TEXT: Weird western player options and additional rules
  for the world’s greatest roleplaying game
  Weird western player options and additional rules
  for the world’s greatest roleplaying game
  Old Gus’ Errata:
  Tales from the Weird West
  Player’s Handbook
  Old Gus’ Errata:
  Player’s Handbook
  Tales from the Weird West
  
   
  Old Gus’ Errata: Tales from the Weird West Player’s Handbook – v1.24 
  2 
  Designer’s Notes 
   
  Old Gus’ Errata: Tales from the Weird West Player’s 
  Handbook, v1.24 (August 29, 2019). This document 
  provides rules and mechanics for a post-apocalyptic, pulp-
  horror western setting to supplement Dungeon & Dragons 
  5th Edition. This material is not officially part of the game and 
  isn’t permitted in Dungeons & Dragons Adventurers League 
  events. This is unofficial Fan Content permitted under the 
  Fan Content Policy. Not approved/endorsed by Wizards. 
  Portions of the materials used are property of Wizards of the 
  Coast LLC. 
   
  Design, Writing, Layout: Old Gus (Partario Flynn) 
   
  Cover Illustration: Roman Chaliy, 
  https://www.artstation.com/roman_chaliy  
   
  Special Thanks: Everyone over at Taverns & Dragons, 
  especially the Weird West playtesters, Aboe Snowpea, all the 
  Dungeon Masters and their players whose feedback has been 
  invaluable. 
   
  Contact the Author: partario.flynn@gmail.com 
   
  Updates to this material, and more of 
  Old Gus’ Errata are available online! 
  Beastfolk, Fey Folk, Plantfolk, Undead 
  and Other Oddities 
  Find the perfect race for your group to complement their 
  marry band of adventurers! 
  Heroes of the Multiverse 
  New class archetypes, the faerie class, a battle chef prestige 
  class, dozens of new spells, familiars and more! 
   
   
  Tales from the Weird West 
  New races, gun-slinging classes, backgrounds, feats, as well 
  as rules for firearms, explosives and ropes! Also, a monster 
  manual is with dozens of new creatures and cryptids! 
  TABLE OF CONTENTS 
  Introduction 
  Mud, Blood, Guts and Glory .............................................. 4 
  Player Races 
  Ghouls .................................................................................... 5 
  Jackalopes ............................................................................. 6 
  Class Options 
  Bard ........................................................................................ 7 
  Druid ...................................................................................... 8 
  Fighter.................................................................................... 9 
  Paladin ................................................................................. 11 
  Ranger .................................................................................. 12 
  Rogue ................................................................................... 14 
  Sorcerer ............................................................................... 15 
  Warlock ................................................................................ 17 
  Wizard .................................................................................. 19 
  Character Options 
  Backgrounds ....................................................................... 21 
  Feats ..................................................................................... 28 
  Rules and Mechanics 
  Cover .................................................................................... 30 
  Mounts ................................................................................. 30 
  Firearms .............................................................................. 31 
  Explosives ........................................................................... 32 
  Ropes.................................................................................... 33 
  Equipment 
  Bare Necessities ................................................................ 33 
  The General Store ............................................................. 34 
   
  
   
  Old Gus’ Errata: Tales from the Weird West Player’s Handbook – v1.24 
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  Illustration by Daria Khlebnikova 
  Featured Artists: 
  Allen Douglas, https://www.artstation.com/allendouglasstudio  
  Andrea Silva, https://www.deviantart.com/andreasilva60  
  Angelique Shelley, https://www.deviantart.com/direimpulse  
  Antony Carlyon, https://www.artstation.com/antz  
  Cristina Charneco, https://www.artstation.com/charneco  
  Clavework Graphics, https://www.deviantart.com/ws-clave  
  Damian Shouweiler, https://www.deviantart.com/anotherdamian  
  Daria Khlebnikova,  
  David Frasheki, https://www.artstation.com/davidfrasheski  
  Dominique Schillings, https://www.deviantart.com/schildom  
  El Hino, https://www.deviantart.com/el-hino  
  Emmanuel Martinez, https://www.artstation.com/gmlemas  
  Eric Kenji, https://www.deviantart.com/erickenji  
  Guiliano Brocani, https://www.artstation.com/notpill  
  Hayama Kouhei, https://www.deviantart.com/nekoemonn  
  i-am-knot, https://www.deviantart.com/i-am-knot  
  Jackie de Leon, https://www.deviantart.com/jackiethepirate  
  JackPot, https://www.deviantart.com/jackpot-84  
  Jessica Woulfe, https://www.artstation.com/jessicawoulfe  
  Josh Cotton, https://www.deviantart.com/greeni-studio  
  K. Fairbanks, https://www.deviantart.com/eyeqandy  
  Kim Nguyen, https://www.deviantart.com/nikolaspascal  
  Marco Hasmann, https://www.artstation.com/hasmann  
  Mirosalv Petrov, https://www.deviantart.com/mikeypetrov  
  Saeed Jalabi, https://www.deviantart.com/lordeeas  
  Sentinel13, https://www.deviantart.com/sentinel13  
  Steve Goad, https://www.artstation.com/stevegoad  
  Tellers, http://tellersplace.tumblr.com/  
  Travis M. Couch, https://www.artstation.com/tcouch  
  Vinícius Muniz, https://www.deviantart.com/grudbox  
  Xavier Lozano, https://www.deviantart.com/lozanox  
  
   
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  Illustration by Steve Goad 
   
  MUD, BLOOD, GUTS AND 
  GLORY 
  Since their inception hundreds of years ago, refinements 
  have made firearms more reliable, cheap and 
  commonplace. Many cultures around the world have 
  ceased using their bows, arrows and crossbows in favor 
  of having a hand-cannon.  
  Magic users were initially slow to pick up on this 
  budding trend, but once arms manufacturers began 
  selling their products as “The power of an archmage in 
  the palm of your hand!” even the most stodgy and 
  ancient of arcane universities took note and quietly made 
  room for the study of the magical applications of this 
  new science, as they once had done at the dawn of the 
  spear, and the sword after that. 
  A succession of great and terrible wars followed, 
  growing beyond number and reckoning. Mountains 
  crumbled, cities destroyed, crops blighted, the oceans 
  dried up; each war unleashed new horrors upon the 
  world, sometimes from beyond it. 
  Trust, Fear and Land 
  The world still contains enclaves of humans, elves, 
  gnomes, and all manner of peoples from before the first 
  great wars, but few think of old loyalties. A person you 
  can trust is a person you can trust. 
  The remaining arable lands are carefully managed, 
  and in the wasted deserts left behind by long-
  disappeared oceans, a new rush for minerals and arable 
  land begins. 
  Supernatural Wastelands 
  Mutant creatures thrive in the wastes: The endless 
  deserts are pockmarked by blighted land, stinking 
  marshlands, and enormous ruins jutting up the horizon, 
  populated by mechanical horrors that inherited the cities 
  after the great wars, reminders of a lost age that may 
  never return. 
   
  Spells appear in the Player’s Handbook on page 211.  
  SCAG denotes a spell appearing in the Sword Coast 
  Adventurer’s Guide on page 142. 
  XGE denotes a spell appearing in Xanathar’s Guide to 
  Everything on page 150. 
   
   
  
   
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  Illustration by Kim Nguyen 
  GHOULS 
  SURVIVORS AND OUTCASTS 
  Ghouls are not a race, nor are they undead, although 
  they are often mistaken for such creatures. “Ghoul” is a 
  common nomenclature for people of any race who share 
  a semi-necrotic condition that increases their lifespans 
  seemingly indefinitely. Eventually, their longevity or 
  change in appearance sets them wandering.  
  True undead continue to plague the wastes, and in 
  some folk believe ghouls are harbingers of plagues, or 
  infiltrators for the forces of undeath. It is oft repeated 
  fear that a ghoul will “go feral” at some point during their 
  long lives, but others argue that anyone becomes feral if 
  treated the way ghouls are. Who is right is between a 
  being, their gods, and occasionally the firearm between 
  them. Ghouls are sterile and cannot reproduce. 
   
  Roleplaying a Ghoul 
  Consider the events that caused your transformation. Long-
  lived ghouls may have lived several lifetimes beyond the 
  average lifespan of their race of origin. You may have seen 
  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. 
   
  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 base walking 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 
  Ability Scores. Your Strength and Dexterity scores 
  increase by 1. 
  Unnatural Athlete. You are proficient in the Athletics 
  skill. 
  Healing Factor. You have a number of special healing 
  dice equal to your proficiency bonus, which are d4s, and 
  you can use them to heal yourself, rolling any number of 
  them as a reaction, and adding your Constitution 
  modifier to the total. You recover expended healing 
  factor dice when you finish a long rest. 
  Holocaust Survivor 
  Ability Scores. Your Constitution score increases by 2. 
  Memento Mori. You are proficient in the History skill. 
  Undying. If you are reduced to 0 hit Points, you can 
  make a Constitution saving throw with a DC of 5 + the 
  damage taken, unless the damage is radiant or from a 
  critical hit. If you succeed, you drop to 1 hit point instead. 
  If the damage was necrotic, you succeed your saving 
  throw automatically. You can use this ability twice, and 
  regain the ability to do so when you finish a long rest. 
  Transformed Wastelander 
  Ability Scores. Your Dexterity and Wisdom scores 
  increase by 1. 
  Scrambler. You have a climbing speed of 20 feet.  
  Survivor. You are proficient in the Survival skill. 
  
   
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  Illustration by Allen Douglas 
  JACKALOPES 
  DESERT WANDERERS 
  The precise origin of the jackalope is a mystery. Some 
  believe they are a result of scientific experiments, others 
  believe them to be fey monstrosities that escaped into 
  the world where they proceeded to flourish in the world’s 
  expanding deserts. The first jackalope encounters were 
  written off as mythological nuisances in traveler’s tales 
  who were experiencing the delirium of wasteland heat. 
  Over time, a few jackalopes entered society, and joining 
  the ranks of other folk making their way in a difficult 
  world. 
  Jackalopes are often sharp-tongued and quick with a 
  joke, usually at someone else’s expense. They enjoy 
  tricks and pranks, and tend to have a fairly lighthearted 
  approach to their lives. 
  They are not always friendly, though, and an unwary 
  traveler can quickly find themselves on the wrong side of 
  a jackalope’s sharp antlers if they are upset. 
  JACKALOPE RACIAL TRAITS 
  Appearance and Creature Type. Jackalopes resemble 
  humanoid rabbits with a pronounced rack of antlers atop 
  the crowns of their heads. They have lean bodies with 
  long, muscular limbs.  
  Age. Jackalopes reach adulthood at age 10 and can live 
  up to 100 years. 
  Ability Scores. Your Charisma score increases by 2, 
  and your Constitution score increases by 1. 
  Size. Jackalopes stand between 3 and 4 feet tall and 
  weigh an average of 65 pounds. Your size is small. 
  Speed. You have a base walking speed of 25 feet. 
  Darkvision. You can see in dim light within 60 feet of 
  you as if it were bright light, and darkness as if it were 
  dim light. You can’t see color in darkness, only shades of 
  gray. 
  Languages. You can speak, read and write Common, 
  and one additional language of your choice. 
  Fey Ancestry. You have advantage on saving throws 
  against being charmed, and magic can't put you to sleep. 
  Antlers. Your antlers are natural weapons, which you 
  can use to make unarmed strikes. If you hit with them, 
  you deal piercing damage equal to 1d4 + your Strength 
  modifier, instead of the bludgeoning damage normal for 
  an unarmed strike. 
  Dune Master. Difficult terrain due to sand, loose soil 
  or broken earth does not impede your movement. 
  Survivor. You are proficient in the Survival skill. 
  Trickster Magic. You know the minor illusion cantrip. 
  You can cast expeditious retreat spell once with this 
  trait; you must finish a short or long rest in order to cast 
  the spell again using this trait. Once you reach 3rd level, 
  you can cast the enlarge/reduce spell; you must finish a 
  long rest in order to cast the spell again using this trait. 
  Charisma is your spellcasting ability for these spells.  
   
  Looking to add even more player races? 
  There are even more player races listed in the following 
  documents: 
  Old Gus’ Errata: Beastfolk expands upon the aaracockra, 
  lizardfolk, tabaxi, tortles, adding new playable beastfolk 
  races. 
  Old Gus’ Errata: Fey Folk contains playable fey races. 
  Old Gus’ Errata: Plantfolk, Undead and Other Oddities 
  contains a series of monstrous and races, including spooky 
  ghosts, the fiendish rakshasa, the owlbear-like ikwiikwii and 
  more! 
   
   
   
  
   
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  Illustration by Dominique Schillings 
  BARD 
  COLLEGE OF THE GAMBLER 
  Gamblers excel at two things: games and guns. They 
  have an uncanny insight into others’ behavior, and use 
  their skills to navigate a seedy world of high stakes, and 
  avoid bloodshed whenever possible. 
  Gamblers are famously tellers of tall tales, and might 
  enjoy using their prior exploits, properly embellished, of 
  course, as a means to explore an opponent’s tells. Others 
  perfect an air of stoic, soft spoken mystery that unnerves 
  their opponents at the table and forces them into error. 
  Always calm and collected, true gamblers know when 
  to hold ‘em and knows when to fold’em, and never pick a 
  fight they’re not sure they can win. When a gambler has 
  decided the odds are in their favor, they can be a 
  terrifying and deadly opponent, reacting with dazzling 
  speed and seemingly never reaching an empty chamber 
  in their firearm. 
  Some gamblers prefer to keep their skill with a firearm 
  a closely guarded secret, while others enjoy showing off, 
  performing with a firearm for crowds to make ends 
  meet, especially when the chips are down. 
  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 
  attack roll from the Shootist’s Trick Shot feature. When you 
  use your signature shot, you use your Bardic Inspiration die 
  in place of the gut die. 
  Now, Dance! 
  At 6th level, you gain the ability to use your Bardic 
  Inspiration to perform non-lethal feats of dazzling 
  accuracy. You can use this feature in one of two ways: 
  • Show-off. For the next 1 minute, you gain advantage on 
  attack rolls made against objects with firearms you are 
  proficient with. The effect fades if you are forced to roll 
  initiative. 
  • Now, Dance!. As an action, you fire a non-lethally shot at a 
  target with a firearm you are proficient with, for example, at 
  their feet or belt buckle. The target makes a Wisdom saving 
  throw. If they fail, they act as if you had cast the command 
  spell upon them.  
  Once you use this feature, you can't use it again until 
  you finish a short or long rest. 
  Call Down the Thunder 
  At 14th level, when you hit a creature with a firearm you 
  are proficient with, you can roll one Bardic Inspiration 
  die to cause a thunderous ring in a 5-foot radius, and 
  audible to 1000 feet. Creatures and objects in the area 
  must make a Constitution saving throw. If they fail, they 
  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. 
   
   
  
   
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  Illustration by Xavier Lozano 
  DRUID 
  CIRCLE OF MUTATION 
  Most druids reject the new world, and deride it as an 
  unnatural place either to be avoided, ignored or perhaps, 
  eventually corrected. A few have embraced things as they 
  are, admiring the new mutations that roam the wastes, 
  and their endless ability to adapt and survive.  
  The circle of mutation believes in survival of the fittest, 
  and view adaptation as a virtue. Some take a predatory 
  view, and others a more symbiotic one toward other folk. 
  Mutant Spells 
  Embracing a mutant nature grants you the ability to cast 
  certain spells. At 3rd, 5th, 7th, and 9th level you gain 
  access to new spells. Once you gain access to these 
  spells, they are druid spells for you, you always have 
  them prepared, and they don’t count against the number 
  of spells you can prepare each day.  
  Druid level 
  Circle of the Mutation Spells 
  3rd 
  alter self, arms of hadar 
  5th 
  haste, protection from energy 
  7th 
  freedom of movement, locate creature 
  9th 
  enervation, far step 
   
  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 it, you can choose to deal 
  the same damage type as your Mutant Tendril instead of 
  the spell’s acid damage. 
  Aberrant Shape 
  Also 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 
  additional damage of the same type as your Mutant Tendril. 
  • When you use your Mutant Tendril, you can roll the damage 
  die a second time and add it to the total. 
  You can't cast spells while in your aberrant shape. 
  Transforming doesn't break your concentration on a 
  spell you've already cast, however, or prevent you from 
  taking actions that are part of a spell, such as call 
  lightning, that you've already cast. When you reach 18th 
  level, the benefits of your Beast Spells feature also apply 
  to your Aberrant Shape. You can stay in your aberrant 
  shape for a number of hours equal to half your druid 
  level (rounded down). You then revert to your normal 
  form unless you expend another use of this feature. You 
  can revert to your normal form by using a bonus action 
  on your turn. You automatically revert if you fall 
  unconscious, drop to 0 hit points, or die. 
  Natural Selection 
  At 6th level, your Aberrant Shape gains new benefits:  
  • Your natural weapon counts as magical for the purpose of 
  overcoming resistance and immunity to nonmagical attacks 
  and damage. When you take the Attack action using your 
  natural weapon, you can make an additional attack with your 
  natural weapon using your bonus action. 
  • While in your Aberrant Shape, you can cast one of the 
  following spells using your bonus action without expending a 
  spell slot or providing material components, even if you don’t 
  know the spell: alter self, darkvision, dragon breath, 
  enlarge/reduce, expeditious retreat, jump, or spider climb. 
  The spell targets you. You do not need to concentrate on it, 
  and its effects last for the duration of your Aberrant Shape. 
  
   
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  Aberrant Resilience 
  At 10th level, while in your Aberrant Shape, you are 
  proficient in 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 weapon become a d12, 
  and when you take the Attack action, you can attack twice 
  using your natural weapon. 
  • Carapace. Your skin becomes covered by thick scales or 
  plates. You are gain a bonus to your Armor Class equal to 
  your Wisdom modifier (minimum: 1). 
  • Flight. You grow wings or can fly telekinetically, gaining a 
  flying speed equal to your movement speed. 
   
   
  Illustration by Hayama Kouhei 
   
  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 
  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. 
  
   
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  Gut Instinct 
  Also at 3rd level, your natural instinct with a firearms 
  can inspire awe in allies, and trepidation in foes. You 
  gain the following benefits: 
  You have four gut dice, which are d8s. A gut die is 
  expended when you use it. You regain all of your 
  expended gut dice when you finish a short or long rest. 
  You learn three trick shots. You can use a trick shot 
  when you make an attack with a firearm that lacks the 
  burst, heavy or spread properties. 
  Trick Shots 
  Some trick shots require your target to make a saving 
  throw to resist the maneuver's effects. The saving throw 
  DC is calculated as follows: 
  Trick Shot save DC = 8 + your proficiency bonus 
  + your Dexterity modifier 
   
  • Cover Fire. When you hit a creature with a firearm attack, 
  you can expend one gut die to maneuver an ally into a more 
  advantageous position. You add the gut die to the attack’s 
  damage roll, and choose a friendly creature who can see or 
  hear you. That creature can use its reaction to move up to 
  half its movement speed, and any attack rolls made against it 
  are made at disadvantage while it does so. 
  • 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 
  roll. You can use this shot before or after making the attack 
  roll, but before any effects of the attack are applied. 
  • Drop It. You roll one gut die and make an attack with a 
  firearm. If it hits, add the gut die’s result to the firearm’s 
  damage roll, and the target must make a Strength saving 
  throw. If it fails, it drops one object it is holding of your 
  choice. The object is pushed 10 feet away from you. 
  • Holler. When you take the Attack action on your turn, you 
  can expend one gut die and forgo one of your attacks to 
  direct friendly creature who can see or hear you to make an 
  attack with a firearm. That creature can immediately use its 
  reaction to make a single attack with a firearm they are 
  holding. If their attack hits, add the gut die to their attack's 
  damage roll. 
  • Humiliating Shot. When you hit a creature, or damage the 
  cover a creature is using with a firearm attack, you can 
  expend one gut die to goad the target into attacking you. You 
  add the superiority die to the attack's damage roll. The target 
  must make a Wisdom saving throw. On a failed save, the 
  target has disadvantage on all attack rolls against targets 
  other than you until the end of your next turn. 
  • Menacing Shot. When you hit a creature with a firearm 
  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. 
  • Rallying Cry. On your turn, you can use a bonus action and 
  expend one gut die to bolster the resolve of one of your 
  companions. When you do so, choose a friendly creature who 
  can see or hear you. That creature gains temporary hit points 
  equal to the gut die roll + your Charisma modifier.  
  • 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. 
  True Grit 
  At 7th level, you can also can put your body through 
  extraordinary strain. You gain the following benefits: 
  • When you empty the final chamber of a firearm in your hand, 
  you resist piercing damage until the start of your next turn. 
  • When you make a running long or high jump, the distance 
  you can cover increases by a number of additional feet equal 
  to your Strength modifier when you aren’t wearing medium 
  or heavy armor. 
  • You gain an additional gut die. 
  • You learn two trick shots. 
  Improved Gut Instinct 
  At 10th level, you gain the following benefits: 
  • When you roll initiative, you can immediately draw a firearm 
  in a holster on your person and make one attack with a 
  firearm you are already holding against a creature you can 
  see, or reload a firearm you are already holding. 
  • Your gut dice become d10s. 
  • You learn two trick shots. 
  ‘Till it Goes Click 
  At level 15, you can aim and fire with dazzling speed. 
  When you use your action surge and take the Attack 
  action with it, you can make a number of additional 
  attacks equal to 1 + half your Dexterity modifier 
  (minimum 1) with any firearm you are holding. You must 
  have available ammunition in the firearms you are 
  holding to make these attacks and cannot use them to 
  reload. The attacks are made hastily and at 
  disadvantage, and are ineligible for the application of 
  trick shots. 
  Additionally, you learn one trick shot. 
  Superior Gut Instinct 
  Starting at 18th level, your instincts are nearing 
  infallibility, and you are always prepared as long as 
  you’re near a trusty firearm. You gain the following 
  benefits: 
  • When you roll initiative and have no gut dice remaining, you 
  regain 1d2 gut dice. 
  • Your gut dice become d12s. 
  
   
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  Illustration by JackPot 
  PALADIN 
  OATH OF THE IDEALIST 
  The idealist draws their power from a deep-seated sense 
  of right and wrong, and believes in each person’s right to 
  claim their own destiny without undue interference. 
  Idealists might be military leaders, sheriffs or 
  marshals, and defend the law with a will (and fistful) of 
  iron. Chasing down thieves, bandits and claim jumpers is 
  all in a day’s work for an idealist. 
  Eventually when their tenets set them against the law 
  itself, some idealists turn toward a different concept of 
  justice. These zealots will go to great lengths, even 
  adopting a colorful vigilante persona and dedicating their 
  lives to fighting evil and corruption in the halls of power 
  in defense of common folk. 
  Idealists can be isolated, as their station or their 
  vigilante lifestyle often sets them apart them from the 
  very people they have sworn to protect. 
  Tenets of the Idealist 
  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. 
  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 
  becomes magical, and 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, 
  after which any suppressed effect resumes, provided its 
  duration has not expired. 
  You also make them indifferent about a number of 
  creatures of your choice equal to your Charisma modifier 
  that they are currently hostile toward. This indifference 
  ends if the target takes damage or if it witnesses any of 
  its friends being harmed. 
  When this ability ends, the targets know they were 
  turned. 
  Rally the Locals. You the targets of an oncoming 
  danger, or rally them to defend themselves. As an action, 
  you encourage each individual to flee or fight. Designate 
  a creature type: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, 
  monstrosities, oozes, plants, or undead. Each target 
  makes a Charisma saving throw.  
  If they fail, they do what you suggest, and gain a 
  protective ward for 10 minutes. For the duration, they 
  can gain a reaction which they can use to impose 
  disadvantage upon an attack roll targeting them from the 
  creature type you warned them about.  
  If they succeed their saving throw, your appeal has no 
  effect upon them. This ability has no effect on creatures 
  that are player characters. 
  
   
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  Channel Divinity: Sure Shot 
  As an action, you use your Channel Divinity to 
  consecrate a number of pieces of ammunition equal to 
  your paladin level. The blessing lasts for 1 hour. Each 
  piece of ammunition is magical, and when fired, the 
  attacker receives a bonus to attack rolls made with it 
  equal to half your Charisma modifier (minimum 1).  
  Will You Ride With Us? 
  Starting at 7th level, you and friendly creatures within 15 
  feet of you can’t be frightened while you are conscious. If 
  the creature is a mount, its speed increases by 5 feet. 
  At 18th level, the radius increases to 30 feet, and 
  bonus to a mount’s speed is increased to 10 feet. 
  We, the Immortal Riders 
  At 15th level, you can empower nearby steeds. As an 
  action, you can grant all creatures serving as a mount 
  and benefiting from your Will You Ride With Us? feature 
  gain temporary hit points equal to twice your paladin 
  level, and they have advantage on Dexterity and 
  Constitution saving throws as long as they have a rider.  
  Additionally, mounted creatures benefiting from Will 
  You Ride With Us? have advantage on any check or 
  saving throw they make to that would results in them 
  being unwillingly dismount.  
  Once you use this ability, you can’t use again until you 
  complete a long rest. 
  Unforgiven 
  At 20th level, you gain the ability to walk into the world 
  as an invincible avatar of justice, gaining the following 
  benefits for 1 minute: 
  • You have resistance to piercing, bludgeoning and slashing 
  damage. 
  • Your attack and damage rolls for weapon attacks receive a 
  bonus equal to your Charisma modifier. The additional 
  damage is radiant. 
  • You emanate an aura of menace in a 30-foot radius. The first 
  time any enemy creature enters the aura or starts its turn 
  there during a battle, the creature must succeed on a 
  Wisdom saving throw or become frightened of you for 1 
  minute or until it takes any damage. Attack rolls against the 
  frightened creature have advantage. 
   
  The last ride 
  is never the last ride, 
  and the end 
  is not the end. 
  ~Old Gus 
   
   
   
  Illustration by Josh Cotton 
  RANGER 
  CONCLAVE OF THE DROVER 
  Drovers have an extraordinary affinity for wilderness and 
  the creatures that range upon them, especially those that 
  move in herds. They move animals through or watch 
  over large expanses of land, and learn every canyon and 
  hill around over extended years of drives. 
  A drover’s always put the well-being of the group 
  ahead of their own comfort, keeping a keen eye on the 
  mood and health of their allies and sharing wilderness 
  wisdom with those closest to them. 
  While drovers can be quiet, thoughtful types, some 
  enjoy blowing off pent-up energy from months traveling 
  the wilds in solitude when they do get a chance to go into 
  town, and can engage in some of the most intense 
  drunken revelry when they do.  
   
  Note: This material assumes the use of Unearthed Arcana: 
  The Ranger, Revised for the core features of the ranger class. 
  Prairie Proficiencies 
  When you choose this conclave at 3rd level, you gain 
  proficiency in the Animal Handling and Insight skills, 
  martial firearms, ropes, and one musical instrument of 
  your choice. 
  
   
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  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. 
  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. 
  Extra Attack 
  At 5th level, you can attack twice on your turn when you 
  take the Attack action.  
  The Simple Life 
  At 7th level, you are always at home with yourself. You 
  gain proficiency with Wisdom saving throws. If you 
  already have this proficiency, you instead gain 
  proficiency in Intelligence or Charisma saving throws 
  (your choice). 
  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. 
  Fearless Wrangler 
  At 11th level, you can add your Wisdom modifier to any 
  rolls made against your favored enemy to grapple, 
  escape a grapple, or rope, and you have advantage on 
  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. 
   
   
  Illustration by David Frasheki 
  
   
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  Illustration by Guiliano Brocani 
  ROGUE 
  ROGUISH ARCHETYPE: CRACK SHOT 
  Crack shots have a knack for hitting opponents behind 
  cover or survive otherwise impossible odds in an intense 
  gunfight. While not as showy with their gunplay as 
  shootists or gamblers, they are just as fast on the draw, 
  and even more deadly, especially to an unaware target. A 
  crack shot is somehow always able to get the drop on an 
  enemy, or exploit a strategic weakness. 
  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 
  rolls against that target have advantage until the start of 
  your next turn. 
  Showdown 
  At 17th level, if you take the Attack action on your turn, 
  you can make one additional attack as a bonus action with 
  the same firearm. This attack can benefit from your Sneak 
  Attack even if you have already used it this turn, but you 
  can't use your Sneak Attack against the same target more 
  than once in a single turn. 
  
   
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  Illustration by Vinícius Muniz 
  SORCERER 
  THE POWDER HOUND 
  Uncanny individuals colloquially known as “powder 
  hounds” are quite literally the children of ancient wars 
  when magic and gunpowder were first harnessed 
  together. Exactly how their powers first entered the 
  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. 
  Born to the Stuff 
  At 1st level, your affinity with firearms and gunpowder 
  manifests, and you gain the following benefits: 
  • You are proficient with martial firearms that lack the burst, 
  spread or heavy properties. 
  • You can use a powderhorn as a component pouch. 
  • If there is gunpowder within 500 feet × your sorcerer level of 
  you, you know it and where to find it.  
  • As a bonus action, you can inhale a quantity of gunpowder as 
  a stimulant. You heal for a number of hit points equal to your 
  sorcerer level, and for the next 10 minutes, you make any 
  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. 
  Reaction Relocation 
  When you reach 3rd level in this class, you can 
  manipulate the explosive forces your firearm creates. As 
  an action, you can spend 2 sorcery points and 1 piece of 
  ammunition to instead relocate the concussive force 
  from within your firearm’s chamber to a place of your 
  choosing within 60 feet of you. When you do, creatures 
  in a 5-foot radius of the explosion must succeed a 
  Dexterity saving throw or take 1d6 thunder damage. The 
  damage increases by 1d6 when you reach 5th, 11th, and 
  17th level in this class. 
  Powder Sorcery 
  At 6th level, you can use your sorcery points to combine 
  gunplay and sorcery. You gain the following abilities: 
  • Two-Shot. When you take the Attack action using a firearm 
  you are proficient with, you can spend 1 sorcery point to 
  make a second attack with it. 
  • Bullet Float. When you take the Attack action using a 
  firearm you are proficient with, you can spend 1 sorcery 
  points and 1 additional piece of ammunition, using the 
  second gunpowder reaction to increase the bullet’s flight 
  time, doubling the weapon’s range for the attack. If it hits, 
  add your Charisma modifier as additional damage. 
  • Bulletproof. As a bonus action, you can spend 1 sorcery 
  point to gain resistance to piercing damage for 1 minute. 
   
   
  We’d been off the road for a few hours, working our 
  way along the winding switchbacks of the dusty 
  canyon tail, when I looked to see Branwen edging 
  awful close to the edge of the cliffs. I called out to 
  her and she started in her saddle. She’d been at the 
  stuff again, and gone powder blind. 
  Just too damn proud to admit it, I guess. I took 
  the reins and led her back to safety. Maybe one day 
  she’ll thank me, but I won’t hold my breath, she’s 
  one ornery cuss. 
  ~Old Gus 
   
  
   
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  Explosive Vengeance 
  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. 
  Powder Trance 
  At 18th level, you are no longer at risk for powder 
  blindness when you use gunpowder as a stimulant, and 
  inhaling a large quantity causes you to enter a powder 
  trance. You can use your bonus action and spend 6 
  sorcery points to enter a powder trance for 1 minute. For 
  the duration, you gain the following benefits: 
  • You add your Charisma modifier to all attack and damage 
  rolls you make with firearms that you are proficient with. 
  • You do not need to spend additional sorcery points to use 
  your Two-Shot, Bullet Float or Bulletproof abilities. 
   
  Additional Metamagic Options 
  Spellslinging 
  When you gain this metamagic option, you can cast spells 
  using a firearm you are holding and proficient with as your 
  spellcasting focus. If the weapon has a magical bonus to 
  attacks made with it, you may add that bonus to your ranged 
  spell attack rolls. 
  Additionally, designate a number of cantrips or spells 
  equal to your Charisma modifier as spellslinging spells. By 
  spending 1 sorcery point, you can use a firearm to shoot a 
  spell out it. Spellslinging in this manner requires a 
  gunpowder-based firearm, and consumes the usual 
  ammunition cost, as well an appropriate spell slot. You do 
  not add the firearm’s usual damage to spells cast in this 
  manner. You can use your spellslinging ability to modify 
  spells you case in two ways: 
  Spellshot. If a spell requires a ranged attack roll or if the 
  spell’s required saving throw targets only a single creature, 
  you can cast it using a firearm that lacks the burst or spread 
  properties, using the firearm’s range, if it exceeds that of the 
  spell’s. The spell uses your sorcerer spell save DC. 
  Reshape. If the spell targets multiple creatures or creates 
  an area of effect, you can alter the area of effect to those of 
  firearm’s burst or spread properties, using the firearm’s or 
  spell’s range, whichever is greater. The spell uses your 
  sorcerer spell save DC or that of the firearms, whichever is 
  higher. 
  Whenever you gain a sorcerer level, you may exchange one 
  spellslinging spell for another spell you know. 
   
   
   
   
   
  Illustration by  Jessica Woulfe
   
  
   
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  Illustration by Sentinel13 
  WARLOCK 
  OTHERWORLDLY PATRON:                   
  THE RE-ANIMATOR 
  What those of true learning gain through years of careful 
  study, the re-animator bypasses with wanton, impatient 
  abandon, exchanging their very soul for knowledge they 
  have not earned. Brilliant and charismatic, the re-
  animator convinces themselves and occasionally a few 
  others of their noble intent: that their knowledge will one 
  day be used to help or even save the world from itself. 
  Making use of this forbidden knowledge usually 
  requires bodies in copious quantities. Re-Animators 
  prefer a life of isolation with a regular supply of fresh 
  corpses. Given enough resources, most re-animators will 
  isolate themselves, with their creations functioning as 
  surrogate children within their delicate psyche.  
  Eventually, most re-animators end up unleashing a 
  horror upon the world that only they can stop, or meet 
  the even more unfortunate end, falling prey to their own 
  creations, a punishment for tampering with the laws of 
  nature and the forces of life and death. 
  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. 
  Prototype Serum 
  At 6th level, you can spend ten minutes to use your 
  alchemist’s supplies to prepare a vial of prototype serum, 
  which retains potency for 24 hours. You can administer a 
  vial of your serum to a willing living creature using your 
  action, or to an unwilling living creature by making a 
  melee spell attack. If your serum requires a saving 
  throw, it matches that of your warlock spell save DC. 
  You decide what your serum does when you create it, 
  choosing from the following options: 
  • Acidic Microbes. The target withers from the inside, taking 
  3d10 acid damage. If the target resists piercing damage, 
  even from non-magical attacks, you make your attack with 
  disadvantage. If the target is immune to piercing damage, 
  you cannot inject the them.  The potency increases as you 
  gain warlock levels, to 4d10 at level 11, and 5d10 at level 17.  
  • Re-Animation Serum. The serum re-animates a recently 
  slain corpse into a zombie as if you had created it with the 
  Animate Dead spell. 
  • Resilient Serum. The serum grants the target a number of 
  temporary hit points equal to your warlock level and 
  resistance to one damage type of your choice. The serum 
  lasts for one hour. 
  • Super Serum. Choose an ability score. For the next 1 
  minute, the target gains a bonus to that ability equal to 1 + 
  half your Charisma modifier, to a maximum of 24. 
   
  
   
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  • 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. 
  • 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 
  fail, they come under the effect of the zone of truth spell. 
  Either effect lasts for 10 minutes. 
  Once you prepare your serum, you can’t do so again 
  until you finish a long rest. 
  Combine Corpses 
  At 10th level, when you use your action to cast the 
  animate dead spell, you can use your bonus action to 
  combine four zombies that are each within 20 feet of one 
  another into an ogre zombie or combine four skeletons 
  into a skeleton minotaur.  
  Additionally, you can use your action to sacrifice one 
  skeleton or zombie under your control within 20 feet of a 
  combined corpse you have created, healing it for an 
  amount equal to the sacrificed creature’s remaining hit 
  points. You can only control one combined corpse at a 
  time, and it counts as four creatures toward your limit 
  with the animate dead spell. 
  Masterpiece Serum 
  At 14th level, you perfect your serum, and can prepare 
  up to two vials of your any serum formulae you know. 
  The masterpiece serum’s can be used to empower 
  humanoid or a zombie under your control, granting them 
  the following benefits for 1 hour: 
  • The target gains temporary hit points equal to your warlock 
  level. 
  • The target resists one damage type of your choice (you 
  choose when you create the serum). 
  • The target is proficient with Strength and Constitution 
  saving throws. 
  • The target adds your Charisma modifier to the damage of 
  melee attacks they make.  
  • The target can attack twice, instead of once, when they take 
  the Attack action on their turn. They ignore this benefit if 
  they already have a feature, like Extra Attack, that gives them 
  extra attacks. 
  After the serum's power fades, the target must succeed 
  a DC 14 Constitution saving throw or suffer one level of 
  exhaustion. 
   
  Additional Eldritch Invocations 
  Booming Laughter 
  Prerequisite: Booming Blade SCAG cantrip 
  The target of your booming blade also has their movement 
  speed reduced by 10 feet. 
  Frigid Fingers 
  Prerequisite: Chill Touch cantrip 
  When you hit a creature with your chill touch cantrip, they 
  have disadvantage on attack rolls against you until the end 
  of your next turn, even if they are not undead, unless they 
  resist or are immune to necrotic damage. 
  Homunculus Helper  
  Prerequisite: Pact of the Chain 
  When you summon your familiar, it can instead assume the 
  form of a Homunculus instead of its usual form. Your 
  familiar’s homunculus form has additional hit points equal 
  to half your warlock level and can speak, but it is limited to 
  two-word sentences, for example “Yes, master”. 
  Faustian Firearm  
  Prerequisite: Pact of the Blade 
  You become proficient with martial firearms that lack the 
  heavy or two-handed properties. If you have the Pact of the 
  Blade feature, you can use it to summon a firearm with a 
  kick rating of 13 or less. 
  In addition, the firearm gains a +1 bonus to its attack and 
  damage rolls, unless it is a magic weapon that already has a 
  bonus to those rolls. The weapon you conjure can be a 
  revolver, hunting rifle, muzzle-loading rifle, shotgun, sawed-
  off double-barrel shotgun. high-caliber revolver, breech-
  loading rifle, or double-barrel scattergun. You are still 
  subject to any kick requirements of the firearm you summon. 
  If you summon a weapon with the burst or spread 
  properties, you can use your warlock spell save DC in place 
  of the weapon’s burst or spread rating. 
  You can use any firearm you summon with your Pact of 
  the Blade feature as a spellcasting focus for your warlock 
  spells. 
  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. 
   
   
  
   
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  Illustration by i-am-knot 
  WIZARD 
  ARCANE TRADITION: ARCANE AVENGER 
  While wizards came to appreciate firearms considerably 
  later than most, there’s a strong argument to be made 
  that those few with an eye for the future have maximized 
  the potential of firearms, marrying new sciences to 
  thousands of years of arcane study. Indeed, most of the 
  super-weapons that have left the world dotted in 
  uninhabitable wastelands are the result of the greatest 
  successes their kind have achieved over the centuries. 
  Traveling wizards who favor firearms are known as 
  Arcane Avengers. They are folk of both learning and of 
  action, and the unpredictability they wield between 
  magic and skill with a firearm can make them a friend 
  indeed or a deadly opponent. 
  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 
  Spellslinger 
  At 6th level, you gain proficiency in tinker’s tools if you 
  do not already have it. You can create or customize your 
  favorite firearm that you are proficient with that lacks the 
  burst and spread properties. That firearm becomes your 
  spellslinger. The process consumes 100g of materials 
  and takes 40 hours of work with your tinker’s tools to 
  complete and attune yourself to the firearm.  
  When you are finished, you can summon your 
  spellslinger to your hand using a bonus action, and you 
  can use it as an arcane focus. When you summon it, only 
  the firearm and any cantrip ammunition you created in 
  its chamber is retrieved, any other ammunition it 
  contained is left behind. Other creatures can hold it, but 
  it will not fire for anyone other than you. You can dismiss 
  your spellslinger at any time. 
  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 Player’s Handbook – v1.24 
  20 
  I Love This Gun 
  Also at 6th level, you can use your bonus action to 
  channel arcane energy through your spellslinger for 1 
  minute. Choose one of these damage types: acid, cold, 
  fire, lightning, or thunder. For the duration: 
  • You can attack twice, instead of once, whenever you take the 
  Attack action on your turn. You must use your spellslinger 
  for both attacks. Any ammunition fired from your spellslinger 
  is considered magical for purposes of overcoming resistance 
  to non-magical attacks. 
  • You can use your Intelligence modifier for the attack and 
  damage rolls of your spellslinger’s attacks. 
  • When you hit a creature with your spellslinger, it deals 1d6 
  additional damage of the chosen type to the target. 
  • You gain a bonus to Dexterity saving throws and any 
  Constitution saving throws you make to maintain 
  concentration on a spell. The bonus equals your Intelligence 
  modifier (minimum of +1). 
  This ability ends early if you are incapacitated or if 
  your spellslinger leaves your hand. 
  You can use this feature twice, and regain the ability 
  when you finish a short rest. 
  Bulletproof Ward 
  Beginning at 10th level, whenever you cast the shield 
  spell while I Love This Gun is active, you create a ward 
  around yourself, gaining temporary hit points equal to 
  five times the spell slot level used to cast the spell. These 
  temporary hit points last until your I Love This Gun 
  ability ends. 
  Have I Mentioned I Love this Gun? 
  At 14th level, you can 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 following the link 
  in the Table of Contents of this document’s PDF file. 
  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! 
   
  
   
  Old Gus’ Errata: Tales from the Weird West Player’s Handbook – v1.24 
  21 
  BACKGROUNDS 
   
  Illustration by Genek 
  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. 
  Suggested Characteristics 
  d8 
  Personality Trait 
  1 
  I always have a plan for when things go wrong. 
  2 
  I am always calm, no matter what the situation. I 
  never raise my voice or let my emotions control me. 
  3 
  The first thing I do in a new place is note the locations 
  of everything valuable— or where such things could 
  be hidden. 
  4 
  I would rather make a new friend than a new enemy. 
  5 
  I am incredibly slow to trust. Those who seem the 
  fairest often have the most to hide. 
  6 
  I don't pay the risks any mind. Never tell me the odds. 
  7 
  The best way to get me to do something is to tell me I 
  can't do it. 
  8 
  I blow up at the slightest insult. 
   
  d6 
  Ideal 
  1 
  Honor. I don't compete with others in the trade. 
  (Lawful) 
  2 
  Freedom. Chains are meant to be broken, as are 
  those who would forge them. (Chaotic) 
  3 
  Charity. I steal from the wealthy so that I can help 
  people in need. (Good) 
  4 
  Greed. I will do whatever it takes to become wealthy. 
  (Evil) 
  5 
  People. I'm loyal to my friends, not to any ideals, and 
  everyone else can take a trip down the Styx for all I 
  care. (Neutral) 
  6 
  Redemption. There's some good in everyone. (Good) 
   
  d6 
  Bond 
  1 
  I'm trying to pay off an old debt I owe to a not-so-
  generous benefactor. 
  2 
  My pay goes to support my family. 
  3 
  Something important was taken from me, and my 
  work is my way of righting that wrong. 
  4 
  I will become the greatest bounty hunter that ever 
  lived. 
  5 
  I'm guilty of a terrible crime myself, and hope no one 
  ever comes looking for me on account of it. 
  6 
  Someone I loved died because of a mistake I made. 
  That will never happen again. 
   
  d6 
  Flaw 
  1 
  When I see a large bounty, I can't think about 
  anything but how to claim it. 
  2 
  When faced with a choice between money and doing 
  the right thing, I usually choose the money. 
  3 
  If there's a plan, I'll forget it. If I don't forget it, I'll 
  ignore it. 
  4 
  I have a 'tell' that reveals when I'm lying. 
  5 
  I turn tail and run when things look bad. 
  6 
  An innocent person is in prison for a crime that I 
  committed. I'm okay with that. 
   
  
   
  Old Gus’ Errata: Tales from the Weird West Player’s Handbook – v1.24 
  22 
  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. 
  Suggested Characteristics 
  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 
  where humor is inappropriate. 
  3 
  Flattery is my preferred trick for getting what I want. 
  4 
  I'm a born gambler who can't resist taking a risk for a 
  potential payoff. 
  5 
  I lie about almost everything, even when there's no 
  reason to. 
  6 
  Sarcasm and insults are my weapons of choice. 
  7 
  I keep multiple holy symbols on me and invoke 
  whatever deity might come in useful at any given 
  moment. 
  8 
  I pocket anything I see that might have some value. 
   
  d6 
  Ideal 
  1 
  Independence. I am a free spirit—no one tells me 
  what to do. (Chaotic) 
  2 
  Fairness. I never target people who can't afford to 
  lose a few coins. (Lawful) 
  3 
  Charity. I distribute the money I acquire to the people 
  who really need it. (Good) 
  4 
  Creativity. I never use the same technique at the table 
  twice. (Chaotic) 
  5 
  Friendship. Material goods come and go. Bonds of 
  friendship last forever. (Good) 
  6 
  Aspiration. I'm determined to make something of 
  myself. (Any) 
   
   
  Illustration by Ahn Pham 
   
  d6 
  Bond 
  1 
  I won big against the wrong person and must work to 
  ensure that this individual never crosses paths with 
  me or those I care about. 
  2 
  I owe everything to my mentor—a horrible person 
  who's probably rotting in jail somewhere. 
  3 
  Somewhere out there, I have a child who doesn't 
  know me. I'm making the world better for him or her. 
  4 
  I come from a rich family, and one day I'll reclaim my 
  lands and title from those who stole them from me. 
  5 
  A powerful person killed someone I love. Someday 
  soon, I'll have my revenge. 
  6 
  I ruined a person who didn't deserve it while cheating 
  in a game of chance. I seek to atone for my misdeeds 
  but might never be able to forgive myself. 
   
  d6 
  Flaw 
  1 
  I can't resist a pretty face. 
  2 
  I'm always in debt. I spend my ill-gotten gains on 
  decadent luxuries faster than I bring them in. 
  3 
  I'm convinced my luck never runs out. 
  4 
  I can't resist taking a risk if there's money involved. 
  5 
  I can't resist taking the money of people who are 
  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 Player’s Handbook – v1.24 
  23 
   
  Illustration by Antony Carlyon 
  COURIER 
  Couriers make a living delivering mail, packages and 
  other small items as quickly as possible, avoiding the 
  dangers of the wildernesses with blazing speed. They 
  run a particular route repeatedly, stopping for only a few 
  seconds to drop off, pick up, and re-mount before 
  continuing their route, switch to a fresh mount at each 
  settlement or checkpoint they visit. 
   
  Skill Proficiencies. Choose two from Animal 
  Handling, Perception, Nature and Survival. 
  Tool Proficiencies. Blacksmith’s Tools 
  Languages. One language of your choice 
  Equipment. A saddle and bridle, a set of leather 
  saddlebags containing 5 days of rations, 1d6 undelivered 
  letters, 1d2 undelivered packages, and a pouch 
  containing 10 gp. 
  Feature: Midnight Rider 
  While mounted, you can maintain a hard travel pace for 
  twice as long without exhausting mounts. You can re-
  shoe a horse with the bare minimum of materials in just 
  a few minutes, and read oncoming weather patterns with 
  uncanny accuracy, and locate fresh water for yourself 
  and up to two other people (or mounts) each day. 
  Suggested Characteristics 
  d8 
  Personality Trait 
  1 
  My first loyalty is to my mount. 
  2 
  I’ve got a lover in every town I ride to, and hope they 
  never find out about one another. 
  3 
  I’ve lived years where rest as a precious commodity. I 
  can fall asleep at the drop of a hat. 
  4 
  I always keep my focus on the next horizon. 
  5 
  I’m curious beyond all reason, and love to shake 
  packages and guess what’s inside of them. 
  6 
  I always take time to appreciate the natural beauty of 
  the world around me. 
  7 
  I’m a person of few words. 
  8 
  I can’t remember names, so everyone gets a 
  nickname. 
   
   
  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) 
  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, 
  do I? (Chaotic) 
  6 
  Makin’ my way. This is a job like any other, I just 
  happen to be good at it, and it pays well enough. 
  Getting by is its own reward in this world. (Any) 
   
  d6 
  Bond 
  1 
  I return to the same haunts on my route to check in 
  on the people I know along the way for the latest 
  gossip. 
  2 
  I’ve got a lover in every town I ride to, and I hope they 
  never find out about one another. 
  3 
  I once lost something precious on a delivery and I’ve 
  never lived it down among my colleagues. 
  4 
  I lost my horse in the wilderness and had to finish a 
  delivery on foot. Experiencing the dangers of the 
  wastes without the safety that speed guaranteed 
  changed me forever.  
  5 
  Bandits once robbed me of everything I had and left 
  me for dead. I barely escaped with my life. I’ll get 
  revenge one day. 
  6 
  I left my family to ride hard, and I just never stopped. 
  I wonder what they’re up to sometimes, or if they ever 
  think about me at all. 
   
  d6 
  Flaw 
  1 
  I’m not risking my neck for anything or anyone. If the 
  going gets tough, I’ll drop everything, turn tail and 
  run. 
  2 
  I hate enclosed spaces, and avoid them whenever 
  possible. 
  3 
  When I’m not on the job, I’m lazy. 
  4 
  I respond to criticism with lies and excuses. 
  5 
  I’m a drunk. Work’s the only thing that keeps me 
  sober. 
  6 
  I get along better with horses than people. 
  
   
  Old Gus’ Errata: Tales from the Weird West Player’s Handbook – v1.24 
  24 
   
  Illustration by Saeed Jalabi 
  OLD COOT 
  You are an elder of your kind. Enduring good times and 
  bad gives you a perspective that others can’t ignore.  
  Others often come to you for a compelling story, folk 
  wisdom, tales of how things used to be, or for local 
  family histories no one else alive still remembers. 
   
  Skill Proficiencies. Choose two from Deception, 
  History, Insight, Performance and Religion. 
  Tool Proficiencies. Explosives, one musical 
  instrument of your choice 
  Equipment. Two concussion grenades, one musical 
  instrument with which you are proficient 
  Feature: Back in My Day 
  Your long life has given you some perspective on how 
  things are, how things used to be, and how we ended up 
  where we are. While you’re likely to be known for past 
  deeds, others might consider you past your prime, but 
  they’re also less likely to take offense to things you might 
  say or do. 
  Suggested Characteristics 
  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) 
   
  d6 
  Bond 
  1 
  Most of my friends are dead, and I’m having more 
  trouble connecting to the living. 
  2 
  My heart aches for my departed spouse. 
  3 
  My children have all grown and gone into the world to 
  have families of their own. They are my pride and joy. 
  4 
  I’ve lived on this land all my life, and I expect to die 
  there. 
  5 
  I broke a promise when I was young, and am still 
  looking for a way to make up for it. 
  6 
  I fought in a great battle when I was young, and was 
  gravely  injured. Others had it worse, I suppose. 
   
  d6 
  Flaw 
  1 
  I’ll never admit it, but I just can’t keep up with these 
  young whippersnappers anymore. 
  2 
  I think about the old days so much that I tend to miss 
  out on the present. 
  3 
  My memory is like a sieve. I can’t remember anything 
  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 Player’s Handbook – v1.24 
  25 
   
  Illustration by Angelique Shelley 
  PHOTOGRAPHER 
  You have taken up the relatively recent art of 
  photography, which requires special, heavy equipment 
  and a working knowledge of alchemy.  
  You can produce clear images of images you capture 
  with a camera, produce objects to derive either aesthetic 
  beauty or knowledge from. Your work has afforded you 
  some measure of travel, capturing subjects with your 
  camera and selling the images to interested parties later. 
   
  Skill Proficiencies. Choose one from Insight, Nature, 
  Perception, Persuasion, or Stealth. 
  Tool Proficiencies. Alchemist’s tools, Camera 
  Languages. One language of your choice 
  Equipment. Alchemist’s tools, A camera, 3 silver plate 
  exposures, and a pouch containing 10 gp 
  Feature: Photosensitive Alchemy 
  If you spend at least 1 hour in dim light using your 
  alchemist’s tools, you can print a photograph you have 
  taken onto a piece of paper, or treat 1d6 pieces of silver 
  plate with photosensitive chemicals.  
  Suggested Characteristics 
  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. 
  Light and shadow need one another to mean anything 
  at all. (Any) 
   
  d6 
  Bond 
  1 
  Taking up this trade has bankrupted me 
  2 
  I have a wealthy patron who buys my work regularly, 
  but their appetite for novelty knows no bounds. 
  3 
  I once took a scandalous photograph. 
  4 
  No one believes I am a great artist, but I’ll show them. 
  5 
  It’s a huge world and I aim to see as much of it as 
  possible. 
  6 
  I keep a print of my favorite photograph on my person 
  at all times.  
   
  d6 
  Flaw 
  1 
  I’m never paying attention. I live my life through a 
  lens. 
  2 
  I’m more interested in my past than my present. 
  3 
  I’m a bore. All I talk about is my work. 
  4 
  I tend to treat people like objects. 
  5 
  I’m always obsessing about camera gear I don’t own. 
  6 
  I’m always on the sidelines and never really involved. 
   
  
   
  Old Gus’ Errata: Tales from the Weird West Player’s Handbook – v1.24 
  26 
   
  Illustration by Damian Shouweiler 
  PROSPECTOR 
  You're just as comfortable underground as above. You 
  can read a seam, dicker for supplies, and know where to 
  find rumors of mineral deposits.  
   
  Tool Proficiencies. Athletics, Survival 
  Tool Proficiencies. Explosives, Land Vehicles 
  Equipment. Mining pick, shovel, climber’s kit, 50 feet 
  of rope, common clothes, a pouch containing 10 gp 
  Feature: Cave Adept 
  You never get lost in caves or mines if you have either 
  seen an accurate map of them or have been through 
  them before. Furthermore, you are able to scrounge 
  fresh water and food for yourself and as many as one 
  other person each day if you are in a mine or natural 
  caves. If you have enough light, you can accurately 
  identify minerals and ores. 
  Suggested Characteristics 
  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. 
  4 
  Gems are my favorite, even more than gold, land, 
  magic or power. 
  5 
  I want to explore new depths and scale new heights. 
  6 
  Someday I’m going to find the mother lode, then I’ll 
  spend the rest of my life in lavish luxury. 
   
  d6 
  Flaw 
  1 
  I’m uncomfortable spending time under the open sky. 
  I’d rather be indoors or underground. 
  2 
  I’m not used to being around other people much, and 
  sometimes I get grouchy with all this company. 
  3 
  I believe good tools are more reliable than people.  
  4 
  I guard my secrets and possessions. If anyone knew 
  about either, they’d take advantage of me. 
  5 
  I am obsessed with getting rich. I always have a 
  scheme brewing for making it big. 
  6 
  I’m afraid of the dark. 
  
   
  Old Gus’ Errata: Tales from the Weird West Player’s Handbook – v1.24 
  27 
   
  Illustration by Eric Kenji 
  VAQUERO 
  You came up a ranch hands and cowpoke, tending to 
  broken fences, barn doors and other tasks to keep an 
  agrarian operation going. You’ve spent more time 
  outdoors than indoors, and that’s how you like it. Most 
  people take food for granted but you know where it all 
  came from and how it got to be what it is. The love and 
  animals and hundreds of sunsets after a day of honest 
  work is it’s own reward, but perhaps adventuring will 
  pay better than staying on the ranch.  
   
  Skill Proficiencies. Animal Handling, Nature 
  Tool Proficiencies. Carpenter’s Tools, Ropes 
  Equipment. Carpenter’s Tools, 50 ft. rope, a set of 
  common clothes, a token of your family, and a small 
  pouch containing 5 gp 
  Feature: Rancher’s Almanac.  
  You can accurately predict the weather for the next 24 
  hours. You know what food is worth and can haggle for 
  better prices for it.  You know the customs of ranchers 
  and farmers, and can barter for a safe night’s shelter on 
  their property, and how to make yourself useful in 
  exchange. Your hosts will not shelter you from the law it 
  it would bring harm to themselves. 
  Suggested Characteristics 
  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) 
   
  d6 
  Bond 
  1 
  I set out to earn riches for my family so they don’t 
  have to live season to season. 
  2 
  I’ve worked the land, and I will protect it at any cost. 
  3 
  Bandits pillaged and burned my hometown. I will 
  destroy those bandits one day. 
  4 
  My boss is kind, and I desire to make them proud. 
  5 
  I was born in bondage but earned my freedom. I will 
  become rich enough to free my family. 
  6 
  I am in love with a friend. I will do anything to protect 
  their perfect smile. 
   
  d6 
  Flaw 
  1 
  I distrust and dislike new people. Most people just 
  weren’t raised right. 
  2 
  I only know country manners, and I don’t know 
  proper behavior in civilized settings. I ain’t no 
  cosmopolitan. 
  3 
  I’m a gullible and naive country person. It’s easy for 
  people to con me. 
  4 
  I was born and raised a servant to my betters. I find it 
  hard to stand up to authority figures. 
  5 
  I love booze, and I can’t hold my liquor. 
  6 
  I ran from my wedding– a decision I regret, but that's 
  me: I’m running from my feelings instead of dealing 
  with them. 
  
   
  Old Gus’ Errata: Tales from the Weird West Player’s Handbook – v1.24 
  28 
   
  Illustration by Marco Hasmann 
   
  Optional Rule: Everyone gains a feat at 1st Level 
  This optional rule allows players not playing the class 
  archetypes presented in this document to gain some of their 
  benefits, or to double down on some old-world mastery.  
   
  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. 
  Cool Hands 
  You increase your Dexterity or Wisdom score by 1 to a 
  maximum of 20. Additionally, you gain the following 
  benefits: 
  • Being within 5 feet of a hostile creature doesn't impose 
  disadvantage on your firearm attack rolls. 
  • If a hostile creature you can see is within 30 feet of you, you 
  can reload a firearm you are holding using your reaction.  
  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. 
  
   
  Old Gus’ Errata: Tales from the Weird West Player’s Handbook – v1.24 
  29 
  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. 
  • 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. 
  • Creatures you are mounted on have advantage on Wisdom 
  and Constitution saving throws, and their movement speeds 
  are increased by 10 feet. 
  • Creatures you are mounted upon can add your proficiency 
  bonus to their Dexterity (Acrobatics) checks and Strength 
  (Athletics) checks. 
  Firearm Adept 
  You have a natural aptitude for firearms and never 
  struggles to learn to master them as others seemed to. 
  You gain the following benefits: 
  • You learn two trick shots of your choice from among those 
  available to the Shootist martial archetype in the fighter 
  class. If a trick shot you use requires your target to make a 
  saving throw to resist the shot’s effects, the saving throw DC 
  equals 8 + your proficiency bonus + your Dexterity modifier. 
  • If you already have gut dice, you gain one more; otherwise, 
  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 
  your expended gut die when you finish a short or long rest. 
  You can take this feat multiple times, adding one 
  additional gut dice and two trick shots each time you do. 
  Firearm Training 
  You increase your Strength or Dexterity score by 1, to a 
  maximum of 20 and become proficient in all firearms 
  you are not already proficient with. 
  Quick on the Draw 
  Prerequisite: Dexterity 13 or higher 
  You gain the following benefits: 
  • Choose from your Intelligence, Wisdom or Charisma 
  modifier. You can add your chosen modifier to your initiative 
  rolls.  
  • Whenever you roll initiative, you can draw or stow one 
  firearm. Additionally, when using your object interaction to 
  draw or holster a firearm, you may make one additional 
  object interaction of similar kind. For example, you can draw 
  or holster two firearms simultaneously, or holster one 
  firearm and draw another. 
  Rope Adept 
  Prerequisite: Strength or Dexterity 13 or higher 
  You increase your Strength or Dexterity score by 1, to a 
  maximum of 20.  
  Your range on attack rolls made with a rope is 
  increased by a number of feet equal to your Proficiency 
  Bonus + your Strength modifier + your Dexterity 
  modifier. 
  Shotgunnery 
  Prerequisite: Strength 13 or higher 
  You can fire a weapon that has the burst or spread 
  property but lacks the heavy property that you are 
  proficient with only one hand. 
  Spellslinging Adept 
  Prerequisite: Cleric, Sorcerer, Warlock or Wizard 
  Designate one cantrip and one spell you know as 
  spellslinger spells. You can cast these spells using a 
  firearm you are holding and proficient with using it as a 
  spellcasting focus, gaining the following benefits: 
  • If the spell requires a ranged attack roll, you must be using a 
  firearm that lacks the burst or spread properties. 
  • If the spell requires a saving throw, you must be using 
  firearm that has the burst or spread properties. 
  The spells can use the firearm’s range, burst or spread 
  properties, and your spell save DC. Doing so consumes 
  the firearm’s usual ammunition cost, and a spell slot, if 
  you cast a spell. If the firearm has a magical bonus to 
  attacks made with it, you may add that bonus to your 
  ranged spell attack rolls. 
  Stormrider 
  Prerequisite: 8th level 
  Your skill at riding shines in combat. If you take the 
  Attack action while mounted, you can direct your mount 
  to attack instead.  
  Additionally, if a mount under your control moves at 
  least 40 feet in a straight line (or, if it is an Intelligent 
  mount, it has moved 40 feet in a straight line since the 
  end of your last turn), you gain the following benefits 
  until the start of your next turn: 
  • The first attack roll you make is made at advantage. You 
  must make this attack yourself, and cannot direct your 
  mount to make it for you. 
  • You can use your reaction to force an attack targeted at your 
  mount to target you instead. 
  • If your mount is subjected to an effect that allows it to make 
  a Dexterity saving throw to take only half damage, it instead 
  takes no damage if it succeeds on the saving throw, and only 
  half damage if it fails. 
  Trusty Steed 
  You increase your Charisma score by 1, to a maximum of 
  20. 
  No matter what, it seems like your mount always 
  comes back to you. You can cast the Find Steed spell 
  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 Player’s Handbook – v1.24 
  30 
  Whip Master 
  The whip is a tricky weapon to use, but you have spent 
  countless hours mastering it. You gain proficiency with 
  whips if you do not already have it, and the following 
  benefits: 
  • You are proficient with whips and bullwhips. 
  • You gain a +1 bonus to attack and damage rolls you make 
  with a whip or bullwhip. 
  • You can add your Charisma modifier to Wisdom (Animal 
  Handling) rolls, and your Wisdom modifier to Charisma 
  (Intimidation, Persuasion, Performance) checks made with a 
  whip or bullwhip. 
  • When you hit a creature with an attack of opportunity using a 
  whip, the target must succeed on a Strength saving throw 
  DC 8 + your proficiency bonus + your Strength or Dexterity 
  modifier or be knocked prone. 
   
  COVER 
  ½ Cover 
  A target with half cover receives a +2 bonus to AC and 
  Dexterity saving throws. A target has half cover if an 
  obstacle blocks at least half of its body. The obstacle 
  might be a low wall, a large piece of furniture, a narrow 
  tree trunk, or a creature, whether that creature is an 
  enemy or a friend.  
  ¾ Cover 
  A target with three-quarters cover has a +5 bonus to AC 
  and Dexterity saving throws. A target has three-quarters 
  cover if about three-quarters of it is covered by an 
  obstacle. The obstacle might be a thick iron door, a rocky 
  edifice, or a thick tree trunk.  
  Total Cover 
  A target with total cover can't be targeted directly by an 
  attack or a spell, although some spells can reach such a 
  target by including it in an area of effect. A target has 
  total cover if it is completely concealed by an obstacle. 
  High Ground 
  If a creature has a clear line of sight to a creature 
  because they are above them, the benefits of their cover 
  do not apply for that attack. Always think in three 
  dimensions when you are deciding where to end your 
  turn. 
  Nothing Lasts Forever 
  Attack rolls that miss a target will damage the object 
  providing them cover.   
   
  MOUNTS 
  A willing creature that is at least one size larger than you 
  and that has an appropriate anatomy can serve as a 
  mount, using the following rules. 
  MOUNTING AND DISMOUNTING 
  Once during your move, you can mount a creature that is 
  within 5 feet of you or dismount. Doing so costs an 
  amount of Movement equal to half your speed. For 
  example, if your speed is 30 feet, you must spend 15 feet 
  of Movement to mount a horse. Therefore, you can’t 
  mount it if you don’t have 15 feet of Movement left or if 
  your speed is 0. 
  If an effect moves your mount against its will while 
  you’re on it, you must succeed on a DC 10 Dexterity 
  saving throw or fall off the mount, landing prone in a 
  space within 5 feet of it. If you’re knocked prone while 
  mounted, you must make the same saving throw. 
  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 
  within 5 feet it. 
  CONTROLLING A MOUNT 
  While you’re mounted, you have two options. You can 
  either control the mount or allow it to act independently. 
  Intelligent creatures, such as Dragons, act 
  independently. 
  You can control a mount only if it has been trained to 
  accept a rider. Domesticated horses, donkeys, and 
  similar creatures are assumed to have such Training. 
  The Initiative of a controlled mount changes to match 
  yours when you mount it. It moves as you direct it, and it 
  has only three action options: Dash, Disengage, and 
  Dodge. A controlled mount can move and act even on the 
  turn that you mount it. 
  An independent mount retains its place in the Initiative 
  order. Bearing a rider puts no restrictions on the Actions 
  the mount can take, and it moves and acts as it wishes. It 
  might flee from combat, rush to Attack and devour a 
  badly injured foe, or otherwise act against your wishes. 
  In either case, if the mount provokes an opportunity 
  Attack while you’re on it, the attacker can target you or 
  the mount. 
   
  Additional rules for barding, saddles, tack, harness and 
  drawn vehicles, appear on page 155 of the Player’s 
  Handbook. 
   
   
  
   
  Old Gus’ Errata: Tales from the Weird West Player’s Handbook – v1.24 
  31 
   
  Illustration by Jackie de Leon 
  FIREARMS 
  FIREARM PROPERTIES 
  • Ammunition. Firearm ammunition is destroyed upon use. 
  This amount is 1 unless otherwise listed. 
  • Burst. A weapon that has the burst property sprays a 10-foot 
  cube within its range with small projectiles. Each creature in 
  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.  
  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. 
  USING FIREARMS 
  Didn’t Your Ma Teach You to Shoot? 
  Firearms are ranged weapons, and have become 
  common enough throughout the world that anyone at all 
  might be proficient with Simple firearms, and Dungeon 
  Masters should not restrict their use with proficiency. 
  Martial firearms require proficiency either granted by a 
  class feature, a feat, or special training. 
  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 destroyed when fired. 
  Each time you shoot a firearm, keep note how many 
  more rounds can be fired before you must reload it. 
  Reload your firearms after each battle! 
  Draw! 
  If you don’t want to spend precious actions to reload, 
  carry a spare! Dropping an empty firearm is a free action, 
  and then draw a fully loaded firearm from a gunbelt or 
  shoulder scabbard using your object interaction. 
  Firearms that are not stored a holster or scabbard on 
  your person require a full action to draw. 
  Mixing Ammunition 
  If you have more than one type of round chambered into 
  your firearm (such as silver bullet, the Arcane Avenger’s 
  Cantrip Ammunition or the Idealist Paladin’s Sure Shot), 
  Selecting a specific round you have in a firearm you are 
  holding is performed using your Object Interaction on 
  your turn. 
  Off-Hand Firearms 
  If you take the Attack action on your turn, you can use 
  your bonus action to make a ranged weapon attack with 
  a one-handed firearm you are holding in your off-hand. 
  As is the case with melee weapons, you cannot use a 
  firearm in your off-hand that lacks the light property 
  unless you have the Dual Wielder feat. 
  Additionally, when fired from your off-hand, you do not 
  add your Dexterity modifier to the damage roll attacks 
  from a firearm unless you have the Two-Weapon 
  Fighting fighting style. 
  
   
  Old Gus’ Errata: Tales from the Weird West Player’s Handbook – v1.24 
  32 
   
  Illustration by The Sauken 
  EXPLOSIVES 
  Explosives are tools. Proficiency with explosives 
  represents a character’s ability to safely handle, set and 
  detonate explosives to a desired effect. Some explosives, 
  such as dynamite, can be used as ranged weapons.  
  EXPLOSIVE PROPERTIES 
  • Bundle. Explosives with the bundle property can be thrown 
  together. Each additional explosive in the bundle adds an 
  additional 1d6 to the damage and 5 feet to the radius of the 
  bundle’s explosion. 
  • Explode. The explode rating determines how difficult a 
  blast’s effects are to avoid and is expressed as a Dexterity 
  saving throw. Creatures who fail their throw take damage 
  from the blast and are knocked prone. Creatures that 
  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, 
  the results of the 1d4 are used to determine a malfunction 
  from the malfunction table for the broken component. 
  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 
  marking a six second increment. When the timer reaches the 
  end of its counter, it sends its output signal. 
  PREPARING THROWN EXPLOSIVES 
  An individual proficient with explosives and tinker’s or 
  blacksmith’s tools can spend 1 hour to create 1d4 
  grenades or other explosives using 2 powderhorns and 
  50 gold of raw steel. 
   
  Explosive 
  Damage 
  Properties 
  Fragmentation 
  Grenade 
  2d8 
  piercing 
  Thrown (30 feet), Explode 
  (14,) Fuse (short), Radius (15) 
  Concussion 
  Grenade 
  3d6 
  thunder 
  Thrown (30 feet), Explode 
  (13,) Fuse (short), Radius (5) 
   
   
   
  Illustration by Andrea Silva 
  
   
  Old Gus’ Errata: Tales from the Weird West Player’s Handbook – v1.24 
  33 
   
  Illustration by Emmanuel Martinez 
  ROPES 
  Ropes are tool that can be used to creatures, perform 
  feats of heroism, or just good old-fashioned 
  entertainment. Proficiency with ropes includes the ability 
  to identify types of rope, their quality, tying different 
  types of knots, and roping creatures or items at a 
  distance. 
  A creature that proficient with ropes can use their 
  action and at least 25 feet of hempen rope to create a 
  lariat, which can then be comfortably worn on the hip. 
  Some roping requires a target creature to make a saving 
  throw. The saving throw DC is calculated as follows: 
  Ropes save DC = 8 + your proficiency bonus      
  + your Strength modifier 
  Rope 
  In order to rope a creature, you must be holding a 
  prepared rope in both hands. As an action, you can 
  attempt to rope one creature or object you can see within 
  20 feet of you by making a ranged attack against your 
  target. If you hit, your rope attaches to the creature or 
  object, and you can interact with it appropriately using 
  your object interaction. For example, you could pull an 
  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).  
  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 paralyzed, and 
  can only make a new saving throw at disadvantage once 
  an hour against your rope DC to escape its bonds. 
   
  BARE NECESSITIES 
  Armor and Holsters 
  Firearms are not easy to handle while encumbered by 
  heavy armor. You can wear a maximum of two gunbelts 
  and one shoulder harness at a time. 
  Military Weaponry 
  Special firearms like the large-bore rifle and gatling gun 
  aren’t usually available at general stores and are usually 
  only held or maintained by powerful military 
  organizations. The world is filled with unscrupulous gun-
  runners, however, and those well connected with the 
  criminal underworld have come into possession of such 
  items on numerous occasions. 
  Silvered Ammunition 
  You can silver a single weapon or ten pieces of 
  Ammunition for 100 gp. This cost represents not only 
  the price of the silver, but the time and expertise needed 
  to add silver to the weapon without making it less 
  effective. 
   
  
   
  Old Gus’ Errata: Tales from the Weird West Player’s Handbook – v1.24 
  34 
  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 
  Scabbard 
  40 gp 
  2 
   
  4 lb 
  You can wear one shoulder harness. 
  Shoulder Holster 
  20 gp 
  1 
   
  3 lb 
  You can wear one shoulder harness. 
  Double Shoulder 
  Holster 
  30 gp 
  2 
   
  4 lb 
  You can wear one shoulder harness. 
   
  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 
  Shotgun 
  275 gp 
  4d4 piercing 
  3 gp (10) 
  6 lb 
  15 
  ammunition (2), kick (11), reload (1), 
  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 
  Scattergun 
  150 gp 
  1d10 piercing 
  3 gp (10) 
  8 lb 
  20/60 
  ammunition, burst (13), kick (10), 
  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 Player’s Handbook – v1.24 
  35 
   
  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 
  (50 feet) 
  1 gp 
  — 
   
  10 lb 
  — 
  Can be used to make 2 lariats. 
   
  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 Tellers 
  THANK YOU, PLAYTESTERS! 
  This material was a labor of love for me, and is dedicated 
  to the players who have told some of the most 
  memorable stories of my many years at the table and 
  behind the screen. Thank you!  
  From left to right: 
  • Rin'ditar Beast-Caller (bounty hunter with a heart of gold) 
  • Elspeth Lawrence (Salinas’ most beleaguered sheriff) 
  • Ignacio "Lagarto de Fuego" (a heroic luchador and chef) 
  • Ieva (a kind and naive apple tree dryad) 
  • Pachy Prin Cardon (a cactus fey and cartographer) 
  • Aoife ni Nemain (a pirate, and captain of the Lady of the 
  Waves) 
  • Winston Bramblevest (gnome ranch-hand and lovable 
  irritant) 
  • Gil (The creature from the Black Lagoon, who unwittingly 
  became a love interest) 
  • Pearl (a mermaid, and insatiable a free spirit) 
  • Old Gus (a mysterious time-traveling dwarf) 
  • Buck (the best dang goblin anyone knows) 
  • Lucille (Buck's trusty steed, a domesticated owlbear) 
  • Ceri "The Kid" Staghorn (a teenaged runaway and thief) 
  • Lady Luck (a good bartender, and even better violinist) 
  • Scarl (Winston's trusty steed, a fey elkotter) 
  • Aidan Collins (a criminal enforcer with refined tastes) 
  • Duffy (Aoife's first mate aboard The Lady of the Waves) 
  • Percy Oleander (a gunslinger and hopeless romantic) 
  • Branwen ni Nemain (a cold-hearted bounty hunter) 
  • Amara Cane (the lone survivor of a doomsday cult) 
  • Dr. Helene Calegari (a mad scientist with a talent for 
  creating terrifying hybrid creatures) 
  • Dr. Phanuel Torres (a mad scientist whose true agenda has 
  yet to be revealed) 
   
  There’s more Tales from the Weird West material 
  available for Dungeon Masters! 
  The Tales from the Weird West Dungeon Master’s Guide, 
  includes dozens of monsters for inclusion in games with a 
  focus on the thematic material laid out in this document! 
  Old Gus is hard at work producing the Tales from the 
  Weird West Dungeon Master’s Guide, which will include 
  magical and legendary firearms, a sample one-shot 
  adventure, and more of everything your gaming group might 
  need to run a weird western game with Dungeons and 
  Dragons 5th Edition! 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Old Gus - Tales from the Weird West Player's Handbook v1.24.pdf