Prestige

As characters gain levels, they become more adept at facing the challenges of the wasteland. Their increasing ability eventually qualifies them for membership in elite groups known as prestiges. Sometimes a prestige represents affiliation with or membership in a faction, in which case the prerequisites for joining it involve interacting with and impressing influential members of the faction in question. Other times, a prestige is simply an elite caste of people with particular skills and abilities, in which case there is no formal application process and a character can find themselves automatically considered part of the prestige merely for being excellent at what they do.

Prestige Prerequisites

To join a prestige, a character must be at least 5th level, and must meet any other prerequisites listed for the specific prestige. Typical prerequisites include proficiencies and membership initiations.

Weapon Proficiencies A prestige might require proficiency with a specific weapon or set of weapons if they are essential to the identity of members of the prestige. More often, if a prestige has a weapon proficiency requirement it simply requires martial weapon proficiency.
Armour Proficiencies A military or combat-focused prestige might require a character to be proficient with Medium or even Heavy armour.
Skill and Tool Proficiencies Ability in various skills or the knowledge of how to use certain tools may be essential for membership in a prestige. Some prestiges may give a choice between several skills and tools. In such cases, a prospective member needs only the amount of proficiencies specified to join the prestige.
Other Other requirements are generally story-based, and might involved performing a favour for a faction you wish to join, demonstrating compatible values, or achieving certain performance goals.

Prestige Benefits

Joining a prestige may grant a number of benefits, which might include:

  • A rank and title within a faction.
  • The ability to gain renown and attain ranks and/or privileges.
  • Access to perks available to only members of the prestige.

Perks

A character of 5th level gains access to a type of character option known as a perk. Perks unlock new capabilities unavailable to characters of lesser experience, and come in three varieties of gradually increasing potency: Third class, second class, and first class perks. Third class perks are gained at 5th, 8th level, and a final one is available upon entering the character's first prestige. Second class perks are gained at 11th and 14th level. Finally, first class perks are acquired at 17th and 20th level. You can always choose to gain a perk from a lesser class in place of one from a greater class if you wish.

A character does not need to have attained a prestige in order to gain perks, however membership in a prestige often grants access to new perks that other characters cannot select. In addition, a character may select one additional third class perk immediately upon entering their first prestige.

If a character only enters a prestige after 5th level, they may immediately select any perks for which their current level qualifies them.

Perk Special Rules

The following special rules apply to some perks:

Concentration. The benefits of a perk with this notation end if your concentration is broken, which works exactly like concentrating on a spell (see PHB pg. 203).

Peril. A perk with this notation may only be used when initiative has been rolled and still applies to the scene.

Brotherhood Membership

Historically the Brotherhood only rarely allowed outsiders to enter their ranks, although with time this policy has begun to change in order to bolster dwindling numbers. However, while they sometimes tolerate mutants as allies, only humans are welcome within their ranks.

Even now when the Brotherhood recruits from outside candidates, it is not easy to become a member. The potential initiate must demonstrate exceptional combat prowess, expertise in one or more scientific fields, or mechanical aptitude. Their beliefs and goals must also align (or be seen to align) with those of the Brotherhood.

Brotherhood Paladin

Prerequisites

Character Level 5
Weapon Proficiencies Martial
Armour Proficiencies Medium
Other Performed one significant favour or mission on behalf of the Brotherhood of Steel, expresses views compatible with those of the Brotherhood in conversation with a member.

Benefits

As a member of the Brotherhood Paladin prestige, you gain the following features:

  • You gain the rank of Initiate if you are joining the East Coast Brotherhood, or Junior Paladin Second Class if you're joining the West Coast Brotherhood.
  • You gain 1 Brotherhood Renown, and the ability to earn further Renown (see DMG pg. 22).
  • You may be promoted to further ranks within the Brotherhood once you earn additional renown as follows:
    • 3 renown. Aspirant (East) or Junior Paladin First Class (West)
    • 6 renown. Knight (East) or Paladin Third Class (West)
    • 10 renown. Knight-Sergeant (East) or Paladin Second Class (West)
    • 15 renown. Knight-Captain (East) or Paladin First Class (West)
    • 21 renown. Knight-Commander (East) or Senior Paladin Third Class (West)
    • 28 renown. Paladin (East) or Senior Paladin Second Class (West)
    • 36 renown. Paladin-Commander (East) or Senior Paladin First Class (West)
    • 45 renown. Star Paladin (East)
    • 55 renown. Sentinel (East)
  • You have access to the following perks: ???, ???, ???.

Third Class Perk: ???

Second Class Perk: ???

First Class Perk: ???

Brotherhood Scribe

Prerequisites

Character Level 5
Skill and Tool Proficiencies Any two of Hacking, Science, or Mechanic's Tools. Alternatively, expertise in one of those skills or tools.
Other Performed one significant favour or mission on behalf of the Brotherhood of Steel, expresses views compatible with those of the Brotherhood in conversation with a member.

Benefits

As a member of the Brotherhood Scribe prestige, you gain the following features:

  • You gain the rank of Scribe Initiate if you are joining the East Coast Brotherhood, or Apprentice Scribe Second Class if you're joining the West Coast Brotherhood.
  • You gain 1 Brotherhood Renown, and the ability to earn further Renown (see DMG pg. 22).
  • You may be promoted to further ranks within the Brotherhood once you earn additional renown as follows:
    • 3 renown. Scribe Second Class (East) or Apprentice Scribe First Class (West)
    • 6 renown. Scribe First Class (East) or Journeyman Scribe (West)
    • 10 renown. Senior Scribe Second Class (East) or Senior Scribe (West)
    • 15 renown. Senior Scribe First Class (East) or Proctor (West)
  • You have access to the following perks: ???, ???, ???.

Third Class Perk: ???

Second Class Perk: ???

First Class Perk: ???

Veteran Courier

You have survived the trials of the road to become one of the region's most trusted couriers.

Prerequisites

Character Level 5
Skill and Tool Proficiencies Athletics, Survival
Other Performed at least three package deliveries that involved travel between settlements, worked with a delivery company on at least one occasion.

Benefits

As a member of the Veteran Courier prestige, you gain the following features:

  • Both delivery companies and private citizens who are looking for a good courier have heard of your reputation and believe you qualified you to handle tougher, more valuable jobs. Thanks to your reputation you find it easier to negotiate your share of fees. Your cut of any delivery fee is always at least 60%.
  • You gain 1 Courier Renown, and the ability to earn further Renown (see DMG pg. 22).
  • You make more money from package deliveries as you earn additional Renown as follows:
    • 3 renown. Your cut of any delivery fee is always 65%.
    • 6 renown. Your cut of any delivery fee is always 70%.
    • 10 renown. Your cut of any delivery fee is always 75%.
    • 15 renown. Your cut of any delivery fee is always 80%.
    • 21 renown. Your cut of any delivery fee is always 85%.
    • 28 renown. Your cut of any delivery fee is always 90%.
  • You have access to the following perks: ???, ???, ???.

Third Class Perk: ???

Second Class Perk: ???

First Class Perk: ???

Perk List

Third Class Perks

Accuracy

You can spend a bonus action and choose a target. You gain advantage on the first attack roll you make against that target before the end of your next turn. Once you use this feature, you cannot use it again until it recharges, which it does on a roll of 5-6 on a d6.

Danger Junkie

Peril
You can spend a bonus action to gain temporary hit points equal to twice your Proficiency bonus. Once you use this feature, you cannot use it again until it recharges, which it does on a roll of 6 on a d6.

Duck and Cover

By spending an action, you gain resistance to all damage caused by area effects until the beginning of your next turn.

Elusion

By spending an action, you gain resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks until the beginning of your next turn.

Firelighter

You can always find some way to get a fire going. Additionally, once per short rest when you deal fire damage you can spend a bonus action to increase the damage dealt to all targets by 1d6.

Guidance

By spending an action, you confer on yourself or another creature the ability to add 1d4 to a single ability check using a skill or tool with which you yourself are proficient.

Laser Barrage

Your integrated laser gains the burst fire feature. Once you use this feature, you cannot use it again until it recharges, which it does on a roll of 5-6 on a d6.

Martial Arts

You can spend a bonus action to temporarily increase your unarmed attack damage to 1d6. The damage of your unarmed attacks when you use this perk increases to 1d8 at 11th level and 1d10 at 17th level.

Mockery

You are capable of throwing out insults so degrading that they sap an enemy's morale. As an action you can choose an intelligent creature capable of understanding and being offended by your speech. The target must make a Wisdom saving throw, with a DC equal to 8 + your Proficiency + your Charisma bonus. On a failed save, the target takes 2d4 untyped damage and has disadvantage on the first attack roll it makes before the end of its next turn. The damage of your mockery increases to 3d4 at 11th level and 4d4 at 17th level.

If mockery is used outside of combat, the target and any of their allies that are also present react as though you have taken overtly hostile action against them.

Second Class Perks

Adrenaline Rush

Concentration, Peril

Once per short rest you spend a bonus action to Dash, and can continue to Dash as a bonus action on each of your subsequent turns. The benefit of this perk ends when you do not Dash on your turn, or when you are no longer in initiative.

Battle Ballet

Concentration

As a bonus action, you enter a state of heightened awareness and grace. Your movement doesn't provoke opportunity attacks for the next minute. Once before the duration ends, you can give yourself advantage on one weapon attack roll you make during your turn. If the attack hits it deals an additional 1d8 damage. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Bravery

Concentration

Once per short rest as an action, you hype yourself up for acts of heroism. For one minute or until your concentration ends, you gain temporary hit points equal to your choice of your Strength or Wisdom bonus at the start of each of your turns. When your bravery ends you lose any remaining temporary hit points.

Focused Killer

Concentration

Once per short rest as a bonus action you may declare that a creature you can see within 90 feet is your prey. For as long as you attack only your prey, you deal an additional 1d6 damage the first time you hit the prey with a weapon attack on each of your turns.

Guiding Shot

As an action, you make an attack against a target within your weapon's short range. On a hit your weapon deals 4d6 or its normal damage, whichever is higher. Additionally, the first attack roll made against the target before the end of your next turn has advantage. Once you use this feature, you cannot use it again until it recharges, which it does on a roll of 5-6 on a d6.

Intimidating Presence

Concentration

Once per short rest as an action you can choose a living creature you can see within 60 feet. The target must succeed on a Wisdom saving throw, with a DC equal to 8 + your Proficiency + your choice of your Charisma or Strength bonus. On a failed save, the target is frightened of you for 1 minute, unless they are immune to the frightened condition. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Priority Target

Concentration

Once per short rest as a bonus action you can choose a living creature you can see within 30 feet that can understand your speech. The target must succeed on a Wisdom saving throw, with a DC equal to 8 + your Proficiency + your choice of your Charisma or Strength bonus. On a failed save, the creature is compelled to prioritise you over its other enemies. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, its movement is unrestricted for that turn.

The effect of this perk ends if you damage or impose a condition on any creature other than the target , a creature friendly to you damages or imposes a condition on the target, or you end you turn more than 30 feet away from the target.

Supportive Words

As a bonus action you speak words of inspiration to help an ally recover some fighting spirit. A creature of your choice within 60 feet that you are aware of and who can hear and understand you regains hit points equal to 3d4 + your choice of your Wisdom or Charisma. Once you use this feature, you cannot use it again until it recharges, which it does on a roll of 5-6 on a d6.

Tight Burst

You can spend a bonus action before using a burst fire weapon. On a successful saving throw against the burst fire, a target still takes half of the damage rolled. Once you use this feature, you cannot use it again until it recharges, which it does on a roll of 5-6 on a d6.

Turn on the Charm

Once per short rest as an action you can choose a living creature you can see within 30 feet that can understand your speech. The target must succeed on a Wisdom saving throw, with a DC equal to 8 + your Proficiency + your Charisma bonus. The target has advantage on its saving throw if you or your companions are fighting it. On a failed save, the target is charmed by you for 1 hour or until you or your companions do anything harmful to it. While charmed the creature regards you as a friendly acquaintance.

Violent Rebuke

As a reaction after you are damaged by a creature within 60 feet of you that you can see, you may make a melee or ranged attack against them with a one-handed weapon you are currently wielding.

Set Snare

Once per short rest, you can spend a minute setting a nearly invisible trap on the ground in a 5-foot radius space, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

The snare is triggered when a Small, Medium, or Large creature moves into the trap's area. The creature must succeed on a Dexterity saving throw, with a DC equal to 8 + your Proficiency + your choice of your Dexterity or Intelligence bonus. On a failed save, the creature is restrained. The restrained creature can make a Strength or Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature someone else who can reach it can use an action to make an Intelligence (Survival) check against the feature's DC to figure out how to disarm the trap. On a success, the restrained effect ends.

Fearsome Fury

Concentration

As a bonus action, you enter a state of brutal aggression. The first time you hit with a melee weapon attack during the next minute, that attack deals an additional 2d4 damage. If the target is a creature, it must make a Wisdom saving throw with a DC equal to 8 + your Proficiency + your Strength bonus or be frightened of you for the remainder of the minute duration. On its turn, a creature frightened by you can make a Wisdom check as an action to try to overcome its fear and prematurely end the effect.

Third Class Perks

Bolstering Words

As an action you inspire up to three allied creatures within 30 feet that you are aware of and who can hear and understand you. The maximum hit points of all targets increase by 5 for up to eight hours, and their current hit points increase by the same amount.

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