Old Gus' Tales From The Weird West v1.02
Old Gus' Tales From The Weird West v1.02
Old Gus’ Errata: Tales from the Weird West, v1.02 (March 13,
TABLE OF CONTENTS
2019). This document provides rules and mechanics for a Tales from the Weird West
post-apocalyptic, pulp-horror western setting to supplement
Dungeon & Dragons 5th Edition. This material is not officially Introduction........................................................................... 3
part of the game and isn’t permitted in Dungeons & Dragons
Adventurers League events.
Races
Ghouls .................................................................................... 4
Design, Writing, Layout: Old Gus (Partario Flynn)
Class Archetypes
Cover Illustration: Roman Chaliy, Bard ........................................................................................ 5
https://www.artstation.com/roman_chaliy
Druid....................................................................................... 6
Featured Artists: Fighter .................................................................................... 7
Andrea Silva, https://www.deviantart.com/andreasilva60 Paladin ................................................................................... 9
Angelique Shelley, https://www.deviantart.com/direimpulse
Ranger .................................................................................. 10
Antony Carlyon, https://www.artstation.com/antz
Rogue.................................................................................... 11
Cristina Charneco, https://www.artstation.com/charneco
Sorcerer ............................................................................... 12
Clavework Graphics, https://www.deviantart.com/ws-clave
Damian Shouweiler, https://www.deviantart.com/anotherdamian Warlock ................................................................................ 14
Dominique Schillings, https://www.deviantart.com/schildom Wizard .................................................................................. 16
El Hino, https://www.deviantart.com/el-hino
Character Customization Options
Emmanuel Martinez, https://www.artstation.com/gmlemas
Backgrounds ....................................................................... 18
Eric Kenji, https://www.deviantart.com/erickenji
Guiliano Brocani, https://www.artstation.com/notpill
Feats ..................................................................................... 25
Hayama Kouhei, https://www.deviantart.com/nekoemonn Rules and Systems
i-am-knot, https://www.deviantart.com/i-am-knot Cover..................................................................................... 27
Jackie de Leon, https://www.deviantart.com/jackiethepirate
Mounts ................................................................................. 27
JackPot, https://www.deviantart.com/jackpot-84
Firearms .............................................................................. 28
Josh Cotton, https://www.deviantart.com/greeni-studio
K. Fairbanks, https://www.deviantart.com/eyeqandy Explosives............................................................................ 29
Kim Nguyen, https://www.deviantart.com/nikolaspascal Ropes .................................................................................... 30
Marco Hasmann, https://www.artstation.com/hasmann Bare Necessities................................................................. 30
Mauricio Guimaraes,
https://www.artstation.com/mauricioillustration Items
Mirosalv Petrov, https://www.deviantart.com/mikeypetrov The General Store ............................................................. 31
Saeed Jalabi, https://www.deviantart.com/lordeeas
Sentinel13, https://www.deviantart.com/sentinel13 Spells appear in the Player’s Handbook on page 211.
Steve Goad, https://www.artstation.com/stevegoad SCAG denotes a spell appearing in the Sword Coast
Travis M. Couch, https://www.artstation.com/tcouch Adventurer’s Guide on page 142.
XGE denotes a spell appearing in Xanathar’s Guide to
Vinícius Muniz, https://www.deviantart.com/grudbox
Everything on page 150.
Xavier Lozano, https://www.deviantart.com/lozanox
Wasteland Transformation
Roleplaying a Ghoul Ability Scores. Your Dexterity and Wisdom scores
Consider the events that caused your transformation. Long- increase by 1.
lived ghouls may have lived several lifetimes past the Scrambler. You have a climbing speed of 20 feet.
average lifespan of their race of origin. You may have seen Survivor. You are proficient in the survival skill.
multiple generations of friends or loved ones come and go,
or an entire civilization snuffed out in an instant by a
superweapon of now ancient-times.
Aberrant Shape
Alto at 2nd level, when you use your Wild Shape feature,
you can mutate rather than transforming. When you do
so, you gain the following benefits:
• You gain a number of temporary hit points equal to your
Druid level.
• You grow natural weapons in the form of fangs, claws, or
horns, and you can make melee weapon attacks with
proficiency using them. Your natural weapons deal 1d8
bludgeoning, piercing, or slashing damage plus 1d4
Illustration by Xavier Lozano additional damage of the same type as your Mutant Tendril.
DRUID • When you use your Mutant Tendril, you can roll the damage
die a second time and add it to the total.
• These benefits last for a number of hours equal to your druid
CIRCLE OF MUTATION level or until you use your Wild Shape feature again.
Most druids reject the new world, and deride it as an
unnatural place either to be avoided, ignored or perhaps,
Natural Selection
eventually corrected. A few have embraced things as they At 6th level, your Aberrant Shape’s natural weapon
are, admiring the new mutations that roam the wastes’ counts as magical for the purpose of overcoming
endless ability to adapt and survive. resistance and immunity to nonmagical attacks and
The circle of mutation believes in survival of the fittest, damage.
and view adaptation as a virtue. Some take a predatory While in your Aberrant Shape, you can cast one of the
view, and others a more symbiotic one toward other folk. following spells using yourself as the target once without
expending a spell slot or providing material components,
Mutant Spells even if you don’t know the spell: Alter Self, Darkvision,
Embracing a mutant nature grants you the ability to cast Dragon Breath, Enhance Ability, Enlarge/Reduce,
certain spells. At 3rd, 5th, 7th, and 9th level you gain Expeditious Retreat, Jump, or Spider Climb. You do not
access to new spells. Once you gain access to these need to concentrate on this spell. If you cast the Dragon
spells, they are druid spells for you, you always have Breath spell, the damage type matches that of your
them prepared, and they don’t count against the number Mutant Tendril (even if you chose necrotic damage).
of spells you can prepare each day. Additionally, while in your Aberrant Shape, when you
take the Attack action and attack with your natural
Druid level Circle of the Mutation Spells
weapon, you can make an additional attack with your
3rd Alter Self, Arms of Hadar natural weapon using your bonus action.
5th Elemental Weapon, Haste
7th Freedom of Movement, Locate Creature
9th Enervation, Far Step
Apex Predator
At 14th level, when you enter your Aberrant Shape, you
select one of the following mutations:
• Improved Weapons. Your natural weapons become a d12,
and when you take the Attack action, you can attack twice
using your natural weapon.
• Carapace. Your skin in strategically covered by thick scales
or plates. You are gain a bonus to your Armor Class equal to
your Wisdom modifier (minimum: 1).
• Breath Weapon. You develop glands in your mouth capable
of expelling a devastating projectile. As an action, make a
ranged weapon attack targeting one creature or object you
can see within 30 feet of you. If it hits, the target takes 7d6
damage. The damage type matches that of your Mutant
Tendril.
• Flight. You grow wings or can fly telekinetically, gaining a
flying speed equal to your movement speed.
FIGHTER
MARTIAL ARCHETYPE: SHOOTIST
As firearms became more and more prevalent, folk of
exceptional skill with them rose to challenge the masters
of sword, axe, hammer and bow. There is no general rule
about what to expect from a shootist, except they are not
to be trifled with.
A shootist might take up all kinds of professions over
their career. It is not uncommon to meet one who has
been a soldier, a mercenary, a lawman, bounty hunters,
or just a plain old outlaw in any given combination.
Some take to a life of endless wandering, and others find
something worth sticking around for and operate in a
favored territory exclusively.
Shootists are often visible at a glance. Multiple heavy
gunbelts and memorable personal style, such as a
signature hat or brightly colored bandanna that marks
them to those familiar with their trademark, or
immediately signals them as a clear danger to all.
Wayfaring Stranger
When you choose this archetype at 3rd level, you gain
Illustration by Hayama Kouhei proficiency with martial firearms, and ropes.
Your wandering life has led you to learn an additional
proficiency in a skill, tool or language of your choice.
Straight Shooter
At 3rd level, you master shooting in wide open spaces.
Firearms you are proficient with have their range
increased by a number of feet equal to 5 × your Wisdom
modifier.
Additionally, the first attack you make on your turn
receives a bonus to the attack roll equal to your Wisdom
modifier. If it hits, it deals an additional 1d8 damage.
Trail Boss
Also at 3rd level, You learn the Message cantrip, and can
speak to beasts not hostile to you with it. You can target
of a number of additional beasts of the same type equal
to your Wisdom modifier with the same message.
Extra Attack
At 5th level, you can attack twice on your turn when you
take the Attack action.
Illustration by Guiliano Brocani
The Simple Life
At 7th level, you are always at home with yourself. You
gain proficiency with Wisdom saving throws. If you
ROGUE
already have this proficiency, you instead gain ROGUISH ARCHETYPE: CRACK SHOT
proficiency in Intelligence or Charisma saving throws
(your choice). Crack shots have a knack for hitting opponents behind
cover or survive otherwise impossible odds in an intense
Fearless Wrangler gunfight. While not as showy with their gunplay as
shootists or gamblers, they are just as fast on the draw,
At 11th level, you can add your Wisdom modifier to any and even more deadly, especially to an unaware target. A
rolls made against your favored enemy to grapple, crack shot is somehow always able to get the drop on an
escape a grapple, or rope, and you have advantage on enemy, or exploit a strategic weakness.
your Wisdom saving throws against any spell or ability
they might use against you.
Tumbleweed
Also at 3rd level, you can use your cunning action to
tumble, moving a up to number of feet equal to 5 × your
Dexterity modifier in a straight line. During this
movement, you are immune to attacks of opportunity.
You may not tumble through the spaces of creatures
smaller than yourself.
Warning Shot
At 13th level, when you roll initiative, you can elect to
immediately make one attack with a firearm. If the attack
hits, the target becomes easier others to strike; attack Illustration by Vinícius Muniz
rolls against that target have advantage until the start of
your next turn.
SORCERER
Showdown
THE POWDER HOUND
At 17th level, if you take the Attack action on your turn,
you can make one additional attack as a bonus action with Uncanny individuals colloquially known as “powder
the same firearm. This attack can benefit from your Sneak hounds” are quite literally the children of ancient wars
Attack even if you have already used it this turn, but you when magic and gunpowder were first harnessed
can't use your Sneak Attack against the same target more together. Exactly how their powers first entered the
than once in a single turn. bloodlines of these individuals is a story lost to annals of
time, but powder hounds have an uncanny ability to
sense gunpowder at a distance, a feature that has
become the common namesake for their kind. Indeed,
most of them are loathe to be separated from the
substance, always keeping a quantity on their person,
and can be seen inhaling small quantities of it when they
think no one else is looking.
Competent powder hounds can manipulate the
concussive force the ignition of gunpowder produces,
using a rifle’s cartridges as a focus for these abilities, or
even locate a bullet they have already shot out of a barre,
boosting it with the energy produced from a second shot
from the same firearm.
Powder hounds often take up mercenary work, bounty
hunting, mining through the use of explosives, or other
professions where their abilities are at a premium.
Laboratory Work
At 1st level, you become proficient with the Medicine
skill and alchemist’s supplies.
You learn the Spare the Dying cantrip. It counts as a
warlock cantrip for you, but it doesn't count against your
number of cantrips known.
Maniacal Laughter
Also at 1st level, when a creature that can hear you
misses you with an attack, you can use your reaction to
laugh maniacally. The creature that attacked you must
succeed a Wisdom saving throw or be frightened of you
until the end of its next turn. For the duration, you have
advantage on attack rolls you make against the creature.
Once you use this feature, you can't use it again until
you finish a short or long rest.
Cantrip Ammunition
Also at 2nd level, you can spend 10 minutes to create
magical ammunition, each of which is suited for a
firearm of your choice. You can create a number of
pieces of ammunition equal to half your wizard level.
Each piece of ammunition you create is imbued with a
wizard cantrip you know. Once created, anyone can fire
your cantrip ammunition. The ammunition dissolves into
mist if it travels a number of feet away from you equal to
100 × your Intelligence modifier (minimum 1).
A creature can use cantrip ammunition by chambering
it into an appropriate firearm and firing it using its
weapon’s attack roll, range and saving throw DC if it has
the burst or spread properties. If you fire your cantrip
ammunition yourself, you can use your spell save DC if it
is higher. When fired as part of a firearm attack, the
ammunition deals the cantrip’s damage and additional
effects. When fired by creatures other than you, the
damage is calculated using only your wizard levels.
Once you use this ability, you must complete a long
rest before you can do so again.
Firearm Type Cantrip Ammunition Spells
Attack Roll Booming Blade SCAG, Chill Touch, Fire Bolt,
Green-Flame Blade SCAG, Lightning Lure SCAG,
Ray of Frost, Shocking Grasp
Saving Throw Acid Splash, Infestation XGE, Poison Spray,
Sword Burst SCAG, Toll the Dead XGE
Illustration by i-am-knot
Spellslinger
WIZARD At 6th level, you gain proficiency in tinker’s tools if you
do not already have it. You can create or customize your
ARCANE TRADITION: ARCANE AVENGER favorite firearm that you are proficient with that lacks the
While wizards came to appreciate firearms considerably burst and spread properties. That firearm becomes your
later than most, there’s a strong argument to be made spellslinger. The process consumes 100g of materials
that those few with an eye for the future have maximized and takes 40 hours of work with your tinker’s tools to
the potential of firearms, marrying new sciences to complete and attune yourself to the firearm.
thousands of years of arcane study. Indeed, most of the When you are finished, you can summon your
super-weapons that have left the world dotted in spellslinger to your hand using a bonus action, and you
uninhabitable wastelands are the result of the greatest can use it as an arcane focus. When you summon it, only
successes their kind have achieved over the centuries. the firearm and any cantrip ammunition you created in
Traveling wizards who favor firearms are known as its chamber is retrieved, any other ammunition it
Arcane Avengers. They are folk of both learning and of contained is left behind. Other creatures can hold it, but
action, and the unpredictability they wield between it will not fire for anyone other than you. You can dismiss
magic and skill with a firearm can make them a friend your spellslinger at any time.
indeed or a deadly opponent. Most arcane avengers treat their signature firearms
like pets or even lovers, often naming them, and love to
show them off to anyone interested. You can only have
one spellslinger at a time.
Can’t Miss
Beginning at 10th level, when you use your I Love This
Gun ability, you receive a bonus to attack rolls made with
your spellslinger equal to half your Intelligence modifier,
rounded up.
Illustration by El Hino
d8 Personality Trait
1 I fall in and out of love easily, and am always pursuing
someone.
2 I have a joke for every occasion, especially occasions Illustration by Ahn Pham
where humor is inappropriate.
3 Flattery is my preferred trick for getting what I want. d6 Bond
4 I'm a born gambler who can't resist taking a risk for a 1 I won big against the wrong person and must work to
potential payoff. ensure that this individual never crosses paths with
5 I lie about almost everything, even when there's no me or those I care about.
reason to. 2 I owe everything to my mentor—a horrible person
6 Sarcasm and insults are my weapons of choice. who's probably rotting in jail somewhere.
7 I keep multiple holy symbols on me and invoke 3 Somewhere out there, I have a child who doesn't
whatever deity might come in useful at any given know me. I'm making the world better for him or her.
moment. 4 I come from a rich family, and one day I'll reclaim my
8 I pocket anything I see that might have some value. lands and title from those who stole them from me.
5 A powerful person killed someone I love. Someday
d6 Ideal soon, I'll have my revenge.
1 Independence. I am a free spirit—no one tells me 6 I ruined a person who didn't deserve it while cheating
what to do. (Chaotic) in a game of chance. I seek to atone for my misdeeds
2 Fairness. I never target people who can't afford to but might never be able to forgive myself.
lose a few coins. (Lawful)
3 Charity. I distribute the money I acquire to the people d6 Flaw
who really need it. (Good) 1 I can't resist a pretty face.
4 Creativity. I never use the same technique at the table 2 I'm always in debt. I spend my ill-gotten gains on
twice. (Chaotic) decadent luxuries faster than I bring them in.
5 Friendship. Material goods come and go. Bonds of 3 I'm convinced my luck never runs out.
friendship last forever. (Good) 4 I can't resist taking a risk if there's money involved.
6 Aspiration. I'm determined to make something of 5 I can't resist taking the money of people who are
myself. (Any) more powerful than me.
6 I hate to admit it and will hate myself for it later, but
I'll run and preserve my own hide if the going gets
tough.
d6 Ideal
1 Future Generations. It is the duty of the old to live,
and if necessary, die for the young. (Good)
2 Respect your elders! Everyone should defer to the
wisdom and experience of the elderly - hey, that’s me!
(Neutral)
3 Wealth. After all these years, I’m still looking to strike
it rich and live my remaining years in the lap of luxury,
and I will do anything to make that happen. (Evil)
4 Development. The wilderness is out there, waiting to
be tamed by the brave and capable. (Lawful)
5 Keep to yourself. A fierce independence is the best
guarantor of survival in a cruel and complicated
world. (Chaotic)
6 A good death. I’ve lived long enough. One last ride,
and a good death of my own choosing? Sure. (Any)
Illustration by Saeed Jalabi
d6 Bond
OLD COOT 1 Most of my friends are dead, and I’m having more
trouble connecting to the living.
You are an elder of your kind. Enduring good times and
2 My heart aches for my departed spouse.
bad gives you a perspective that others can’t ignore.
3 My children have all grown and gone into the world to
Others often come to you for a compelling story, folk
have families of their own. They are my pride and joy.
wisdom, tales of how things used to be, or for local
family histories no one else alive still remembers. 4 I’ve lived on this land all my life, and I expect to die
there.
Skill Proficiencies. Choose two from Deception, 5 I broke a promise when I was young, and am still
History, Insight, Performance and Religion. looking for a way to make up for it.
Tool Proficiencies. Explosives, one musical 6 I fought in a great battle when I was young, and was
instrument of your choice gravely injured. Others had it worse, I suppose.
Equipment. Two concussion grenades, one musical d6 Flaw
instrument with which you are proficient
1 I’ll never admit it, but I just can’t keep up with these
Feature: Back in My Day. Your long life has given you young whippersnappers anymore.
some perspective on how things are, how things used to
2 I think about the old days so much that I tend to miss
be, and how we ended up where we are. While you’re
out on the present.
likely to be known for past deeds, others might consider
you past your prime, but they’re also less likely to take 3 My memory is like a sieve. I can’t remember anything
offense to things you might say or do. for long.
4 I get confused, but I never admit it when I do.
5 I’m lazy, and make excuses for it using to my age.
6 I’m get crotchety when I’m tired, and there’s nothing
anyone can do about it.
d6 Ideal
1 Ambition. I seek out opportunities for work, following
the industry closely and pursuing opportunities as
they arise. I’m a ruthless competitor. (Evil)
2 Beauty. Letting others experience the colors and
beauty of the world is a great reward. (Neutral)
3 Justice. There is so much pain in the suffering, and if
people just saw it they would be mobilized to action
against it. (Good)
4 Surveillance. Photograph is a powerful tool that can
depict things as they really are. (Lawful)
5 Fakery. A good photograph can convince the right
person of anything. Almost everyone trusts their eyes.
(Chaotic)
6 Abstraction. There’s a simple beauty to good work.
Illustration by Angelique Shelley Light and shadow need one another to mean anything
at all. (Any)
PHOTOGRAPHER d6 Bond
You have taken up the relatively recent art of 1 Taking up this trade has bankrupted me
photography, which requires special, heavy equipment 2 I have a wealthy patron who buys my work regularly,
and a working knowledge of alchemy. but their appetite for novelty knows no bounds.
You can produce clear images of images you capture 3 I once took a scandalous photograph.
with a camera, produce objects to derive either aesthetic 4 No one believes I am a great artist, but I’ll show them.
beauty or knowledge from. Your work has afforded you
5 It’s a huge world and I aim to see as much of it as
some measure of travel, capturing subjects with your
possible.
camera and selling the images to interested parties later.
6 I keep a print of my favorite photograph on my person
Skill Proficiencies. Choose one from Insight, Nature, at all times.
Perception, Persuasion, or Stealth.
d6 Flaw
Tool Proficiencies. Alchemist’s tools, Camera
1 I’m never paying attention. I live my life through a
Languages. One language of your choice lens.
Equipment. Alchemist’s tools, A camera, 3 silver plate 2 I’m more interested in my past than my present.
exposures, and a pouch containing 10 gp 3 I’m a bore. All I talk about my work.
Feature: Photosensitive Alchemy. If you spend at 4 I tend to treat people like objects.
least 1 hour in dim light using your alchemist’s tools, you 5 I’m always obsessing about camera gear I don’t own.
can print a photograph you have taken onto a piece of
paper, or treat 1d6 pieces of silver plate with 6 I’m always on the sidelines and never really involved.
photosensitive chemicals.
d6 Ideal
1 Generosity. The riches of the earth are meant to be
shared (Good)
2 Greed. Gems and precious metals, I want them all for
myself. (Evil)
3 Mooch. Property, shmoperty! If I need it, I take and
use it. If i don’t, I leave it for someone else. (Chaotic)
4 Boundaries. I hate claim jumpers and I will fight to
protect a lawful claim. (Lawful)
5 Let it Be. I don’t meddle in others’ affairs, and I hate
it when anyone meddles in mine. (Neutral)
6 Materialist. Getting rich just makes life easier. (Any)
d6 Bond
1 My fellow miners and prospectors are my brothers
and sisters.
2 Someone saved my life when I was hurt and alone. I
owe them my life.
3 I’ve seen what over extraction can do to an area and
caution my fellow miners against overindulgence.
Illustration by Damian Shouweiler 4 Gems are my favorite, even more than gold, land,
magic or power.
PROSPECTOR 5 I want to explore new depths and scale new heights.
6 Someday I’m going to find the mother lode, then I’ll
You're just as comfortable working underground as
spend the rest of my life in lavish luxury.
above. You know how to read a seam, dicker for
supplies, and listen up for rumors of mineral deposits. d6 Flaw
You just haven't struck it rich...yet.
1 I’m uncomfortable spending time under the open sky.
Tool Proficiencies. Athletics, Survival I’d rather be indoors or underground.
2 I’m not used to being around other people much, and
Tool Proficiencies. Explosives, Land Vehicles
sometimes I get grouchy with all this company.
Equipment. Mining pick, shovel, climber’s kit, 50 feet 3 I believe good tools are more reliable than people.
of rope, common clothes, a pouch containing 10 gp
4 I guard my secrets and possessions. If anyone knew
Feature: Cave Adept. You never get lost in caves or about either, they’d take advantage of me.
mines if you have either seen an accurate map of them or
5 I am obsessed with getting rich. I always have a
have been through them before. Furthermore, you are
scheme brewing for making it big.
able to scrounge fresh water and food for yourself and as
many as one other person each day if you are in a mine 6 I’m afraid of the dark.
or natural caves. If you have enough light, you can
accurately identify minerals and ores.
d6 Ideal
1 Diligence. Don’t put off to tomorrow work that can be
done today. Laziness is a vice. (Lawful)
2 Preparation. Like the seasons, life changes frequently.
Prepare for change and you’ll come out on top. (Any)
3 Generous Pride. Watching another enjoy the fruits of
your labor is one of life’s luxuries. (Good)
4 Freedom. The landlord can’t see everything that goes
down in the stables. Enjoy life’s little opportunities to
let loose and have fun. (Chaotic)
5 Pecking Order. Every animal has a social hierarchy.
I’m the strongest, so what I say goes. (Evil)
6 Fairness. Everyone helps around the farm from a
young age, favorite child or not. All people must do
their part. (Lawful)
Destructive Behavior
You increase your Strength or Dexterity Score by 1 to a
maximum of 20.
You have a terrifying ability with firearms that have the
burst or spread properties. DCs of such weapons are 8 +
your proficiency bonus + your Dexterity modifier if
higher than the weapon’s burst rating. Once on your
turn, you can deal an additional 1d8 damage to an object
you hit with such firearms.
Explosives Expert
Your Intelligence or Wisdom score increases by 1.
Detonators, timers and switches you prepare have
advantage on their malfunction rolls.
Equestrian Mastery
Prerequisite: Strength 13 or higher
Your bond with horses and other mounts is apparent to
all. You gain the following benefits:
• Your Wisdom score increases by 1, to a maximum of 20.
Illustration by Marco Hasmann • You gain proficiency with the Animal Handling skill. If you
are already proficient, you can twice your proficiency bonus
to checks you make with it.
Optional Rule: Everyone Takes A Feat at 1st Level • Creatures you are mounted on have advantage on Wisdom
This optional rule allows players not playing the class and Constitution saving throws, and their movement speeds
archetypes presented in this document to gain some of their are increased by 10 feet.
benefits, or to double down on some old-world mastery. • Creatures you are mounted upon can add your proficiency
bonus to their Dexterity (Acrobatics) checks and Strength
(Athletics) checks.
Drag
If you begin your turn holding a rope with a restrained
creature on the other end, you can use your action to
force it prone. If you do, the target makes a new saving
throw against your Ropes save DC to avoid falling prone.
While holding the rope, you can spend your movement
speed to drag the creature toward you at a rate of half
your movement speed if your drag capacity meets the
weight of the target creature as determined by your
strength score.
Hogtie
If you are within 5 feet of a prone target you have roped,
you can spend 20 feet of movement and your action to
hogtie them. A hogtied creature becomes incapacitated,
Illustration by Emmanuel Martinez and can only make a new saving throw at disadvantage
once an hour against your rope DC to escape its bonds.
ROPES
Ropes are tool that can be used to creatures, perform
feats of heroism, or just good old-fashioned BARE NECESSITIES
entertainment. Proficiency with ropes includes the ability
to identify types of rope, their quality, tying different Armor and Holsters
types of knots, and roping creatures or items at a Firearms are not easy to handle while encumbered by
distance. heavy armor. You can wear a maximum of two gunbelts
A creature that proficient with ropes can use their and one shoulder harness at a time.
action and at least 25 feet of hempen rope to create a
lariat, which can then be comfortably worn on the hip. Military Weaponry
Some roping requires a target creature to make a saving Special firearms like the large-bore rifle and gatling gun
throw. The saving throw DC is calculated as follows: aren’t usually available at general stores and are usually
only held or maintained by powerful military
Ropes save DC = 8 + your proficiency bonus
organizations. The world is filled with unscrupulous gun-
+ your Strength modifier
runners, however, and those well connected with the
Rope criminal underworld have come into possession of such
items on numerous occasions.
In order to rope a creature, you must be holding a
prepared rope in both hands. As an action, you can Silvered Ammunition
attempt to rope one creature or object you can see within
You can silver a single weapon or ten pieces of
20 feet of you by making a ranged attack against your
Ammunition for 100 gp. This cost represents not only
target. If you hit, your rope attaches to the creature or
the price of the silver, but the time and expertise needed
object, and you can interact with it appropriately using
to add silver to the weapon without making it less
your object interaction. For example, you could pull an
effective.
available lever you have roped.
A rope has no effect on creatures or objects that are
formless, for example, an ooze or ghost. Ropes are
fragile can be damaged. (HP: 5, AC 10 for melee attacks,
AC 17 for ranged attacks).
Old Gus’ Errata: Tales from the Weird West 30
THE GENERAL STORE
A shop might stock any number of items the from the Player’s Handbook (see page 143). They may also include any
number of the following items unique to the weird western setting.