Wasteland Wanderers - Post-apocalyptic Classes and Archetypes
You may be interested in Spilled Ale Studios’ Wasteland Wanderers, a collection of Fifth Edition compatible classes and archetypes designed for post-apocalyptic settings. It contains all new classes as well as class reskins, and many all new archetypes. Content includes:
- The Savage, a brutal warrior that can represent a raging raider, an adrenaline-fuelled mercenary, or similar. The Savage is based on the core game’s Barbarian. New archetypes include the Hunter, the Mad Gunner, and the Survivor.
- The Scientist, an intellectual who carries on or rediscovers the scientific pursuits of the old world. Scientist archetypes include the Chem Cook, the Engineer, and the Programmer.
- The Scoundrel, a criminal sort who can represent a burglar, highwayman, contract killer, con artist, or similar. The Scoundrel is based on the core game’s Rogue. New archetypes include the Con Artist, the Hitman, and a modified version of the Thief.
- The Scout, a survival expert that can represent an explorer, guide, hunter, bounty hunter, or similar. Scout archetypes include the Guerilla and the Hunter.
- The Shepherd, an inspiring leader that can represent a wandering storyteller, a community leader, a mercenary officer, or similar. Shepherd archetypes include the Chronicler, the Commander, the Regent, and the Tyrant.
- The Soldier, a tough warrior that can represent a mercenary, a raider, a settlement or trading caravan guard, or similar. The Soldier is based on the core game’s Fighter. New archetypes include the Fist Fighter, the Pit Fighter, and the Sharpshooter.
Otherwise, 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 be choosing 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
An Artificer can represent a scientist and engineer, but requires some considerations to make it work. Conversion guidelines are given for both the official version of the Artificer published in Eberron: Rising from the Last War, and also the two versions of the Artificer class which appeared in Unearthed Arcana.
Artificer (official)
The following changes should be made:
- Magical Tinkering represents you repairing or modifying a junk item with parts salvaged from other junk. To use this feature, you must spend 5 salvage. "Indefinitely" means until the battery or other power source runs out, though this is a matter of months, not hours or ds. A spent battery can be replaced for 1 salvage.
- The class keeps its Spellcasting, Infuse Magic, The Right Tool for the Job, Tool Expertise, Flash of Genius, Magic Item Adept, Spell-Storing Item, Magic Item Savant, Magic Item Master, and Soul of Artifice features, reskinning the effects of both as either chems or wonders of engineering. The GM is within their rights to restrict specific spells and infusions that don't work. An infused item is considered a "tech item" rather than a magic item.
Alchemist
This archetype is mostly fine as is with only cosmetic changes. Reskin alchemy as mastery in chems and medicines.
Armorer
This archetype works just fine. Reskin its arcane armor from magic to tech.
Artillerist
This archetype is mostly a matter of reskinning.
- Treat the Eldritch Cannon as tech the Artillerist is constantly tinkering with in their down time. The Action taken to "create" the Eldritch Cannon is actually to draw the weapon or to put the finishing touches to it before use. The player and guide should decide between them whether to allow Eldritch Cannons with legs!
- Wands, staffs, and rods created using the Arcane Firearm feature are actually guns of some sort you've fashioned out of miscellaneous parts and junk.
- The GM may wish to allow the following change to Arcane Turret:
Arcane Turret Option
When you gain the Arcane Turret feature, you gain the Force Ballista and Defender as normal, but the Flamethrower is replaced by a list of turret types from which you choose one. Whichever turret type you choose initially, you can modify the turret to another type from the list during a long rest.
- Acid Turret. The turret exhales acid in an adjacent 15-foot cone that you designate. Each creature in that area must make Dexterity saving throw against your spell save DC. On a failed save a creature takes 2d8 acid damage and has disadvantage on the next ability check it makes before the start of your next turn. On a failed save it takes half as much damage only.
- Electrical Turret. The turret shocks all creatures within 5 feet of itself. Each creature in that area must make a Constitution saving throw against your spell save DC. On a failed save a creature takes 2d6 lightning damage, and it can't take reactions until the start of its next turn. On a successful save it takes half as much damage only.
- Flamethrower. The turret exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried
- Freezing Turret. The turret exhales frost in an adjacent 15-foot cone that you designate. Each creature in that area must make Constitution saving throw against your spell save DC. On a failed save a creature takes 2d6 cold damage and its speed is reduced by 10 feet until the start of your next turn. On a successful save it takes half as much damage only.
Battle Smith
This archetype is mostly a matter of reskinning, as the Steel Defender can easily be interpreted as a robot you've made. The only feature that doesn't make much sense is Arcane Jolt, but you could just let the feature work as written and not worry too much about the why. Alternatively, consider replacing Arcane Jolt with the following:
Arcane Jolt Variant Effects
When either you hit a target with a magic (tech) weapon or your steel defender hits a target, you can choose one of the following effects:
A) The target takes an extra 2d6 force damage.
B) Your steel defender produces a restorative chem. When consumed as an Action, the chem restores 4d6 hit points. The steel defender can give the restorative to an adjacent creature as an object interaction or a Reaction if it is not the steel defender's turn.
Artificer (Unearthed Arcana Version 1)
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. The GM is within their rights to restrict specific spells and infusions that don't work.
- 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.
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.
Artificer (Unearthed Arcana Version 1)
The following changes should be made:
- Magical Tinkering represents you repairing or modifying a junk item with parts salvaged from other junk. To use this feature, you must spend 5 salvage. "Indefinitely" means until the battery or other power source runs out, though this is a matter of months, not hours or days. A spent battery can be replaced for 1 salvage.
- The class keeps its Spellcasting, Infuse Magic, The Right Cantrip for the Job, Spell-Storing Item, and Soul of Artifice features, reskinning the effects of both as either chems or wonders of engineering. The GM is within their rights to restrict specific spells and infusions that don't work. An infused item is considered a "tech item" rather than a magic item.
- The class also keeps its Arcane Armament feature, but it applies to tech items in place of magic items.
Alchemist
This archetype is mostly fine as is with only cosmetic changes.
- Reskin alchemy as mastery in chems and medicines.
- The Alchemical Homunculus feature doesn't really fit a Medic or Chem Cook in the same way it matches a fantasy Alchemist. Nevertheless, if you want to keep the feature you can reskin the Homunculus as a unique robot. Instead of Acidic Spittle, the robot has a flamer which is near-identical to the Acidic Spittle attack entry but does fire damage. It can't create the Buoyancy alchemical salve, but it can dispense drugs (Inspiration) and medicines (Resilience).
- As an alternative to the Alchemical Homunculus, consider giving the Alchemist the following Chem Cook and Chem Tolerance features (described below):
Chem Cook
You know how to create three addictive chems of your choice. You learn two more addictive chem recipes each at 7th, 11th, and 15th level. You can create a number of chems equal to your Intelligence bonus (minimum 1) during a short rest. Each chem you make requires salvage equal to 1/4 the chem's cost in caps, as well as either 1 bottle of water or 2 liquid snacks. If you create additional chems when you have already reached your limit of stocked chems, for every new chem you create an existing one loses its potency and causes no effects when used. At your option you can spend an additional 10 salvage per chem to create it in the form of a syringe compatible with a syringer rifle. These syringes can still be used by hand if required.
Chem Tolerance
You have advantage on saving throws you make against addiction.
Artillerist
You can use this archetype without significant changes.
- Depending on the cantrip chosen, "wands" created using the Wand Prototype feature are either prototype gadgets or pistols.
- The GM may wish to allow the following change to Arcane Turret:
Arcane Turret Option
When you gain the Arcane Turret feature, you gain the Force Ballista and Defender as normal, but the Flamethrower is replaced by a list of turret types from which you choose one. Whichever turret type you choose initially, you can modify the turret to another type from the list during a long rest.
- Acid Turret. The turret exhales acid in an adjacent 15-foot cone that you designate. Each creature in that area must make Dexterity saving throw against your spell save DC. On a failed save a creature takes 1d8 acid damage and has disadvantage on the next ability check it makes before the start of your next turn. On a failed save it takes half as much damage only.
- Electrical Turret. The turret shocks all creatures within 5 feet of itself. Each creature in that area must make a Constitution saving throw against your spell save DC. On a failed save a creature takes 1d6 lightning damage, and it can't take reactions until the start of its next turn. On a successful save it takes half as much damage only.
- Flamethrower. The turret exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried
- Freezing Turret. The turret exhales frost in an adjacent 15-foot cone that you designate. Each creature in that area must make Constitution saving throw against your spell save DC. On a failed save a creature takes 1d6 cold damage and its speed is reduced by 10 feet until the start of your next turn. On a successful save it takes half as much damage only.
Barbarian
The core features of the Barbarian need no adjustments to work.
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 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 Beast, Path of the Storm Herald, Path of the Zealot, Path of Wil Magic.
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.
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.
- 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. On a successful save, the target takes half damage.
- 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.
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 rolls 2d6 instead of 1d12.
College of Eloquence
This archetype from Mythic Oddysseys of Theros needs no changes.
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 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.
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.
Inappropriate Archetypes
The following Bard archetypes are either too magical or otherwise unsuitable for Fifth Edition Fallout: College of Creation, College of Glamour, College of Spirits, ollege of Whispers.
Fighter
The core features of the Fighter need no adjustments to work.
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.
Fist Fighter
This archetype published by Spilled Ale Studios is available on DMsGuild.com 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, or Science. You can gain proficiency with a tool of your choice in place of one skill choice.
- The Monster Slayer feature should be changed to apply to the following types of creatures: all Aberrations, all onstrosities, all Extra-Terrestrials (for the time being this just means Aliens), and Feral Ghouls.
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, Echo Knight, Eldritch Knight, Rune Knight
Psi Warrior is also probably inappropriate: the Fallout setting doesn't really include psychic powers. On the other hand, some strange and supernatural locations have appeared in canon, as have aliens, so psionics isn't entirely outside the realm of possibility. If you wanted to add a magic-like power to your campaign then psionics would probably be the way to go!
Rogue
The core features of the Rogue need no adjustments to work.
Hacking is added to the Rogue’s list of available class skills.
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.
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.
Inappropriate Archetypes
The following rogue archetypes are either too magical or otherwise unsuitable for Fifth Edition Fallout: Arcane Trickster, Phantom.
Soulknife is also probably inappropriate: the Fallout setting doesn't really include psychic powers. On the other hand, some strange and supernatural locations have appeared in canon, as have aliens, so psionics isn't entirely outside the realm of possibility. If you wanted to add a magic-like power to your campaign then psionics would probably be the way to go!