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  1. - Top - End - #1
    Titan in the Playground
     
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    Default Fallout Traits in 5e

    Homebrewery Link or just read the spoiler below.

    Included is an attempt to convert the traits from the fallout games, along with a few I made myself, to something that works in 5e. Traits are small tweaks to characters that usually have a positive and negative aspect, though because you're selecting them yourself you should always expect a slight net gain rather than ending up 'equal'.

    Balance wise I took one pass at it and called it done, so if there's anything I missed call it out. Taking suggestions on tweaking them and/or additional traits to add in too.

    Might change school specialist so it's a one benefit/one negative school akin to older editions rather than one benefit, all negative. Maybe let you pick it twice? Not sure.

    Spoiler
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    Traits

    Traits, inspired/adapted from the Fallout games, are optional choices made at character creation to help customise characters slightly. The changes should be mechanically neutral, or potentially slight improvements depending on how your character is played, but they should allow a small degree of extra customisability.

    Characters as standard can select a maximum of two traits, though they do not need to choose any if they don't wish to.
    Traits List

    Blaze of Glory - You feel of a rush of adrenaline whenever you're nearing death, pushing beyond normal limits. For one minute after dropping to 50% health, the ability modifier for your attack and damage rolls are doubled. However, you are also vulnerable to damage from all weapon attacks for the duration. This can occur once per long rest.

    Bloody Mess - For some reason, deaths around you just seem a little...messier. When you reduce a creature to 0 HP with an attack, the creature explodes violently in a bloody mess. This explosion deals no extra damage, however it is very gory and ruins the body.

    Bruiser - You're big, slow, and hit hard. That's all you really need. Your strength score increases by 1, your dexterity score decreases by 2, and your movement speed is reduced by 5 feet.

    Built to Destroy - Weapons seem to do a bit more for you than others, but they also break far faster. Attacks made with weapons now critically strike on a roll of 19 or 20. However, when you roll a 1 your weapon deals the damage and then is itself damaged and deals 1 damage and have disadvantage on attack rolls. Magic weapons can be restored as part of a long rest by expending 2 hit dice. Non-magical weapons are damaged beyond repair.

    Bullied - You were bullied as a child, and sometimes it just makes you lash out. Whenever you use your reaction to make an attack, you deal an extra 1 damage when you hit. You have a permanent -2 on Intimidation rolls.

    Claustrophobic - You really don't like being inside. While inside a room that isn't at least 20' by 20' you have disadvantage on any saving throws against being Frightened. While in a larger space than 20' x 20', you have advantage on saving throws against being Frightened.

    Early Bird - They get the worm. You gain a +2 to skill checks using the Athletics, Acrobatics and Insight skills during the hours of 6:01pm to 6:00AM, and a -1 to those same checks between the hours of 6:01AM and 6:00PM. This is mutually exclusive with Night Person.

    Edge of Death - You teeter a bit closer to death than most. When you make death saving throws you now require only two successes to stabilise, but also suffering two failures kills you.

    Fast Metabolism - Scratches and bruises never seemed to bother you. But a drop of alcohol? That's a whole different story. Whenever you are healed, either magically or otherwise, the amount you are healed is increased by 1.5x as much. However you have a permanent vulnerability to poison damage and disadvantage on saves against being poisoned.

    Fast Aim
    - You love firing your bow, sometimes a bit too much. Once per turn when you make an attack with a ranged weapon, roll a d10. On a roll of 9-10 you can make one extra attack with your ranged weapon this turn. However, your first attack with a ranged weapon each turn and the potential extra attack both suffer a -3 on their attack rolls.

    Finesse - You've always given more weight to an attack made in the right place than an attack made with the right force behind it. Attacks made with weapons now critically strike on a roll of 19 or 20. However you no longer apply your ability modifier to damage for weapon attacks.

    Four Eyes - Bad natural eyesight won't hold you back. When wearing glasses, you have advantage on perception checks using sight. When not wearing glasses, you have disadvantage on perception checks using sight.

    Gifted - You were always a bit special, but that also made you a bit of a slacker. At the end of a long rest roll a 1d6. Until your next long rest you gain +2 to the ability that the d6 refers to (Strength=1, Dexterity=2, etc.) However, you lose proficiency with one skill.

    Glutton - Your love of food keeps you from being fast on your feet, but when you eat so much, you're going to get used to bad food too. Your movement speed is reduced by 5', and you have advantage on saves against being poisoned.

    Good Natured - Sometimes it'd be nice if everyone just got along. You gain a permanent +3 to rolls made for the Persuasion, Medicine, Investigation, Animal Handling and Nature skills. You also gain a permanent -1 to all attack rolls, be they for weapon or spells.

    Heavy Handed
    - Consistency is key, and sometimes you have to sacrifice a bit of finesse for that. You gain a permanent +1 damage to attacks made with melee weapons or unarmed strikes. Whenever you critically strike with melee weapons or unarmed strikes, the damage from the critical dice is halved.

    Hoarder - Yes, you need to be carrying fourteen different bars of soap. You never know when you're going to need them! Your carrying capacity increases by 25lbs, but you have disadvantage on initiative rolls whenever you have more than 10lbs of carrying capacity not in use.

    Hot Blooded - Reckless might get some people killed, but the best defense is a good offense. You have a permanent -3 to your armour class, however once per short rest you can choose to take an extra action on your turn. If you take the attack action with this extra action, you can make one attack with it only.

    Illiterate
    - Why bother learning to read when other people can do it for you? You lose the ability to read and write, however you gain proficiency in Strength, Intelligence or Charisma saving throws.

    Jinxed - Bad luck has followed you your whole life, and sometimes it rubs off on other people. Whenever a creature makes an attack roll against you, they automatically miss on a roll of 1, 7, 13, and 17, as if they had rolled a 1. Whenever you make an attack roll against a creature, you automatically miss on a roll of 1, 7, 13, and 17, as if you had rolled a 1.

    Loose Cannon - Your throwing arm is your pride and joy, but speed is more important than distance. When you take the attack action and throw a weapon, roll a 1d6. On a 6 you can throw one extra weapon (assuming you have one on hand) this turn. However, the range of all throwing weapons, both normal and long, is halved for you.

    Night Person - Sleeping in is really the way to go. You're most productive during the Witching Hour anyway. You gain a +2 to skill checks involving Intelligence and the Perception skill during the hours of 6:01pm to 6:00AM, and a -1 to those same checks between the hours of 6:01AM and 6:00PM. This is mutually exclusive with Early Bird.

    One-Hander - Maybe your offhand is just a bit weak, but you like to say you're focusing your efforts where it's most important. When you are wielding a single one handed weapon and no shield, you have +2 to weapon attack rolls. When you are wielding a two handed weapon, you have -4 to weapon attack rolls.

    Paranoid - It's not paranoia if they're really out to get you...or is it? You gain a +2 bonus to your Perception skill, but suffer a -2 to all Initiative rolls.

    Romantic Appeal
    - Whatever the right "stuff" is, you've got it. But that can put people off. You have advantage on any charisma skill checks made against creatures that are attracted to you, however you have disadvantage on the same checks against creatures which are not.

    School Specialist - Some spellcasters say "adaptability is key". I say "I cast Fireball". You pick one school of magic. All spells you cast from this school are treated as being upcast one spell level. Spells from all other schools are treated as if they're one spell level higher. For example, if you chose Necromancy as your school, Burning Hands would be require a 2nd level spell slot, but still only cast as if at first level.

    Skilled - While some people are naturally gifted, you've always been more of just a hard worker. You gain proficiency and expertise in two skills of your choice, however because of your skill focus, you can no longer raise ability scores above 18 without magical aid.

    Small Frame - You were never the biggest around, but you make up for it in speed. You gain +1 to your Dexterity score, but your carrying capacity is halved and you have disadvantage on athletics checks.

    Truth Teller - You cannot tell a lie, perhaps due to magic, perhaps due to your upbringing. You roll Persuasion checks with advantage because of your air of honesty, but all Deception rolls are treated as rolling a 1 and forcing yourself to tell a lie often has violent physical reactions such as vomiting or hysterical crying. Stretching the truth can likewise cause problems.

    Wild World - Lets. Get. Wild. Taking this trait makes the world just a little bit stranger, a little bit less serious, and a little bit wilder. The chance of strange occurrences should increase the more party members take this trait.
    Last edited by Amnestic; 2021-01-18 at 04:15 PM.
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  2. - Top - End - #2
    Barbarian in the Playground
     
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    Default Re: Fallout Traits in 5e

    I'll come back and take another look, but if you want them all to be better than neutral, and balanced with each other, that's going to take another pass.

    For example, Bruiser and One-Hander are not that close in value. +1 to Str is basically only useful if your Str is odd. -2 to Dex will always be felt, even in heavy armor you'd suffer in Dex and Init. -5 more to movement makes this even less attractive.

    By contrast, there's a ton of Monks and Rogues (at least) out there for whom One-Hander is monstrous, since they simply will never pick up a two-handed weapon. I'd even be tempted to take it as a Fighter and go Duelling.

    It's going to be hard to make every single one offer a disadvantage that kicks in at some point during the game, thereby making it a meaningful penalty. Meangingless penalties are not penalties.

    I have played my share of Fallout games, I know what you're doing, and the idea definitely has merit. Give me a day or two to write up a more detailed response.

  3. - Top - End - #3
    Barbarian in the Playground
     
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    Default Re: Fallout Traits in 5e

    Okay here's what I came up with.

    Spoiler
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    For the record, I'm fine with glossing over terms like "50% health" which, if they were to be like officially published or such, would need to be cleaned up. Everyone here knows what you mean, except me, and only when listed.

    * = I think there's another game ability with this name.

    Blaze of Glory - While the owner has no choice about whether or not to activate the trait, it's not as big of a downside as it seems at first. Not every enemy uses weapons. And "double ability" is a pretty hefty bonus, especially when both attack and damage rolls. It also heavily favors characters with multiple attacks.

    I'm also worried about players taking this, and then taking very high defenses -- allowing themselves to get scratched below half, then immediately heal and get a very strong combat bonus. By contrast, without high defenses and/or when facing weapon-using enemies, this could get activated and then immediately kill the owner. That's too big of a gap of the application for me to approve.

    Recommendation: Tone down both aspects of the trait. Add the same amount of damage, +prof, to the first hit dealt and the first hit taken each round. This is far weaker than the original.

    Bloody Mess - There is no real benefit to this trait, and the downside (destroying the body) can be significant -- no meat from a hunted animal, unable to claim a bounty from a recognizable corpse, and as written the worst unable to knock an enemy unconscious. When used on a PC, this will also murder them -- and that's unacceptable. You wanted these to be a slight benefit, I can't think of a way this would ever be any benefit. Also the ability is always on, which can only reasonably be the result of magic or psionics.

    Recommendation: After landing an attack intended to do lethal damage, the player rolls a 1d6. If the result exactly equals the target's remaining hit points, the trait goes off, killing the target. The DM may choose to allow a Constitution saving throw DC = damage done, or block it entirely for large or important targets.

    Bruiser - As mentioned before, the penalty seems excessive.

    Recommendation: If you're going to have both penalties, +2 to Str (max 20) seems more in line. Alternatively, replace the Dex penalty with a lighter penalty, such as Init rolls.

    Built to Destroy

    Recommendation: A "broken" weapon is improvised rather than 1 damage. I also see no reason it can't be repaired like any other broken weapon, requiring a craftsman and paying a fee.

    Bullied - I actually like this one where it is.

    Claustrophobic - The bonus and penalty are both so light I can't see this as a problem. But you need to add Agorophoic with the locations swapped.

    Early Bird - Um...did you get the times backwards? Also, most adventures seem to take place at daytime, making this far stronger than Night Person.

    Recommendation: Make them both +1/-1.

    Edge of Death - This feels balanced, but is really risky. Don't expect anyone to take it.

    Recommendation: To make it a little less risky, instead of dying on two failures, -2 to all death saving throws. Unfortunately this kind of dulls the edge, making it less likely to help.

    Fast Metabolism - "Increased by 1.5 as much" means you heal double-and-a-half. I don't think you meant that? Also, even +50% feels a little strong, since most PCs will encounter healing far more than poison.

    Recommendation: Replace the healing bonus with "if you don't like the healing amount rolled, you can roll again but must take the second effect". That caps the maximum effect while still offering a useful effect.

    Fast Aim - -3 feels excessive, especially at low level. It's effectively equal to Disadvantage, the average result of lowest of 2d20 is 7.175 which means you're causing the effect of Disadvantage on the first attack, while only one-in-five letting them negate that by taking a bonus shot. Mathematically, this is a loss of damage more often than a bonus.

    Recommendation: Changing -3 to -2 is a very slight increase overall to ranged damage. I also recommend you spell out that even weapons with Loading are affected.

    I also like what you did later and, rather than have the player roll an extra die every round they fire, have the effect kick in if the natural die roll is (your choice of four numbers that aren't 1 or 20).

    *Finesse - This is also mathematically a loss under a lot of circumstances. Example: you are using a 2d6 weapon. On a crit, you do +7 damage. You add a +5% chance of this, so this is +0.35 damage per swing. However, by sacrificing your ability modifier which is almost certainly +1 or higher, the damage you lose on most attacks more than covers the spike you can get from a lucky 19. Honestly, "Crits on a 19" is not that strong of a bonus overall, so the penalty needs to be much weaker than you're using.

    Recommendation: To even it out, I recommend -1 to damage rolls if you hit by less than four.

    Four Eyes - Any player who takes this will conveniently forget that they're wearing fragile glass on thin wire on the most vital target on their body, and their spectacles will become invulnerable through sheer forgetfulness.

    Recommendation: Make spectacles a real issue, similar to how they were in Fallout 3 by limiting your helmet choice. If worn with Medium or Heavy armor and worn under a helmet, they just flat-out don't work. If worn instead of a helmet, creatures with Intelligence 13+ will automatically go for the face, getting +2 to attack rolls (MUCH simpler than any Called Shot rules I have seen) and a critical hit breaks the spectacles.

    Gifted - I actually like this one where it is. Just don't let the PC's "save/reload the game" until their primary stat comes up.

    "Can we go to the dungeon today?"
    (die clatters) "No."
    "Can we go to the dungeon today?"
    (die clatters) "No."
    "Can we go to the dungeon today?"
    (die clatters) "Okay we're good."

    Glutton - No dwarf would ever take this.

    Recommendation: Prohibit dwarves from taking this.

    Good Natured - Bonuses to skills are, generally speaking, weak enough that I think this is probably okay. A support character could really go for it, and even support characters attack when things are going well.

    Heavy Handed - Okay we've talked about this a bit before. Because crits happen so rarely the benefit is now much stronger than the loss. This is a must-have for dual wielders who roll small dice anyhow, making the penalty even weaker. However unlike Finesse you're only adding +1, so this is closer to balanced.

    Recommendation: The +1 to damage applies only when you hit by four or more, cutting down the effective bonus.

    Hoarder - The penalty means nothing since the PC will just fill their pockets with Minecraft dirt until they're at the listed weight. Then they'll drop the dirt and replace it with treasure as they find it.

    Recommendation: Simply cut off the benefit if they take items with no inherent use or value. If they, say, carry bags of hammers and drop the hammers, at least you know they're losing money.

    Hot Blooded - -3 to AC is crippling. Nobobdy will take this.

    Recommendation: Make it -1 to AC, which is plenty, restrict the action to either a single attack or movement, and the player can use it on their first round after rolling Initiative.

    Illiterate - It makes a lot of sense to forfeit reading ability for some other skill. But a saving throw prof seems a bit much.

    Recommendation: Swap out "ability to read" with another skill from their class or background. Later, if they gain the ability to learn a skill, they can learn to read instead ending this trait.

    Jinxed - This feels like it would benefit melee more than ranged since more monsters with melee attack rolls than ranged attack rolls. But it feels like this one's also balanced. Just a heads up: it will slow combat down.

    Loose Cannon - There's a lot of crossover here with Fast Aim. A lot of thrown weapons have a pretty low normal range, and cutting in that in half, probably to 10 or 15 feet, makes them really hard to use.

    Recommendation: Either merge this with Fast Aim, or make the game effects the same.

    Night Person

    Recommendation: See Early Bird.

    One-Hander - I mentioned this before, too.

    Recommendation: I'd tone it down. +1 to weapon attacks if using a single weapon in one hand and nothing in the other hand, -1 if using any other weapon and/or shield combination.

    Optional: Melee only.

    Paranoid - It's balanced, but doesn't fit the name. I'd imagine paranoid people being jumpy, not sluggish. -2 to Insight would be balanced, but the bonus/penalty would both be pretty weak.

    Recommendation: Advantage on saving throws against being Charmed, disadvantage on saving throws against being Frightened.

    Romantic Appeal - There's soooo many more creatures that "aren't attracted to you" making the penalty just not worth it. The wording on this one could be cleared up involving "approrpriate race/gender" but that'd be clumsy and, um, too many ways it can be badly done and offensive.

    Recommendation: Make the bonus +2, the penalty -1, and the DM can make either +0 when it just doesn't make sense (such as lizard man negotiating with gargoyle)

    School Specialist - As written, this could be very dangerous. A specialist could simply take a bunch of spells from one school and nearly nothing else, doing massive piles of damage. Actually, at first/second level, the spellcaster has no choice at all.

    Recommendation: Don't use this one. Wizards seem to have it under control and I don't see other classes fitting the theme.

    *Skilled - Okay the problems here are multiple. There's a Feat called Skilled and this feels awfully similar. However, most players would not agree to cap their primary stat at 18 (making the penalty too strong) unless they knew they'd never reach high level (in which case there's no penalty at all).

    Recommendation: Rework the penalty. The player cannot take +2 to the same ability score when taking Ability Score improvement.

    Small Frame - In any game with encumberance, cutting it in half is devastating.

    Recommendation: For only +1 Dex and the swim/climb penalty, I'd go with a much milder reduction, such as -25% or maybe even -25.

    Truth Teller - This one seems balanced to me.

    Wild World - Obviously the DM should get final say.

  4. - Top - End - #4
    Troll in the Playground
     
    Kobold

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    Default Re: Fallout Traits in 5e

    Here's my 2cp. Any trait I don't mention it's because I think they're fine
    Spoiler
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    Traits

    Blaze of Glory - Too strong.

    Bloody Mess - Too many downsides for what's effectively just a ribbon ability.

    Built to Destroy - I'm not sure I understand this. Does this allow you to hit on a Nat 1? This seems too strong.

    Bullied - Slightly too weak.

    Edge of Death - Death Saves have their odds stacked in favor of the players. This is strictly worse than the norm.

    Fast Metabolism - Increased by 1.5x? Like, if a Cure Wounds would heal me for 10 hp now it's 25 hp? That's too strong. If you mean that it heals 1.5x (so 15 hp) then I'd say it's probably a bit too strong still. Might be fine.


    Fast Aim
    - Half and extra attack for -3 is probably not worth it. I'd make it a full extra attack and -4 maybe

    Finesse - Way too weak

    Four Eyes - Free advantage on Perception (just wear glasses lol) is way too strong.

    Gifted Sounds balanced, if too convoluted.

    Hot Blooded - -3 AC is rough, but an extra Action is amazing. Honestly, I think this is too out there to be properly balanced


    Illiterate
    - Weird that it allows you proficiency on Int saves, no? I'd honestly just give one extra skill proficiency instead of a save prof

    Jinxed - Probably too good for most spellcasters. They can use Save cantrips (like Toll the Dead) and never make an attack roll.

    Loose Cannon - 1/6th of an attack for lower range on weapons that already have low range? I'd never take this
    Last edited by heavyfuel; 2021-01-31 at 11:17 AM.

  5. - Top - End - #5
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    Default Re: Fallout Traits in 5e

    I appreciate the suggestions+insights. I took some, adjusted some, and did other stuff for others. Homebrewery Link

    Spoiler: Changelog/Occasional Thoughts
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    Added Agoraphobic - reverse of Claustrophobic

    Blaze of Glory changed to You feel of a rush of adrenaline whenever you're nearing death, pushing beyond normal limits. While below half health, you deal extra damage on the first attack you hit with each round equal to your proficiency bonus. However, the first time you take damage each round you take additional damage equal to your proficiency bonus in turn.

    It's always on (no duration tracking) but only applies on the first damage each turn. I specifically made it an attack due to concerns with how it would stack with certain spells (eg. fireball, magic missile) otherwise.

    Bloody Mess changed to For some reason, deaths around you just seem a little...messier. When you make a melee attack with lethal intent and kill a creature, roll a 1d6. On a 6 their body explodes, dealing 1d6 bludgeoning damage to all enemy creatures within 5' of it, along with being very, very messy.

    This gives the player a choice to have them try to explode people (they can attack nonlethally), doesn't make it guaranteed, and gives a small benefit such that they'd want to make them explode. The provided suggested fix seemed a little unwieldy, this is more streamlined.

    Bruiser changed to Your strength score increases by 1, however your initiative modifier is lowered by -2.

    Might be too strong with just a negative initiative, may simply change to dex -2, which for strength characters will extend the negative to include dex skills too.

    Built to Destroy changed to Weapons seem to do a bit more for you than others, but they also break far faster. Attacks made with weapons now critically strike on a roll of 19 or 20. However, when you roll a 1 your weapon is damaged, only dealing 1d4 damage until repaired and not benefiting from any magical properties. Magic weapons can be restored as part of a long rest by expending hit dice equal to your proficiency bonus. Non-magical weapons require being fixed by someone with the appropriate tool proficiency and four hours of work.

    Cleaned up the wording, changed the hit dice needed to expend for magic weapons and added a line about fixing non-magical weapons with appropriate tools.

    Early Bird - Fixed numbers (whoops) and lowered bonus to +1.

    Edge of Death - Changed downside to -2 on death saving throws.

    Fast Metabolism - Changed to Whenever you are healed, magically or otherwise, you can choose to reroll one of the dice. However, you must take the second roll. Expending hit dice as part of a short rest does not trigger this. However you have a permanent vulnerability to poison damage and disadvantage on saves against being poisoned.

    Fast Aim - Reworked into Attacking at range is what gets you up in the morning and sometimes you're a little too eager. When you attack with a ranged or thrown weapon, if you roll a 13 or 17 you can make one extra attack with your ranged or thrown weapon this turn. However, your first attack with said weapons each turn and the potential extra attack both suffer a -2 on their attack rolls.

    Cut down on extra dice rolling and merged it with Loose Cannon. You now get the extra attack for rolling specific numbers. This isn't mutually exclusive with Jinxed, for the record.

    Finesse changed to You've always given more weight to an attack made in the right place than an attack made with the right force behind it. Attacks made with weapons now critically strike on a roll of 19 or 20. However, you deal 1 less damage on the first weapon attack you hit with each turn. This is mutually exclusive with Heavy Handed.

    The suggestion to reference enemy AC I felt might slow down turns with asking "did I hit by more/less than 4" repeatedly, so instead I lowered the downside to only 1 less damage on the first weapon hit each turn. Could tweak up to -2 if possibly too strong.

    Four Eyes changed to When wearing glasses, you have +2 on perception checks using sight. When not wearing glasses, you have -2 on perception checks using sight. Glasses cannot be worn with helmets (which includes all heavy armour and some magic items).

    Lowered the benefit from adv/disadv to just a straight +2/-2 and added explicit restrictions on wearing with helmets. Adding notes about called shots, etc. I thought might be too clunky. Might be a small enough bonus/negative that the rare times it comes up for non-heavy armour people is enough. Not sure, still not totally happy with it.

    Heavy Handed changed to You gain a +1 damage on the first attack you hit with each turn with melee weapons or unarmed strikes. Whenever you critically strike with melee weapons or unarmed strikes, the damage from the critical dice is reduced. This is mutually exclusive with Finesse.

    Mirror of finesse.

    Hoarder - Added line saying you need to carry valuable items.

    Hot Blooded - Changed to You have a permanent -1 to your armour class, however on your first turn of each combat you can choose to either make one extra attack or take the Dash action on top of your normal actions.

    May be too strong, may need to reign back to once/short rest again?

    Illiterate - Changed from save proficiencies to skill/tool prof (though I do think that illiterates getting int-save prof is appropriate in a reversal way).

    Jinxed - Added You also automatically fail saving throws on a 1, 7, 13 and 17, and creatures making saving throws against your effects fail on a 1, 7, 13 and 17.

    Adds a save dynamic for the aforementioned potential spell issue. Not entirely satisfied with it though, saves can be a lot more punishing than an attack roll. May reduce numbers (7+13 instead of 1,7,13,17?) or remove entirely.

    Multi-talented - Rename of previous Skilled. Changed to You gain proficiency in two skills of your choice, however because of your split focus, you can no longer raise the same ability score twice when you gain an Ability Score Improvement from levelling up.

    Night Person - Changed to +1 instead of +2 to mirror Early Bird.

    One-Hander - Changed to When you are wielding a single one handed weapon and no shield, you have +1 to weapon attack rolls. When you are wielding any other combination of weapons/shields, you have -1 to weapon attack rolls.

    Paranoid- Changed to You have advantage on saving throws against being charmed, and disadvantage on saving throws against being frightened.

    Romantic Appeal - Changed to You have +2 on any charisma skill checks made against creatures that are attracted to you, however you have -2 on the same checks against creatures which are not. At the DM's discretion, you might not gain any bonus or negative with certain creatures who aren't interested in romance at all (constructs, for example).

    School Specialist - Changed to You pick one school of magic. All spells you cast from this school are treated as being upcast one spell level. Spells from one other school you pick are treated as if they're one spell level higher.

    Made it so you get a bonus to one and a malady to another. May make it malady to two? So you get one bonus, 5 normal, 2 negative. Another consideration is "Spells of your chosen schools can be cast as normal from a slot one lower than their normal level" instead of the free upcast, though I think that might actually be more powerful (more spell slots for fireball at 5th level...) so not sold on it.

    Small Frame - Changed to -25lbs instead of -50% carrying capacity.



    Spoiler: Plaintext Copy
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    # Traits

    Traits, inspired/adapted from the Fallout games, are optional choices made at character creation to help customise characters slightly. The changes should be mechanically neutral, or potentially slight improvements depending on how your character is played, but they should allow a small degree of extra customisability.

    Characters as standard can select a maximum of two traits, though they do not need to choose any if they don't wish to.

    ### Traits List

    Agoraphobic - You really don't like being outside. While in a space room larger than 20' by 20' you have disadvantage on any saving throws against being frightened. While in a room smaller than 20' x 20', you have advantage on saving throws against being frightened.

    Blaze of Glory - You feel of a rush of adrenaline whenever you're nearing death, pushing beyond normal limits. While below half health, you deal extra damage on the first attack you hit with each round equal to your proficiency bonus. However, the first time you take damage each round you take additional damage equal to your proficiency bonus in turn.

    Bloody Mess - For some reason, deaths around you just seem a little...messier. When you make a melee attack with lethal intent and kill a creature, roll a 1d6. On a 6 their body explodes, dealing 1d6 bludgeoning damage to all enemy creatures within 5' of it, along with being very, very messy.

    Bruiser - You're big, slow, and hit hard. That's all you really need. Your strength score increases by 1, however your initiative modifier is lowered by -2.

    Built to Destroy - Weapons seem to do a bit more for you than others, but they also break far faster. Attacks made with weapons now critically strike on a roll of 19 or 20. However, when you roll a 1 your weapon is damaged, only dealing 1d4 damage until repaired and not benefiting from any magical properties. Magic weapons can be restored as part of a long rest by expending hit dice equal to your proficiency bonus. Non-magical weapons require being fixed by someone with the appropriate tool proficiency and four hours of work.

    Bullied - You were bullied as a child, and sometimes it just makes you lash out. Whenever you use your reaction to make an attack, you deal an extra 1 damage when you hit. You have a permanent -2 on Intimidation rolls.

    Claustrophobic - You really don't like being inside. While inside a room that isn't at least 20' by 20' you have disadvantage on any saving throws against being Frightened. While in a larger space than 20' x 20', you have advantage on saving throws against being Frightened.

    Early Bird - They get the worm. You gain a +1 to skill checks using the Athletics, Acrobatics and Insight skills during the hours of 6:01Am to 6:00PM, and a -1 to those same checks between the hours of 6:01PM and 6:00AM. This is mutually exclusive with Night Person.

    Edge of Death - You teeter a bit closer to death than most. When you make death saving throws you now require only two successes to stabilise, but also have a -2 to on death saving throws.

    Fast Metabolism - Scratches and bruises never seemed to bother you. But a drop of alcohol? That's a whole different story. Whenever you are healed, magically or otherwise, you can choose to reroll one of the dice. However, you must take the second roll. Expending hit dice as part of a short rest does not trigger this. However you have a permanent vulnerability to poison damage and disadvantage on saves against being poisoned.

    Fast Aim - Attacking at range is what gets you up in the morning and sometimes you're a little too eager. When you attack with a ranged or thrown weapon, if you roll a 13 or 17 you can make one extra attack with your ranged or thrown weapon this turn. However, your first attack with said weapons each turn and the potential extra attack both suffer a -2 on their attack rolls.

    Finesse - You've always given more weight to an attack made in the right place than an attack made with the right force behind it. Attacks made with weapons now critically strike on a roll of 19 or 20. However, you deal 1 less damage on the first weapon attack you hit with each turn. This is mutually exclusive with Heavy Handed.

    Four Eyes - Bad natural eyesight won't hold you back. When wearing glasses, you have +2 on perception checks using sight. When not wearing glasses, you have -2 on perception checks using sight. Glasses cannot be worn with helmets (which includes all heavy armour and some magic items).

    Gifted - You were always a bit special, but that also made you a bit of a slacker. At the end of a long rest roll a 1d6. Until your next long rest you gain +2 to the ability that the d6 refers to (Strength=1, Dexterity=2, etc.) However, you lose proficiency with one skill.

    Glutton - Your love of food keeps you from being fast on your feet, but when you eat so much, you're going to get used to bad food too. Your movement speed is reduced by 5', and you have advantage on saves against being poisoned.

    Good Natured - Sometimes it'd be nice if everyone just got along. You gain a permanent +3 to rolls made for the Persuasion, Medicine, Investigation, Animal Handling and Nature skills. You also gain a permanent -1 to all attack rolls, be they for weapon or spells.

    Heavy Handed - Consistency is key, and sometimes you have to sacrifice a bit of finesse for that. You gain a +1 damage on the first attack you hit with each turn with melee weapons or unarmed strikes. Whenever you critically strike with melee weapons or unarmed strikes, the damage from the critical dice is reduced. This is mutually exclusive with Finesse.

    Hoarder - Yes, you need to be carrying fourteen different bars of soap. You never know when you're going to need them! Your carrying capacity increases by 25lbs, but you have disadvantage on initiative rolls whenever you have more than 10lbs of carrying capacity not in use. The items you carry must have value. No filling your pockets with rocks!

    Hot Blooded - Reckless might get some people killed, but the best defense is a good offense. You have a permanent -1 to your armour class, however on your first turn of each combat you can choose to either make one extra attack or take the Dash action on top of your normal actions.

    Illiterate - Why bother learning to read when other people can do it for you? You lose the ability to read and write, but gain proficiency in one skill or tool.

    Jinxed - Bad luck has followed you your whole life, and sometimes it rubs off on other people. Whenever a creature makes an attack roll against you, they automatically miss on a roll of 1, 7, 13, and 17, as if they had rolled a 1. Whenever you make an attack roll against a creature, you automatically miss on a roll of 1, 7, 13, and 17, as if you had rolled a 1. You also automatically fail saving throws on a 1, 7, 13 and 17, and creatures making saving throws against your effects fail on a 1, 7, 13 and 17.

    Multi-talented - While some people are naturally gifted, you've always been more of just a hard worker. You gain proficiency in two skills of your choice, however because of your split focus, you can no longer raise the same ability score twice when you gain an Ability Score Improvement from levelling up.

    Night Person - Sleeping in is really the way to go. You're most productive during the Witching Hour anyway. You gain a +1 to skill checks involving Intelligence and the Perception skill during the hours of 6:01pm to 6:00AM, and a -1 to those same checks between the hours of 6:01AM and 6:00PM. This is mutually exclusive with Early Bird.

    One-Hander - Maybe your offhand is just a bit weak, but you like to say you're focusing your efforts where it's most important. When you are wielding a single one handed weapon and no shield, you have +1 to

    Paranoid - It's not paranoia if they're really out to get you...or is it? You have advantage on saving throws against being charmed, and disadvantage on saving throws against being frightened.

    Romantic Appeal - Whatever the right "stuff" is, you've got it. But that can put people off. You have +2 on any charisma skill checks made against creatures that are attracted to you, however you have -2 on the same checks against creatures which are not. At the DM's discretion, you might not gain any bonus or negative with certain creatures who aren't interested in romance at all (constructs, for example).

    School Specialist - Some spellcasters say "adaptability is key". I say "I cast Fireball". You pick one school of magic. All spells you cast from this school are treated as being upcast one spell level. Spells from one other school you pick are treated as if they're one spell level higher. For example, if you chose Evocation as your specialist school, Burning Hands cast from a 1st level slot would deal 4d6 damage, instead of 3d6. If you chose Necromancy as your non-specialist school, you would have to cast Cause Fear from a 2nd level slot as its lowest option, and it would still be treated as if you cast it from a 1st level slot for its effects.

    Small Frame - You were never the biggest around, but you make up for it in speed. You gain +1 to your Dexterity score, but your carrying capacity is reduced by 25lbs and you have disadvantage on athletics checks.

    Truth Teller - You cannot tell a lie, perhaps due to magic, perhaps due to your upbringing. You roll Persuasion checks with advantage because of your air of honesty, but all Deception rolls are treated as rolling a 1 and forcing yourself to tell a lie often has violent physical reactions such as vomiting or hysterical crying. Stretching the truth can likewise cause problems.

    Wild World - Lets. Get. Wild. Taking this trait makes the world just a little bit stranger, a little bit less serious, and a little bit wilder. The chance of strange occurrences should increase the more party members take this trait.


    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

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