or long rest). The Enclave veteran is fiercely loyal to the Enclave and its cause, granting advantage on saving throws against effects that impose the Frightened condition or attempt to manipulate the Enclave veteran's thoughts and actions. In addition, the Enclave veteran has access to a pool of zeal points which they can spend to activate features.

Coordinated Fire. The Enclave veteran's ranged weapon attack bonus increases by +2 for each of its allies that also made a ranged weapon attack against its target since the trainee's last turn, up to a maximum of +6 (twice their Proficiency bonus).

Actions

Multiattack. The Enclave veteran makes three attacks.

Laser Rifle. Ranged weapon attack: +7 to hit, range 90/210 ft., one target. Hit: 12 (2d8 + 3) energy damage.

Laser Pistol. Ranged weapon attack: +7 to hit, range 60/180 ft., one target. Hit: 12 (2d8 + 3) energy damage.

Ripper. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Bonus Actions

Purge the Unpure. The Enclave veteran can spend a point of zeal to make one attack.

Reactions

Unshakable Zealotry. The Enclave veteran can spend a point of zeal when they fail a saving throw to succeed instead.

Secret Service Agent

Medium humanoid (human)


Armour Class 15 (light chest, 4 light limbs)
Power Armour 45/45/45/45/45/135 (Advanced Power Armour Mk II)
Hit Points 150 (16d8 + 48)
Rad Resist 26
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 14 (+2) 18 (+4) 11 (+0)

Skills Athletics +7, Deception +6, Intimidation +6, Perception +10, Stealth +8
Senses passive Perception 20
Languages American English
Challenge 19 (22,000 XP)


Patriotic Zealotry (6 zeal per short or long rest). The Secret Service agent is fiercely loyal to the Enclave and its cause, granting advantage on saving throws against effects that impose the Frightened condition or attempt to manipulate the Secret Service agent's thoughts and actions. In addition, the Secret Service agent has access to a pool of zeal points which they can spend to activate features.

No Witnesses. Once per turn when the Secret Service agent hits a creature with its attack, it can spend a point of zeal to deal an additional 14 (4d6) damage.

Actions

Multiattack. The Secret Service agent makes four attacks.

Gauss Rifle. Ranged weapon attack: +9 to hit, range 90/270 ft., one target. Hit: 17 (4d6 + 3) piercing damage.

Minigun. The Secret Service agent can pepper a 10-foot cube area within 240 feet with shots. Each creature in the targeted area must succeed on a DC 17 Dexterity saving throw (with advantage if they are more than 80 feet from the Secret Service agent), taking 23 (8d4 + 3) piercing damage on a failed saving throw or half that on a success.

Pulse Pistol. Ranged weapon attack: +9 to hit, range 40/120 ft., one target. Hit: 13 (4d4 + 3) electrical damage.

Ripper. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Bonus Actions

Purge the Unpure. The Secret Service agent can spend a point of zeal to make one attack.

Reactions

Unshakable Zealotry. The Secret Service agent can spend a point of zeal when they fail a saving throw to succeed instead.

Secret Service Special Agent

Medium humanoid (human)


Armour Class 15 (light chest, 4 light limbs)
Power Armour 45/45/45/45/45/135 (Advanced Power Armour Mk II)
Hit Points 195 (26d8 + 48)
Rad Resist 28
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 14 (+2) 18 (+4) 11 (+0)

Skills Athletics +9, Deception +8, Intimidation +8, Perception +12, Stealth +10
Senses passive Perception 22
Languages American English
Challenge 21 (33,000 XP)


Patriotic Zealotry (6 zeal per short or long rest). The Secret Service special agent is fiercely loyal to the Enclave and its cause, granting advantage on saving throws against effects that impose the Frightened condition or attempt to manipulate the Secret Service special agent's thoughts and actions. In addition, the Secret Service special agent has access to a pool of zeal points which they can spend to activate features.

No Witnesses. Once per turn when the Secret Service special agent hits a creature with its attack, it can spend a point of zeal to deal an additional 21 (6d6) damage.

Actions

Multiattack. The Secret Service special agent makes five attacks.

Gauss Rifle. Ranged weapon attack: +11 to hit, range 90/270 ft., one target. Hit: 17 (4d6 + 3) piercing damage.

Minigun. The Secret Service special agent can pepper a 10-foot cube area within 240 feet with shots. Each creature in the targeted area must succeed on a DC 19 Dexterity saving throw (with advantage if they are more than 80 feet from the Secret Service special agent), taking 23 (8d4 + 3) piercing damage on a failed saving throw or half that on a success.

Pulse Pistol. Ranged weapon attack: +11 to hit, range 40/120 ft., one target. Hit: 13 (4d4 + 3) electrical damage.

Ripper. Melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Bonus Actions

Purge the Unpure. The Secret Service agent can spend a point of zeal to make one attack.

Reactions

Unshakable Zealotry. The Secret Service agent can spend a point of zeal when they fail a saving throw to succeed instead.

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