Feats

The following new feats are available for selection in games where feats are allowed.

Bloody Mess

You excel at targeting vulnerable points and causing deadly and typically messy damage.

Several of this feat’s features require a target to make a saving throw. The DC is equal to 8 + your proficiency bonus + the ability bonus you used for the attack.

  • When you score a critical hit, double your ability bonus to the damage roll.
  • Whenever you attack a living creature and roll the maximum possible result on at least one of your weapon’s damage dice, the target takes 1d4 damage at the beginning of each of its subsequent turns if it is not already suffering from this effect. The creature may make a Constitution saving throw at the end of each of its turns to end this effect
  • Whenever you reduce a creature to 0 hit points and the damage is lethal, you can choose to dismember them in gory fashion. All hostile creatures within line of sight of both you and the target must succeed at a Wisdom saving throw or be frightened of you. An affected creature can repeat its saving throw at the end of each of its rounds. Once a creature has succeeded at its saving throw, it is immune to this effect for the next 24 hours.

Chem Resistant

Your constitution is naturally strong against the dangerous side-effects of chem abuse.

  • Increase your Constitution score by 1, to a maximum of 20.
  • You reduce by 5 the DC of saving throws against addiction.
  • You are immune to the Recovering Addict condition, and never need to make rolls against temptation to take or use a substance to which you were once addicted.

Devastating Allure

You possess great physical beauty and potent animal magnetism. Characters who possess devastating allure and use it to manipulate members of the opposite sex are sometimes referred to as Lady Killers or Black Widows, though in fact their appeal could be useful against people with a wide variety of gender identities.

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Persuasion) checks made against anyone whom is attracted to members of your sex, and add +5 to the result of a Charisma (Performance) check against any member of the audience who is attracted to your sex.
  • You add 1d4 bonus damage to attacks made against any target whom is attracted to members of your sex.

Note that when an NPC’s preference has not been predetermined, the GM may choose to do so randomly using any method they prefer. While an oversimplification of the demographics of sexuality, here is one possible method rolled on a d12:

  • 1-3: attraction to the opposite sex (heterosexual).
  • 4-5: attraction to the male and female sexes (bisexual).
  • 6: attraction to all genders (pansexual).
  • 7: attraction to multiple genders, but not all (polysexual).
  • 8: attraction to non-binary persons (skoliosexual).
  • 9: not attracted to anyone (asexual).
  • 10-12: attracted to the same sex (homosexual).

Ghoulish

You have become partially mutated in a similar fashion to a ghoul, and are resistant to radiation.

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have advantage on saving throws against radiation poisoning.
  • You reduce damage that you take from a source of radiation by 3.

Gun Fu

In your hands guns are an extension of the body, and you wield them with the grace of a martial artist.

  • You ignore the loading quality of pipe guns, ballistic firearms, and energy firearms with which you are proficient.
  • When you miss a creature with a ranged weapon attack roll but the difference between your attack roll and their AC is 5 or less, you may move that creature to a free space withhin 5 feet of their current location.
  • Whenever you make ranged weapon attack rolls against two or more targets during the same turn and at least two of those attacks hit, deal an additional d4 damage to one of those targets.

Inspirational Presence

You are a person whose very presence comforts and instils confidence in those around you.

  • Increase your Charisma score by 1, to a maximum of 20.
  • You may spend your reaction to grant an ally within 30 feet of your location advantage on an attack roll or saving throw.

Lead Belly

Your digestive tract has adjusted to the radiation present in the wasteland’s food and water.

  • Increase your Constitution score by 1, to a maximum of 20.
  • You do not suffer radiation poisoning from consumption of food and liquids.

Lone Wanderer

You are cunning or tough enough to survive the wastes, even when you can’t rely on comrades to watch your back.

  • You gain temporary hit points equal to your Constitution or Intelligence bonus (whichever is highest) at the beginning of any turn in which you have no allied creatures within 30 feet of your location.

Miss Fortune

When your need is great, you are sometimes aided by an enigmatic and dangerous woman, who appears as if from nowhere and disappears as quickly. Is it always the same woman, tied to you by fate? Or do multiple women of the wastes find themselves drawn to your aid by a mysterious power?

  • Increase your Luck score by 1, to a maximum of 20. If the Luck ability score is not being used, you increase your Charisma score by 1 instead.
  • When you have fewer than half of your hit points, at the end of any of your turns in which the last creature you attack still has more than 0 hit points, there is a 30% chance that Miss Fortune appears, increasing by a further 10% on each subsequent roll until she appears.

Miss Fortune deals 1 piercing damage for each character level you possess to that creature and any other creatures within 30 feet of it. All targets who take damage from Miss Fortune must also make a Constitution saving throw with a DC equal to 8 + your proficiency + your Luck ability score bonus (or your Charisma ability score bonus if Luck is not being used). On a failed saving throw, their speed is halved and they cannot take bonus actions until the beginning of your next turn.

Once she appears, the Miss Fortune will not reappear again until after your next long rest. Miss Fortune and the Mysterious Stranger never appear at the same time: if you have both feats, you roll only once per turn to see if either of them will appear. Once your roll on the d100 is lower than the chance of an appearance, randomly determine which of the two appears. Afterwards, reset the probability of the second appearing to 30% for future rolls.

Moving Target

You are always on the move, making it hard to target you.

  • Increase your Dexterity score by 1, to a maximum of 20.
  • When you take the Dodge action and move on the same turn, you are treated as though you have half cover until the beginning of your next turn. If you move behind actual cover, the degree of cover it provides is increased by one step.

Mysterious Stranger

When your need is great, you are sometimes aided by an enigmatic and dangerous man, who appears as if from nowhere and disappears as quickly. Is it always the same man, tied to you by fate? Or do multiple men of the wastes find themselves drawn to your aid by a mysterious power?

  • Increase your Luck score by 1, to a maximum of 20. If the Luck ability score is not being used, you increase your Charisma score by 1 instead.
  • When you have fewer than half of your hit points, at the end of any of your turns in which the last creature you attack still has more than 0 hit points, there is a 30% chance that the Mysterious Stranger appears, increasing by a further 10% on each subsequent roll until he appears.

The Mysterious Stranger deals 1d4 piercing damage for each character level you posses to that creature.

Once he appears, the Mysterious Stranger will not reappear again until after your next long rest. The Mysterious Stranger and Miss Fortune never appear at the same time: if you have both feats, you roll only once per turn to see if either of them will appear. Once your roll on the d100 is lower than the chance of an appearance, randomly determine which of the two appears. Afterwards, reset the probability of the second appearing to 30% for future rolls.

Pack Alpha

You take advantage of the distractions caused by your allies, striking when your enemies are most vulnerable.

  • Increase your Charisma score by 1, to a maximum of 20.
  • For every one of your allies that has already damaged a target since the end of your last turn, your own attacks against that target deal an additional point of damage.

Pyromaniac

You love fire, especially when you’re the one lighting it.

  • You are proficient with any weapon that deals fire damage.
  • Whenever you hit with a weapon that deals fire damage, you deal 3 additional damage. Additionally, this bonus damage is unaffected by a target’s fire resistance.

Rad Resistant

Your body has adapted to better handle the harsh radiation exposure it suffers daily.

  • Increase your Constitution score by 1, to a maximum of 20.
  • Your Rad Resist score increases by 5.
  • You are considered proficient in Constitution saving throws against Radiation Poisoning. If you are already Proficient in Constitution saving throws, you have advantage when rolling a saving throw against Radiation Poisoning.

Scrounger

Through a combination of observation, experience, and sheer luck, you are adept at finding hidden stashes that others might miss

  • Increase your Luck score by 1, to a maximum of 20. If the Luck ability score is not being used, you increase your Wisdom score by 1 instead.
  • Whenever you are present when your party discovers a supply of ammunition for any weapon type except for heavy weapons, you might find additional secret stashes. Roll 1d4-1 for every type of ammunition found for which you carry a compatible weapon. You gain that much ammo, which must be kept and used by you personally. The ammunition already in the stash can be divided between the party as normal.
  • Whenever you are present when your party finds one or more meals, drinks, and snacks, you might find additional sustenance, which must be kept and used by you personally. The food and drink already in the stash can be divided between the party as normal. Roll 1d12:
    • 1-6: you find no additional food or drink.
    • 7-8: you find an additional solid snack.
    • 9-10: you find an additional liquid snack.
    • 11: you find an additional meal.
    • 12: you find an additional drink.
Fallout is the sole intellectual property of Bethesda Softworks. This is purely a fan work. Rules presented work with D&D 5e. Text and game mechanics presented in this wiki are not Open Game Content and should not be reproduced or repackaged in any way.