Fallout D&D 5E: Power-Armored Wastelander and NCR Ranger

First off Spilled Ale Studios is all over this concept with an extensive D&D 5E Fallout Hack located here. That said I’ve got my own dope science fantasy apocalyptic campaign setting generator (which pairs very nicely with that hack and has freeeeee PDFs!) and somebody asked for a Fallout post so–here we go.

To start the post I’ve got a PC build for an Armored Wastelander followed by a monster-NPC build of an Atomic Army Lieutenant–easily reskinned to be a ranger for the New California Republic!

We’ll be switching gears again soon moving to a new video game. I won’t say which title but if there’s a series you want to see hit the blog you should make your voice heard in the comments!


Power-Armored Wastelander

Medium humanoid (human), chaotic neutral mechanic (heavy) 10
Armor Class 20 (heavy mechaframe)
Hit Points 65 (10d8+20)
Speed 25 ft.

18 (+4) 10 (+0) 14 (+2) 18 (+4) 12 (+1) 11 (+0)

Saving Throws Con +6, Int +8
Skills Investigation +8, Science +8, Technology +8
Senses passive Perception 16
Languages Common
Challenge 7 (2,900 XP)

Background: Survivalist – Forager. The wastelander can find food and fresh water for themself and up to 5 other people each day even in a region with no natural resources. Though it isn’t radioactive, some of this food might not be easy to digest and the water might be hard for a living creature’s body to filter. At the GM’s discretion, anyone that eats and drinks it makes a DC 10 Constitution saving throw or takes a -1 penalty on all attack rolls, ability checks, and saving throws for 24 hours.

Enhanced Sensors. While wearing their mechaframe the wastelander has advantage on Wisdom (Perception) checks based on sight or sound.
     In addition, the wastelander can overload their enhanced sensors to gain blindsight 100 ft. for 4 rounds. Afterward this feature becomes inert and grants no bonuses until they finish a short rest.

Exceptional Design. The wastelander’s mechaframe is able to increase one of their physical attributes beyond 20.

Feat: Enhanced Mechaframe. The wastelander has 2 additional mechaframe points.

Mechaframe. The wastelander’s mechaframe is a harness apparatus that fits over their torso and limbs, functioning as a suit of heavy armor. Donning or removing a mechaframe provokes opportunity attacks and takes 3 consecutive rounds. While wearing a mechaframe, the wastelander gains the following bonuses:

  • AC becomes 16.
  • Strength score increases by 2.
  • has advantage on saving throws made to avoid the grappled and prone conditions.
  • is able to jump as far as 15 feet horizontally or 10 feet vertically without the need for a check (these distances are added to the distances that result from any jump checks).
  • reduces all falling damage by 50.
  • unarmed strike damage changes to 1d4.
  • Has disadvantage on Dexterity (Stealth) checks.
  • Carrying capacity doubles (the weight of the mechaframe does not count against the wastelander’s carrying capacity.)

Mechaframe Points (8). The wastelander has the following modifications made to their mechaframe.

  • Armor Plating (4). Welded plates increase the wastelander’s AC to 20.
  • Jet Boots. The wastelander can spend a bonus action to activate jet thrusters worked into the legs and feet of their mechaframe. Once activated, they gain a fly speed of 40 feet. Their jet boots deactivate after 4 rounds and cannot be reactivated again for 4 minutes.
  • Mounted Ranged Weapon. When exhausted, the wastelander’s mounted energy-based weapon regains uses at a rate of 1 per minute. They do not have disadvantage on ranged attack rolls due to adjacent enemies when attacking with their mounted ranged weapon.

Nutrient Monitor. The wastelander only requires half as much food and water as normal and they have advantage when making saving throws against dehydration or starvation.

Radiation Dynamo. While wearing their mechaframe the wastelander gains immunity to radiation damage and the irradiated condition. By spending 1 minute in an area with radiation, they can store up to 10 rad-levels (maximum levels equal to the radiation level around them). These stored rad-levels can be expended as a bonus action to augment an unarmed strike, dealing an extra 1d6 radiant damage per rad-level, or expended as an action to make a blast (range 60/120 ft.) that deals 1d8 radiant damage per rad-level.

Radio Transmitter. The wastelander is capable of receiving any radio waves in their area and are able to transmit their own radio waves to a distance equal of 2,000 feet.

Reckless Attack. When the wastelander makes their first attack on their turn, they can decide to attack recklessly. Doing so gives them advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against them have advantage until their next turn.

Security Countermeasures. When any creature other than the wastelander is wearing their mechaframe the suit contorts painfully, rejecting the foreign user. At the beginning of its turn, the creature makes a DC 15 Constitution saving throw or takes 1d4 points of bludgeoning damage. In addition, the creature has disadvantage on all checks while wearing their mechaframe.
A creature made identical to the wastelander because of a polymorph effect is able to fool their mechaframe, but there is no other way to do so.

Weapon Mechanic. When the wastelander builds a weapon, they are able to craft one weapon value (damage, qualities, range, or weight) as two model levels lower or higher than normal. Alternatively, they may instead treat the time required or minimum technology resources requirement as though it was one level lower. This weapon still costs the same amount of gold to craft as it normally would.


Extra Attack. The wastelander can attack twice, instead of once, whenever they take the Attack action on their turn.

Unarmed. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.

Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

Mounted Meta-Blaster. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target or multiple targets (10-foot square or 15-foot cone or 30-foot line; Dexterity saving throw against DC equal to attack roll negates). Hit: 10 (4d4) cold, fire, electricity, lightning, or thunder damage (can switch as a bonus action).



Wastelander Fallout D&D 5e


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