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Old Gus' Tales From The Weird West v1.02

This document provides additional rules and character options for a post-apocalyptic western Dungeons & Dragons setting, including a ghoul race, 9 class archetypes, 7 backgrounds, and 16 feats. It introduces rules for firearms, explosives, and ropes. The summary also lists many of the artists who contributed illustrations.

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Mimsy
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100% found this document useful (3 votes)
1K views32 pages

Old Gus' Tales From The Weird West v1.02

This document provides additional rules and character options for a post-apocalyptic western Dungeons & Dragons setting, including a ghoul race, 9 class archetypes, 7 backgrounds, and 16 feats. It introduces rules for firearms, explosives, and ropes. The summary also lists many of the artists who contributed illustrations.

Uploaded by

Mimsy
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

Old Gus’ Errata:

TALES from the WEIRD WEST


Ghoul Player Race
9 Class Archetypes, 7 Backgrounds and 16 Feats
Additional Rules for Firearms, Explosives and Ropes
Designer’s Notes

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

Special Thanks: Aidan, Amara, Aoife, Buck and Lucille, Cassidy,


Clara, Doc Branches, Elmo, Elspeth, Eunice, Eydys, Iados, Find updates to this material, and
Ignacio, Jed, the Kid, Lady Luck, Louanne, Pachy, Pearl, Percy, more of Old Gus’ Errata online:
Reverend Tusk, Rin’ditar, Teddy, Theren, Winston and Scarl,
and everyone over at Taverns & Dragons, Aboe Snowpea, all Old Gus’ Errata:
the Dungeon Masters and their players whose feedback has Additional Player Options
been invaluable.

Contact the Author: [email protected]

Old Gus’ Errata: Tales from the Weird West 2


Illustration by Steve Goad

INTRODUCTION Trust, Fear and Land


The world still contains enclaves of humans, elves,
Mud, Blood, Guts and Glory gnomes, and all manner of peoples from before the first
great wars, but few think of old loyalties. A person you
Since their inception hundreds of years ago, refinements can trust is a person you can trust.
have made firearms more reliable, cheap and
commonplace. Many cultures around the world have The remaining arable lands are carefully managed,
ceased using their bows, arrows and crossbows in favor and in the wasted deserts left behind by long-
of having a hand-cannon. disappeared oceans, a new rush for minerals begins.
Magic users were initially slow to pick up on this Supernatural Wastelands
budding trend, but once arms manufacturers began
selling their products as “The power of an archmage in Mutant creatures thrive in the wastes: The endless
the palm of your hand!” even the most stodgy and deserts are pockmarked by blighted wastes, stinking
ancient of arcane universities took note and quietly made marshlands, and enormous ruins that mark the skylines,
room for the study of the magical applications of this and are populated by the mechanical horrors that
new science, as they once had done, just as begrudgingly inherited the cities after the great wars, reminders of a
at the dawn of the spear, and the sword after that. lost age that may never return.
A rapid succession of great and terrible wars followed,
growing beyond number and reckoning. Mountains The last ride
crumbled, cities were destroyed, crops blighted, the seas is never the last ride,
seas dried up; each war unleashed new horrors upon the
world, sometimes from beyond it. and the end
is not the end.
~Old Gus

Old Gus’ Errata: Tales from the Weird West 3


GHOUL RACIAL TRAITS
Appearance and Creature Type. New ghouls resemble
the race they were before the events that caused their
transformation, but shriveled and smooth, and speak
with a grizzled voice. A few manage to hang onto their
hair, horns or other protrusions. After a century or two,
their lack of nose or ears makes ghouls originating from
most humanoid races become appear indistinguishable
from one another.
Age. 100-700+ years
Ability Scores. Your Wisdom score increases by 1.
Size. Your size is medium or small.
Speed. You have a movement speed of 30 feet if you
are medium, and 25 feet if you are small.
Dimvision. You can see in dim light within 30 feet of
you as if it were bright light, and darkness as if it were
dim light.
Ghoul Resilience. You have advantage on saving
throws against poison, and you have resistance to poison
and necrotic damage.
Languages. You can speak, read and write Common,
and one additional language of your choice.

Experimental Test Subject


Illustration by Kim Nguyen
Ability Scores. Your Strength and Dexterity scores
GHOULS increase by 1.
Healing Factor. You have a number of special healing
SURVIVORS AND OUTCASTS dice equal to your proficiency bonus, which are d4s, and
you can use them to heal yourself, rolling any number of
Ghouls are not a race, nor are they undead, although them as a reaction, and add your Constitution modifier to
they are often mistaken for such creatures. “Ghoul” is a the total. You recover them when you finish a long rest.
common nomenclature for people of any race who share
a semi-necrotic condition that increases their lifespans Holocaust Survivor
seemingly indefinitely. Eventually, their longevity or
change in appearance sets them wandering. Ability Scores. Your Constitution score increases by 2.
True undead continue to plague the wastes, and in Memento Mori. You are proficient in the History skill.
some folk believe ghouls are harbingers of plagues, or Undying. If you are reduced to 0 hit Points, you can
infiltrators for the forces of undeath. It is oft repeated make a Constitution saving throw with a DC of 5 + the
fear that a ghoul will “go feral” at some point during their damage taken, unless the damage is radiant or from a
long lives, but others argue that anyone becomes feral if critical hit. If you succeed, you drop to 1 hit point instead.
treated the way ghouls are. Who is right is between a If the damage was necrotic, you succeed your saving
being, their gods, and occasionally the firearm between throw automatically. You can use this ability twice, and
them. Ghouls are sterile and cannot reproduce. regain the ability to do so when you finish a long rest.

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.

Old Gus’ Errata: Tales from the Weird West 4


I Can Read You Like A Book
When you join the college of the gambler at 3rd level,
you gain proficiency in a preferred gaming set. Whenever
you make checks with it, you add your Charisma
modifier as a bonus to the roll, and while involved in
game of chance, you can make Wisdom (Insight) checks
using your Charisma modifier instead of your Wisdom
modifier if it is higher.

Get Your Gun


Also at 3rd level, you gain proficiency with martial
firearms that lack the heavy property, and you can use a
simple firearm as spellcasting focus for bard spells. You
can use your Bardic Inspiration to create impressive
displays with firearms you are proficient with:
• Quick Draw. You can expend a Bardic Inspiration die to use
your reaction to immediately exchange one firearm you are
holding for another you have on your person, or to draw a
firearm with an empty hand. Doing so does not use an action.
You can only use this ability once on your turn.
• Run’n’Gun. At the start of your turn, you can expend a
Bardic Inspiration die to run (or spur a mount) and shoot.
Each time you make an attack roll with a firearm, you (or
your mount’s) movement speed increases by 5 feet until the
end of your turn. This distance increases to 10 feet at 10th
level, and 15 feet at 17th level.
• Signature Shot. You learn one trick shot that requires an
Illustration by Dominique Schillings attack roll from the Shootist’s Trick Shot feature. When you
use your signature shot, you use your Bardic Inspiration die
BARD in place of the gut die.

COLLEGE OF THE GAMBLER Now, Dance!


At 6th level, you gain the ability to use your Bardic
Gamblers excel at two things: games and guns. They Inspiration to perform non-lethal feats of dazzling
have an uncanny insight into others’ behavior, and use accuracy. You can use this feature in one of two ways:
their skills to navigate a seedy world of high stakes, and
• Show-off. For the next 1 minute, you gain advantage on
avoid bloodshed whenever possible.
attack rolls made against objects with firearms you are
Gamblers are famously tellers of tall tales, and might proficient with. The effect fades if you are forced to roll
enjoy using their prior exploits, properly embellished, of initiative.
course, as a means to explore their opponent’s tells. • Now, Dance!. As an action, you fire a non-lethally shot at a
Others perfect an air of stoic, soft spoken mystery that target with a firearm you are proficient with, for example, at
unnerves their opponents at the table and forces them their feet or belt buckle. The target makes a Wisdom saving
into error. throw. If they fail, they act as if you had cast the Command
Always calm and collected, true gamblers know when spell upon them.
to hold ‘em and knows when to fold’em, and never pick a Once you use this feature, you can't use it again until
fight they’re not sure they can win. When a gambler has you finish a short or long rest.
decided the odds are in their favor, they can be a
terrifying and deadly opponent, reacting with dazzling Call Down the Thunder
speed and seemingly never reaching an empty chamber
in their firearm. At 14th level, when you hit a creature with a firearm you
are proficient with, you can roll one Bardic Inspiration
Some gamblers prefer to keep their skill with a firearm die to cause a thunderous ring in a 5-foot radius, and
a closely guarded secret, while others enjoy showing off, audible to 1000 feet. Creatures and objects in the area
performing with a firearm for crowds to make ends must make a Constitution saving throw. If they fail, they
meet, especially when the chips are down. take thunder damage equal to your Bardic Inspiration
die. If they succeed, they take half the amount. The
creature you hit fails its Constitution saving throw
automatically.

Old Gus’ Errata: Tales from the Weird West 5


Mutant Tendril
When you become a mutant at 2nd level, you grow a
whip-like tendril. You decide what type of damage your
tendril does when you grow it, choosing from acid, cold,
fire, lightning, necrotic or, poison.
When a creature you can see moves into a space
within 10 feet of you or starts its turn there, you can use
your reaction to deal 1d4 damage to that creature unless
it succeeds on a Constitution saving throw against your
spell save DC. The damage increases to 1d6 at 6th level,
1d8 at 10th level, and 1d10 at 14th level.
You also learn the Primal Savagery XGE cantrip if don’t
already know it. When you cast the cantrip, you can
choose to deal the same damage type as your Mutant
Tendril in place of the usual acid damage.

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

Old Gus’ Errata: Tales from the Weird West 6


Aberrant Resilience
At 10th level, while in your Aberrant Shape, you gain
proficiency with your Constitution saving throws and you
have resistance to the damage type dealt by your Mutant
Tendril.

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.

Illustration by Mirosalv Petrov

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.

Old Gus’ Errata: Tales from the Weird West 7


Gut Instinct • Rallying Cry. On your turn, you can use a bonus action and
expend one gut die to bolster the resolve of one of your
Also at 3rd level, your natural instinct with a firearms
companions. When you do so, choose a friendly creature who
can inspire awe in allies, and trepidation in foes. You
can see or hear you. That creature gains temporary hit points
gain the following benefits:
equal to the gut die roll + your Charisma modifier.
You have four gut dice, which are d6s. A gut die is
expended when you use it. You regain all of your True Grit
expended gut dice when you finish a short or long rest.
At 7th level, you can also can put your body through
You learn three trick shots. You can use a trick shot extraordinary strain. You gain the following benefits:
when you make an attack with a firearm that lacks the
• When you empty the final chamber of a firearm in your hand,
burst, heavy or spread properties.
you resist piercing damage until the start of your next turn.
• When you make a running long or high jump, the distance
Trick Shots
you can cover increases by a number of additional feet equal
Some trick shots require your target to make a saving to your Strength modifier when you aren’t wearing medium
throw to resist the maneuver's effects. The saving throw or heavy armor.
DC is calculated as follows: • You gain an additional gut die.
• You learn two trick shots.
Trick Shot save DC = 8 + your proficiency bonus
+ your Dexterity modifier Improved Gut Instinct
• Cover Fire. When you hit a creature with a firearm attack, At 10th level, you gain the following benefits:
you can expend one gut die to maneuver an ally into a more • When you roll initiative, you can immediately draw a firearm
advantageous position. You add the gut die to the attack’s in a holster on your person and make one attack with a
damage roll, and choose a friendly creature who can see or firearm you are already holding against a creature you can
hear you. That creature can use its reaction to move up to see, or reload a firearm you are already holding.
half its movement speed, and any attack rolls made against it • Your gut die become d8s.
are made at disadvantage while it does so. • You learn two trick shots.
• Dead Aim. When you make an attack roll against a creature
using a firearm, you can expend one gut die to add it to the ‘Till it Goes Click
roll. You can use this shot before or after making the attack At level 15, you can aim and fire with dazzling speed.
roll, but before any effects of the attack are applied. When you use your action surge and take the Attack
• Drop It. You roll one gut die and make an attack with a action with it, you can make a number of additional
firearm. If it hits, add the gut die’s result to the firearm’s attacks equal to 1 + half your Dexterity modifier
damage roll, and the target must make a Strength saving (minimum 1) with any firearm you are holding. You must
throw. If it fails, it drops one object it is holding of your have available ammunition in the firearms you are
choice. The object is pushed 10 feet away from you. holding to make these attacks and cannot use them to
• Holler. When you take the Attack action on your turn, you reload. The attacks are made hastily and at
can expend one gut die and forgo one of your attacks to disadvantage, and are ineligible for the application of
direct friendly creature who can see or hear you to make an trick shots.
attack with a firearm. That creature can immediately use its
reaction to make a single attack with a firearm they are
Additionally, you learn one trick shot.
holding. If their attack hits, add the gut die to their attack's
damage roll.
Superior Gut Instinct
• Humiliating Shot. When you hit a creature, or damage the Starting at 18th level, your instincts are nearing
cover a creature is using with a firearm attack, you can infallibility, and you are always prepared as long as
expend one gut die to goad the target into attacking you. The you’re near a trusty firearm. You gain the following
target must make a Wisdom saving throw. On a failed save, benefits:
the target has disadvantage on all attack rolls against targets • When you roll initiative and have no gut dice remaining, you
other than you until the end of your next turn. regain 1d2 gut dice.
• Menacing Shot. When you hit a creature with a firearm • Your gut die become a d12.
attack, you can expend one gut die to attempt to frighten the
target. You add the gut die to the attack's damage roll, and
the target must make a Wisdom saving throw. On a failed
save, it is frightened of you until the end of your next turn.
• Wounding Shot. When you hit a creature with a firearm, you
can expend one gut die to distract the creature, giving your
allies an opening. You add the gut die to the attack's damage
roll. The next firearm attack made against the target by an
attacker other than you has advantage if the attack is made
before the start of your next turn.

Old Gus’ Errata: Tales from the Weird West 8


Faith and Firearms
When you take this oath at 3rd level, you can replace
your fighting style with the Archery fighting style from
the Fighter class. You gain proficiency with martial
firearms, and ropes. Additionally, when you make an
attack roll with a firearm, you can choose to infuse the
ammunition with smiting force. The fired ammunition
will smite anything it strikes, for example, a barrel giving
a creature some measure of cover.
Paladin
Level Oath of the Idealist Spells
3rd Cause Fear XGE, Compelled Duel
5th Zone of Truth, Find Steed
9th Beacon of Hope, Thunder Step XGE
13th Freedom of Movement, Find Greater Steed XGE
17th Far Step XGE, Wall of Force

Channel Divinity: Hearts and Minds


As an action, you use your Channel Divinity to diffuse
intense emotion near you. Each humanoid that is not in
combat of your choice in a 30-foot radius sphere
centered on you makes a DC 10 Charisma ability check.
Choose one of the following two effects to apply to
creatures who fail their saving throw:
Calm Down, Everyone!. You suppress one effect
causing them to be charmed or frightened for 1 minute,
Illustration by JackPot after which any suppressed effect resumes, provided its
duration has not expired.
PALADIN You also make them indifferent about a number of
creatures of your choice equal to your Charisma modifier
OATH OF THE IDEALIST that they are currently hostile toward. This indifference
The idealist draws their power from a deep-seated sense ends if the target takes damage or if it witnesses any of
of right and wrong, and believes in each person’s right to its friends being harmed.
claim their own destiny without undue interference. When this ability ends, the targets know they were
Idealists might be military leaders, sheriffs or turned.
marshals, and defend the law with a will (and fistful) of Rally the Locals!. You the targets of an oncoming
iron. Chasing down thieves, bandits and claim jumpers is danger, or rally them to defend themselves. As an action,
all in a day’s work for an idealist. you encourage each individual to flee or fight. Designate
Eventually when their tenets set them against the law a creature type: aberrations, beasts, celestials,
itself, some idealists turn toward a different concept of constructs, dragons, elementals, fey, fiends, giants,
justice. These zealots will go to great lengths, even monstrosities, oozes, plants, or undead. Each target
adopting a colorful vigilante persona and dedicating their makes a Charisma saving throw.
lives to fighting evil and corruption in the halls of power If they fail, they do what you suggest, and gain a
in defense of common folk. protective ward for 10 minutes.For the duration, they
Idealists can be isolated, as their station or their can gain a reaction which they can use to impose
vigilante lifestyle often sets them apart them from the disadvantage upon an attack roll targeting them from the
very people they have sworn to protect. creature type you warned them about.
If they succeed their saving throw, your appeal has no
Tenets of the Idealist effect upon them. This ability has no effect on creatures
that are player characters.
Boldness. Live each day with courage. Stand up to all
wrongdoing.
Honor. Do what has to be done. Do it the right way.
Humility. Talk less, and say more.
Justice. Know where to draw the line.

Old Gus’ Errata: Tales from the Weird West 9


Channel Divinity: Sure Shot
As an action, you use your Channel Divinity to
RANGER
consecrate a number of pieces of ammunition equal to
your paladin level. The blessing lasts for 1 hour. Each
CONCLAVE OF THE DROVER
piece of ammunition is magical, and when fired, the Drovers have an extraordinary affinity for wilderness and
attacker receives a bonus to attack rolls made with it the creatures that range upon them, especially those that
equal to half your Charisma modifier (minimum 1). move in herds. They move animals through or watch
over large expanses of land, and learn every canyon and
Will You Ride With Us? hill around over extended years of drives.
Starting at 7th level, you and friendly creatures within 15 A drover’s keen attunement to groups of like creatures
feet of you can’t be frightened while you are conscious. If makes them respectable allies who always put the well-
the creature is a mount, its speed increases by 5 feet. being of the group ahead of their own comfort. They tend
At 18th level, the radius increases to 30 feet, and to keep a keen eye over the mood and health of others,
bonus to a mount’s speed is increased to 10 feet. making friendly suggestions or sharing wilderness
wisdom with those closest to them.
We, the Immortal Riders While drovers can be quiet, thoughtful types, some
At 15th level, you can empower nearby steeds. As an enjoy blowing off pent-up energy from months traveling
action, you can grant all creatures serving as a mount the wilds in solitude when they do get a chance to go into
and benefiting from your Will You Ride With Us? feature town, and can engage in some of the most intense
gain temporary hit points equal to twice your paladin drunken revelry when they do.
level, and they have advantage on Dexterity and
Constitution saving throws as long as they have a rider. Note: This material assumes the use of Unearthed Arcana:
Additionally, mounted creatures benefiting from Will The Ranger, Revised for the core features of the ranger class.
You Ride With Us? have advantage on any check or
saving throw they make to that would results in them
being unwillingly dismount. Prairie Proficiencies
Once you use this ability, you can’t use again until you When you choose this conclave at 3rd level, you gain
complete a long rest. proficiency in the Animal Handling and Insight skills,
martial firearms, ropes, and one musical instrument 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.

Illustration by Josh Cotton

Old Gus’ Errata: Tales from the Weird West 10


Drover Magic
You learn additional spells when you reach certain levels
in this class, as shown in the Drover Spells table. These
spells count as a ranger spells for you, don't count
against the number of ranger spells you know, and you
gain additional unique benefits with them.
Drover Spells
Ranger
Level Drover Spells Additional Effects
3rd Animal Friendship You can target an additional
number of beasts of the
same type equal to your
Wisdom modifier.
5th Beast Bond You can target an additional
number of beasts of the
same type equal to your
Wisdom modifier.
9th Feign Death You can cast the spell upon
yourself, and decide ahead of
time how long the spell will
last.
13th Dominate Beast You can target an additional
number of beasts of the
same type equal to your
Wisdom modifier.
17th Dream If you are within view of an
open sky, and there is a
friendly beast who can see or
hear you within 60 feet of
you, both you and the beast
enter the Astral Plane
together for the duration.

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.

I Just Like Wearing This


At 15th level, when you are wearing light armor, you can
add your Wisdom modifier to your Armor Class.

Old Gus’ Errata: Tales from the Weird West 11


I See ‘Em
When you select this roguish archetype at 3rd level, you
can use your cunning action to mark a target you can
see. When you make a firearm attack against your
marked target, and they have ½ cover, you can ignore it,
and if it has ¾ cover, you can make your attack roll as if
it had ½ cover. When you hit your marked target with a
firearm, you can deal Sneak Attack damage to it. You can
only mark one creature at a time.

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.

Grace Under Fire


At 9th level, you gain two new uses for your cunning
action:
• Duck and Cover. Until the start of your next turn, you can
benefit from cover as if you were one size smaller than you
are.
• Quick Draw. You can holster or draw one firearm.

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.

Old Gus’ Errata: Tales from the Weird West 12


Born to the Stuff Powder Trance
At 1st level, your affinity with firearms and gunpowder At 18th level, you are no longer at risk for powder
manifests, and you gain the following benefits: blindness when you use gunpowder as a stimulant, and
• You are proficient with martial firearms that lack the burst, inhaling a large quantity causes you to enter a powder
spread or heavy properties. trance. You can use your bonus action and spend 6
• You can use a powderhorn as a component pouch. sorcery points to enter a powder trance for 1 minute. For
• If there is gunpowder within 500 feet × your sorcerer level of the duration, you gain the following benefits:
you, you know it and where to find it. • You add your Charisma modifier to all attack and damage
• As a bonus action, you can inhale a quantity of gunpowder as rolls you make with firearms that you are proficient with.
a stimulant. You heal for a number of hit points equal to your • You do not need to spend additional sorcery points to use
sorcerer level, and for the next 10 minutes, you make any your Two-Shot, Bullet Float or Bulletproof abilities.
Wisdom (Perception) and Intelligence (Investigation) checks
with a bonus equal to your Charisma modifier. When the
effect ends, you must succeed a DC 14 Constitution saving
throw. If you fail, you are blinded for 1 hour. Additional Metamagic Options
Reaction Relocation Spellslinging
When you reach 3rd level in this class, you can When you gain this metamagic option, you can cast spells
manipulate the explosive forces your firearm creates. As using a firearm you are holding and proficient with as your
an action, you can spend 2 sorcery points and 1 piece of spellcasting focus. If the weapon has a magical bonus to
ammunition to instead relocate the concussive force attacks made with it, you may add that bonus to your ranged
from within your firearm’s chamber to a place of your spell attack rolls.
choosing within 60 feet of you. When you do, creatures Additionally, designate a number of cantrips or spells
in a 5-foot radius of the explosion must succeed a equal to your Charisma modifier as spellslinging spells. By
Dexterity saving throw or take 1d6 thunder damage. The spending 1 sorcery point, you can use a firearm to shoot a
damage increases by 1d6 when you reach 5th, 11th, and spell out it. Spellslinging in this manner requires a
17th level in this class. gunpowder-based firearm, and consumes the usual
ammunition cost, as well an appropriate spell slot. You do
Powder Sorcery not add the firearm’s usual damage to spells cast in this
At 6th level, you can use your sorcery points to combine manner. You can use your spellslinging ability to modify
gunplay and sorcery. You gain the following abilities: spells you case in two ways:
• Two-Shot. When you take the Attack action using a firearm Spellshot. If a spell requires a ranged attack roll or if the
you are proficient with, you can spend 1 sorcery point to spell’s required saving throw targets only a single creature,
make a second attack with it. you can cast it using a firearm that lacks the burst or spread
• Bullet Float. When you take the Attack action using a properties, using the firearm’s range, if it exceeds that of the
firearm you are proficient with, you can spend 1 sorcery spell’s. The spell uses your sorcerer spell save DC.
points and 1 additional piece of ammunition, using the Reshape. If the spell targets multiple creatures or creates
second gunpowder reaction to increase the bullet’s flight an area of effect, you can alter the area of effect to those of
time, doubling the weapon’s range for the attack. If it hits, firearm’s burst or spread properties, using the firearm’s or
add your Charisma modifier as additional damage. spell’s range, whichever is greater. The spell uses your
• Bulletproof. As a bonus action, you can spend 1 sorcery sorcerer spell save DC or that of the firearms, whichever is
point to gain resistance to piercing damage for 1 minute. higher.
Whenever you gain a sorcerer level, you may exchange one
Explosive Vengeance spellslinging spell for another spell you know.
At 14th level, whenever a creature you can see attacks
with a firearm, you can make a ranged spell attack roll
using your reaction. If your roll is higher than the
creature’s attack roll, their attack backfires, and they
instead take your Sorcerer level as thunder damage.

Old Gus’ Errata: Tales from the Weird West 13


Extended Spell List
Spell
Level Spells
1st Dissonant Whispers, Tasha’s Hideous Laughter
2nd Calm Emotions, Gentle Repose
3rd Animate Dead, Life Transference
4th Fabricate, Mordenkainen's Private Sanctum
5th Skill Empowerment XGE, Modify Memory

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.

Illustration by Sentinel13 Prototype Serum


At 6th level, you can spend ten minutes to use your
WARLOCK alchemist’s supplies to prepare a vial of prototype serum,
which retains potency for 24 hours. You can administer a
OTHERWORLDLY PATRON: vial of your serum to a willing living creature using your
action, or to an unwilling living creature by making a
THE RE-ANIMATOR melee spell attack. If your serum requires a saving
What those of true learning gain through years of careful throw, it matches that of your warlock spell save DC.
study, the re-animator bypasses with wanton, impatient You decide what your serum does when you create it,
abandon, exchanging their very soul for knowledge they choosing from the following options:
have not earned. Brilliant and charismatic, the re- • Acidic Microbes. The target withers from the inside, taking
animator convinces themselves and occasionally a few 3d10 acid damage. If the target resists piercing damage,
others of their noble intent: that their knowledge will one even from non-magical attacks, you make your attack with
day be used to help or even save the world from itself. disadvantage. If the target is immune to piercing damage,
Making use of this forbidden knowledge usually you cannot inject the them. The potency increases as you
requires bodies in copious quantities. Re-Animators gain warlock levels, to 4d10 at level 11, and 5d10 at level 17.
prefer a life of isolation with a regular supply of fresh • Re-Animation Serum. The serum re-animates a recently
corpses. Given enough resources, most re-animators will slain corpse into a zombie as if you had created it with the
isolate themselves, with their creations functioning as Animate Dead spell.
surrogate children within their delicate psyche. • Resilient Serum. The serum grants the target a number of
Eventually, most re-animators end up unleashing a temporary hit points equal to your warlock level and
horror upon the world that only they can stop, or meet resistance to one damage type of your choice. The serum
the even more unfortunate end, falling prey to their own lasts for one hour.
creations, a punishment for tampering with the laws of • Super Serum. Choose an ability score. For the next 1
nature and the forces of life and death. minute, the target gains a bonus to that ability equal to 1 +
half your Charisma modifier, to a maximum of 24.
• Super Venom. Choose an ability score. The target makes a
Constitution saving throw. If they fail, that ability score is
reduced by an amount equal to your 1 + half your Charisma
modifier for 1 minute. The creature repeats its saving throw
at the end of its turns, ending the effect on a success.

Old Gus’ Errata: Tales from the Weird West 14


• Truth Serum. The target makes a Constitution saving throw.
If they fail, they are under the effect of the Tasha’s Hideous
Laughter spell. They make a Wisdom saving throw. If they Additional Eldritch Invocations
fail, they come under the effect of the Zone of Truth spell. Booming Laughter
Either effect lasts for 10 minutes.
Prerequisite: Booming Blade SCAG cantrip
Once you prepare your serum, you can’t do so again
The target of your Booming Blade also has their movement
until you finish a long rest.
speed reduced by 10 feet.
Combine Corpses Frigid Fingers
At 10th level, when you use your action to cast the Prerequisite: Chill Touch cantrip
Animate Dead spell, you can use your bonus action to When you hit a creature with your Chill Touch cantrip, they
combine four zombies that are each within 20 feet of one have disadvantage on attack rolls against you until the end
another into an Ogre Zombie or combine four skeletons of your next turn, even if they are not undead, unless they
into a Skeleton Minotaur. resist or are immune to necrotic damage.
Additionally, you can use your action to sacrifice one
Homunculus Helper
skeleton or zombie under your control within 20 feet of a
combined corpse you have created, healing it for an Prerequisite: Pact of the Chain
amount equal to the sacrificed creature’s remaining hit When you summon your familiar, it can instead assume the
points. You can only control one combined corpse at a form of a Homunculus instead of its usual form. Your
time, and it counts as four creatures toward your limit familiar’s homunculus form has additional hit points equal
with the Animate Dead spell. to half your warlock level and can speak, but it is limited to
two-word sentences, for example “Yes, master”.
Masterpiece Serum
Faustian Firearm
At 14th level, you perfect your serum, and can prepare
Prerequisite: Pact of the Blade
up to two vials of your any serum formulae you know.
The masterpiece serum’s can be used to empower You become proficient with martial firearms that lack the
humanoid or a zombie under your control, granting them heavy or two-handed properties. If you have the Pact of the
the following benefits for 1 hour: Blade feature, you can use it to summon a firearm with a
kick rating of 13 or less.
• The target gains temporary hit points equal to your warlock
level. In addition, the firearm gains a +1 bonus to its attack and
• The target resists one damage type of your choice (you damage rolls, unless it is a magic weapon that already has a
choose when you create the serum). bonus to those rolls. The weapon you conjure can be a
• The target is proficient with Strength and Constitution revolver, hunting rifle, muzzle-loading rifle, shotgun, sawed-
saving throws. off double-barrel shotgun. high-caliber revolver, breech-
• The target adds your Charisma modifier to the damage of loading rifle, or double-barrel scattergun. You are still
melee attacks they make. subject to any kick requirements of the firearm you summon.
• The target can attack twice, instead of once, when they take If you summon a weapon with the burst or spread
the Attack action on their turn. They ignore this benefit if properties, you can use your warlock spell save DC in place
they already have a feature, like Extra Attack, that gives them of the weapon’s burst or spread rating.
extra attacks. You can use any firearm you summon with your Pact of
After the serum's power fades, the target must succeed the Blade feature as a spellcasting focus for your warlock
a DC 14 Constitution saving throw or suffer one level of spells.
exhaustion. Polarity Switch
Prerequisite: Lightning Lure SCAG cantrip
The range of your Lightning Lure doubles, and you can
choose to push the target away from you instead of pulling it
toward you.
Toxic Jet
Prerequisite: Poison Spray cantrip
Your poison spray becomes a 10-foot line, and is able to hit
up to two creatures. You add your Charisma modifier to the
damage done by the spell to the first creature it hits, but not
the second.

Old Gus’ Errata: Tales from the Weird West 15


Got Shot Once. Didn’t Care For It.
When you adopt this tradition at 2nd level, you learn the
Shield spell if you do not already know it, and it doesn’t
count against the number of spells you can prepare each
day. When you cast the Shield spell, until the start of
your next turn, any additional damage you sustain from
non-magical firearm attacks is reduced by an amount
equal to your Intelligence modifier (minimum: 1).

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.

Old Gus’ Errata: Tales from the Weird West 16


I Love This Gun
Also at 6th level, you can channel arcane energy through
your spellslinger. The effects last for 1 minute or until
the firearm leaves your hand. Choose one of these
damage types: acid, cold, fire, lightning, or thunder. For
the duration, the firearm has a +1 to attack rolls and
deals an additional 1d6 damage of the chosen type.
You can use this feature twice, and regain the ability
when you finish a short rest.

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.

Have I Mentioned I Love this Gun?


At 14th level, you add your Intelligence modifier
(minimum of +1) to the additional damage done by your
spellslinger when you use your I Love This Gun ability.

Illustration by El Hino

Make it a western, then make it weird, then make it


even weirder!
Dungeons & Dragons’ official subclasses are intended to be
viable choices for this setting! A selection of backgrounds
feats provides new avenues for any character to learn to
shoot, riding, rope and more!
You can find more of Old Gus’ Errata by clicking the link in
the Table of Contents in this document.
In addition to the class archetypes presented here,
(particularly the Path of the Perfectionist Barbarian,
Pestilence Domain Cleric and Way of the Luchador Monk)
and other subclasses that appear in Old Gus’ Errata: Heroes
of the Multiverse make for excellent player choices in this
setting!

Illustration by Mauricio Guimaraes

Old Gus’ Errata: Tales from the Weird West 17


BACKGROUNDS
BOUNTY HUNTER
You have spent your days scouring the lawless wastes
looking for those who have committed crimes on behalf
of the law, or are hired by someone with enough money
to afford vengeance for hire. You may have been an
outlaw yourself once, and now use your knowledge of the
criminal underworld to track your prey.

Skill Proficiencies. Choose two from among


Deception, Insight, Intimidation, Persuasion, Survival
and Stealth
Tool Proficiencies. Ropes and thieves' tools
Equipment. Common clothes, 50 feet of rope
Feature: I’m Lookin’ for Someone. You are in
frequent contact with law enforcement or other
enterprises who might pay for your services. This
connection comes in the form of a contact in towns or
cities you visit: a person who provides information about
the people and places of the local area. You know the
edible plants of sandy wastes, and are able to scrounge
enough food for yourself and one other person upon
them.
d8 Personality Trait
1 I always have a plan for when things go
wrong. Illustration by Genek
2 I am always calm, no matter what the situation. I d6 Bond
never raise my voice or let my emotions control me.
1 I'm trying to pay off an old debt I owe to a not-so-
3 The first thing I do in a new place is note the locations generous benefactor.
of everything valuable— or where such things could
2 My pay goes to support my family.
be hidden.
3 Something important was taken from me, and my
4 I would rather make a new friend than a new enemy.
work is my way of righting that wrong.
5 I am incredibly slow to trust. Those who seem the
4 I will become the greatest bounty hunter that ever
fairest often have the most to hide.
lived.
6 I don't pay attention to the risks in a situation. Never
5 I'm guilty of a terrible crime myself, and hope no one
tell me the odds.
ever comes looking for me on account of it.
7 The best way to get me to do something is to tell me I
6 Someone I loved died because of a mistake I made.
can't do it.
That will never happen again.
8 I blow up at the slightest insult.
d6 Flaw
d6 Ideal
1 When I see a large bounty, I can't think about
1 Honor. I don't compete with others in the trade. anything but how to claim it.
(Lawful)
2 When faced with a choice between money and doing
2 Freedom. Chains are meant to be broken, as are the right thing, I usually choose the money.
those who would forge them. (Chaotic)
3 If there's a plan, I'll forget it. If I don't forget it, I'll
3 Charity. I steal from the wealthy so that I can help ignore it.
people in need. (Good)
4 I have a 'tell' that reveals when I'm lying.
4 Greed. I will do whatever it takes to become wealthy.
5 I turn tail and run when things look bad.
(Evil)
6 An innocent person is in prison for a crime that I
5 People. I'm loyal to my friends, not to any ideals, and
committed. I'm okay with that.
everyone else can take a trip down the Styx for all I
care. (Neutral)
6 Redemption. There's a spark of good in everyone.
(Good)

Old Gus’ Errata: Tales from the Weird West 18


CARD SHARK
You tend to stay in a town for as long as your luck holds.
You might play fair, or cheat regularly and make a hasty
exit once discovered, taking any ill-gotten gains with you.
You are always on the lookout for a table to sit at, and
know how to read a tell while keeping yours hidden.

Skill Proficiencies. Choose two from among


Deception, Insight, Persuasion, and Sleight of Hand
Tool Proficiencies. Two types of gaming set
Equipment. A set of fine clothes, a gaming set with
which you are proficient, and a cheater’s set of the same,
such as weighted dice, or a deck of marked cards), and a
piece of counterfeit jewelry that looks valuable but is
worthless, and a belt pouch containing 15 gp.
Feature: Hustler. You have a knack for recognizing
your own kind in settlements you visit. Other gamblers
are easy to pick out for you, and you can spot a mark a
mile away. Using this knowledge, you can always find a
place to gamble in a manner that suits your immediate
needs: low stakes with a low payout, or high stakes with
high payouts.

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.

Old Gus’ Errata: Tales from the Weird West 19


d6 Ideal
1 The mail must go through. The trust folk put in my
ability to deliver their items is sacred to me. (Good)
2 Best part of this job is the scenery. Time alone
under the open sky and the rhythm of hooves on the
ground is where my happy place is. (Neutral)
3 Graft. There’s no end to the number of valuable
things that can just “go missing” in this line of work,
and there’s nothing wrong with skimming off the top
or allying with bandits. (Evil)
4 Civilization. Letters and deliveries bind the world
together, and those are bonds that should never be
broken. (Lawful)
Illustration by Antony Carlyon
5 Any job’ll do. I’ll take any job from anyone if the price
is right. I don’t even want to know what I’m carrying,
COURIER do I? (Chaotic)
Couriers make a living delivering mail, packages and 6 Makin’ my way. This is a job like any other, I just
other small items as quickly as possible, avoiding the happen to be good at it, and it pays well enough.
dangers of the wildernesses with blazing speed. They Getting by is its own reward in this world. (Any)
run a particular route repeatedly, stopping for only a few
seconds to drop off, pick up, and re-mount before d6 Bond
continuing their route, switch to a fresh mount at each 1 I return to the same haunts on my route to check in
settlement or checkpoint they visit. on the people I know along the way for the latest
gossip.
Skill Proficiencies. Choose two from Animal 2 I’ve got a lover in every town I ride to, and I hope they
Handling, Perception, Nature and Survival. never find out about one another.
Tool Proficiencies. Blacksmith’s Tools 3 I once lost something precious on a delivery and I’ve
Languages. One language of your choice never lived it down among my colleagues.
Equipment. A saddle and bridle, a set of leather 4 I lost my horse in the wilderness and had to finish a
saddlebags containing 5 days of rations, 1d6 undelivered delivery on foot. Experiencing the dangers of the
letters, 1d2 undelivered packages, and a pouch wastes without the safety that speed guaranteed
containing 10 gp. changed me forever.
Feature: Midnight Rider. While mounted, you can 5 Bandits once robbed me of everything I had and left
maintain a hard travel pace for twice as long without me for dead. I barely escaped with my life. I’ll get
exhausting your mount. You are able to shoe a horse revenge one day.
with the bare minimum of materials in just a few 6 I left my family to ride hard, and I just never stopped.
minutes, and read oncoming weather patterns with I wonder what they’re up to sometimes, or if they ever
uncanny accuracy, and locate fresh water for yourself think about me at all.
and up to two other people (or mounts) each day.
d6 Flaw
d8 Personality Trait 1 I’m not risking my neck for anything or anyone. If the
1 My first loyalty is to my mount. going gets tough, I’ll drop everything, turn tail and
2 I’ve got a lover in every town I ride to, and hope they run.
never find out about one another. 2 I hate enclosed spaces, and avoid them whenever
3 I’ve lived years where rest as a precious commodity. I possible.
can fall asleep at the drop of a hat. 3 When I’m not on the job, I’m lazy.
4 I always keep my focus on the next horizon. 4 I respond to criticism with lies and excuses.
5 I’m curious beyond all reason, and love to shake 5 I’m a drunk. Work’s the only thing that keeps me
packages and guess what’s inside of them. sober.
6 I always take time to appreciate the natural beauty of 6 I get along better with horses than people.
the world around me.
7 I’m a person of few words.
8 I can’t remember names, so everyone gets a
nickname.

Old Gus’ Errata: Tales from the Weird West 20


d8 Personality Trait
1 I know a story for every occasion.
2 My sharp wit earns me the respect of the young.
3 I always need a nap, and love to rest my aching joints.
4 I miss the good old days, and never miss an
opportunity to let folk know it.
5 I can’t see anything without my spectacles anymore.
6 I refuse to let others tell me what to do or help me.
7 I love to offer people candy.
8 I’m always encircled in a wreath of pipe smoke.

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.

Old Gus’ Errata: Tales from the Weird West 21


d8 Personality Trait
1 I can see beauty in anything, even if it disgusts others.
2 I have an appreciation for simple people and places.
3 Wealth and opulence are among my favorite subjects.
What people do with their money fascinates me.
4 I believe images of our times must be captured and
preserved for generations to come.
5 Stories are even better with pictures. I’m always
sharing my work with others.
6 I’m sentimental, and when I ask to take someone’s
portrait, it’s my way of letting them know I love them.
7 I prefer plants and animals to human subjects.
8 Photography is principally an instrument of science.

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.

Old Gus’ Errata: Tales from the Weird West 22


d8 Personality Trait
1 Nothing bothers me for long.
2 I hate cave creatures with a passion. They took a fear
friend of mine, and nearly got me, too!
3 Anything worth doing takes time and practice. I have
learned to plan and wait for the things I want.
4 I can party with everyone. A stiff drink is the quickest
way to a good time and a new friend.
5 I’d rather be prospecting. This is okay; getting rich is
better.
6 If I just keep looking, I’ll strike it rich someday.
7 Those who don’t work with their hands are soft and
weak.
8 I’m jealous of others with an education.

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.

Old Gus’ Errata: Tales from the Weird West 23


d8 Personality Trait
1 The wisdom of the herd gives me a unique outlook.
2 As a child, I played hero. Now I’m determined to
become one.
3 Nothing is more important than a job well done.
4 I’ve never backed down from a barnyard brawl.
5 I think there’s a simple solution to everything.
6 I celebrate the little things in life because I don’t know
when the hard times will come.
7 I couldn’t wait to get out of life one the ranch.
8 I’m easily entertained.

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)

Illustration by Eric Kenji d6 Bond


1 I set out to earn riches for my family so they don’t
VAQUERO have to live season to season.
2 I’ve worked the land, and I will protect it at any cost.
You came up a ranch hands and cowpoke, tending to
broken fences, barn doors and other tasks to keep an 3 Bandits pillaged and burned my hometown. I will
agrarian operation going. You’ve spent more time destroy those bandits one day.
outdoors than indoors, and that’s how you like it. Most 4 My boss is kind, and I desire to make them proud.
people take food for granted but you know where it all 5 I was born in bondage but earned my freedom. I will
came from and how it got to be what it is. The love and become rich enough to free my family.
animals and hundreds of sunsets after a day of honest 6 I am in love with a friend. I will do anything to protect
work is it’s own reward, but perhaps adventuring will their perfect smile.
pay better than staying on the ranch.
Skill Proficiencies. Animal Handling, Nature d6 Flaw
Tool Proficiencies. Carpenter’s Tools, Ropes 1 I distrust and dislike new people. Most people just
weren’t raised right.
Equipment. Carpenter’s Tools, 50 ft. rope, a set of
common clothes, a token of your family, and a small 2 I only know country manners, and I don’t know
pouch containing 5 gp proper behavior in civilized settings. I ain’t no
cosmopolitan.
Feature: Rancher’s Almanac. After a lifetime on the
ranch, you are able to discern simple information for 3 I’m a gullible and naive country person. It’s easy for
your companions. You can accurately predict the people to con me.
weather for the next 24 hours. You know what food is 4 I was born and raised a servant to my betters. I find it
worth and can haggle for better prices for it. hard to stand up to authority figures.
You know the customs of ranchers and farmers, and 5 I love booze, and I can’t hold my liquor.
can barter for a safe night’s shelter on their property, and 6 I ran from my wedding– a decision I regret, but that's
how to make yourself useful in exchange. Your hosts will me: I’m running from my feelings instead of dealing
not shelter you from the law it it would bring harm to with them.
themselves.

Old Gus’ Errata: Tales from the Weird West 24


FEATS
Bless This Ammo
Prerequisite: The ability to cast the Ceremony XGE spell.
You increase your Intelligence, Wisdom or Charisma
score by 1, to a maximum of 20.
You can use the Ceremony spell to imbue a number of
bolts, arrows, sling bullets or ammunition equal to your
spellcasting ability modifier. Each projectile becomes
magical. The blessing ends after 1 hour, and you cannot
use the spell in this manner again until you complete a
long rest.

Born to the Saddle


Prerequisite: Dexterity 13 or higher
You increase your Dexterity Score by 1 to a maximum of
20.
Your mastery as a rider is apparent. You have
advantage on saving throws made to avoid falling off
your mount. If you fall off your mount and descend no
more than 10 feet, you can land on your feet if you're not
incapacitated. Mounting or dismounting a creature costs
you only 5 feet of movement, rather than half your speed.

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.

Old Gus’ Errata: Tales from the Weird West 25


Firearm Adept Spellslinging Adept
You have a natural aptitude for firearms and never Prerequisite: Cleric, Sorcerer, Warlock or Wizard
struggles to learn to master them as others seemed to. Designate one cantrip and one spell you know as
You gain the following benefits: spellslinger spells. You can cast these spells using a
• You learn two trick shots of your choice from among those firearm you are holding and proficient with using it as a
available to the Shootist martial archetype in the fighter spellcasting focus.
class. If a trick shot you use requires your target to make a If the spell requires a ranged attack roll, you must be
saving throw to resist the shot’s effects, the saving throw DC using a firearm that lacks the burst or spread properties.
equals 8 + your proficiency bonus + your Dexterity modifier.
If the spell requires a saving throw, you must be using
• If you already have gut dice, you gain one more; otherwise,
firearm that has the burst or spread properties.
you have one gut die, a d6. These dice are used to fuel your
trick shots. A gut die is expended when you use it. You regain In either instance, these spells may use the firearm’s
your expended gut die when you finish a short or long rest. range, burst or spread properties, and your sorcerer spell
save DC. Doing so consumes the firearm’s usual
You can take this feat multiple times, adding one
ammunition cost, and an appropriate spell slot, if you
additional gut dice and two trick shots each time you do.
cast a spell. You do not add the firearm’s usual damage
Firearm Training to these spells.
Additionally, you can cast spells using a firearm you
You increase your Strength or Dexterity score by 1, to a
are holding and proficient with using it as a spellcasting
maximum of 20 and become proficient in all firearms
focus, and if the weapon as a magical bonus to attacks
you are not already proficient with.
made with it, you may add that bonus to your ranged
Frantic Reload spell attack rolls.

Prerequisite: Dexterity 13 or higher Stormrider


If a hostile creature you can see is within 60 feet of you, Prerequisite: 8th level
you can reload a firearm you are holding using your
Your skill at riding shines most in combat. You gain the
reaction. You still need a free hand to reload the firearm.
following benefits:
Quick on the Draw • While mounted, when you take the Attack action, you can
direct your mount to attack instead. If your mount moves 40
Prerequisite: Dexterity 13 or higher feet in a straight line, you can choose one of the following
You can add your Wisdom modifier to initiative rolls, and benefits until the end of your next turn:
when using your object interaction to holster or holster a • You can make your first attack roll on your turn at advantage.
firearm, may make one additional object interaction of Attacks you direct your mount to make cannot gain this
similar kind. For example, you can draw or holster two benefit.
firearms simultaneously, or holster one firearm and • If you are proficient with ropes, you can add your Wisdom
draw another. modifier (minimum 1) to your ropes DC when you rope a
target. This bonus applies only to the initial saving throw the
Riding Shotgun creature makes, and not to any additional saving throws a
Prerequisite: Strength 13 or higher creature makes once roped.
You can fire a weapon that has the burst or spread • You can force an attack targeted at your mount to target you
property but lacks the heavy property that you are instead.
proficient with one hand. • If your mount is subjected to an effect that allows it to make
a Dexterity saving throw to take only half damage, it instead
Rope Adept takes no damage if it succeeds on the saving throw, and only
half damage if it fails.
Prerequisite: Strength or Dexterity 13 or higher
You increase your Strength or Dexterity score by 1, to a Trusty Steed
maximum of 20. You increase your Charisma score by 1, to a maximum of
Your range on attack rolls made with a rope is 20.
increased by a number of feet equal to your Proficiency No matter what, it seems like your mount always
Bonus + your Strength modifier + your Dexterity comes back to you. You can cast the Find Steed spell
modifier. once, and regain the ability to do so when you finish a
short rest. If your mount is already summoned when you
use the spell, you can instruct it to lead nearby friendly
mounts to your location.

Old Gus’ Errata: Tales from the Weird West 26


Whip Mastery
The whip is a tricky weapon to use, but you have spent
MOUNTS
countless hours mastering it. You gain proficiency with A willing creature that is at least one size larger than you
whips if you do not already have it, and the following and that has an appropriate anatomy can serve as a
benefits: mount, using the following rules.
• You can use a special 20-foot whip called a bullwhip, making
ranged attacks with proficiency, and dealing 1d6 slashing MOUNTING AND DISMOUNTING
damage. Bullwhips are longer and heavier than regular
Once during your move, you can mount a creature that is
whips, and deal 1d6 slashing damage. They are ranged
within 5 feet of you or dismount. Doing so costs an
weapons, and you cannot make attacks of opportunity with
amount of Movement equal to half your speed. For
them.
example, if your speed is 30 feet, you must spend 15 feet
• You gain a +1 bonus to attack rolls you make with a whip or
of Movement to mount a horse. Therefore, you can’t
bullwhip.
mount it if you don’t have 15 feet of Movement left or if
• You can add your Charisma modifier to Wisdom (Animal
your speed is 0.
Handling) rolls, and your Wisdom modifier to Charisma
(Intimidation, Persuasion, Performance) checks made with a If an effect moves your mount against its will while
whip or bullwhip. you’re on it, you must succeed on a DC 10 Dexterity
• When you hit with an opportunity attack using a whip, the saving throw or fall off the mount, landing prone in a
target must succeed on a Strength saving throw (DC 8 + your space within 5 feet of it. If you’re knocked prone while
proficiency bonus + your Strength or Dexterity modifier) or mounted, you must make the same saving throw.
be knocked prone. If your mount is knocked prone, you can use your
Reaction to dismount it as it falls and land on your feet.
Otherwise, you are dismounted and fall prone in a space
COVER within 5 feet it.

½ Cover CONTROLLING A MOUNT


A target with half cover receives a +2 bonus to AC and While you’re mounted, you have two options. You can
Dexterity saving throws. A target has half cover if an either control the mount or allow it to act independently.
obstacle blocks at least half of its body. The obstacle Intelligent creatures, such as Dragons, act
might be a low wall, a large piece of furniture, a narrow independently.
tree trunk, or a creature, whether that creature is an You can control a mount only if it has been trained to
enemy or a friend. accept a rider. Domesticated horses, donkeys, and
similar creatures are assumed to have such Training.
¾ Cover The Initiative of a controlled mount changes to match
A target with three-quarters cover has a +5 bonus to AC yours when you mount it. It moves as you direct it, and it
and Dexterity saving throws. A target has three-quarters has only three action options: Dash, Disengage, and
cover if about three-quarters of it is covered by an Dodge. A controlled mount can move and act even on the
obstacle. The obstacle might be a thick iron door, a rocky turn that you mount it.
edifice, or a thick tree trunk. An independent mount retains its place in the Initiative
order. Bearing a rider puts no restrictions on the Actions
Total Cover the mount can take, and it moves and acts as it wishes. It
A target with total cover can't be targeted directly by an might flee from combat, rush to Attack and devour a
attack or a spell, although some spells can reach such a badly injured foe, or otherwise act against your wishes.
target by including it in an area of effect. A target has In either case, if the mount provokes an opportunity
total cover if it is completely concealed by an obstacle. Attack while you’re on it, the attacker can target you or
the mount.
High Ground
If a creature has a clear line of sight to a creature
because they are above them, the benefits of their cover Additional rules for barding, saddles, tack, harness and
do not apply for that attack. Always think in three drawn vehicles, appear on page 155 of the Player’s
dimensions when you are deciding where to end your Handbook.
turn.

Nothing Lasts Forever


Attack rolls that miss a target will damage the object
providing them cover.

Old Gus’ Errata: Tales from the Weird West 27


If the weapon has the burst or spread properties and you do
not meet its kick rating, you must succeed a DC 10 Strength
saving throw or be knocked prone, and targets in the area
make their saving throws with advantage.
• Range. Firearms all have the range property. The range lists
two numbers. The first is the weapon’s normal range in feet,
and the second indicates the weapon’s long range. When
attacking a target beyond normal range, you have
disadvantage on the Attack roll. You can’t Attack a target
beyond the weapon’s long range.
• Reload. A limited number of shots can be made with a
weapon that has the reload property before it must be
reloaded. A creature with a free hand can reload a firearm
using their action, one attack (if they have the Extra Attack
feature) or a bonus action. Firearms require a free hand to
reload. Two-handed firearms can be held in one hand while
they are being reloaded.
• Spread. Each creature in a cone the size of the weapons’
range must make a Dexterity saving throw with a DC of the
firearm’s spread rating. On a successful save, the creature
takes no damage.

ADVICE FOR FIREARM USERS


Count your lead, partner.
Always keep track of how much ammunition you have.
Pistols, rifles and shotguns each use a different type of
ammunition, and they are consumed once fired.

How many in the chamber?


Each time you shoot a firearm, keep track of how many
Illustration by Jackie de Leon more rounds are in its chamber. Reload your firearms
after a fight so you always start with a full chamber.
FIREARMS Draw!
Firearms are ranged weapons. If you take the Attack If you don’t want to spend precious time to reload, carry
action on your turn, you can use your bonus action to a spare! Dropping an empty firearm is a free action, and
make a ranged weapon Attack with a firearm you are you can use your object interaction to draw a fully loaded
holding in your off-hand. As with melee weapons, you firearm or sheathed weapon.
cannot use a firearm in your off-hand that does not have
the light property unless you have the Dual Wielder feat. Mixing and matching ammunition types. If you have
more than one type of round chambered into your
When fired from your off-hand, you do not add your firearm (such as silver bullet, the Arcane Avenger’s
Dexterity modifier to the damage roll of the attack from a Cantrip Ammunition or the Idealist Paladin’s Sure Shot),
firearm unless you have the Two-Weapon Fighting Selecting a specific round you have in your firearm is
fighting style. performed using your Object Interaction on your turn.
FIREARM PROPERTIES Firearms and Features
• Ammunition. Firearm ammunition is destroyed upon use. Off-hand firearms can benefit from both the Two-
This amount is 1 unless otherwise listed. Weapon Fighting fighting style and the Dual Wielder
• Burst. A weapon that has the burst property sprays a 10-foot feat. See the feats section of this document for additional
cube within its range with small projectiles. Each creature in feats related to firearms.
the area makes a Dexterity saving throw with a DC of the
weapon’s burst rating. If the creature is further away than
the weapon’s normal range, they make their saving throw
with advantage.
• Kick. A firearm with a kick rating requires a minimum
strength score to wield properly. If you do not meet the
minimum, you wield such weapons with disadvantage.

Old Gus’ Errata: Tales from the Weird West 28


Explosive Malfunctions
d4 Malfunction
1 Short circuit. The device sparks uncontrollably,
giving off bright light in a 5 foot radius, and dim
light for an additional 5 feet. It cannot be repaired.
2 Signal failure. Nothing happened, but it might
work next time. Make a new malfunction roll the
next time the device receives a signal.
3 Just a loose wire. A character can use their action
to make a DC 10 check with tinker’s tools to repair
the item.

4 Overcharge! A powerful current is sent down all


remaining lines, destroying any switches and
detonating any connected explosives further down
the system

• Radius. The number displayed indicates the radius of the


explosion’s damaging effects from its point of origin.
• Split. Successive switches will send down a different output
each time they receive a signal from a detonator plunger,
allowing the same one to set off multiple charges in
sequence. They don’t always work, though.
• Timer. A timer can be adjusted along a dial of 10 slots, each
Illustration by The Sauken marking a six second increment. When the timer reaches the

EXPLOSIVES end of its counter, it sends its output signal.

Explosives are tools. Proficiency with explosives PREPARING THROWN EXPLOSIVES


represents a character’s ability to safely handle, set and An individual proficient with explosives and tinker’s or
detonate explosives to a desired effect. Some explosives, blacksmith’s tools can spend 1 hour to create 1d4
such as dynamite, can be used as ranged weapons. grenades or other explosives using 2 powderhorns and
50 gold of raw steel.
EXPLOSIVE PROPERTIES
• Bundle. Explosives with the bundle property can be thrown Explosive Damage Properties
together. Each additional explosive in the bundle adds an
Fragmentation 2d8 piercing Thrown (30 feet), Explode
additional 1d6 to the damage and 5 feet to the radius of the
Grenade (14,) Fuse (short), Radius
bundle’s explosion.
(15)
• Explode. The explode rating determines how difficult a
blast’s effects are to avoid and is expressed as a Dexterity Concussion 3d6 thunder Thrown (30 feet), Explode
saving throw. Creatures who fail their throw take damage Grenade (13,) Fuse (short), Radius
from the blast and are knocked prone. Creatures that (5)
succeed their saving throw take half damage from the blast
and aren’t knocked prone.
• Fuse. When throwing an explosive with a fuse, the thrower’s
bonus action is used to prepare and light the fuse, choosing
between a short or long fuse. The explosive gains its own
initiative roll, which the DM makes in secret. A short fuse
takes enters the initiative order immediately, and a long fuse
enters the initiative order at the end of the next turn of the
creature who threw (or triggered) the explosive. If you are
proficient with explosives, you can apply your proficiency
bonus to ensure the grenade explodes sooner or later.
• Malfunction. Newfangled technology isn’t all it’s cracked up
to be. The first time a detonator plunger, switch, or timer is
used, the Dungeon Master rolls a d20 and d4 in secret. If it
results in a number lower than the item’s malfunction rating, Illustration by Andrea Silva
the results of the 1d4 are used to determine a malfunction
from the malfunction table for the broken component.

Old Gus’ Errata: Tales from the Weird West 29


Restrain
If you rope a creature no more than one size larger or
smaller than you, you can use a bonus action to force it
to make a Strength or Dexterity (it’s choice) saving throw
against your ropes save DC. If it fails, it becomes
restrained you release your rope. If it succeeds, you are
forced to let go of your rope. At the start of its turn, a
restrained creature can use its action to make a new
saving throw against your ropes save DC. If you rope is
severed, a restrained creature is immediately free to take
any actions it may have held while it was restrained.

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.

Armor Cost AC Steath Weight Armor Properties


Corduroy Jacket 5 gp 11 + Dex mod Disadvantage 8 lb Light —
Leather Jacket 10 gp 11 + Dex mod — 10 lb Light —
Heavy Duster 45 gp 12 + Dex mod — 13 lb Light —

Equipment Cost Holsters Weight Properties


Gunbelt 25 gp 1 3 lb You can wear up to two gunbelts.
Double-Holster Gunbelt 35 gp 2 4 lb You can wear up to two gunbelts.
Rifle Shoulder Scabbard 20 gp 1 3 lb You can wear one shoulder harness.
Double Shoulder 40 gp 2 4 lb You can wear one shoulder harness.
Scabbard
Shoulder Holster 20 gp 1 3 lb You can wear one shoulder harness.
Double Shoulder 30 gp 2 4 lb You can wear one shoulder harness.
Holster

Simple Firearms Cost Damage Ammo Weight Range Properties


Derringer 90 gp 1d6 piercing 2 gp (10) 2 lb 30/60 ammunition, kick (6), light, reload (4)
Revolver 150 gp 1d8 piercing 5 gp (10) 3 lb 40/80 ammunition, kick (10), light, reload (5)
Hunting Rifle 100 gp 1d10 piercing 3 gp (10) 6 lb 60/120 ammunition, kick (8), reload (2), two-
handed
Muzzle-loading Rifle 125 gp 1d12 piercing 5 gp (10) 8 lb 80/240 ammunition, kick (10), reload (1), two-
handed
Shotgun 100 gp 1d10 piercing 3 gp (10 8 lb 20/60 ammunition, burst (12), kick (8), reload
(1), two-handed
Sawed-off Double Barrel 275 gp 4d4 piercing 3 gp (10) 6 lb 15 ammunition (2), kick (11), reload (1),
Shotgun spread (13)

Martial Firearms Cost Damage Ammo Weight Range Properties


High-Caliber Revolver 300 gp 1d10 piercing 8 gp (10) 3 lb 50/100 ammunition, kick (13), reload (6)
Breech-loading Rifle 250 gp 2d6 piercing 8 gp (10) 8 lb 80/240 ammunition, kick (11), reload (4)
Double-Barrel 150 gp 1d10 piercing 3 gp (10) 8 lb 20/60 ammunition, burst (13), kick (10),
Scattergun reload (2), two-handed
Large-Bore Rifle 500 gp 3d6 piercing 10 gp (10) 12 lb 100/300 ammunition, kick (12), reload (2), two-
handed, heavy
Drum Rifle 2,000 gp 4d4 piercing 20 gp (40) 15 lb 50/100 ammunition (4), burst (14), kick (14),
reload (20), two-handed, heavy
Gatling Gun 8,000 gp 4d6 piercing 100 gp (100) 170 lb 60/120 ammunition (10), burst (15), kick (12),
reload (100), two-handed

Illustration by Clavework Graphics

Old Gus’ Errata: Tales from the Weird West 31


Tools Cost Damage Weight Range Properties
Whip 2 gp 1d4 slashing 3 lb — melee, finesse, reach
Bullwhip 5 gp 1d6 slashing 6 lb 20 Requires the Whip Mastery feat
Stiff Hempen Rope 1 gp — 10 lb — Can be used to make 2 lariats.
(50 feet)

Explosives Cost Damage Radius Weight Range Properties


Powderhorn 25 gp 2d8 fire 5 feet 3 lb — explode (12), fuse
Powderkeg 100 gp 6d6 fire 20 feet 6 lb 20 explode (12), fuse
Dynamite 100 gp 3d6 thunder 15 feet 10 lb — bundle (10), explode (16)
Detonator 100 gp — — 5 lb — Sense fuse line signal using object
interaction
Fuse Line (50 feet) 10 gp — — 2 lb. — malfunction (1)
Fuse Switch 5 gp — — 1 lb. — malfunction (1), split (2)
Fuse Timer 10 gp — — 1 lb. — malfunction (1), timer (1)

Illustration by Roman Chaliy

There’s more Tales from the Weird West on the way!


The author is hard at work producing the Tales from the
Weird West Dungeon Master’s Guide, which will include
unique firearms, oodles of monsters, a sample one-shot
adventure, and more of everything your gaming group might
need to run a high-weird western game using Dungeons and
Dragons 5th Edition!

Old Gus’ Errata: Tales from the Weird West 32

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