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5/22/24, 9:11 PM Ghoul (5e Fallout Campaign Setting) - D&D Wiki

Ghoul (5e Fallout Campaign Setting)


Contents
1 Ghouls
1.1 Physical Description
1.2 History
1.3 Society
1.4 Ghoul Names
1.5 Ghoul Traits
1.5.1 Marked
1.5.2 Glowing
1.6 Random Height and Weight

Ghouls [edit]

Physical Description [edit]

Ghouls or necrotic post-humans are decrepit, rotting, zombie-like mutants. They are victims of heavy radiation poisoning
which results in their skin decaying and, paradoxically, greatly extends their individual lifetime. Although they look like a
walking corpse, Ghouls are in fact otherwise normal humans who have been exposed to massive amounts of radiation during
the Great War and survived against all odds. The name Ghoul comes from the mythological beings that devoured flesh and
also resembled Ghouls. Ghoul bodies have been changed by the radiation, their internal systems degrading causing their
bodies to be less affected by damage.

History [edit]

Ghouls are humans who, by some cosmic fluke, became functionally immortal from radiation. While many ghouls are from
before the war, any person can become a ghoul. However, this should never be relied on, as one’s chances of actually
becoming a ghoul are astronomically low.

Society [edit]

Ghouls hold a unique place in all forms of society. In more tribal societies, they are viewed as evil creatures of the night or
honored elders. More established societies view ghouls as disgusting freaks, often calling them “zombies”, leading to them
often forming their own settlements. In post-post-apocalyptic societies, such as the New California Republic, ghouls retain
citizenship and are treated as valuable sources of pre-war knowledge. and in some settlements they are treated as any
other.

Ghoul Names [edit]

Most Ghouls follow the same naming conventions as non-irradiated humans.

Ghoul Traits [edit]

Ability Score Increase. Your Wisdom score increases by 2 ,your Constitution score increases by 1.
Age. Ghouls do not age, though the level to which their skin has rot is typically considered a sign of maturity.
Alignment. While their old world origins draw them toward lawful alignments, they are capable of anything.
Size. Ghouls, similar to humans, vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is
Medium.
Speed. Your base walking speed is 30 feet.
Child of the Atom. Whenever you roll to determine your rad pool maximum, it is doubled.
Become Feral. Gaining rads past your rad pool does not reduce your maximum hit points, instead becoming negative rad

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pool points. When your total negative rad pool points exceeds your maximum hit points, you die and immediately rise as
a feral ghoul controlled by the DM. If your level was 10 or higher, you rise as a feral ghoul roamer instead. If your level was
19 or higher, you rise as a feral ghoul reaver instead.
Timeless. You cannot age or reproduce.
Pre-War Memory. You gain proficiency in History. If you already have this proficiency in History, you add double your
proficiency bonus to Intelligence(History)checks
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. You may choose the Marked or Glowing race variant, or neither.

Marked [edit]
The following replaces your ASI and the Pre-War Memory feature.

Ability Score Increase. Your Constitution increases by +2, and your Wisdom score decreases by 2
Torn. Due to the harsh environment you’ve may lived in, your skin has toughened into a permanent callouse. You gain +1 to
all ACs.

Glowing [edit]

The following replaces your ASI and the Pre-War Memory feature. Ability Score
Increase. Your Charisma and Wisdom scores each decrease by 2.
Irradiated. You skin glows with rads. At the end of each of your turns, every creature within 5 feet of you is exposed to light
radiation (every 6 seconds). After 10 rounds, you are automatically exposed to light radiation as well (1 minute). If you go
feral, you become a Glowing One.
Elephants Foot. As an action, you may release a large radioactive blast. Every creature within a 15 foot radius of you
including yourself must attempt a DC 8 + your Constitution modifier + your proficiency bonus Constitution saving throw. On a
failure, they are exposed to heavy radiation. Feral ghouls that take this radiation regain 1d6 + your Constitution modifier hit
points. You may use this feature a number of times equal to your proficiency bonus, regaining use at the end of a long rest.
Rad-Child. Any time you gain rads, you regain hit points equal to the rads gained.

Random Height and Weight [edit]

Base Height Base Weight


Height Modifier* Weight Modifier**
′ '' + lb. × () lb.
*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

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