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Frontier

Frontier is a homebrew campaign setting for Dungeons & Dragons 5e, set in a historical Wild West environment without magic. It features unique classes, backgrounds, and mechanics tailored to the era, focusing on themes of conflict and survival among various cultural groups. The document includes detailed descriptions of classes such as Brawler, Gunfighter, and Healer, as well as the setting's landscape and societal dynamics.

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redscooby2009
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0% found this document useful (0 votes)
24 views57 pages

Frontier

Frontier is a homebrew campaign setting for Dungeons & Dragons 5e, set in a historical Wild West environment without magic. It features unique classes, backgrounds, and mechanics tailored to the era, focusing on themes of conflict and survival among various cultural groups. The document includes detailed descriptions of classes such as Brawler, Gunfighter, and Healer, as well as the setting's landscape and societal dynamics.

Uploaded by

redscooby2009
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 57

FRONTIER

5e Homebrew Setting
Developed by
BTD Press ©2016
FRONTIER
D&D 5e Homebrew Campaign Setting

BTD Press. © 2016


1
CONTENTS
Introduction 3 Chapter 4: Bestiary 50
The Land ......……………………….… 4 Animals .......……………………….. 50
Magicless History …………........…. 4 Nonheroic Characters ..……… 51
Poisons and Diseases .………. 53
Chapter 1: Classes 5
Brawler ......……………………….… 6
Gunfighter ......……………………….… 11 Art Credits ..……………….... 54
Healer ......……………………….… 17
Horseman ...........……………………. 22
Hunter ......…………………………. 27
Soldier ......…………………………. 32

Chapter 2: Mechanics 36
Drinking .........………………………. 36
Gambling ..........…………………….. 37 COPYRIGHT INFORMATION
Literacy & Languages .....…… 38
Open Game License v 1.0a Copyright 2000,
Mass Combat ......……………… 38 Wizards of the Coast, Inc.
New Skills ...........……………………. 40 System Reference Document 5.0 Copyright 2016,
New Feats ...........……………………. 40 Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy
Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
Weapons .................................. 41 James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris
Sims, and Steve Townshend, based on original material
by E. Gary Gygax and Dave Arneson.
Chapter 3: Backgrounds 42
Banker .......………………………… 42
City Watch ………...........……………. 43
Foreigner ………….........…………… 44
Gambler …........……………………. 46
Prostitute .........……………………... 47
Researcher ...........……………………. 48

2
INTRODUCTION
“Now folks, gather ‘round while I tell y’all a little story…”
Once upon a time in the old American West, there was a land at war with itself.
White Europeans, now known as Americans, march in a westward crusade
of manifest destiny to spread their young nation to the western shore. Native
Americans plead, deal, resist, and fight against intruders in a desperate bid to
hold their lands and way of life. Mexicans fortify themselves as they inch
further north, watching as their own empire begins to waver and
shrink. Negro slaves, only recently freed, find the new frontier
barely more welcoming than the sweltering south – and
work to prove themselves through labor and bravery.
Workers and merchants from the Far East work
the railroads and supply lines of the lawless
region, strangers in a strange land. Yet
regardless of the motley colors of the
various personalities out west, the only
color that truly matters is gold. Men,
women, and children leave everything
they have behind to risk death and disease
along endless trails in search of riches and
adventure.

This is the Wild West, a land of


adventure and a time of romance.
Cowboys roam the plains driving cattle.
Gamblers and prostitutes profit from
boom towns that rise and fall
nearly overnight. Salesmen
peddle their wares, while lawmen
try their best to keep the peace –
yet it scarcely takes more than a
stolen horse or bad hand of poker
to put bodies in the ground.

Frontier is a homebrew campaign


setting for the Dungeons & Dragons
Roleplaying Game, utilizing the rule
set of the new Basic or 5th Edition. In this
unofficial publication, you will find unique
cultures classes, backgrounds, equipment,
and sample characters to create your own
characters in this wild setting. While aspects
of the core rules can be utilized, and some are
referenced, Frontier is intended to be a stand-
alone setting with its own rule set.

3
“In the past, that is now lost forever, there was a time when the land
was sacred, and the ancient ones were as one with it. A time when
only the children of the Great Spirit were here, to light their fires in
these places with no boundaries, when the forests were as thick as
the fur of the winter bear, and when a warrior could walk from horizon
to horizon on the backs of the buffalo. And that time when there
were only simple ways, I saw with my heart the conflicts to come, and
whether it would be for good or bad, there was one thing certain;
there would be change.”

The Land Magicless History



The West stretches from the Mississippi Because Frontier is based on history, unlike
River to the Pacific Ocean, from the traditional Dungeons & Dragons settings,
northern plains to the Rio Grande -- there is no magic. All of the classes and
more than two million square miles of the features in the setting have more practical
most extraordinary landscape on earth. builds - such as smiths, outlaws, and
It is a land of broad rivers and vast hunters.
deserts, deep canyons and impenetrable Healing is accomplished by herbs,
mountains, boundless prairies and medicine, and bolstering morale. For this
endless forests, a place where huge reason, doctors and medics provide a vital
monoliths and boiling waters rise role as adventurers cannot simply heal one
naturally from the earth. another with magic. Also for this reason,
People have come to the West from care should be taken when damage or death
every point of the compass. To the are possibilities. Shoot-outs and bounty
Spanish, who traveled up from Mexico, hunts may seem glamorous, but can quickly
it was the North. British and French land even the sharpest shooter in hot water.
explorers arrived by coming south; the Impulsive and trigger-happy folks tend to
Chinese and Russians, by going east. But have a shorter life expectancy than most –
to the people who already lived here, it which is saying something.
was home. It was the Americans, the last Due to the historical nature of Frontier,
to arrive, who named it the West. there are no races other than Human.
Cities and settlements can be found Either the standard or variant version
in every locale imaginable – from rolling are permissable. As always, every game is
hills to arid deserts, rocky canyons to different and Narrators are free to adjust this
river crossings. Anywhere there is gold as they see fit.
to be found, riches made, and adventure
sought, you will find settlers to do it.
In terms of technology and references,
Frontier is set roughly between the years
of 1860-1890 A.D. in the American West.

4 Introduction
CHAPTER ONE: CLASSES
In the Frontier campaign setting, there are Because Frontier uses the Dungeons &
6 unique classes from which players can Dragons 5e rule set, standard D&D classes
choose when creating characters. These would mechanically apply. Thematically,
classes include the Brawler, Cowboy, however, they would not as in Frontier there
Gunfighter, Healer, Hunter, and Soldier is no magic. Also, many of the D&D classes
have been dismantled and reincorporated
into the Frontier setting classes, so there is a
probability of redundancy.

Frontier Classes
Hit Saving Throw
Class Description Die Primary Ability Proficiencies Weapon Proficiencies
Brawler A hand-to-hand combatant d10 Strength or Strength & Simple Weapons,
who prefers fists over guns Dexterity Dexterity Unarmed
Gunfighter A pistol-packing quick draw d10 Dexterity and Dexterity & Pistols, Rifles
and sharpshooter Charisma Charisma
Healer A wise ally able to bolster d6 Wisdom Wisdom & Simple Weapons
the mind, body, and soul Charisma
Horseman An expert rider and roper d8 Dexterity Dexterity & Simple Weapons, Pistols
who excels in a group Constitution
Scout A scout and warrior who d8 Dexterity and Dexterity & Simple Weapons, Pistols,
uses stealth and nature to Wisdom Wisdom Rifles
survive in the wilds
Soldier A military-trained fighter and d12 Intelligence and Intelligence & Simple and Martial
master of combat strategy. Charisma Charisma Weapons, Pistols, Rifles

Chapter One: Classes 5


BRAWLER
A Comanche brave breaks away from the The Brawler
other warriors, charging toward an armed
Profi. Brawler
militia with only a spear. Despite taking Level Bonus Features Damage
several bullet shots, he keeps running- 1st +2 Brawler Style, Unarmed Defense 1d6
searing hatred across his painted face.
2nd +2 Style Feature 1d6
With a laugh like thunder, a tall Swede
3rd +2 Deflection 1d6
knocks another saloon patron to the ground.
4th +2 Ability Score Improvement 1d6
Shouts and jeers fill the air as the brawl
consumes the floor, and the giant of a man 5th +3 Extra Attack, Fast Movement 1d8
who caused it revels in the chance to knock 6th +3 Style Feature 1d8
some heads again. 7th +3 Evasion, Empty Mind 1d8
In the morning hours at a mountain 8th +3 Ability Score Improvement 1d8
dig site, a Chinese elder woman stands 9th +4 Brutal Critical (1 die) 1d8
overlooking the valley below. She has been 10th +4 Style Feature 1d8
awake for hours, her hands gently swaying 11th +4 Improved Deflection 1d10
the match the swirling breeze.
12th +4 Ability Score Improvement 1d10
Whether by choice or necessity, brawlers
13th +5 Brutal Critical (2 dice) 1d10
eschew guns and arrows for up-close combat.
Many prefer the honor or skill involved in 14th +5 Style Feature 1d10
facing their enemies in person, while others 15th +5 Greater Deflection 1d10
have simply learned to defend themselves in 16th +5 Ability Score Improvement 1d10
close quarters. 17th +6 Brutal Critical (3 dice) 1d12
18th +6 Style Feature 1d12
Best of the Best 19th +6 Ability Score Improvement 1d12
Brawlers have a particular style that suits 20th +6 Indomitable 1d12
them best, which includes which weapons
they prefer to use. Some prefer to use their
bare hands, others a signature weapon, Creating a Brawler
and still others use whatever happens to When creating a brawler character, consider
be laying around. Whatever the weapon, not only how you fight but why you do so. Do
brawlers become so adept in its use that no you cherish the danger and thrill of defeating
one else could hope to match their skill and foes with your bare hands? Do you have a
effectiveness with them. bad history with guns, and so avoid them at
all costs? Were you raised in the wilds, with
only your body and primitive weapons to
defend yourself?

Quick Build
You can make a brawler quickly by following
these suggestions. First, put your highest
ability score in Strength, followed by
Dexterity. Second, choose the folk hero
background.

6 Chapter One: Classes


Class Features Evasion
As a brawler, you gain the following features. At 7th level, your instinctive agility lets you
dodge out of the way of certain area effects,
Hit Points such as a Molotov Cocktail. When you are
Hit Dice: 1d10 per brawler level subjected to an effect that allows you to
Hit Dice at 1st Level: 10 + your make a Dexterity saving throw to take only
Constitution modifier half damage, you instead take no damage if
Hit Points at Higher Levels: 1d10 (or 6) + you succeed on the saving throw, and only
your Constitution modifier per brawler level half damage if you fail.
after 1st
Fast Movement
Proficiencies Starting at 5th level, your speed increases by
Weapons: Simple weapons, unarmed 10 feet.
Tools: None
Saving Throws: Strength, Dexterity Empty Mind
Skills: Choose two from Acrobatics, Athletics, Starting at 7th level, you can use your action
Intimidation, Perception, and Stealth to end one effect on yourself that is causing
you to be charmed or frightened.
Equipment
You start with the following equipment, in Brutal Critical
addition to the equipment granted by your Beginning at 9th level, you can roll one
background: additional weapon damage die when
determining the extra damage for a critical
• (a) any two simple weapons hit with a melee attack.
• (a) an explorer’s pack or (b) a soldier’s pack This increases to two additional dice at
• 10 throwing knives 13th level and three additional dice at 17th
level.
Brawler Style
At 1st level, you choose a signature fighting Indomitable
style that suits your personality and training: At 20th level, if your total for a Strength
Drunkard, Martial Artist, or Rager, all check or Dexterity check is less than
detailed at the end of the class description. your Strength score or Dexterity score,
Your style grants you features at 2nd level respectively, you can use that score in place
and again at 6th, 10th, 14th, and 18th level. of the total.
It also affects your Unarmed Defense and
Deflection features.

Ability Score Improvement


Brawler Style
All brawlers get up close and personal with
When you reach 4th level, and again at 8th, their foes, but that is where their similarities
12th, 16th, and 19th level, you can increase end. Some are driven by rage and almost
one ability score of your choice by 2, or you spiritual strength, while others find their
can increase two ability scores of your choice inspiration at the bottom of a whiskey bottle.
by 1. As normal, you can’t increase an ability Still others hone their craft with patience and
score above 20 using this feature. focus, surprising those who underestimate
them.
Chapter
ExtraOne: Classes
Attack
Beginning at 5th level, you can attack twice,
instead of once, whenever you take the
Attack action on your turn.

Chapter One: Classes 7


Drunkard Tolerance
Notorious and far too common throughout Starting at 6th level, you can consume an
the West are the saloon drunks. Often additional 2 alcoholic drinks before requiring
miners or gamblers down on their luck, they a DC 15 Constitution poison save to avoid ill
seek to drown their sorrows and warm their effects.
bodies with liquor. While most are relatively At 14th level, you can consume an
harmless, some manage to keep enough wits additional 2 drinks-–for a total of 6 drinks--
to hold their own in a fight – or seek one out before requiring a save.
– which is a rather frequent, especially in
rowdy boomtowns. Redirect
Beginning at 10th level, when a creature
Unarmed Defense misses a melee attack roll against you, you
While you are not wearing any armor, your can cause the attack to target a different
Armor Class equals 10 + your Dexterity creature that is adjacent to you. The attack
modifier + your Charisma modifier. roll and damage remains the same.

Brawler Damage: Improvised Just Sleeping


Starting when you choose this style at 1st At 18th level, you gain the ability to recover
level, you gain proficiency in improvised from apparent death. Two rounds after you
weapons. In addition, any damage you deal fall to 0 hit points, if you have not yet died,
with improvised weapons increases to 1d6. you automatically regain hit points equal to
This damage further increases as you gain your brawler level. You must finish a long
levels in the brawler class, as listed in the rest before you can use this feature again.
Brawler Damage column of the class table.

Staggering Feint Martial Artist


Beginning at 2nd level, you can use a bonus Martial artists devote themselves to physical
action to make a Deception check, opposed and often spiritual perfection. They are
by a target’s Insight check. If your check his masters of armed and unarmed combat,
higher, you have advantage on the first melee using skill and focus to defend themselves
attack roll you make against the target. from harm.

Deflection Unarmed Defense


Starting at 3rd level, you can use your While you are not wearing any armor, your
reaction to weave away when hit by a melee Armor Class equals 10 + your Dexterity
attack. When you do so, the damage you take modifier + your Wisdom modifier.
from the attack is reduced by 1d10 + your
Dexterity modifier + your brawler level. Brawler Damage: Unarmed
If you reduce the damage to 0, you force Starting when you choose this style at
the attacker to make a Dexterity save against 1st level, you can use Dexterity instead of
a DC equal to the damage reduced. On a Strength for the attack and damage rolls of
failure, the attacker falls prone. your unarmed strikes. In addition, damage
At 11th level, the attacker also takes an you deal with improvised weapons increases
amount of bludgeoning damage equal to the to 1d6. This damage further increases as
damage you reduced. you gain levels in the brawler class, as listed
At 15th level, you can also move the in the Brawler Damage column of the class
attacker a number of feet equal to the hit table.
points you reduced, after which they fall
prone. The attacker can only move in a
straight line and must end in an open space.

8 Chapter One: Classes


Flurry of Blows
Beginning at 2nd level, when you use the Quivering Palm
Attack action with an unarmed strike or a At 18th level, you gain the ability to set up
simple weapon on your turn, you can make lethal vibrations in someone’s body. When
one unarmed strike as a bonus action. you hit a creature with an unarmed strike,
you can use a bonus action to start these
Deflection imperceptible vibrations, which last for a
Starting at 3rd level, you can use your number of days equal to your brawler level.
reaction to deflect the missile when hit by a The vibrations are harmless unless you
ranged attack. When you do, the damage you use your action to end them. When you
take from the attack is reduced by 1d10 + use this action, the creature must make a
your Dexterity modifier + your brawler level. Constitution saving throw. If it fails, it is
If you reduce the damage to 0, you can reduced to 0 hit points. If it succeeds, it
catch the missile if it is small enough for you takes 10d10 necrotic damage.
to hold in one hand and you have at least You can have only one creature under
one hand free. the effect of this feature at a time. You can
At 11th level, you can immediately make choose to end the vibrations harmlessly
a ranged attack with the weapon or piece without using an action. Once you use this
of ammunition you just caught, as part of feature, you must take a long rest to use it
the same reaction. You make this attack again.
with proficiency, regardless of your weapon
proficiencies, and the missile counts as a
thrown simple weapon for the attack.
At 15th level, you have advantage on the
attack roll if you make to throw the weapon
you just caught.

Wholeness of Body
At 6th level, you gain the ability to heal
yourself. As an action, you can regain hit
points equal to three times your brawler
level. You must finish a long rest before you
can use this feature again.

Tranquility
Beginning at 10th level, you can enter a
special meditation that surrounds you with
an aura of peace. At the end of a long rest,
you gain an effect of tranquility that lasts
until the start of your next long rest (or
earlier, if you dismiss it). For the duration,
any creature who targets you with an attack
or a harmful ability must first make a
Wisdom saving throw. On a failed save, the
creature must choose a new target or lose the
attack or ability. This feature doesn’t protect
you from area effects, such as the explosion
of dynamite. The saving throw DC for the
feature equals 8 + your Wisdom modifier +
your proficiency bonus.

Chapter One: Classes 9


Rager Deflection
For some brawlers, rage is a means to an Starting at 3rd level, you can use your reaction
end-—that end being violence. The rager is a to disarm a foe when hit with a melee attack.
fighter fueled by untrammeled fury, eager for When you do, the damage you take from the
blood. As they enter a carnal rage, they thrill in attack is reduced by 1d10 + your Dexterity
the chaos of battle, heedless of their own health modifier + your brawler level.
or well-being. If you reduce the damage to 0, you can
make an opposed Strength check against the
attacker. If you succeed, you pull the weapon
Unarmed Defense
from their hand.
While you are not wearing any armor, your
At 11th level, you can immediately make a
Armor Class equals 10 + your Dexterity
melee attack with the weapon you just caught,
modifier + your Constitution modifier.
as part of the same reaction. You make this
attack with proficiency, regardless of your
Brawler Damage: Simple Weapons weapon proficiencies, and the weapon counts
Starting when you choose this style at 1st level, as a simple weapon for the attack.
you can wield one simple weapon that normally At 15th level, you have advantage on the
requires two hands in one hand. In addition, attack roll you make to attack with the weapon
damage you deal with improvised weapons you just caught.
increases to 1d6 – or the weapon damage,
whichever is higher. This damage further
increases as you gain levels in the brawler Mindless Rage
class, as listed in the Brawler Damage column At 6th level, you can’t be charmed or frightened
while raging. If you are charmed or frightened
of the class table.
when you enter rage, the effect is suspended for
the duration of the rage.
Rage
Beginning at 2nd level, you can enter a rage
as a bonus action. While raging, you gain the
Intimidating Presence
Beginning at 10th level, you can use your
following benefits:
action to frighten someone with your menacing
presence. When you do so, choose one creature
• You have advantage on Strength checks and
that you can see within 30 feet of you. If the
Strength saving throws.
creature can see or hear you, it must succeed
• When you make a melee weapon attack
on a Wisdom saving throw (DC equal to 8
using Strength, you gain a bonus to the
+ your proficiency bonus + your Charisma
damage roll equal to your proficiency bonus.
modifier) or be frightened of you until the end
• You have resistance to bludgeoning,
of your next turn. On subsequent turns, you
piercing, and slashing damage.
can use your action to extend the duration of
this effect on the frightened creature until the
Your rage lasts for 1 minute. It ends early if you
end of your next turn. This effect ends if the
are knocked unconscious or if your turn ends
creature ends its turn out of line of sight or
and you haven’t attacked a hostile creature
more than 60 feet away from you.
since your last turn or taken damage since
If the creature succeeds on its saving throw,
then. You can also end your rage on your turn
you can’t use this feature on that creature
as a bonus action.
Once you have raged a number of times again for 24 hours.
equal to your Charisma modifier (minimum of
1), you must finish a long rest before you can First Blood
rage again. At 18th level, you can use your reaction to
make a melee weapon attack against a creature
that makes a melee weapon attack against
you. You have advantage on the attack roll,
and your attack is resolved before the target
creature’s attack.

10 Chapter One: Classes


GUNFIGHTER
Stepping down from the stage, a beautiful
dancer tries using her feminine wiles to talk
down a bandit out for vengeance. When
seduction fails, she smiles as she pulls two
pistols from under her dress. Before the
ruffian can draw, he takes a his straight to
the heart.
A local sheriff walks with his deputy to
the center of town, where a wanted horse
thief waits. The thief and his posse wait
until the stroke of noon before drawing their
pieces, but after the smoke has cleared only
the law remains standing.
Pockets full of coins and jewelry, a train
robber whistles for her gang to wrap up. She
runs to the rear of the car and jumps on the
horse of her loyal partner, and the two ride
off into the setting sun.
Whether notorious or legendary,
anonymous or infamous, those who live
and die by the gun permeate every corner
of the West. Some seek to make a name
for themselves with their gun slinging
skills, while others simply look to defend
themselves and make a coin or two in the
process.

Cold as Steel
It takes a certain kind of person to kill a
man. Some enjoy the thrill of a gun fight,
while others are simply doing a job. But
every time they draw their trusty sidearm, a
gunfighter either plans to kill or plans to die.
Most of the time, it’s both.

Creating a Gunfighter
While there are many kinds of gunfighters,
driven by their own agendas, your primary
consideration is on while side of the law you
walk. Do you keep the peace by taking down
bandits, drunks, and raiders? Are you an
outlaw yourself, looking to make pay off your
debts with blood and gold? Perhaps you only
follow your own law, a faceless desperado
living out your days alone?

Chapter One: Classes 11


The Gunfighter
Proficiency Grit
Equipment
Level Bonus Features Points
You start with the following equipment, in
addition to the equipment granted by your
1st +2 Grit, Unarmored Defense 1
background:
2nd +2 Quick Draw 2
3rd +2 Gunfighter Path 3
• A pistol
4th +2 Ability Score Improvement 4 • (a) any simple weapon, (b) a pistol or (c) a
5th +3 Extra Attack 5 rifle
6th +3 Path Feature 6 • an explorer’s pack, a holster, 50 bullets
7th +3 Dead Shot 7
8th +3 Ability Score Improvement 8 Grit
9th +4 Evasion 9 As a gunfighter, you make your mark
10th +4 Path Feature 10 upon the world with daring deeds. Some
11th +4 Extra Attack 11 gunfighters claim they belong to a mystical
12th +4 Ability Score Improvement 12 way of the gun, but it’s more likely that the
13th +5 Bleeding Shot 13
volatile nature of firearms simply prunes
the unlucky and careless from their ranks.
14th +5 Path Feature 14
Whatever the reason, all gunfighters have
15th +5 Bullseye 15
Grit Points. Your gunfighter level determines
16th +5 Ability Score Improvement 16 the number of points you have, as shown
17th +6 Cheat Death 17 on the Grit Points column of the Gunfighter
18th +6 Path Feature 18 table.
19th +6 Ability Score Improvement 19 You can spend these points to fuel
20th +6 True Grit 20 various grit features. You start knowing
two such features: Deadeye and Gunslinger
Quick Build Dodge. You learn more grit features as you
You can make a gunfighter quickly by gain levels in this class.
following these suggestions. First, put your When you spend a grit point, it is
highest ability score in Dexterity, followed unavailable until you finish a short rest or
by Charisma. Second, choose the Farmer long rest, at the end of which you draw all of
background. your expended grit back into yourself.
You can also regain grit by performing
Class Features daring acts. The Dungeon Master has the
As a gunfighter you gain the following features. ultimate say as to whether an act constitutes
a daring act, but as a general guideline, a
daring act should be risky and dramatic.
Hit Points It should take a good deal of guts, and its
Hit Dice: 1d10 per gunfighter level
outcome should have a low probability of
Hit Dice at 1st Level: 10 + your Constitution
success. If it is successful, the gunfighter
modifier
regains 1 grit point. Before undertaking
Hit Points at Higher Levels: 1d10 (or 6) +
an action, the player can ask the Dungeon
your Constitution modifier per gunfighter level
Master if it will qualify as a daring act.
after 1st
You can never have more grit points than
your levels in the gunfighter class.
Proficiencies
Weapons: Simple weapons, pistols, rifles
Deadeye
Tools: Gunsmith’s tools
You can spend 1 grit point to avoid suffering
Saving Throws: Dexterity, Charisma
disadvantage on an attack roll when you
Skills: Choose two from Acrobatics, Athletics,
attack a target beyond normal range with a
Deception, Medicine, Perception, and Sleight of
firearm.
Hand.

12 Chapter One: Classes


Gunslinger Dodge Dead Shot
When you are hit by an attack, you can use Starting at 7th level, when you take an
your reaction to spend 1 grit point and force Attack action, you can spend 1 grit point
the attacker to reroll its attack roll and take to combine all your attack potential into
the lower of the two results. a single, deadly shot. When you do this,
you make all of your possible attack rolls
Unarmed Defense (including those from your Extra Attack and
While you are not w earing any armor, your your Path abilities, but not those that you
Armor Class equals 10 + your Dexterity may gain from two-weapon fighting) against a
modifier + your Charisma modifier. single target, and then combine the damage
rolls for each of those shots that hit into one,
single damage roll that uses only one unit
Quick Draw of ammunition. If one or more of those rolls
Beginning at 2nd level, you can spend 1
is a critical hit, treat the combined damage
grit point to gain advantage when rolling
roll as if it was a single damage roll, and roll
Initiative.
all the dice twice and add them all together.
Further, unless you roll a misfire on all of the
Gunfighter Path attacks, your firearm does not misfire.
At 3rd level, you choose an archetype that For example, if you have are able to
specializes and focuses your skill with guns. attack three times when you take the Attack
Choose Drifter, Lawman, or Outlaw - all action with your pistol, (which does 1d10
detailed at the end of the class description. piercing damage) and your Gunfighter Path
The path you choose grants features at 3rd ability grants you a further two attacks as a
level and again at 6th, 10th, 14th, and 18th bonus action, you can use an Attack action
level. and spend 1 grit point to roll three separate
attacks (or five if you spend your bonus
Utility Shot action too). If three of those attacks hit,
Starting at 3rd level, if you have at least 1 you roll 3d10 + three times your Dexterity
grit point left, you can take a shot with a modifier for damage. Further, if one of those
firearm that creates a dramatic effect, rather three hits was a critical hit, you get to roll
than causing damage. This can blast open 6d10 + three times your Dexterity modifier
a lock that is not sealed by magic, scoot an for damage.
unattended object of 10 pounds or less, sever
a rope, or any other suitable effect that the Evasion
DM approves. Starting at 9th level, you can nimbly dodge
out of the way of certain area effects, such
Extra Attack as an explosion. When you are subjected to
Beginning at 5th level, you can attack twice, an effect that allows you to make a Dexterity
instead of once, whenever you take the saving throw to take only half damage, you
Attack action. instead take no damage if you succeed on the
The number of attacks increases to three saving throw, and only half damage if you
when you reach 11th level in this class. fail.

Chapter One: Classes 13


Debilitating Shot Gunfighter Path
At 13th level, you gain the ability to inflict a Gunfighters come from all walks of lives,
lingering wound on your targets. When you and each has a story to tell. Above all their
hit a target with an attack with a firearm you skills and professions are driven by the cold
can spend 1 grit point to cause the target steel and burning fumes of the gun. Whether
to take 1d6 additional damage at the start fighting for or against the law, their grit and
of each of its turns. The target can make a presence are as deadly as any weapon.
Constitution saving throw at the end of its
turn to end this effect. The saving throw DC Drifter
is equal to 8 + your proficiency bonus + your Drifters are desperados, often guns for
Dexterity modifier. hire, wanderers who travel the West to seek
– or escape – their fortune. Drifters hold
Bullseye no attachments, no obligations, and no
Beginning at 15th level, you have the ability commitments other than survival. To a few,
to target a specific part of a target’s body by however, vengeance or profound sadness
spending 1 grit point. The effect on the target drive their every move.
on a failed saving throw depends on the
part of the body targeted, as set out below. Thunder and Lightning
The saving throw DC is equal to 8 + your Starting at 3rd level, when you engage in
proficiency bonus + your Dexterity modifier. two-weapon fighting with firearms, you can
Body Part Effect on a Hit add your Dexterity modifier to the damage of
Hands The target takes no damage, but drops an item car- the second attack.
ried in its hands if it fails a Strength saving throw.
Head The target is blinded until the start of your next turn if
it fails a Dexterity saving throw.
Faceless
Legs The target is knocked prone if it fails a Constitution
Starting at 6th level, those you meet have a
saving throw. difficult time remembering you. When you
Torso The target takes damage as normal, but you score a encounter a person, you can choose to have
critical hit on a roll of 19 or 20. them make a Charisma save. The difficulty
Cheat Death is equal to 8 + your proficiency bonus +
Starting at 18th level you gain the ability to your Charisma modifier. On a failure, they
evade certain death through sheer force of can remember only vague details about
will. When you are reduced to 0 hit points, you – such as your gender or demeanor.
you can spend 6 grit points to drop to 1 hit Your name, physical description, and words
point instead. spoken, however, are lost.

True Grit Rain of Lead


At 20th level, you select two of your other Beginning at 10th level, you gain the ability
abilities that require you to spend grit points. to spend 1 grit point to make two attacks
The cost of both of those abilities is reduced with a firearm as a bonus action.
by 1 grit point, to a minimum of 0 grit points Unlike normal instances, you can spend
(in which case it makes those abilities free). multiple grit points on this feature, each
In addition, when you perform a daring act, granting an additional two attacks. If you
you now regain 2 grit points. spend more than 1 grit point on this feature,
you must take a short rest to do so again.

14 Chapter One: Classes


Blood Debt Startling Shot
Beginning at 14th level, you name one Beginning at 10th level, you can spend 1
person – either an NPC or a PC. As long grit point to purposely miss a creature you
as that person is alive, you automatically could normally hit with one of your attacks
stabilize after 2 rounds of dying. The DM in order to grant advantage on all attack rolls
must approve your choice, and it must be a on the target until the start of your next turn
character that has a decent chance of dying (including any other attack rolls you may
in the campaign. make this round). You can use this ability
once per round.
Kill Shot
At 18th level, when you score a critical hit Stun Shot
on an attack roll with a firearm, you can At 18th level, when you hit a target with an
spend 1 grit point to force the target to make attack roll with a firearm, you can spend
a Constitution saving throw (DC 8 + your 1 grit point to force the target to make a
Dexterity modifier + your proficiency bonus). Constitution saving throw (DC 8 + your
If it fails the saving throw and has 100 hit Dexterity modifier + proficiency). If it fails the
points or fewer, it drops to 0 hit points and is saving throw, the shot is considered a critical
Dying. Otherwise, it suffers the normal effect hit and the target is stunned until the start
of a critical hit. of your next turn. On a success, the target
takes normal damage and is not stunned.

Lawman Outlaw
As the Wild West becomes wilder, the brave Bandits. Robbers. Thieves. Murderers.
lawman becomes more of a necessity – as Outlaws are criminals of the most fiendish
well as a local celebrity. These men and kind, riding through with guns blazing and
women serve the people, only drawing their leaving victims in their wake. They revel in
guns when they need to, and focused more their own notoriety, using their infamy to
on bringing in criminals alive than killing. strike fear in their victims.

Warning Shots Sneak Attack


Starting at 3rd level, when you choose to deal Starting at 3rd level, once per turn you can
nonlethal damage with a firearm, you deal deal extra damage to one creature you hit
an extra amount of damage equal to your with a ranged firearm attack if you have
Charisma modifier. advantage on the attack roll. The extra
damage is equal to your gunfighter level +
Last Chance your Dexterity modifier.
Starting at 6th level, when you successfully
hit a creature with a ranged firearm attack, Under the Table
you can choose to have them make a Starting at 6th level, you are at your
Charisma save. The difficulty is equal to 8 deadliest when you get the drop on your
+ your proficiency bonus + your Charisma enemies. After initiative is rolled for a
modifier. On a failure, they drop their combat, you have advantage on attack rolls
weapons and surrender. This is a fear effect. against any creature that hasn’t taken a turn
At 14th level, you can choose to affect any in the combat yet. In addition, any hit you
or all creatures within 30 feet of your target. score against a creature that is surprised is a
You can use this feature a number critical hit.
of times per day equal to your Charisma In addition, if you successfully hit with
modifier. By taking a long rest, you regain all this attack, you can spend 1 grit point to
uses of this feature. Dash, Disengage, or Hide as a bonus action.

Chapter One: Classes 15


Notorious
Beginning at 10th level, you can spend 1
grit point as a reaction to cause an attack
that hit you to miss, as long as it was not a
critical hit. If the attack was a ranged attack,
you can make a ranged attack against the
attacker as part of your reaction.

Thief’s Reflexes
At 18th level, you have become adept at
laying ambushes and quickly escaping
danger. You can take two turns during the
first round of any combat. You take your
first turn at your normal initiative and your
second turn at your initiative minus 10.
You cannot use this feature when you are
surprised.

16 Chapter One: Classes


Healer
Stepping down from the stage, a beautiful The Healer
dancer tries using her feminine wiles to talk Prof. Healer’s Heal
Level Bonus Features Touch Reserve
down a bandit out for vengeance. When
seduction fails, she smiles as she pulls two 1st +2 Analysis, Man Down --- ---
pistols from under her dress. Before the 2nd +2 Heal Reserve, Healer’s Touch 1d4 2
ruffian can draw, he takes a his straight to 3rd +2 Healer Specialty, Expertise 1d4 3
the heart. 4th +2 Ability Score Improvement 1d4 4
A local sheriff walks with his deputy to 5th +3 Mutual Healing 1d6 5
the center of town, where a wanted horse 6th +3 Specialty Feature. Lingering Effect 1d6 6
thief waits. The thief and his posse wait 7th +3 From the Brink, Stillness of Mind 1d6 7
until the stroke of noon before drawing their 8th +3 Ability Score Improvement 1d6 8
pieces, but after the smoke has cleared only
9th +4 Reliable Expertise 1d8 9
the law remains standing.
10th +4 Extra Attack, Expertise 1d8 10
Pockets full of coins and jewelry, a train
robber whistles for her gang to wrap up. She 11th +4 Specialty Feature 1d8 11
runs to the rear of the car and jumps on the 12th +4 Ability Score Improvement 1d8 12
horse of her loyal partner, and the two ride 13th +5 Inoculation 1d10 13
off into the setting sun. 14th +5 Improved From the Brink 1d10 14
Whether notorious or legendary, 15th +5 Consummate Linguist 1d10 15
anonymous or infamous, those who live 16th +5 Ability Score Improvement 1d10 16
and die by the gun permeate every corner 17th +6 Specialty Feature 1d12 17
of the West. Some seek to make a name 18th +6 Karma Strike 1d12 18
for themselves with their gun slinging
19th +6 Ability Score Improvement 1d12 19
skills, while others simply look to defend
20th +6 Angel of Life 1d12 20
themselves and make a coin or two in the
process.

Blood and Tears Creating a Healer


The life of a healer is not a glamorous When creating a healer, think about the
one, by any stretch of the nature and source of your healing.
imagination. While tales are told Are you doing the bidding
around campfires of rough- of your God, gods, or Great
riding outlaws and fearless Spirit? Do you heal by faith,
warriors, few mention the or use medicinal herbs? Are
unsung caretakers and you purely pragmatic,
spiritual advisors of the using science to treat
land. Theirs is a path of the injured?
self-sacrifice, putting
themselves in harm’s Quick Build
way and risking You can make a healer
their health in the quickly by following
face of disease and these suggestions.
inclement weather, First, put your highest
all for the simple ability score in
sake of keeping Wisdom, followed by
their fellow man Charisma. Second,
alive. Healers ask choose the guild
for little, yet they are artisan background.
constantly in demand.

Chapter One: Classes 17


Class Features You can use this ability a number of times
As a healer, you gain the following features. equal to your Wisdom modifier, after which
you must take a long rest to regain all uses
Hit Points of this ability.
Hit Dice: 1d6 per healer level
Hit Dice at 1st Level: 6 + your Constitution Heal Reserve
modifier Beginning 2nd level, you gain a reserve
Hit Points at Higher Levels: 1d6 (or 4) + of focus and medicine that you can use
your Constitution modifier per healer level to create special effects. These effects are
after 1st determined by your specialty, and detailed
within their descriptions.
Proficiencies You have 1 Heal Reserve point per healer
Weapons: Simple weapons level you possess. Any points you have spent
Tools: Healer’s Kit, Poisoner’s Kit are restored with a long rest.

Saving Throws: Wisdom, Charisma Healer’s Touch


Skills: Choose four from History, Insight, Also at 2nd level, you gain the ability to
Investigation, Medicine, Nature, Perception, heal others with a touch. As an action you
Performance. Persuasion, Religion, and can touch an adjacent willing creature, or
Survival yourself, and restore a number of hit points
corresponding to your level in the Healer’s
Equipment Touch column of the Healer class table. You
You start with the following equipment, in can do this a number of times equal to your
addition to the equipment granted by your Healer level, after which you most take a
background: short or long rest to regain all uses of this
feature.
• a simple weapon Alternatively, you can use your Healer’s
• two daggers Touch to treat poisons or diseases. Poisons
• a healer’s kit and diseases have a certain number of Cure
• (a) a priest’s pack or Points, as detailed in Chapter 6. These
(b) a scholar’s pack afflictions require healing equal to their Cure
Points in order to be cured.
For example, Rattlesnake Venom has 10
Analysis Cure Points. It would then require 10 points
At 1st level, you can make a DC 10 Wisdom
of healing from the Healer’s Touch ability,
(Medicine) check to deduce the approximate
spread out over multiple rounds, in order to
percentage of hit points a target within 30
cure it. If an affliction is partially cured but
feet of you possesses. You can also detect
is left untreated for more than 1 minute (for
the presence of a disease or poison in an
poisons) or 1 day (for diseases), any progress
adjacent object or creature.
toward curing the affliction is lost.
With a Medicine check of 15 or higher,
you know the exact number of hit points
in the creature, the exact poison, or exact Healer Specialty
disease in the creature. At 3rd level, you choose an archetype that
reflects your curative practice and training:
Doctor, Medicine Man, Priest, or Singer, all
Man Down detailed at the end of the class description.
Also at 1st level, when you use the Dash
Your specialty grants you features at 3rd
action you can use a healer’s kit or your
level and again at 6th, 11th, and 17th level.
Healer’s Touch feature as a bonus action.

18 Chapter One: Classes


Expertise Stillness of Mind
At 3rd level,choose two of your skill Starting at 7th level, you can use your action
proficiencies. Your to end one effect on yourself that is causing
proficiency bonus is doubled for any ability you to be charmed or frightened.
check you make that uses either of the
chosen proficiencies. Reliable Expertise
At 10th level, you can choose another two Beginning at 9th level, you have refined
skill proficiencies to gain this benefit. your specialized skills until they approach
perfection. Whenever you make an ability
Ability Score Improvement check in which you have Expertise, you can
When you reach 4th level, and again at 8th, treat a d20 roll of 9 or lower as a 10.
12th, and 16th, and 19th level, you can
increase one ability score of your choice by 2, Inoculation
or you can increase two ability scores of your At 13th level, whenever you use your Healer’s
choice by 1. As normal, you can’t increase an Touch to cure a creature of an affliction, that
ability score above 20 using this feature. creature is immune to the affliction for 1
hour (for a poison) or 1 week (for a disease).
Extra Attack
Beginning at 5th level, you can attack twice, Consummate Linguist
instead of once, whenever you take the Beginning at 15th level, your wide range of
Attack action on your turn. patients has conditioned you so that you
understand all spoken languages. Moreover,
Mutual Healing any creature that can understand a language
At 5th level, whenever you use your Healer’s can understand what you say.
Touch to restore hit points to another
creature, you also regain hit points equal half Karma Strike
the amount you healed (rounded down). Starting at 18th level, if a creature misses
you with an attack you can choose to have
Lingering Effect the attacker suffer the damage they would
Beginning at 6th level, any time you heal a have caused.
creature by any means, the creature heals an You can use this ability a number of times
additional amount of hit points equal to your equal to your Wisdom modifier, after which
proficiency bonus in the following round. If you must take a long rest to regain all uses
the creature is healed of hit points in that of this ability.
following round, they do not gain the benefits
of your lingering effect. Angel of Life
At 20th level, when you roll for initiative and
From the Brink have no Heal Reserve points remaining, you
Starting at 7th level, you can use your regain 4 Heal Reserve points.
Healer’s Touch to revive a creature that has
died within the last 1 minute or less. You
must restore hit points using Healer’s touch
to revive a creature, and the healed creature
immediately regains consciousness.
At 14th level, you can revive a creature
that has died within the last 1 hour or less.
Once you use this feature, you must take
a short or long rest to use it again.

Chapter One: Classes 19


Healer Specialty Take Two of These
For every low-life willing to put a bullet hole Beginning at 17th level, when you spend a
in a stranger, there is a kinder soul willing to Heal Reserve Point to create an elixir, you
patch it up. Healers use every means at their create two.
disposal to aid others – from the herbal to the
surgical to the spiritual, or even the musical. Medicine Man
A Medicine Man is a priestly healer
Doctor and spiritual leader of Native American
Medical science as practiced in the Old West, tribes. Tribes adhere to a range of
though a relatively emergent field, can often beliefs, ceremonies and rituals regarding
mean the difference between life and death. communication with the spiritual world
Whether the challenge is sickness, an arrow, in which their religious leader enters
a gunshot wound, or a fall from a horse, a supernatural realms to heal the sick, advise
pioneer in the western territories requires warriors, or even foretell the future.
care for medical emergencies, but often has
to make do until a highly in-demand doctor Signs and Portents
can be found. Beginning when you choose this specialty
at 3rd level, glimpses of the future begin
Elixir to press in on your awareness. When you
Beginning when you choose this specialty finish a long rest, you can spend 1 Heal
at 3rd level, you can create elixirs and Reserve point to roll two d20s and record the
medicines for others to use later. By numbers rolled. You can replace any attack
spending 1 Heal Reserve point and taking 10 roll, saving throw, or ability check made by
minutes, you can create an elixir. The elixir you or a creature that you can see with one
restores an amount of hit points equal to of these foretelling rolls. You must choose
double your maximum Healer’s Touch roll. to do so before the roll, and you can replace
Alternatively, it can be used to cure a poison a roll in this way only once per turn. Each
or a disease (choose one) whose Cure Points foretelling roll can be used only once. When
are equal to or less than the elixir amount. you finish a long rest, you lost any unused
For example, at 5th level you can create foretelling rolls.
an elixir that heals 12 hit points, treats
rattlesnake venom (10 Cure Points), or treats Ritual Healing
influenza (10 Cure Points). Starting at 6th level, you can spend at least 1
An elixir can be used by, or administered Heal Reserve point to heal or treat a number
to, any creature as an action. Elixirs last for of creatures equal to the Heal Reserve points
24 hours before they lose their potency. expended, provided each creature is no
longer than 5 feet away from you.
Surgery
Starting at 6th level, you can spend 1 Heal Sight Beyond Sight
Reserve point to restore and heal ability At 11th level, you gain darkvision to a range
damage dealt to a creature. The amount of 60 feet. You can also use your action to
you restore is equal to your Healer’s Touch. determine the location - but not the identity -
Surgery takes 1 minute to perform. of creatures within 30 feet of you.

Taste of Your Own Medicine Great Seer


At 11th level, you can become resistant to Beginning at 17th level, the visions in your
poison damage. You also have advantage on dreams intensify and paint a more accurate
any ability save you make to resist poison or picture in your mind of what is to come. You
disease. roll four d20s for your Signs and Portents
feature, rather than two.

20 Chapter One: Classes


Priest Singer
Priests are to the Europeans what Medicine Whether headlining at a grand saloon or
Men are to the Natives. Whether emissaries strumming a guitar by a campfire, reciting
of God or simple speakers of peace, they opera or telling tales of ancient warriors,
bring light to lands in which they feel singers soothe the weary with music.
only darkness. Often their mere presence
strengthens the resolve of their fellow Inspiration
pioneers. Beginning when you choose this specialty
at 2nd level, you can inspire others through
Blessed Touch stirring words or music. To do so, you expend
Beginning when you choose this specialty 1 Healing Reserve point as a bonus action on
at 3rd level, you can channel the divine to your turn to choose one creature other than
either smite or protect against the wicked. yourself within 60 feet of you who can hear
As an action you can spend 1 Heal Reserve you. That creature gains one Inspiration die,
point to bless an adjacent non-evil character. equal to your Healer’s Touch.
For 1 minute, this creature has advantage Once within the next 10 minutes, the
on attack rolls against targets with an evil creature can roll the die and add the number
alignment. rolled to one ability check, attack roll, or
Alternatively, you can choose to have the saving throw it makes. The creature can wait
creature automatically cause disadvantage until after it rolls the d20 before deciding
on attack rolls against it made by targets to use the Inspiration die, but must decide
with an evil alignment. before the DM says whether the roll succeeds
or fails. Once the Inspiration die is rolled,
Fear No Evil it is lost. A creature can have only one
Starting at 6th level, you are immune to fear Inspiration die at a time.
effects. Those you bless with your Blessed
Touch also have advantage on ability saves Song of Rest
against fear effects. Starting at 6th level, you can use soothing
music or oration to help revitalize your
Divine Intervention wounded allies during a short rest. If you
At 11th level, you can use your action to call or any friendly creatures who can hear your
upon your deity to intervene on your behalf performance regain hit points at the end
when your need is great. To do so, you must of the short rest, each of those creatures
be out of Heal Reserve points. When you take regains extra hit points equal to your Healer’s
this action, describe the assistance you want Touch.
your deity to provide, and roll percentile dice.
If you roll a number equal to or lower than Peerless Skill
your cleric level, your deity intervenes. After At 11th level, when you make an ability
you take this action, you cannot do so again check, you can spontaneously use
until you complete a long rest.. Inspiration on yourself. Roll an Inspiration
die and add the number rolled to your ability
Supreme Healing check. You can choose to do so after you roil
Beginning at 17th level, the dice you use for the die for the ability check, but before the
your Healing Touch is always maximized. DM tells you whether you succeed or fail.

Aria
Beginning at 17th level, when you use your
Healer’s Touch to restore hit points, you can
choose to heal all creatures within 60 feet of
you that can hear you.

Chapter One: Classes 21


Horseman
Whooping and hollering, a group of cowboys The Horseman
corral livestock through a valley. One calf Prof. Armor
strays from the herd, and on thundering Level Bonus Features Bonus
hooves one of the ranch hands gives chase. 1st +2 Horsemanship +2
A Spanish heiress rides through a 2nd +2 Horseman Breed +2
Mexican city atop a spotless white steed. The 3rd +2 Combat Style, Breed Feature +2
penniless locals grow rowdy and move on the 4th +2 Ability Score Improvement +2
wealthy rider – who swiftly dismounts and 5th +3 Extra Attack +2
draws an elegant rapier to defend herself 6th +3 Quick Reins +2
with grace and skill.
7th +3 Combat Style +3
Drawing a saber, an officer rides his horse
8th +3 Ability Score Improvement +3
to the edge of a mound. He points and shouts
9th +4 Breed Feature +3
a command, signaling a tidal wave of cavalry
to descend on the unsuspecting enemy 10th +4 Advanced Tactics +3
encampment down the hill. 11th +4 Ability Score Improvement +3
From rope-twirling ranchers to arrow- 12th +4 War Horse +3
firing scouts, the horse is undoubtedly the 13th +5 Resilience +4
symbol of the Wild West – and those who 14th +5 Breed Feature +4
ride them the face. Masters of the mustangs, 15th +5 Ability Score Improvement +4
horsemen forge a living across some of the 16th +5 Dominate Beast +4
harshest land in the frontier.
17th +6 Sunset Rider +4
18th +6 Ability Score Improvement +4
Bringing in the Herd 19th +6 Breed Feature +5
Like the cattle and horses they drive,
20th +6 Spirit of the Horse +5
horsemen work best as a team. They can
steer and corral beasts of burden better than Class Features
anyone, and their speed and maneuverability As a cowboy, you gain the following features.
make them invaluable assets in any
army. Horsemen use practiced skill and
Hit Points
unshakeable teamwork to make a living and
Hit Dice: 1d8 per horseman level
defend their lands.
Hit Dice at 1st Level: 8 + your Constitution
modifier
Creating a Horseman Hit Points at Higher Levels: 1d8 (or 5) +
When creating a horseman (or woman) your Constitution modifier per horseman
character, consider your nationality and level after 1st
working trade. Are you a rugged cattle
farmer, used to long days and hard work?
Proficiencies
Are you a fanciful equestrian, who uses
Weapons: Simple weapons, lasso, pistols
horsemanship as a form of status symbol?
Tools: Leatherworker’s tools
Are you a war veteran, accustomed to riding
a horse into a hailstorm of bullets?
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Athletics,
Quick Build Intimidation, Nature, Perception, and
You can make a horseman quickly by Survival
following these suggestions. First, put your
highest ability score in Dexterity, followed
Equipment
by Wisdom. Second, choose the farmer
You start with the following equipment, in
background.
addition to the equipment granted by your
background:

22 Chapter One: Classes


• (a) a lasso or (b) a martial weapon (if Mounted Combat Style
proficient) Starting at 3rd level, you adopt a particular
• two daggers style of mounted fighting as your specialty.
• a revolver and 20 bullets Choose one of the following options. You
• an explorer’s pack can’t take a Fighting Style option more than
once, even if you later get to choose again:
Horsemanship Archery. While riding your Steed, you
At 1st level, you gain proficiency in Handle gain a +2 bonus to ranged attacks and
Animals. You also gain a riding horse or damage rolls using bows.
mule. This creature is considered your Defense. While mounted on your
personal mount, or Steed. Most horseman Steed, you can use your reaction to impose
abilities require you to be mounted on this disadvantage on an attack roll against you.
specific steed. Gaining a new Steed takes 3 Dueling. While mounted and wielding
days of bonding with a new horse or mule. a melee weapon in one hand and no other
weapons, you gain a +2 bonus to attack and
damage rolls with the weapon.
Armor Bonus Firearms. While mounted, you gain a +2
Also at 1st level, you gain a bonus to your bonus to ranged attacks and damage rolls
armor class equal to the amount listed under using firearms.
the Armor Bonus column of the horseman Lasso. While riding your Steed, you can
class table. You must be mounted on a horse make a Rope (Dexterity) tool check as an
or mule to gain this benefit, and its effects Attack action against a target 30 feet away or
are in addition to any other armor bonus you less. On a success, the target is grappled or
may have. entangled (your choice).

Horseman Breed Starting at 7th level, you gain additional


At 2nd level, you choose an archetype bonuses based on your chosen Fighting
that reflects your training and specialties: Style:
Caballero, Cavalry, or Cowboy, all detailed at Archery. While riding your Steed, you
the end of the class description. Your breed can make an extra ranged weapon attack at
grants you features at 3rd level and again at disadvantage against a target within 15 feet
9th, 14th, and 19th level. of you when you take the Attack action on
your turn.
Defense. While mounted on your Steed, if
an opponent misses you with an attack, they
can make no other attacks for the round,
including reactions.
Dueling. While wielding a melee weapon
in one hand and no other weapons, you
can mount or dismount as a bonus action,
instead of a move.
Firearms. While mounted, you can reload
a firearm as a bonus action, instead of an
action.
Lasso. While riding your Steed, if you
grapple an opponent with a rope you can
make an opposed Strength (Athletics) check.
If you succeed, the target is pulled to the
ground and prone.

Chapter One: Classes 23


Ability Score Improvement War Horse
When you reach 4th level, and again at 8th, Beginning at 12th level, your Steed becomes
11th, 15th, and 18th level, you can increase immune to fear effects. As long as you are
one ability score of your choice by 2, or you mounted, you have advantage on ability
can increase two ability scores of your choice saves against fear effects.
by 1. As normal, you can’t increase an ability In addition, any damage dealt by
score above 20 using this feature. your mount’s natural attacks is always
maximized.
Extra Attack
Beginning at 5th level, you can attack twice, Resilience
instead of once, whenever you take the Starting 13th level, when you are suffering
Attack action on your turn. levels of exhaustion you can use an action
to return your exhaustion level to 0. You
Quick Reins must take a long rest before you can use this
Starting at 6th level, you can have your Steed feature again.
use the Dash or Disengage action as your
bonus action. Indomitable Steed
At 16th level, your Steed can reroll a saving
Advanced Tactics throw that it fails. If it does so, it must use
At 10th level, you gain one of the following the new roll. Your Steed can use this feature
features of your choice. three times between long rests.
Lone Wolf. When there are no allies other
than your Steed within 30 feet of you, you Sunset Rider
gain a number of temporary hit points every Beginning at 17th level, you never suffer
round equal to your Wisdom modifier. These levels of exhaustion from riding a mount,
hit points are not cumulative. despite the duration.
Perseverance. You and your Steed gain
proficiency in two saving throws of your Spirit of the Horse
choice. At 20th level, you form an almost spiritual
Ride Like the Wind. Your Steed’s base bond with your mount. Your mount can
land speed increases by 20 feet. sense your thoughts and commands from up
Strength in Numbers. You gain a to 1 mile away, and can never be tamed by
number of temporary hit points every round anyone else as long as you live.
equal to the number of conscious allies
within 30 feet of you, including your Steed.
These hit points are not cumulative.

24 Chapter One: Classes


Horseman Breed Audacity
All across the West, the horse has become Beginning when you choose this breed 3rd
the staple of transportation and labor. From level, your unmistakable confidence propels
the vaqueros in the south to the Lakota you into battle. You add your Charisma
warriors of the north, horsemen seem to modifier to your initiative rolls.
command the very wind as they ride. They In addition, you become proficient in
are free men and women, born to ride and Deception and Performance.
devoted only to the beasts they call friends.
Panache
Caballero Starting at 9th level, your charm becomes
Caballeros are Spanish nobility, akin to extraordinarily beguiling. As an action, you
knights. They are sworn protectors of the can make a Charisma (Persuasion) check
people, and while many use their wealth contested by a creature’s Wisdom (Insight)
to accomplish (or dismiss) the task, others check. The creature must be able to hear
take to their trusty steed to ride out and face you, and the two of you must share a
dangers head on. Caballeros are renowned language.
for their sophistication, swordsmanship, and If you succeed on the check and the
suave style. creature is hostile to you, it has disadvantage
on attack rolls against targets other than you
and can’t make opportunity attacks against
targets other than you. This effect lasts for 1
minute, until one of your companions attacks
the target or affects it with a spell, or until
you and the target are more than 60 feet
apart.
If you succeed on the check and the
creature isn’t hostile to you, it is charmed by
you for 1 minute. While charmed, it regards
you as a friendly acquaintance. This effect
ends immediately if you or your companions
do anything harmful to it.

Equine Maneuver
Starting at 14th level, you can use a bonus
action on your turn to gain advantage on
the next Dexterity (Acrobatics) or Strength
(Athletics) check you while mounted make
during the same turn.
In addition, you do not need to make
ability checks to maintain your balance if
standing on your horse.

Waiting Saddle
Beginning at 19th level, your horse becomes
a safety net in your daring escapades.
Climbing no longer costs you extra
movement. In addition, if you intentionally
leap from a height onto your Steed’s saddle,
treat the fall as if it were 20 feet shorter.

Chapter One: Classes 25


Cavalry Round Up
Since the earliest wars fought on what Beginning when you choose this breed 3rd
would become America, the cavalry has level, can make a Handle Animal check
been an essential part of any standing army. to guide or steer all horses or livestock
With speed and power they run down and within 30 feet of you. The DC is 10 if the
surround their enemies, and the sound of animals are placid, 15 if rushed, and 20 if
approaching thunder is enough to intimidate the animals are stampeding or otherwise in
even the most hardened foot soldier. danger.
If successful, the animals move in a
Combat Steed direction of your choice for 1 minute. After
Beginning when you choose this breed 3rd that minute, unless threatened, most
level, your Steed becomes well-suited to the animals continue in that relative direction on
rigors and chaos of war. Whenever you gain their own.
a level, including 3rd level, your Steed gains You can make a Round Up check once
extra maximum hit points equal to your per hour if guiding animals across vast
proficiency bonus. distances. On a miss, at least one stray
breaks away from the herd and must be
corralled back into the group.
Charge
Starting at 9th level, when your Steed uses
the Dash action, both you and your Steed Break Them In
can make a single melee attack against Starting at 9th level, you can attempt to
creatures at any point along the path – break in a new Steed by force, rather than
provided it is in a straight line. These attacks taking days to do so through training.
have advantage against unmounted creatures Jumping on a wild mustang or unfamiliar
the size of your Steed or smaller. mount requires a Strength (Athletics) check
of 15, or the animal’s opposed Athletics
check result if it resists.
Born in the Saddle After that, you must make three
Starting at 14th level, you cannot be forcibly
consecutive Wisdom (Handle Animal) checks
removed from your saddle by any means
with a DC of 15 or the animal’s opposed
as long as you are conscious and not
Athletics check result if it resists. With three
incapacitated.
consecutive successes, the animal becomes
your new Steed. If the success streak is
Skirmisher broken by a failure, you must begin again.
Beginning at 19th level, any successful
attack you or your Steed makes during a
Greater Round Up
Charge is considered a critical hit.
Starting at 14th level, your Round Up radius
expands to 60 feet. In addition, you only
need to make one Round Up check per day to
Cowboy guide animals across vast distances.
While gunfighters get the glory and business-
men get the riches, it is the cowboys who
Sleep Under the Stars
get the work done in the West. They are
Beginning at 19th level, you only need to
farmhands and ranchers, cattle drivers and
sleep for 4 hours to gain the benefits of a
wranglers, the hardy men and women tame
long rest. You can also go three sleepless
the beasts and land with sheer grit and will.
nights without suffering the effects of
exhaustion or acquiring exhaustion levels.

26 Chapter One: Classes


Hunter
A French fur-trapper kneels in a birch canoe The Hunter
as it drifts slowly along a partially-frozen Prof. Ambush
river. The cold doesn’t faze him as he holds a Level Bonus Features
rifle to his shoulder. With the faint sound of 1st +2 Mark of the Hunter, Natural Explorer 1d6
a splash, he fires – and adds another beaver 2nd +2 Primeval Awareness 1d6
pelt to his collection. 3rd +2 Hunter Archetype, Ambush 2d6
Riding like wind through a valley of 4th +2 Ability Score Improvement 2d6
thunder, a mounted Lakota warrior rides 5th +3 Extra Attack 3d6
through a buffalo herd. He fires through 6th +3 Mark of the Hunter and Natural Explorer 3d6
clouds of dust, his arrow finding its mark as Improvement
the beast slides to a sudden stop. 7th +3 Hunter Archetype Feature 4d6
Lying flat on a hill, a freckled teenager 8th +3 Ability Score Improvement, Land’s Stride 4d6
blows a strand of red hair from her face. She
9th +4 Hunter’s Instinct 5d6
peers down the barrel of a rifle, watching a
10th +4 Natural Explorer Improvement, Hide in 5d6
group of thugs striding toward her farm on Plain Sight
horseback. It is the last time they threaten
11th +4 Hunter Archetype Feature 6d6
her pa for the little money he has.
12th +4 Ability Score Improvement 6d6
Hunters are masters of the ranged kill,
scouts and trackers who use stealth and 13th +5 Blind Sense 7d6
surprise to take out their quarry. Whether 14th +5 Mark of the Hunter Improvement, Vanish 7d6
that quarry is human or animal, hunters 15th +5 Hunter Archetype Feature 8d6
prefer to remain unseen and use precision 16th +5 Ability Score Improvement 8d6
over brute strength or aggression. 17th +6 Dominate Beast 9d6
18th +6 Feral Senses 9d6
One Shot, One Kill 19th +6 Ability Score Improvement 10d6
To many, hunters are like ghosts that haunt 20th +6 Foe Slayer 10d6
the forests and plains of the frontier. They
are ambushers, stalking their prey and Quick Build
delivering killing blows in silence. Some are You can make a hunter quickly by following
guerilla soldiers, shadows who race through these suggestions. First, put your highest ability
the trees to evade enemies. Others are simply score in Wisdom, followed by Dexterity. Second,
common folk who prefer to stay as far away choose the naturalist background.
from combat as possible. Still others are
more brazen, chasing down their enemies Class Features
with speed and precision. As a hunter, you gain the following features.

Creating a Hunter Hit Points


When creating a hunter character, consider Hit Dice: 1d8 per hunter level
overall your choice of prey. Do you hunt Hit Dice at 1st Level: 8 + your Constitution
forest creatures for survival or profit, selling modifier
furs and horns? Are you a former soldier, Hit Points at Higher Levels: 1d8 (or 5) + your
preferring to stick to the trees and keep Constitution modifier per hunter level after 1st
moving to stay one step ahead of the enemy?
Did you learn to hunt from your village Proficiencies
or family, or is it something you taught Weapons: Simple weapons, long bows, short
yourself? bows, pistols, rifles
Tools: Leatherworker’s tools, Woodcarver’s tools

Chapter One: Classes 27


Saving Throws: Dexterity,
Constitution
Skills: Choose three from Natural Explorer
Animal Handling, Athletics, Insight, You are particularly familiar with
Investigation, Nature, Perception, one type of natural environment and
Stealth, and Survival are adept at traveling and surviving in
such regions. Choose one type of favored
Equipment terrain arctic, coast, desert, forest, grassland,
You start with the following equipment, in mountain, or the swamp. When you make
addition to the equipment granted by your an Intelligence or Wisdom check related to
background: your favored terrain, your proficiency bonus
is doubled if you are using a skill that you’re
• (a) simple weapon or (b) a pistol proficient in. While traveling for an hour or
• (a) a revolver and 20 bullets or more in your favored terrain, you gain the
(b) a longbow and 20 arrows following benefits:
• two daggers and an explorer’s pack
• Difficult terrain doesn’t slow your group’s
Mark of the Hunter travel.
At 1st level, you learn to single out your prey • Your group can’t become lost.
in the midst of distractions. As an action you • Even when you are engaged in another
can designate a creature within 120 feet that activity while traveling (such as foraging,
you can see as your mark. Until you lose navigating, or tracking), you remain alert to
sight of that creature, you have advantage on danger.
attack rolls against it. If you attack any other • If you are traveling alone, you can move
creatures, however, you have disadvantage stealthily at a normal pace.
on your attack rolls against them. You can • When you forage, you find twice as much
dismiss your mark as a bonus action. food as you normally would.
At 6th level, you can mark two creatures • While tracking other creatures, you also
you can see that are within range. At 14th learn their exact number, their sizes, and
level, you can choose three creatures. how long ago they passed through the area.

You choose additional favored terrain types


at 6th and 10th level.

28 Chapter One: Classes


Primeval Awareness Hunter’s Instinct
Beginning 2nd level, you can spend an action Starting 9th level, your instincts are so
to detect the presence of medium animals, honed that you have advantage on initiative
large animals or humans within 1 mile of rolls. Additionally, if you are surprised
you. This awareness lasts for 1 round. at the beginning of combat and aren’t
incapacitated, you can act normally on your
Hunter Archetype first turn.
Starting at 3rd level, you choose an
archetype that you strive to emulate: Archer, Hide in Plain Sight
Scout, or Trapper. Your choice grants you At 10th level, you can spend 1 minute
features at 3rd level and again at 7th, 11th, creating camouflage for yourself. You must
and 15th level. have access to fresh mud, dirt, plants, soot,
and other naturally occurring materials with
Ambush which to create your camouflage. Once you
At 3rd level, you know how to strike with are camouflaged in this way, you can try to
stealth and precision. Once per turn, you can hide by pressing yourself up against a solid
deal an extra 1d8 damage to one creature surface, such as a tree or wall, that is at least
you hit with an attack if the creature does as tall and wide as you are. You gain a +10
not see you. You have advantage on such bonus to Dexterity (Stealth) checks as long as
attacks, as normal. The attack must use a you remain there without moving or taking
finesse or a ranged weapon. actions. Once you move or take an action
The amount of the extra damage or a reaction, you must camouflage yourself
increases as you gain levels in this class. again to gain this benefit.
.
Ability Score Improvement Blind Sense
When you reach 4th level, and again at 8th, Starting 13th level, if you are able to hear,
12th, 16th, and 19th level, you can increase you are aware of the location of any hidden
one ability score of your choice by 2, or you or invisible creature within 10 feet of you.
can increase two ability scores of your choice
by 1. As normal, you can’t increase an ability Vanish
score above 20 using this feature. Beginning at 14th level, you can use the Hide
action as a bonus action on your turn. Also,
Extra Attack you can’t be tracked, unless you choose to
Beginning at 5th level, you can attack twice, leave a trail.
instead of once, when you take the Attack
action on your turn. Dominate Beast
At 17th level, you can spend an action and
Land Stride attempt to beguile a beast that you can see,
Starting at 8th level, moving through difficult and that can see and hear you, within 60
terrain costs you no extra movement. You feet. It must succeed on a Wisdom saving
can also pass through plants without being throw, opposed by your Handle Animal
slowed by them and without taking damage check, or be charmed by you for up to 1
from them if they have thorns, spines, or a minute. If you or creatures that are friendly
similar hazard. to you are fighting it, it has advantage on the
saving throw.
After the initial action used for this
feature, you must use a bonus action in
subsequent rounds to maintain this control,
remaining visible and audible to the creature.
Otherwise, the effect ends.

Chapter One: Classes 29


Feral Senses Chasing Arrow
Beginning at 18th level, your heightened Starting at 11th level, you are considered to
awareness further intensifies. When you have a reach of 10 feet for the purposes of
attack a creature you can’t see, your inability creatures entering or leaving your threatened
to see it doesn’t impose disadvantage on area. You must make a ranged bow attack if
your attack rolls against it. Your Blind Sense you use your reaction to attack a creature for
also extends to 30 feet, provided you aren’t leaving your threatened area.
blinded or deafened.
Ghost in the Trees
Foe Slayer Beginning at 15th level, when a creature
At 20th level, you become an unparalleled attacks you and misses, you can attempt to
hunter of your enemies. Once on each of your Hide as a reaction.
turns, you can add your Wisdom modifier
to the attack roll or the damage roll of an
attack you make against any of your Marked Scout
enemies. You can choose to use this feature Scouts are expert marksmen, deadly with
before or after the roll, but before any effects rifles over long ranges and able to cover great
of the roll are applied. distances on land.

Sniper
Hunter Archetypes Beginning when you choose this archetype
Every hunter has a favored weapon, and 3rd level, you are at your deadliest when you
this choice shapes not only the logical prey get the drop on your enemies. After initiative
but the tactics involved in using them. From is rolled for a combat, you have advantage on
bows and arrows to high-powered rifles, ranged rifle attack rolls against any creature
hunters create a style for themselves around that hasn’t taken a turn in the combat yet.
the tools they use. In addition, any hit you score against a
creature that is surprised is a critical hit. If
Archer you use Ambush on such a critical hit, use
Masters of stealth and strength, archers use the maximum result for each Ambush die
the near silence of the seemingly primitive instead of rolling it.
bow to take out their quarry unnoticed.
Army Crawl
Buffalo Warrior Starting at 7th level, you can crawl at your
Beginning when you choose this archetype full base land speed. In addition, while you
at 3rd level, your tenacity can wear down the are prone enemies have disadvantage on
most potent foes. When you hit a creature ranged attack rolls against you.
with a weapon attack, the creature takes an
extra 1d8 damage if it’s below its hit point Knockdown Shot
maximum. You can deal this extra damage Starting at 11th level, when you successfully
only once per turn. hit a creature with a ranged attack roll you
can force it to make a Strength ability save.
Quick Shot The difficulty is equal to 10 or the damage
Starting at 7th level, if you hit with a ranged you dealt, whichever is greater. On a failure,
bow attack you can make another ranged the creature falls prone.
bow attack as a bonus action. You can use this feature a number of
times equal to your Wisdom modifier, after
which you must take a short or long rest to
regain all uses of this feature.

30 Chapter One: Classes


Forced March Any ability checks or saves required by a
Beginning at 15th level, your overland speed trap are equal to 8 + your proficiency bonus
is considered double your normal land speed + your Wisdom modifier.
when determining distance you can cover. Traps can be set to take up space as
In addition, you only need 4 hours of sleep small as 5 x 5 feet or as large as 15 x 15 feet.
every night to gain the benefits of a long rest. Each trap lasts for 24 hours once deployed,
after which it becomes useless.
Trapper You can deploy a number of traps per day
While many hunters chase down and kill equal to your Dexterity modifier, after which
their prey, trappers generally prefer to let you must take a long rest to deploy more.
the prey come to them. They are experts are
experts at creating hidden traps to do their Decoy
killing for them. Starting at 7th level, you can attempt to lure
creatures to your trap. The decoy has a range
Set Traps of 60 feet. If any creature enters that area it
Beginning when you choose this archetype must make a Wisdom save against your Trap
3rd level, you can take 1 minute to set one of DC. On a failure, it decides to investigate the
the following traps: area in which you set the trap.
• Deadly Trap. The trap consists of a A decoy can work on humans, as well.
triggered spike, blade, pit, or other damage- An example could be a makeshift humanoid
dealing device. The trapped creature takes shape in old clothing that could entice a
piercing damage equal to your Ambush human to come investigate the stranger.
damage.
• Poison Trap. The trap deals minimal Improved Trap
damage, but delivers a potentially lethal Starting at 11th level, your traps become
poison. The trapped creature takes 1 piercing more effective, depending on the trap used:
damage and must make a Constitution save • Deadly Trap. The Ambush damage is
or become poisoned by the trap. maximized.
• Snaring Trap. The trap constricts around a • Poison Trap. The trap poison has 10 more
limb or other part of the triggering creature’s Cure Points than normal for the poison.
body. The creature cannot move from the • Snaring Trap. The trapped creature
location of the trap, unless you include a is stunned for 1 round after becoming
“leash” when setting the trap, in which case ensnared.
the creature is limited to the length of the
leash. The trapped creature can escape with Evasion
Strength (Athletics) or Dexterity (Acrobatics) Beginning at 15th level, you can nimbly
check as an Action. The trap or its leash has dodge out of the way of certain area effects,
a number of hit points equal to 1/2 your such as traps or explosives. When you are
level, or can be burst as a full-round action subjected to an effect that allows you to
with a DC 20 Strength check. The trap can make a Dexterity saving throw to take only
hold up to a Medium creature; each extra half damage, you instead take no damage if
daily use of your trap ability spent when the you succeed on the saving throw, and only
trap is set increases the maximum size of half damage if you fail.
creature the trap can hold. At your option, if
there is a tall object or structure nearby, you
can have the trap lift the creature.

Chapter One: Classes 31


Soldier
A lone Cheyenne warrior rides over a hill The Soldier
toward an enemy encampment. He fires into Prof.
oncoming bullets, protected by the great Level Bonus Features
spirits and confident that his horse will ride 1st +2 Combat Style, Second Wind
him to victory. 2nd +2 Action Surge (one use)
Lying on the ground with his back against 3rd +2 Martial Archetype
what remains of a brick wall, an army officer 4th +2 Ability Score Improvement
winces as a bullet narrowly misses his head. 5th +3 Extra Attack
He shouts to be heard by his terrified men,
6th +3 Ability Score Improvement
reloading his rifle as he orders them to fight
7th +3 Martial Archetype Feature
to their last breath.
8th +3 Ability Score Improvement
A Wyoming Territory scout fires her
rifle at an endless wave of Apache warriors 9th +4 Indomitable (one use)
steaming toward her camp. One makes it up 10th +4 Martial Archetype Feature
to her, and she dispatches him with a dagger 11th +4 Extra Attack (2)
drawn from her boot – facing the fierce man 12th +4 Ability Score Improvement
with strength that rivals his own. 13th +5 Indomitable (2)
Wandering veterans, wagon train 14th +5 Ability Score Improvement
protectors, valiant commanders, hardened 15th +5 Martial Archetype Feature
mercenaries, and fearless braves – as
16th +5 Ability Score Improvement
soldiers, they all share an unparalleled
17th +6 Action Surge (2), Indomitable (3)
mastery with weapons, and a thorough
18th +6 Martial Archetype Feature
knowledge of the skills of combat. And they
are well acquainted with death, both meting 19th +6 Ability Score Improvement
it out and staring it down. 20th +6 Extra Attack (3)

Trained for Danger


Not every member of the city militia, the
village skirmishers, or the United States
Army is a soldier. Most of these troops are
relatively untrained fighters with only the
most basic combat knowledge. Veteran
infantrymen, military officers, trained
bodyguards, bounty hunters, and similar
figures are fighters.

Creating a Soldier
As you build your soldier, think about
two related elements of your character’s
background: Where did you get your combat
training, and what set you apart from the
mundane warriors around you? Were you
particularly ruthless? Did you get extra help
from a mentor, perhaps because of your
exceptional dedication? What drove you to
this training in the first place? A threat to
your homeland, thirst for revenge, or a need
to prove yourself might have all been factors.

32 Chapter One: Classes


Quick Build Combat Style
You can make a soldier quickly by following Starting at 1st level, you adopt a particular
these suggestions. First, put your highest style of weapon fighting as your specialty.
ability score in Dexterity, followed by Choose one of the following options. You
Constitution (or Charisma if you plan to can’t take a Fighting Style option more than
adopt the Commander martial archetype. once, even if you later get to choose again:
Second, choose the soldier background. Archery. You gain a +2 bonus to ranged
attacks and damage rolls using bows.
Defense. You gain a +2 bonus to your armor
Class Features class.
As a soldier, you gain the following features. Dueling. While wielding a melee weapon in
one hand and no other weapons, you gain a
Hit Points +2 bonus to damage rolls with the weapon.
Hit Dice: 1d12 per soldier level Pistols. You gain a +2 bonus to ranged
Hit Dice at 1st Level: 12 + your attacks and damage rolls using pistols.
Constitution modifier Rifles. When you roll a 1 or 2 on a damage
Hit Points at Higher Levels: 1d12 (or 7) + die for an attack you make with a rifle, you
your Constitution modifier per soldier level can reroll the die and must use the new roll,
after 1st even if the new roll is a 1 or a 2.

Proficiencies Second Wind


Weapons: Simple weapons, martial weapons, You have a limited well of stamina that you
pistols, rifles can draw on to protect yourself from harm.
Tools: None On your turn, you can use a bonus action to
regain hit points equal to 1d10 + your soldier
Saving Throws: Dexterity, Constitution level. Once you use this feature, you must
Skills: Choose two from Acrobatics, Animal finish a short or long rest before you can use
Handling, Athletics, History, Insight, it again.
Intimidation, Perception, and Survival
Action Surge
Equipment Starting at 2nd level, you can push yourself
You start with the following equipment, in beyond your normal limits for a moment. On
addition to the equipment granted by your your turn, you can take one additional action
background: on top of your regular action and a possible
bonus action. Once you use this feature, you
• (a) a simple weapon or (b) a martial weapon must finish a short or long rest before you
• (a) a revolver or (b) a rifle can use it again. Starting at 17th level, you
• a dagger, 20 bullets, and an explorer’s pack can use it twice before a rest, but only once
on the same turn.

Chapter One: Classes 33


Martial Archetype proficiency bonus. In addition, when you
At 3rd level, you choose an archetype that make a running long jump, the distance you
you strive to emulate in your combat styles can cover increases by a number of feet equal
and techniques. Your archetype grants you to your Strength modifier.
features at 3rd level and again at 7th, 10th,
15th, and 18th level. Additional Fighting Style
At 10th level, you can choose a second option
Extra Attack from the Fighting Style class feature.
Beginning at 5th level, you can attack twice,
instead of once, whenever you take the Superior Critical
Attack action on your turn. The number of Starting at 15th level, your weapon attacks
attacks increases to three when you reach score a critical hit on a roll of 18-20.
11th level in this class and to four when you
reach 20th level in this class.
Survivor
At 18th level, you attain the pinnacle of
Indomitable resilience in battle. At the start of each of
Beginning at 9th level, you can reroll a your turns, you regain hit points equal to 5
saving throw that you fail. If you do so, you + your Constitution modifier if you have half
must use the new roll, and you can’t use this or fewer of your hit points left. You don’t gain
feature again until you finish a long rest. this benefit if you have 0 hit points.
You can use this feature twice between long
rests starting at 13th level and three times
between long rests starting at 17th level.
Commander
Those who emulate the archetypal
Martial Archetype Commander employ martial techniques
Different fighters choose different approaches passed down through generations. To a
to perfecting their fighting prowess. The Commander, combat is an academic field.
martial archetype you choose to emulate Not every fighter absorbs the lessons of
reflects your approach. history, theory, and artistry that are reflected
in the Commander archetype, but those who
do are leaders of great skill and knowledge.
Champion
The archetypal Champion focuses on the Combat Superiority
development of raw physical power honed When you choose this archetype at 3rd
to deadly perfection. Those who model level, you learn maneuvers that are fueled by
themselves on this archetype combine special dice called superiority dice.
rigorous training with physical excellence to Maneuvers. You learn three maneuvers
deal devastating blows. of your choice. You learn two additional
maneuvers of your choice at 7th, 10th,
Improved Critical and 15th level. Each time you learn new
Beginning when you choose this archetype maneuvers, you can also replace one
at 3rd level, your weapon attacks score a maneuver you know with a different one.
critical hit on a roll of 19 or 20. Superiority Dice. You have three
superiority dice, which are d8s. A superiority
die is expended when you use it. You regain
Remarkable Athlete all of your expended superiority dice when
Starting at 7th level, you can add half
you finish a short or long rest. You gain
your proficiency bonus (round up) to any
another superiority die at 7th level and one
Strength, Dexterity, or Constitution check
more at 15th level.
you make that doesn’t already use your

34 Chapter One: Classes


Saving Throws. Some of your maneuvers Infantry
require your target to make a saving throw The backbone of any standing army, the
to resist the maneuver’s effects. The saving archetypal Infantryman is a highly trained
throw DC is calculated as follows: and observant soldier. Those of the Infantry
Maneuver Save DC = 8 + twice your depend on their fellow warrior as much as
proficiency bonus their own wits to keep them alive.

Student of War Improved Cover


At 3rd level, you gain proficiency with one Beginning when you choose this archetype at
language and one tool kit of your choice. 3rd level, when you have at least half cover
you are considered to have one degree of
Know your Enemy cover higher than normal for your situation.
Starting at 7th level, if you spend at least 1
minute observing or interacting with another Fallen Soldier
creature outside combat, you can learn Starting at 7th level, you can stabilize a
certain information about its capabilities creature by touch with an action. You must
compared to your own. You will know if the it take a short or long rest before you can use
is your equal, superior, or inferior in regard this feature again.
to two of the following stats of your choice: In addition, if an ally is reduced to 0 hit
• Strength score points within 15 feet of you, you can use
• Dexterity score your reaction to make an attack against the
• Constitution score attacking enemy.
• Hit points
• Total class levels (if any) Never Surrender
• Soldier class levels (if any) At 10th level, when you use your Second
Wind, you also dismiss any ongoing mind-
Improved Combat Superiority affecting or poison effect you are currently
At 10th level, your superiority dice turn into experiencing.
d10s. At 18th level, they turn into d12s.
Battle Yell
Relentless Starting at 15th level, you can make an
Starting at 15th level, when you start your Intimidation check as action to attempt to
turn with no superiority dice, you regain two terrify your enemies. All enemies within
of them at the end of that turn. 30 feet of you must make a Charisma save
against your roll result of be Frightened for
a number of rounds equal to your Charisma
modifier.
Once you use this feature, you must take
a short or long rest before you can use it
again.

Band of Brothers
At 18th level, when you use your Second
Wind you can select one adjacent ally to
recover the same amount of hit points as you
do.

Chapter One: Classes 35


CHAPTER Two: Mechanics
In the Frontier campaign setting, there are a and liquor, as well as holding down other
number of rulings and mechanics added to displeasing odors associated with busy
help illustrate the Old West time and flair. saloons.
All mechanics are optional, but should be Still, there is no mistaking the incredible
considered in any Frontier campaign – as well prevalence and popularity of alcohol in
as any other similar setting. the West. Drinking is a year-round sport,
and a man can’t take ten steps through
a boomtown without passing a saloon or
Drinking tavern. Cowboys swig watered-down whiskey
There is a romanticized image of the frontier as they share stories around campfires, and
saloon. A man pushes open the swinging everything from gin to wine can be ordered
doors of an ornately decorated and large in gambling halls and finer establishments
clean saloon, bellies up to the bar, and in town. It is both a vice of drunken miners
orders a whiskey. As someone plays a piano with a short life span, and the relief of hard-
in the corner, with dancing girls swirling working men and women across the frontier.
around, the bar tender takes out a clean
bottle of bourbon, and fills a shot glass which
is quickly consumed. The man then throws
down a gold coin, and takes his bottle to one
of the many gaming tables, and gets involved
in a game of poker. The poker game then
ends in a shootout, with dead bodies strewn
about the floor. The problem is that it’s not
always an accurate or typical portrayal of the
way it really is.
Most saloons are not large, not very
ornate, nor are they very tidy. Floors are
often covered with sawdust, which absorb
everything from tobacco juice, blood, beer,

36 Chapter Two: Mechanics


Alcohol Game Mechanics Gambling
Alcohol acts as an intoxicant at lower doses, Going West means taking a chance and
but inflicts exhaustion if one overindulges. seeking your fortune, or at least a better life.
While it resembles a poison in some ways, Perhaps there is something in the outlook
it does not count as one for proficiency with of those who head out into an empty and
the poisoner’s kit, nor can it be cured with unsettling landscape that makes games of
a Healer’s Touch. Characters proficient chance so alluring. Perhaps that’s the reason
in brewer’s supplies may create alcoholic gambling in the West is more popular and
beverages per the rules for crafting. pervasive than anywhere else in the country.
A creature may consume 2 alcoholic Gambling takes many forms, from the
drinks before requiring a DC 15 Constitution standard fare of poker to dice games, chess,
poison save to avoid ill effects; one alcoholic and board games. Whatever the game, it is
drink is the equivalent of one pint of beer, a combination of skill and luck that either
one glass of wine, or one shot of hard liquor. stuffs the pockets or leads to a long and
Until a creature fails its saving throw, each saddening walk home.
alcoholic drink consumed bestows one of
the following beneficial effects (choose or roll Gambling Game Mechanics
randomly): There are two forms of gambling, Player vs
House and Player vs Player. When playing
• +1d3 temporary hit points against the House, the gambler rolls against
• Advantage on a single saving throw a static number in the hopes of winning a
against a mind-affecting or effect prize. When playing against other players,
• Advantage on a single Charisma check both gamblers try to roll higher than each
• Advantage on a single Dexterity other.
(Acrobatics or Stealth) check First, start by wagering an amount of
• Advantage on a single Strength check money in gold pieces. This can be as little
• Advantage on a single Wisdom (Insight or as much as you like, though some
or Perception) check establishments may have a minimum bet.
Next, depending on the game played, roll
These beneficial effects last until the 1d20 and add your proficiency in any of the
creature fails a saving throw against alcohol following skills.
consumption or until one hour has passed.
Creatures may resume drinking after an hour • Game Set: Board Games (Intelligence)
has passed in order to regain these benefits, • Game Set: Dice (Intelligence)
but the DC increases to 20 until they have • Game Set: Playing Cards (Intelligence)
taken a long rest.
Once a creature fails its Constitution
saving throw, it is immediately subject to a
level of exhaustion equal to the additional
number of alcoholic drinks it has consumed
(past the initial two, “safe” drinks) and all
beneficial effects of alcohol consumption end.
For example, a creature that fails its saving
throw on its third drink immediately suffers
the first level of exhaustion (disadvantage
on ability checks) while one that fails on
its fifth drink suffers the third level of
exhaustion(disadvantage on ability checks,
speed halved, and disadvantage on attack
rolls and saving throws). These levels of
exhaustion are recovered as usual.

Chapter Two: Mechanics 37


Playing Against the House. When playing Language Groups
against the house or gambling establishment, Many cultures have their own specific
your target is to meet or exceed 15 with languages. Some have language groups that
your check. Some loftier gambling halls or are understood among similar peoples, even
competitions may have a difficulty of 20 or if the words and phrases aren’t exactly the
possibly as high as 25. same.
Matching the DC: If you exactly match the
DC, you break even, and neither gain nor Language Typical Speakers
lose money. Algonquin Cherenne, Cree, Blackfoot, Ojibwe
Success by ≤ 5: If you succeed by 5 or less, Athabaskan Apache, Navajo, Tonkawa
you double your wager. Chinese Chinese
Success by 6+: If you succeed by more than English Americans, British, Europeans
6, you triple your wager. Iroquoian Cherokee, Huron, Mohawk, Seneca
Failure by ≤ 5: If you fail by 5 or less, you Siouan Crow, Lakota, Omaha
lose your wager. Spanish Mexicans, Spanish
Failure by 6+: If you fail by 6 or more, you
Uto-Aztecan Comanche, Shoshone, Ute
lose double your wager. If you do not have
the excess funds, you may owe the house – Other cultural languages, such as French,
or the house could demand payment, arrest, Gaelic, German, Italian, or Japanese, are
or other punishment. also plausible for character definition. Odds
are, however, that they will rarely come into
Playing Against Another Player: When play or be commonly encountered.
playing against another PC or an NPC
character, you follow the same rules as
against the house. Your target DC, however, Mass Combat
is the roll(s) of the other player(s) involved. If With a land full of rival nations and loyal
you fail, you pay the opposing player with the warriors, combat on a large scale is not
highest roll. In case of a tie, roll again. only common but an integral part of martial
stability. Players may have opportunities
to lead armies into battle against opposing
Literacy & Languages forces. Success or failure can affect not only
Being a melting pot of cultures and social standing, but ultimately the survival of
ethnicities, the West hosts many languages. a group or the nation as a whole.
Far more of these languages are spoken
than written. Some languages, most of them Mass Combat Game Mechanics
among the Native Americans, simply do not When opposing forces engage in mass
have a written form. Others are spoken by combat, designate one commander for
people who either never learned to read or each army involved. Roll for Initiative. The
haven’t done so in many years. commander with the highest Initiative
chooses where to put their units on a
Literacy Game Mechanics battle map and the direction from when the
Every character begins with at least enemies may approach. Battle maps have
one starting languages. If you have an squares like standard game maps, though
Intelligence score of 8 or lower, you are the size and distance of these squares is
considered illiterate – and cannot read or flexible and reflective of the situation.
write any of your known languages. Each round on your turn, you can choose
For every score of +2 above 8, you can a number of Units to use equal to your
read and write one of the languages that character level + your proficiency bonus +
you know. Later, if your Intelligence score your Charisma modifier. These units are
increases, you can learn to read and write considered to move and act simultaneously
additional languages. or in the order you choose. Each unit has

38 Chapter Two: Mechanics


a movement speed and range it can attack, Artillery. The devastating cannons of the
measured in squares. All units move as your artillery can often turn the tide of any battle.
Move action, and attack as your Action. They are relatively rare, but potentially
There are no Bonus Actions in Mass Combat deadly in effect. They have three options
unless specified. in battle which they can use on allied or
When attacking, make an Intelligence enemy units within range. They can Cover
(Battle) check opposed by your opponent’s (granting advantage on Battle checks to 1
Battle check. If you succeed, your attacking ally unit within range), Bombard (imposing
unit damages the enemy unit – effectively disadvantage on Battle checks to 1 enemy
destroying or scattering it. Some attacking unit within range for 1 round), or Attack
units had disadvantage on this check for (causing damage).
making attacks under certain conditions, Cavalry. Cavalry and mounted
such as heavy rain. All attacking units have horsemen are considered a luxury to lesser
advantage on this check if they are flanking commanders, but an integral part of their
the enemy unit. This includes ranged units, war machine by experienced generals. Their
though they must be adjacent to the enemy mobility and increased range make them
unit to have advantage. extremely versatile, able to flank or overrun
The player’s character token or miniature enemy units. Calvary treat enemy units as
remains on the map as a Commander. As difficult terrain, but can move through them
a Commander, you can move 1 square at as long as they end in unoccupied squares.
a time but cannot attack by yourself. A Foot. Foot soldiers are the staple of every
Commander can be attacked by units, and army, and the easiest to conscript. Charging
you are considered to have a number of onto the battlefield, their bravery and
Health Points equal to your character level. determination is as much a deciding factor in
At any point in combat you can announce battle as the commander leading them.
your intent to withdraw from battle. In Ranged. Archers and riflemen are a
doing so, all your attacking units have vital and cost-effective unit in any army.
disadvantage on Battle checks (including Their great range allows them to not only
defensive checks) until your next round. On attack from a safe distance, but also target
your next round, if you are still alive, you enemy units beyond the range of their own
and your army successfully leave the field of soldiers. Ranged units have disadvantage
battle and the encounter is ended. on Battle checks if there are friendly units
between them and the enemy units they are
attacking, or if an partial cover such as trees
or fog obstruct the view.

Cost. Before every battle, each


Commander is granted a leadership pool with
which to conscript units. Unless the battle
is an ambush, the Commanders are aware
Types of Units of the total units of the opponents as well.
There are four types of units that can be When you begin a battle, select units of your
procured and used in Mass Combat: Artillery, choice totaling no more than the leadership
Cavalry, Foot, and Ranged. Their statistics pool you have been assigned.
are listed and detailed below. Range. This is the maximum distance
UNIT COST RANGE MOVE a unit may attack or affect, measured in
Foot 1 1 3 squares.
Ranged 2 4 2 Move. This is the maximum distance a
Cavalry 3 2 5 unit may move, measured in squares. A unit
Artillery 4 3 1 cannot, Dash, Disengage, or trade an attack
for movement.

Chapter Two: Mechanics 39


New Skills Famous Artisan
All of the original skills in the Player’s • You gain proficiency in one set of
Handbook are compatible with this setting, artisan’s tools and one skill of your choice.
and can be used by Frontier characters. • If you work between adventures by
In addition, there are two new skills: crafting using your artisan’s tools, you can
earn enough to support a wealthy lifestyle
Charisma (Culture) instead of a modest one.
Your Charisma (Culture) skill illustrates
your grasp of social etiquette, regional Firearm Expert
customs, and local laws. Make a Charisma Prerequisite: proficiency with firearms weapons
(Culture) ability check when you want to
arrange a cultural event such as a festival or Thanks to extensive practice with firearms,
competition, recognize a ranking individual, you gain the following benefits:
or appeal to a stranger’s sense of honor. • Being within 5 feet of a hostile creature
doesn’t impose disadvantage on your
ranged attack rolls.
Intelligence (Battle) • When you use the Attack action and
Your Intelligence (Battle) skill measures your
attack with a one-handed firearm weapon,
ability to assess a battlefield, put tactics into
you can use a bonus action to attack with
action, and overall coordinate troops and
a loaded firearm weapon with the light
large groups of people. Make an Intelligence
property that you are holding in the other
(Battle) ability check when you want to
hand.
find an advantage in an enemy army’s
• When you roll a 1 or 2 on a damage die
deployment, recognize an ambush, move
for an attack you make with a fi rearm
troops in mass combat, or find the weakness
weapon that has the two-handed property,
in an individual or group.
you can reroll the die and must use the
new roll.

Firearm Familiarity
You have practiced extensively with and
learned to use a variety of different firearms,
gaining the following benefits:
• Increase your Dexterity score by 1, to a
maximum of 20.
• You gain proficiency with pistols and
New Feats rifles.
As with skills, the original feats in the
Player’s Handbook are compatible with Master Craftsman
this setting, and can be used by Frontier Prerequisite: proficiency in at least 1 tool set
characters.
In addition, there are three new feats: • Increase your Strength or Dexterity score
by 1, to a maximum of 20.
Cheater • You can craft an equivalent of 10 gp per
You may not be the smartest gambler, but day, instead of the usual 5 gp.
your trickery can earn you the following • Your tool kit provides the materials
benefits: needed, even if you do not otherwise have
• Increase your Dexterity or Charisma them on hand.
score by 1, to a maximum of 20.
• You can use either Deception or Sleight
of Hand checks when gambling, instead of
the appropriate gaming set proficiency.

40 Chapter Two: Mechanics


WEAPONS
All of the equipment from the Player’s Handbook and Dungeon Master’s Guide could be
applicable in the Frontier setting. Below is a list of the most appropriate weapons, as well as a
few new ones, that could be found in the West. For item or weapon description details, please
refer to the Player’s Handbook or Dungeon Master’s Guide.
The damages for firearms have been reduced significantly in the Frontier setting. This is
due not only to the prevalence of firearms, but also the relative lack of protection and healing
as defense against them.

Name Cost Damage Weight Properties


Simple Melee Weapons
Club 1 sp 1d4 bludgeoning 2 lb. Light
Dagger 2 gp 1d4 piercing 1 lb. Finesse, Light, Thrown (range 20/60)
Handaxe 5 gp 1d6 slashing 2 lb. Light, Thrown (range 20/60)
Light Hammer 2 gp 1d4 piercing 2 lb. Light, Thrown (range 20/60)
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), Versatile (1d8)
Unarmed Strike -- 1 bludgeoning -- --
Simple Ranged Weapons
Dart 5 cp 1d4 piercing ¼ lb. Finesse, Thrown (range 20/60)
Shortbow 20 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning -- Ammunition (range 30/120)
Martial Melee Weapons
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, Light
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, Light
War Pick 5 gp 1d8 piercing 2 lb. --
Warhammer 10 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb. Finesse, Reach
Martial Ranged Weapons
Longbow 30 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Explosives
Dynamite (Stick) 10 gp 3d6 bludgeioning 1 lb. 5 foot radius (range 20/60), DC 12 Dexterity save for half damage
Gunpowder, Keg 250 gp 7d6 fire 20 lb. 10 foot radius, DC 12 Dexterity save for half damage
Gunpowder, Satchel 15 gp 3d6 fire 2 lb. 10 foot radius, DC 12 Dexterity save for half damage
Firearms (Pistols)
Revolver 100 gp 1d8 piercing 3 lb. Ammunition (range 40/120), reload (6 shots)
Firearms (Rifles)
Rifle, Bolt-Action 125 gp 1d10 piercing 8 lb. Ammunition (range 80/240), loading, two-handed

Rifle, Repeating 300 gp 1d10 piercing 8 lb. Ammunition (range 80/240), reload (12 shots), two-handed
Shotgun 150 gp 1d8 piercing 7 lb. Ammunition (range 30/90), reload (2 shots), two-handed
Ammunition
Arrows (20) 1 gp -- 1 lb. --
Bullets (10) 2 gp -- 2 lb. --
Sling Bullets (20) 4 cp -- 1½ --

Chapter Two: Mechanics 41


CHAPTER Three: backgrounds
The West is a story of conquest, of competing Feature: Financial Trust
promises and opposing visions of the land. Your reputation precedes you, and the
Many peoples laid claim to the West, and wealthy respect you. People are inclined
many played a part in settling it. These to trust you with their money, whether it’s
personalities paint a diverse picture of the holding onto their gold stash or overseeing
land, and every face from the Mississippi to their accounts. As such you have a great deal
the Pacific has a story. of social leverage, knowing where the money
Any standard background from the flows and where you could possibly pinch it
Player’s Handbook could be considered off – or even pocket a little for yourself.
appropriate to the Frontier setting. Below is a
list of new and setting-specific backgrounds Suggested Characteristics
to use for characters. Bankers tend to be rather academic and
reserved individuals, though many have bold
Banker personalities reflective of their station. They
You have spent years in the halls and vaults see the world as a giant opportunity, one that
of the Eastern cities, working meticulously will not go to waste.
to manage other people’s money as well as d6 Personality Trait
gather your own. You are an accountant, 1 Punctuality is an understatement. If I don’t stick to
clerk, or other financial organizer. a strict schedule, there is chaos.
You know how to get your way from
2 I didn’t do so well back East, but in the frontier I
behind the scenes, pulling strings, bending have the chance at a new life.
numbers, and making sure your pocket book
3 I am obsessed with numbers, and count nearly
always ends up on top.
everything I can.
4 I feel safest behind a counter or desk.
Skill Proficiencies: Investigation, Persuasion
Languages: One of your choice 5 I pocket anything I see that may have value.
Equipment: A set of common clothes, three 6 Money is power, and I intend to have it all.
coin pouches, a watch, and a belt pouch
containing 25 gp.

42 Chapter Three: Backgrounds


d6 Ideal City Watch
1 Greed. Gold is the only law I respect. (Chaotic) You have served the community where
you grew up, standing as its first line of
2 Organization. Finance is a tricky business, one that
needs a sharp and fair mind. (Neutral) defense against outlaws. You aren’t a soldier,
directing your gaze outward at possible
3 Compulsion. I am obsessed with numbers, and
enemies. Instead, your service to your
count nearly everything I can. (Lawful)
hometown was to help police its populace,
4 Worker. Just tryin’ to keep food on the table. (Good)
protecting the citizenry from lawbreakers and
5 Power. You’ve heard of the golden rule, right? malefactors of every stripe.
Whoever has the gold makes the rules? (Lawful) Even if you’re not city-born or city-bred,
6 Trade. There is a great deal to be learned from a this background can describe your early
culture by what they find valuable. (Good) years as a member of law enforcement.
Most settlements of any size have their own
d6 Bond chiefs and police forces, and even smaller
1 I made some terrible investments, and now I’m communities have sheriffs and deputies who
trying to work my way out of debt. stand ready to protect their community.
2 My reputation is my life, and I work hard to
maintain the public trust. Skill Proficiencies: Investigator, Insight
3 My family means everything to me. It’s why I do Languages: Two of your choice
what I do. Equipment: A uniform in the style of your
4 I have zero self-esteem, and wealth is the only thing unit and indicative of your rank, a whistle
that makes me feel worth anything. with which to summon help, a set of
5 There are a lot of shady business folk out there. I handcuffs, and a pouch containing 10 gp.
aim to set a good example for my profession.
6 My father was a respected banker, and I can only Feature: Watcher’s Eye
hope to one day make him proud. Your experience in enforcing the law, and
dealing with lawbreakers, gives you a feel for
d6 Flaw local laws and outlaws. You can easily find
1 I don’t have time for love or family. Work is life. the local outpost of the sheriff or a similar
2 I am a complete coward. I was never meant for the organization, and just as easily pick out the
dangers of adventuring. dens of criminal activity in a community,
although you’re more likely to be welcome in
3 I am terrible with numbers, and my accounts tend
to sour very quickly. the former locations rather than the latter.
4 I identified a bank robber once, and now I fear
they’ll return for me. Suggested Characteristics
5 I’ll jump on any mission where gold is involved. The rampant lawlessness and looming
threats found throughout much of the West
6 I tend to look down on the poor and savage, seeing
their poverty as less than human. leaves many City Watchers paranoid or
constantly vigilant. They are rarely without a
sidearm, and even those who are retired keep
a wary eye on strangers.

Chapter Three: Backgrounds 43


d6 Personality Trait Foreigner
1 I’m always polite and respectful. You have spent the greater part of your life
abroad. You could have come to the West
2 I’m slow to trust, but those who earn it will almost
never lose it. seeking gold and glory, or fled your home
land to escape punishment. You could even
3 I enjoy pointing out details to others on how to spot
have been a local or native who has traveled
criminal activity before it happens.
so extensively even your peers see you as an
4 I enjoy my rank and often lord it over others.
outsider.
5 I have a crude sense of humor. Whether you are a foreigner or a local
6 Things are rarely what they seem, and I intend to voyager, you have a breadth of cultural
find the truth in any situation. experience many lack. This often sets you
apart, which probably suits you just fine.
d6 Ideal
1 Greater Good. My job is to lay down my life in Skill Proficiencies: Insight, Perception
defense of the innocent. (Good) Tool Proficiencies: Any one musical
2 Responsibility. I do what I must to capture outlaws, instrument or gaming set of your choice,
without becoming one myself. (Lawful) likely something you picked up in your
3 Independence. When people follow orders blindly travels
they embrace a kind of tyranny. (Chaotic) Languages: Two of your choice
4 Vigilance. As soon as you let your guard down, Equipment: A set of traveler’s clothes, trail
that’s when trouble strikes. (Any) rations, several trinkets from another nation,
5 Innocent Until Guilty. Just because someone is a map, and a pouch containing 10 gp.
shifty doesn’t make them a criminal. (Neutral)
6 Local Pride. My town, territory, or people are all that Feature: Exotic
matter to me.(Any) Your accent, mannerisms, figures of speech,
and perhaps even your appearance all
d6 Bond mark you as foreign – whether you are or
1 I could never stand by and let outlaws get away. not. Curious glances are directed your way
2 Someone saved my life in a gunfight. To this day, I wherever you go, which can be a nuisance,
will never leave a friend behind. but you also gain the friendly interest of
3 The law must be respected, or there is chaos. others intrigued by far-off lands, to say
4 One particular outlaw had always evaded me. I still nothing of everyday folk who are eager to
try to find them however possible. hear stories of your travels.
5 Most civilians aren’t fighters, and they need to be
protected. Suggested Characteristics
6 The natives were here long before anyone else, and Foreigners often parley the attention they
our laws shouldn’t impede on their freedom. draw into access to people and places
they might not otherwise have. Teachers,
d6 Flaw scholars, and merchants, to name a few,
1 A notorious outlaw left me for dead, and the mere might be interested in hearing about distant
sound of their name terrifies me. lands and people. Others guard their past,
2 I often use the badge to get what I want. sticking to their own kind and remaining
3 I once killed someone who I later found out was aloof of local groups.
innocent, and keep that secret hidden.
4 My hatred and paranoia of outlaws is blinding.
5 I always obey authority, even if that authority is a
monster.
6 I’d rather eat a bullet than admit when I’m wrong.

44 Chapter Three: Backgrounds


d6 Personality Trait d6 Ideal
1 I have different assumptions from those around me 1 Open. I have much to learn from the kindly folk I
concerning personal space, blithely invading others' meet along my way. (Good)
space in innocence, or reacting to ignorant invasion 2 Reserved. As someone new to these strange lands, I
of my own. am cautious and respectful in my dealings. (Lawful)
2 I have my own ideas about what is and is not food, 3 Adventure. I'm far from home, and everything is
and I find the eating habits of those around me strange and wonderful! (Chaotic)
fascinating, confusing, or revolting.
4 Plotting. Though I may not know their ways, neither
3 I express affection or contempt in ways that are do they know mine, which can be to my advantage.
unfamiliar to others. (Evil)
4 I honor my deities through practices that are foreign 5 Inquisitive. Everything is new, but I have a thirst to
to this land. learn. (Neutral)
5 I have a strong code of honor or sense of propriety 6 Suspicious. I must be careful, for I have no way of
that others don't comprehend. telling friend from foe here.(Any)
6 I begin or end my day with small traditional rituals
that are unfamiliar to those around me.

d6 Bond
1 So long as I have this token from my homeland, I
can face any adversity in this strange land.
2 The deities of my people are a comfort to me so far
from home.
3 It was my family’s choice to travel, not mine, but I
will go wherever they go.
4 My freedom is my most precious possession. I’ll
never let anyone take it from me again.
5 I’m fascinated by the beauty and wonder of this new
land, and the opportunities it promises.
6 Though I had no choice, I lament having to leave
my loved one(s) behind. I hope to see them again
one day.

d6 Flaw
1 I am secretly (or not so secretly) convinced of the
superiority of my own culture over that of this
foreign land.
2 I pretend not to understand the local language in
order to avoid interactions I’d rather not have.
3 I have a weakness for the new intoxicants,
gambling, and other pleasures of this land.
4 I don't take kindly to some of the actions and
motivations of the people of this land, because
these folk are different from me.
5 I consider the adherents of other gods to be
deluded innocents at best, or ignorant fools at
worst.
6 I have a weakness for the exotic beauty of the
people of these lands.

Chapter Three: Backgrounds 45


Gambler d6 Ideal
You live day to day on games of chance. 1 Trickery. A fool and his gold are soon parted.
From saloons to storehouses to river boats, (Chaotic)
you earn a living through fortune and the 2 Honor. I never cheat or lie. I beat folks through pure
misfortune of others. Your skill and subtlety skill. (Lawful)
has not only lined your pockets, but earned a
3 Thrill. I love the rush of not knowing, of being
name for yourself. surprised in life. (Any)
Even when you’re away from the table,
4 Moderation. I only gamble to keep myself afloat,
you know how to keep a good poker face. never more. (Good)
You can bluff or con your way out of most
5 Reputation. Everyone knows my name, and I work
situations, and can read the tells of even the
hard to keep it that way. (Any)
most stoic strangers.
6 Courtesy. I can smell an amateur a mile away, and
usually cut them some slack. Usually.(Good)
Skill Proficiencies: Deception, Insight
Tool Proficiencies: Two gaming sets of your
choice d6 Bond
Equipment: A set of fine clothes, a set of 1 My integrity is often questioned, but I will challenge
traveler’s clothes, a deck of cards, a dice set, any man who calls me a cheat.
and a belt pouch containing 15 gp. 2 The one I love is in dire straits, and I vowed to bring
us both a better life.
Feature: Friends in Low Places 3 I fleeced the wrong person and must work to ensure
You have up to four informants throughout that this individual never crosses paths with me or
the West. From barkeeps to prostitutes to those I care about.
elected officials, these shady individuals 4 Some no-account swindled me out of my life
are in the know – and can often impart savings, and I’m working my way up the tables to
information to you such as upcoming get it back.
gambling tournaments or who the richest 5 I don’t care about money. Information is my
folks in town may be. currency, and I intend to get rich with it.
6 I’m so good I rarely find a solid challenge, and
Suggested Characteristics always keep an eye out for one.
Gamblers are often secretive and calculating,
knowing when to show their hand and when d6 Flaw
to hide it. Some become compulsive liars,
1 My gambling is compulsive. I will keep digging as
while others are tactful speakers. In any long as I think I’ll strike pay dirt.
case, they consider it a point of pride that
2 I can’t resist a pretty face.
they can tell when others are lying.
3 I am horribly in debt, and my collectors seem to be
around every corner.
d6 Personality Trait
4 I’m convinced that no one could ever fool me the
1 I have a joke for every occasion, and especially
way I fool others.
occasions where humor is inappropriate.
5 I’d rather try to trick someone into getting what I
2 Flattery is my preferred trick for getting what I want.
want than simply asking for it.
3 I like to talk a big game, because it helps me feel
6 I’d rather live to gamble another day, and I’m not
better about my shortcomings.
above running to save my own hide.
4 I neither boast nor congratulate skill, because life is
all dumb luck.
5 There is no risk I won’t take, no matter the cost.
6 I fall in love easily, but so far haven’t found
someone who can keep up with me.

46 Chapter Three: Backgrounds


Prostitute Suggested Characteristics
If there’s one thing the hordes of Westward- The majority of women (and men) engaged in
rushing miners and prospectors desire more prostitution are young, with poor educations,
than gold, it is the companionship of lovely largely illiterate, with families that have
ladies. Like them, you sought to make a either cast them out or are not in a position
living in the booming expansion. You simple to help them. Some of them were brought
did so in the comfort of your own room. You into the profession by their spouses or
may take pride in being part of the oldest parents, or fell into it because they were
profession in history, or you may hide your seduced by their wealthy employers. These
past like a dirty secret. folks simply didn’t have the means to provide
You have seen the dark side of humanity, for themselves, other than by selling the one
which either intrigues, amuses, or disgusts thing they had at their disposal.
you. You profession also brought to your
attention many secrets that your clients d6 Personality Trait
didn’t think to keep quiet. 1 I had far too many clients to get emotionally
attached to any of them.
Skill Proficiencies: Insight, Persuasion 2 I only worked in the field because I had a debt. Now
Tool Proficiencies: One gaming set of your that’s it’s paid, I’ve never looked back.
choice 3 I saw things that still haunt my nightmares.
Languages: One language of your choice 4 You hear the darndest things in this profession.
Equipment: A set of fine clothes, gaming set,
5 I’ve been threatened more times than I count. You
a bed roll, a small knife, and a belt pouch get numb to it after a while.
containing 10 gp.
6 I always have a plan for what to do when things go
wrong.
Feature: Safe House
You have a former place of business that d6 Ideal
welcomes you as if you still worked there. 1 Freedom. Chains are meant to be broken, as are
It may not be easy to get to, but the owners those who would forge them. (Chaotic)
and operators will always welcome you.
2 Honor. I don’t harm or take advantage of others in
They will hide you and your allies in the safe the trade. (Lawful)
house if you are in trouble, even from the
3 People. I’m loyal to my friends, not to any ideals,
law – though they don’t have the firepower to
and everyone else can catch a stagecoach to Hell
defend you against excessive force. for all I care. (Neutral)
4 Redemption. There’s a spark of good in everyone –
even me. (Good)
5 Charity. I don’t need the money anymore, so I have
what I have to those who do. (Good)
6 Scheme. I’ve worked for others my whole life. Time
to forge my own empire with a few desperate souls
of my own. (Evil)

Chapter Three: Backgrounds 47


d6 Bond d6 Specialty d6 Specialty
1 My integrity is often questioned, but I will challenge 1 Discredited Academic 4 Medicine
any man who calls me a cheat. 2 Geology 5 Sociology
2 The one I love is in dire straits, and I vowed to bring 3 Herbology 6 Zoology
us both a better life.
3 I fleeced the wrong person and must work to ensure Feature: Scholar
that this individual never crosses paths with me or When you attempt to learn or recall a piece
those I care about. of information, if you do not know that
4 Some no-account swindled me out of my life knowledge, you often know where and
savings, and I’m working my way up the tables to from whom you can obtain it. Usually, this
get it back. information comes from a library, university,
5 I don’t care about money. Information is my or another learned person. Your DM might
currency, and I intend to get rich with it. rule that the knowledge you seek is secreted
6 I’m so good I rarely find a solid challenge, and away in an almost inaccessible place, or
always keep an eye out for one. that it simply cannot be found. Unearthing
the deepest secrets of a culture or creature
d6 Flaw considered a mere myth can require an
1 I’ve been hurt and abused for so long, I simply can’t adventure or even a whole campaign.
trust or get attached to anyone.
2 My former employer still has it out for me, and I’m Suggested Characteristics
constantly on the run from that life. Researchers are defined by their extensive
3 I witnessed something I was not supposed to. studies, and their characteristics reflect this
4 My constant plots and machinations make me life of study. Devoted to scholarly pursuits,
untrustworthy to many people. a researcher values knowledge highly —
5 I love my job, and it would take an awful lot of sometimes in its own right, sometimes as a
convincing to make me give it up. means toward other ideals.
6 If my charms don’t work to get me what I want, I d6 Personality Trait
just don’t know what else to do.
1 I use polysyllabic words that convey the impression
of great erudition.
Researcher 2 I've read every book in the world’s greatest libraries
You spent years studying a particular field — or I like to boast that I have.
of knowledge, and many consider you an
3 I'm used to helping out those who aren’t as smart
expert in the field. Rather than slinging guns as I am, and I patiently explain anything and
or swinging hammers, you come to the West everything to others.
with books under your arms and notes in 4 There’s nothing I like more than a good mystery.
your pocket. You live for the exploration, and
5 I’m willing to listen to every side of an argument
keep running journals of your discoveries.
before I make my own judgment.

Skill Proficiencies: History, Investigation 6 I . . . speak . . . slowly . . . when talking . . . to


idiots, . . . which . . . almost . . . everyone . . . is . . .
Tool Proficiencies: Calligrapher’s Tools
compared . . . to me.
Languages: One language of your choice
Equipment: A set of fine clothes, gaming set,
a bed roll, a small knife, and a belt pouch
containing 10 gp.

Specialty
To determine the nature of your scholarly
training, roll a d6 or choose from the options
in the table below.

48 Chapter Three: Backgrounds


d6 Ideal
1 Knowledge. The path to power and self-improvement
is through knowledge. (Neutral)
2 Beauty. What is beautiful points us beyond itself
toward what is true. (Good)
3 Logic. Emotions must not cloud our logical thinking.
(Lawful)
4 No Limits. Nothing should fetter the infinite
possibility inherent in all existence. (Chaotic)
5 Power. Knowledge is the path to power and
domination. (Evil)
6 Self-Improvement. The goal of a life of study is the
betterment of oneself. (Any)

d6 Bond
1 It is my duty to protect my students.
2 I have an ancient book that holds terrible secrets that
must not fall into the wrong hands.
3 I work to preserve a library, university, museum, or
monastery.
4 My life’s work is a series of books related to a
specific field of study.
5 I've been searching my whole life for the answer to a
certain question.
6 The unknown terrifies me, and others. I must
catalogue what I can for the safety of all.

d6 Flaw
1 I am easily distracted by the promise of information.
2 Most people scream and run when they see a bear. I
stop and take notes on its anatomy.
3 Unlocking an ancient mystery is worth the price of a
civilization.
4 I overlook obvious solutions in favor of complicated
ones.
5 I speak without really thinking through my words,
invariably insulting others.
6 I can’t keep a secret to save my life, or anyone else’s.

Variant Researcher: Teacher


Rather than collecting information for yourself,
you seek to bestow knowledge on others. You
could be a school teacher, a mentor, or even
a guide. Instead of Investigation, you are
proficient in Persuasion.

Chapter Three: Backgrounds 49


CHAPTER Four: BESTIARY The Bison
The life of the pioneer is as difficult as it is
dangerous, and as potentially rewarding as One of the most iconic creatures to be found
it is beautiful. Besides the constant struggle in the West is the massive bison, also called
against nature and the wide-open terrain, the buffalo by many. Bison are generally
there are also wild animals and often wilder peaceful grazers, though they have been
people to contend with. known to defend themselves fiercely and cause
great destruction with their stampedes.

Animals Bison
The West is teeming with life and creatures of Large Beast
every form. From herds of bison on the plains Armor Class 12 (Natural Armor)
to packs of wolves in the forest, the frontier Hit Points 76 (8d12+24)
can be an inspiring and dangerous place. Speed 30 ft.
The following list of creatures can be found STR DEX CON INT WIS CHA
in Appendix A of the Monster Manual. They 22 (+6) 9 (-1) 17 (+3) 2 (-4) 11 (+0) 6 (-2)
are listed here as an index and table for Damage Resistances Cold, Bludgeoning
potential random encounters. Senses Passive Perception 10
Challenge 4 (1,100 XP)
d20 Creature d20 Creature Better Nose Than Eyes. The bison has advantage on Wisdom
(Perception) checks that rely on smell, but disadvantage on
1 Badger 11 Poisonous Snake
checks that rely on eyesight.
2 Black Bear 12 Owl
3 Brown Bear 13 Riding Horse Trampling Charge. If the bison moves at least 20 feet straight
4 Cat 14 Scorpion toward a creature and then hits it with a slam attack on the
5 Deer 15 Swarm of Insects same turn, that target must succeed on a DC 12 Strength saving
throw or be knocked prone. If the target is prone, the bison can
6 Eagle 16 Swarm of Rats
make one stomp attack against it as a bonus action.
7 Elk 17 Swarm of Ravens
ACTIONS
8 Hawk 18 Vulture
Slam. Melee Weapon Attack: +8 to hit, reach 5 feet., one target.
9 Jackal (Coyote) 19 Weasel (Ferrett/Raccoon)
Hit: 18 (3d8+5) bludgeoning damage.
10 Lion (Cougar) 20 Wolf
Stomp. Melee Weapon Attack: +8 to hit, reach 5 feet., one prone
creature. Hit: 21 (3d10+5) piercing damage.

50 Chapter Four: Bestiary


Nonheroic Characters Gunslinger
Nonheroic characters include everything Medium Human
from professional workers to petty criminals, Armor Class 13
law officers to native scouts. They lack the Hit Points 16 (3d8+3)
inclination or training to be heroes, but Speed 30 ft.
they are capable in their own fields. Skilled STR DEX CON INT WIS CHA
craftsmen, educated professors, and hard- 11 (+0) 16 (+3) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
working miners are all nonheroic characters, Skills Perception +3, Intimidation 2
as is the local governor, the self-serving Senses Passive Perception 13
snake-oil salesman, and the gun-toting Challenge 1/2 (100 XP)
outlaw troublemaker
The following list of creatures can be found Trigger Finger. On a critical hit, the gunslinger can make an
in Appendix B of the Monster Manual. They extra attack.
are listed here as an index and table for
potential random encounters. ACTIONS
d20 NPC d20 NPC Multiattack. The gunslinger makes two revolver attacks.
1 Bandit 6 Medic
Revolver. Ranged Weapon Attack: +5 to hit, range 40/120, one
2 Commander 7 Scout
target. Hit: 7 (1d8+3) piercing damage.
3 Commoner 8 Thug
4 Gunslinger 9 Rustler Rifle. Ranged Weapon Attack: +5 to hit, range 80/240, one
5 Martial Artist 10 Spy target. Hit: 8 (1d10+3) piercing damage.

Commander Martial Artist


Medium Human Medium Human
Armor Class 13 Armor Class 15
Hit Points 58 (9d8+18) Hit Points 32 (5d8+10)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 12 (+1) 11 (+0) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 11 (+0)
Skills Perception +2, Persuasion +4 Saving Throws Dexterity +5
Senses Passive Perception 12 Skills Acrobatics +5, Athletics +4, Perception +3
Challenge 3 (700 XP) Senses Passive Perception 14
Challenge 1 (200 XP)
Morale. Allies within 30 feet of the commander have advantage
against fear effects. Evasion. The martial artist takes half damage on a failed save
against area attacks, and no damage on a successful one.
Delegate. As a bonus action, the commander can grant an
action to an ally within 60 feet. ACTIONS
Multiattack. The martial artist makes two unarmed attacks.

ACTIONS Unarmed. Melee Weapon Attack: +5 to hit, reach 5 ft., one


Short Sword. Melee Weapon Attack: +5 to hit, reach 5 feet., one target. Hit: 7 (1d8+3) bludgeoning damage.
target. Hit: 8 (1d6+3) bludgeoning damage.

Rifle. Ranged Weapon Attack: +5 to hit, range 80/240, one


target. Hit: 13 (2d10+3) piercing damage.

Chapter Four: Bestiary 51


Medic Rustler
Medium Human Medium Human
Armor Class 12 Armor Class 12
Hit Points 9 (2d8) Hit Points 11 (2d8+2)
Speed 30 ft. Speed 30 ft. (50 ft. on horseback)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 10 (+0) 12 (+1) 12 (+1) 12 (+1) 11 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Skills Medicine +3 Skills Athletics +2, Handle Animal +2
Senses Passive Perception 11 Senses Passive Perception 10
Challenge 1/8 (25 XP) Challenge 1/8 (25 XP)

Healer (Recharge 5-6). The medic can use its action to heal an Horse Thief. The rustler can use its action to steer all horses or
adjacent ally for 2 (1d4) hit points. livestock animals within a 30 foot radius in a direction of its
choosing. This is a DC 12 Wisdom (Handle Animal) Check.
ACTIONS
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. ACTIONS
Hit: 4 (1d4+2) piercing damage. Revolver. Ranged Weapon Attack: +5 to hit, range 40/120, one
target. Hit: 7 (1d8+3) piercing damage.

52 Chapter Four: Bestiary


Poisons and Diseases must succeed on a DC 14 Constitution
Threats in the West don’t always come from saving throw, taking 10 (3d6) poison damage
bullets and arrows. Often it is the unseen every round. The creature can repeat the
that poses the most danger. Many creatures saving throw at the end of each of its turns,
are venomous, able to kill a grown man with ending the effects on itself on a success.
a single bite or sting. Harsh climates and Scorpion Sting (Injury). This poison is
crowded boomtowns foster diseases and delivered by or extracted from scorpions.
ailments that cause boils, aches, or death. A creature subjected to this poison must
Treating these ailments is unfortunately both succeed on a DC 12 Constitution saving
difficult and uncommon, and those who are throw or be poisoned for 1 minute. The
capable of doing so come in high demand. poisoned creature is paralyzed and suffers
Characters of the Healer class can use 1 Dexterity ability damage per round. The
their Healer’s Touch ability to treat poisons creature can repeat the saving throw at the
or diseases. Poisons and diseases have end of each of its turns, ending the effects on
a certain number of Cure Points. These itself on a success.
afflictions require healing equal to their Cure
Points in order to be cured. Diseases
For example, Rattlesnake Venom has 10 When a character comes into contact with a
Cure Points. It would then require 10 points diseased person, object, or hazard – such as
of healing from the Healer’s Touch ability, fetid water or the home of a diseased person,
spread out over multiple rounds, in order to they must make a Constitution save. The
cure it. If an affliction is partially cured but DC is dependent on the disease in question.
is left untreated for more than 1 minute (for Diseases take a certain number of days to
poisons) or 1 day (for diseases), any progress manifest before any effects are suffered,
toward curing the affliction is lost. listed until the Manifest column.
Once a disease manifests, the diseased
Poisons creature ends its long rest suffering 1 level
Cure of exhaustion. After the next long rest, and
Points Poison Effects every day thereafter, the creature makes
5 Scorpion Sting Dex Damage, Paralysis another save. On a success, the disease is
10 Rattlesnake Venom Poison Damage cured but the exhaustion levels remain.
12 Chloroform Unconsciousness, Damage Exhaustion levels recover on their own at the
15 Arsenic Constitution Damage rate of 1 level per day or long rest.
If a disease is treated with a Healer’s
Arsenic (Ingested). This is a deadly Healing Touch ability, one level of exhaustion
poison administered in pill or liquid form. is immediately recovered. Remaining levels,
A creature subjected to this poison must if any, must either recover naturally or be
succeed on a DC 15 Constitution saving treated daily (a maximum of 1 level per day).
throw, taking 1 Constitution ability damage
every round. The creature can repeat the Diseases
saving throw at the end of each of its turns, Cure Save
ending the effects on itself on a success. Points Poison Manifest DC
Chloroform (Inhaled). A creature 5 Fever 1 Day 10
subjected to this poison must succeed on a 10 Influenza 1 Day 12
DC 15 Constitution saving throw or become 12 Small Pox 1d4 Days 13
poisoned for 1 hour. The poisoned creature is 15 Bubonic Plague 1d4 Days 15
unconscious for the duration. 22 Pneumonia 1d4 Days 16
Rattlesnake Venom (Injury). This poison 22 Tuberculosis 1d4 Days 18
is delivered by or extracted from poisonous
snakes. A creature subjected to this poison

Chapter Four: Bestiary 53


Art Credits
Special thanks and appreciation to all of
the artists whose work appeared in this
publication. For those artworks whose
creators could not be identified, the
website on which they were found fills in
for the name. Credits are listed in order
of appearance.

Cover Art by Tomkay13 of Qoateinsta.com


“Plata de Ley Character Art” by Charro Art
“Call of Juarez - Ghost Town” by Techland/Ubisoft
“Call of Juarez Promo” by Techland/Ubisoft
“Tavern Brawl” care of Guild Wars Forums
“Faded Glass” care of artandcritique.com
“Martial Artist Illustration” by Pierrick Martinez
“Gunfighter” by David Paul
“Somewhere in the West” by Ferigato
“Nun’s Habit” by Heile
“Elixir Wagon” care of Carolyn Prescott
“Cowboy Art” by Chris Owen
“Mexican Charro” care of Anita Vasquez-Centeno
“Buffalo Hunt” by Charles M. Russell
“Texas Cavalry” by Don Troiani
“Mountain Landscape With Indians” bu John Mix Stanley
“Pistol Ammo” care of vignette2.wikia.com
“Scotch and Soda Drink” care of cocktaildrinkrecipe.com
“Playing Card Drawings” of asimoicedtea.blogspot.com
“Old West Saloon” by Chris Bradley
“Leaving Italy” care of teara.govt.nz
“Old Book Plume” care of renders-graphiques.fr
“Portrait” by Mian Situ
“Rogaturk” by Vadim Alekseevich Gorbatov
“Toledo” found on ibellhop.com
“Gettysburg” by Don Troian

“The West” Introduction and Content care of


PBS Broadcasting

54
55
“In the past, that is now lost forever, there was a time when
the land was sacred, and the ancient ones were as one with
it. A time when only the children of the great spirit were
here, to light their fires in these places with no boundaries,
when the forests were as thick as the fur of the winter bear,
and when a warrior could walk from horizon to horizon on
the backs of the buffalo. And that time when there were
only simple ways, I saw with my heart the conflicts to come,
and whether it would be for good or bad, there was one
thing certain; there would be change.”
Frontier is a campaign setting for the D&D 5th Edition rule system, set
in the American West! The supplement includes:

♠ 6 Classes
♠ 6 New Backgrounds
♠ New Skills
♠ New Feats
An American Frontier Bestiary

Other new mechanics include rules for drinking, gambling, literacy,


mass combat, and more. Saddle up for your own Western adventure!

“Frontier” is compliant with the Open-Game License (OGL) rules set by D&D license owners Wizards of the Coast, llc.

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