Medic- +15 points increase to medicine at start, ability to revive without disadvantage after full death, begin game with syringe gun and recipe for low level ranged healing. Ability to craft chems
Scientist - +15 point increase to science, advantage when hacking
Demolition Expert- +15 points to explosives, advantage while defusing
Hunter- advantage when attacking wildlife
Head Hunter- Advantage against humans
Doper- 2x buffs from chems as well as advantage when rolling for addiction, but double the debuffs from addiction if roll is failed
Vault Dweller- +5 in all you are boring.
Caravan Guard - +2 to ac rolls with shotguns, +15 to guns
Raider- +5 to all combat skills, -7 to all speech/barter/charisma when interacting with non raiders
Thief- +10 to lockpick and sneak, lower critical threshold by 1
Barbarian- +20 to melee weapons, allow use of rage allows an extra melee attack in combat after activation; rage must be rejuvenated after rest.
Grenadier- +20 range to grenades, -2 to enemies ac when using grenades, ability to craft explosives, and advantage while using explosives.
Fortune Teller- Ability to roll two d20's at the beginning of the day which can be given to any person's roll for the duration of the day. -10 to charisma, -10 to barter and speech.
Power Armor User- Start game with power armor training
Smooth Talker- +2 to charisma, +15 to speech and barter
Sleuth- +15 to sneak, advantage on investigation rolls, +15 to lockpick
Sniper- +15 to guns, +2 to ac with sniper rifles.
Robotics expert- Advantage against robots
Futurist- +15 to Energy Weapons
Tinkerer- +15 to crafting, ability to repair items.