WILD WEST TESTS
Special Mechanics for D&D 5th Edition
Introduction: Skills and Feats are fun but these mechanics are available for use by any player willing
to take the chance and roll the dice! Pass the test and reap the rewards. Fail the test and suffer the
consequences.
A Special Reference Document
by Richard L. Guth Jr.
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TESTS: TECHNIQUES AND TRICKS
“Life’s a dungeon, chase the dragon more than one PC uses this Test at the same time, the one
Slayin’ everything in my path” with the greatest success roll wins and the other(s) fail.
—Juice WRLD, Chase The Dragon This Test requires a DEX check DC of 20.
Failure indicates a Mishap or a Misfire. Percentage dice will
Tests are Actions that any playing character can use in order
be rolled by the DM with Mishap on 01-50 and Misfire on 51-
to gain an advantage within a specific circumstance.
00. A roll will be made on the proper table, plus the PC loses
Choosing to attempt a Test uses an Action for that round
their turn for this round.
unless the description specifically calls for a Reaction.
GRAB AND STAB: (SPECIAL) [Action]
BREAK FREE: (STR) [Action]
You attempt to grab a nearby opponent with a free hand,
You attempt to break free of bonds using brute strength. The
pulling them close and impaling them with your blade and
DC for rope is 11, wood is 15, and metal is 19. Success means
inflicting a critical hit.
you break your bonds. Failure indicates that a roll will be
made on the Mishap table. This test requires a standard Grappling contest. The target
must be no more than one size larger than you and must be
within your reach, usually within 5 feet. Success requires an
DISARM: (SPECIAL) [Action] Athletics check contested by the target’s Athletics or
Acrobatics check (target gets to choose which to use).
You attempt to disarm an opponent using a weapon (melee
Success means the target is now Grappled, and is
or ranged) by striking the weapon out of their hand. To pass
automatically hit inflicting critical damage. Until the target
the Test, you must make a successful Attack roll adding +5 to
escapes the grapple (by succeeding on an Athletics or
the target’s AC. Success means that you have knocked the
Acrobatics check contested by your Athletics check, you may
target’s weapon from their hand (doing no damage) with an
continue to inflict regular damage with the weapon on the
impressive show of skill.
following rounds.
Failure means that you have hit the target center mass and
Failure results in a Mishap. Use the Mishap table to discover
will inflict damage normally. In addition, roll once on the
the consequences of failing this Test.
Mishap table.
HIP SHOT: (DEX) [Action]
FANNING: (DEX) [Action]
This technique allows for shooting from the hip, without
This is a shooting technique in which the shooter uses one
taking it out of the holster. The intention of this Test is for use
hand to grasp the gun and the other to repeatedly cock back
BEFORE combat begins in much the same fashion that Han
the hammer in a slapping-like fashion. This allows for rapid
Solo shot Greedo under the table. Success allows the PC to
firing of a single-action revolver.
have Advantage on the shot.
This test requires a DEX ability check of 15 for success,
The Test requires a successful Slight of Hand check with a DC
allowing for two shots to be fired. Higher success rolls add
of 10.
additional shots at a rate of +2, meaning a roll of 20 is four
shots, 25 is six shots, and 30 allows for eight shots if the Failure indicates a Mishap, rolled on that table.
weapon has a high enough capacity before requiring Reload.
An outcome of less than 15 is a failure. In this case, the
playing character misfires his weapon, possibly damaging it
in the process. A roll will be made on the Misfire table.
FAST DRAW: (DEX) [Action]
This technique is difficult, but success can reap great reward.
The player wishing to use this Test should declare it to the
DM after initiative order as been determined, or during the
start of a new round of initiative. Success allows for you to
Attack before anyone else regardless of initiative order. If
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FLAMBOYANT RIPOSTE: (SPECIAL) [Reaction]
You are very skilled with a blade and you believe that your
opponent is not. Declare this Test to the DM before an
opponent (PC or NPC) makes a melee attack against you.
Using a Reaction, you will roll an Attack roll contesting the
opponent’s roll. If your roll is higher than theirs then you
pass the Test! The melee attack is blocked and you may make
a single attack with Advantage against the opponent. This
attack is called a “riposte” and does not count as an Attack Of
Opportunity.
Failure comes in two flavors. First, if you fail to pass the Test,
then the opponent’s attack becomes a critical hit against you.
Second, if you fail to hit with the riposte attack, roll on the
Mishap table.
QUAFF: (CON) [Action]
KILL SHOT: (Special) [Action] This Test is usually used in conjunction with a drinking game.
You may use this Test to gulp down an entire stein of ale or
This Test allows you to attempt to kill an opponent with a bottle of wine. This requires a CON check of 10. Success
single shot from your ranged weapon. Make a normal attack means that you drink without ill effects. However each time
roll. The DC is 24 and results in the death of the target. you do this the DC rises by 5. Failure indicates that you
Failure indicates that something has gone wrong. You will suddenly choke on the liquid being consumed, have a terrible
roll once on both the Mishap and Misfire tables. coughing fit, and black out until medical aid is rendered.
Also, roll once on the Mishap table.
This Test can also be used within the confines of a drinking
STARE DOWN: (CHA) [Action] game. All contestants begin the drinking game with a DC of 5.
Passing this Test allows the user to stare down an opponent Each round of drinking raises the DC +5 until a clear winner
in a soon-coming combat situation and gain a psychological is declared. Failing this Test means that you become black
advantage. A successful DC 15 check causes the opponent to out drunk and must take a Short Rest to recover. Also, roll on
suffer Disadvantage on their next attack roll against you. the Mishap table.
Failing this test means that the opponent has Advantage on
their next attack against you, plus you must roll once on the
Mishap table.
THERE CAN BE ONLY ONE (Special) [Action]
This Test allows you to attempt to kill an opponent with a
single strike from your melee weapon. Make a normal attack
roll. The DC is 24 and results in the death of the target.
Failure indicates that something has gone wrong. You will
roll twice on the Mishap table.
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