Creator: Todd Diemer From: unsplash.com

A small corner of the internet.

  • I am not sure how you got here.

    Frankly speaking the tangle of wires leading up to this server should literally be impossible to navigate. Even then, the mats of dust on the fans should have choked the website before it could utter a single word. The server has been shoved down into a the shadow realm of the closet. Where only forgotten relics and nightmares rest.

    What follows is your personal journey into the unknown. Having gotten to the tavern now, it strikes you as if shadows have been packed floor to ceiling into this place. The themes are like old wooden tables and dirt strewn floors. They give off an acrid smell of mop water and cheep booze.

    There is no barkeep.

    There will be no turning back.


  • Wild West 5e Conversion

    The Western Frontier, long romanticized in dime store novels,
    radio dramas, and every other form of entertainment, holds a
    special place in the hearts of Americans and others who grew up
    on stories of cowboys riding into the sunset. Once upon a time, it
    was impossible to find someone who did not spend their
    childhood days pretending to be sheriffs or outlaws, riding on
    broomsticks standing in for horses, firing shots at our friends with
    finger-guns as we jumped from couches to carpets or ran through
    abandoned lots.

    My hope with this conversion is to try and recapture some of
    that magic from our youth, adapting the world’s most popular
    roleplaying game to create a system that is easily picked up by
    anyone with an interest of playing through this genre, whether
    familiar with D&D or brand new to it.

    Obviously, the real historical west wasn’t nearly as wild as
    fiction led many of us to believe, and was rather full of harsh
    realities that often go overlooked or are quickly glossed over in
    most stories. While I encourage everyone to do their due diligence
    and educate themselves on the actual fascinating real stories of
    this period of history, I also understand that many use these
    games as escapist fantasies and don’t feel comfortable exploring
    the more troubling issues that strict historical realism would
    bring up.

    Before starting any game, I think it is always helpful to have a
    discussion with your group about what everyone expects and is
    interested in exploring, in terms of themes, historical events, and
    subject matter. Your game could easily take place in an alternate
    history, a fantasy version of our world, or even a completely
    original creation simply inspired by the wild west of your
    imagination. Just bear in mind that much of the fiction created in
    this genre throughout the decades was often made with extremely
    biased viewpoints and sometimes quite problematic assumptions.
    Be careful if you find yourself falling into these same pitfalls, and
    challenge yourself to do better than those that came before you.

    Version History

    • 30 JUNE 2020: v0.1 published here by suntmantan
    • 11 JULY 2024: v0.2 Markdown ver. (Edits: Gene Guido)

    Table of Contents

    Fronter Character Archetypes

    What’s in this Book

    This mod to D&D 5e is inspired by the character system developed
    by Limitless Adventures in their 5th Evolution series. In that
    system, rather than leveling up a character based on the races and
    classes of the Player’s Handbook, party members instead select a
    character archetype and gain advancements to improve their
    abilities as they progress through the story.

    Provided in this book are 13 character archetypes, each with
    unique tools for players to carve their own path through the
    western frontier. Game masters can also use these archetypes as
    NPCs throughout the game, taking advancements as needed to
    illustrate the character’s relative experience compared to the
    party. All of these characters are intended to be balanced against
    other NPC and monster stat blocks in official D&D 5e mafterials,
    and can easily be mixed and matched for all sorts of zany cross-
    genre adventures.

    Additionally, this book also contains prices and weights for
    common supplies of the setting. The prices are based on historical
    catalogues of the time period, with the understanding that prices
    can vary wildly between different regions and times, depending on
    supply and demand. Feel free to use the prices listed as guidelines,
    and traders are always open to bargaining if they think they can
    make a sale.

    And finally, due to the reliance on animals as transportation
    and beasts of burden, quick and easy reference mafterial for
    common animals is included in the last section of this book. The
    stat blocks are taken directly from the freely available D&D 5e
    Basic Rules, and the values for each animal’s carrying and pulling
    capacity are derived from the Lifting and Carrying calculations in
    the same document.

    The Farmhand

    Hired laborers often travel up and down the frontier country,
    following the work wherever they can find it. They are steadfast
    and versatile ranchers, harvesters, and builders, strong enough to
    do whatever needs doing. A talented farmhand can make the
    difference in finishing a harvest in time, wrangling every last head
    of cattle, or finishing the construction of a new barn before the
    rains come.

    Creating a Farmhand

    1. Optionaly you may use the standard 5e Ability Array or Ability Score Generation, add an additional +1 to any two ability scores, or +2 to a single ability score.
    2. Choose one additional proficiency in any language, skill, tool, vehicle, or weapon that fits your origin story.
    3. Describe your characters looks and demeanor.
    4. Your character begins with:
      • 50 feet of rope
      • one felling axe
      • one scatter-gun
      • 12 shells
      • 10 (4d4) dollars.
    The Farmhand
    -----------------------------------------
    Medium humanoid (any race), any alignment
    
    -----------------------------------------
    Armor Class 13
    Hit Points 52 (8d8 + 16)
    Speed 30 ft.
    
    -----------------------------------------
    STR     DEX     CON     INT     WIS     CHA
    16(+3)  12(+1)  14(+2)  10(+0)  14(+2)  8(-1)
    
    -----------------------------------------
    Public Opinion 10 (+0)
    Saving Throws Str +5, Con +4
    Skills Animal Handling +4, Athletics +5, Survival +4
    Senses passive Perception 12
    Languages any one language
    Challenge 1 (200 XP)
    
    Unarmored Defense. While the farmhand is wearing no
    armor, their AC includes their Consttuton modifier.
    
    ----------------------------------------
    Actons
    1. Scatter-Gun. The farmhand targets one creature or
    object they can see within 30 feet. The target must
    succeed on a DC 13 Dexterity saving throw or take 9
    (2d8) piercing damage.
    
    2. Lasso. The farmhand targets one creature or object
    they can see within 20 feet. The target must succeed
    on a DC 13 Dexterity saving throw or become grappled
    (escape DC 13). While grappled in this way, the
    farmhand can use an acton to initate a Strength
    contest with the target. If the farmhand succeeds, the
    target is knocked prone and pulled 5 feet closer to the
    farmhand. The rope can also be atacked and destroyed
    (AC 10; hp 5; vulnerability to fire damage; immunity to
    bludgeoning, poison, and psychic damage).
    Felling Axe. Melee Weapon Attack: +5 to hit, reach 5
    t., one creature. Hit: 9 (1d12 + 3) slashing damage.

    Farmstead Advancements

    Select one after the completon of a significant milestone.

    • [ ] Fell-Handed: After damaging a creature with an
      atack, the target must succeed on a DC 13 Strength
      saving throw or be knocked prone.
    • [ ] Iron Grip: You can wield two-handed weapons with
      just one hand.
    • [ ] Brawler: Your Unarmed Strikes deal 1d
      bludgeoning damage instead of 1.
    • [ ] Luck: Once per day, reroll any one die roll.
    • [ ] Sprinter:* Increase your movement by 10 t.
    • [ ] Skilled:* You gain proficiency in any one language,
      skill, tool, vehicle, or weapon.
    • [ ] Hardened:* You gain an additonal hit die (d8) and
      your maximum hit points increase accordingly.
    • [ ] Beloved: Your public opinion increases by 2
      points.
      This reward can be chosen more than once.

    The Prizefighter

    Sometimes traveling as part of a carnival or circus troupe,
    prizefighters are more than just thugs who brawl for money. They
    perform impressive acts of athletics and durability to promote
    their reputation and renown, enticing the crowd with their
    bravado and panache. Only after suitably warming up the
    audience will they then begin to take challenges from the crowd,
    offering prizes for besting them in wrestling, boxing, or
    performing feats of great strength.

    Creating a Prizefighter

    1. (Optional) – Generating Stats: Using the standard
      5e Ability Array or Ability Score Generation, add an additional +
      to any two ability scores, or +2 to a single ability score.
    2. Choose one additional proficiency in any language, skill, tool, vehicle, or weapon that fits your origin story.
    3. Describe your characters looks and demeanor.
    4. Your character begins with:
      • a performance costume
      • one maul
      • one revolver
      • 12 bullets
      • 10 (4d4) dollars.
    The Prizefighter
    ----------------------------------------
    Medium humanoid (any race), any alignment
    
    ----------------------------------------
    Armor Class 12
    Hit Points 44 (8d8 + 8)
    Speed 30 ft.
    
    ----------------------------------------
    STR     DEX     CON     INT     WIS     CHA
    16 (+3) 14 (+2) 12 (+1) 10 (+0) 8 (-1)  14 (+2)
    
    ----------------------------------------
    Public Opinion 10 (+0)
    Saving Throws Str +5, Dex +
    Skills Athletics +5, Intimidation +4, Performance +
    Senses passive Perception 9
    Languages any one language
    Challenge 1 (200 XP)
    
    ----------------------------------------
    Work the Crowd. If there are at least 10 humanoids that
    can see the prizefighter, they may add their Charisma
    modifier to their Athletcs skill checks.
    
    ----------------------------------------
    Actons
    
    Multiattack. The prizefighter makes two unarmed
    strikes.
    
    Unarmed Strike. Melee Weapon Attack: +5 to hit, reach
    5 t., one creature. Hit: 6 (1d6 + 3) bludgeoning
    damage.
    
    Maul. Melee Weapon Attack: +5 to hit, reach 5 t., one
    creature. Hit: 10 (2d6 + 3) bludgeoning damage.
    Revolver. Ranged Weapon Attack: +4 to hit, range
    40/120 t., one target. Hit: 9 (2d6 + 2) piercing damage.
    
    ----------------------------------------
    Reactons
    
    Parry. The prizefighter adds 2 to their AC against one
    melee atack that would hit them. To do so, the
    prizefighter must see the atacker.

    Prizefighter Advancements

    (Selected after the completon of a significant milestone.)

    • [ ] Combo Fighter: after making an atack, you may
      make a single Unarmed Strike as a bonus acton.
    • [ ] Stunning Strike: after hitng a creature with an
      Unarmed Strike, you can use a bonus acton to force the
      target to succeed on a DC 13 Consttuton saving throw
      or become stunned untl the end of your next turn.
    • [ ] Knockout Artist: Your Unarmed Strikes deal 1d
      bludgeoning damage instead of 1d6.
    • [ ] Luck: Once per day, reroll any one die roll.
    • [ ] Sprinter:* Increase your movement by 10 t.
    • [ ] Skilled:* You gain proficiency in any one language,
      skill, tool, vehicle, or weapon.
    • [ ] Hardened:* You gain an additonal hit die (d8) and
      your maximum hit points increase accordingly.
    • [ ] Beloved: Your public opinion increases by 2
      points.
      This reward can be chosen more than once.

    The Pistolier

    The frontier is a dangerous world, and learning to defend oneself
    is a necessary survival skill for all. There are some, however, who
    have elevated these skills into a lethal art form, where their
    brushes are bullets and their canvases become corpses. Most
    famous for their one-on-one duels, these gunslingers have little
    trouble finding work as bounty hunters, marshalls, bodyguards, or
    even bandits when all other options have failed them.

    Creating a Pistolier

    1. Optional: Generating Stats: Using the standard
      5e Ability Array or Ability Score Generation, add an additional +
      to any two ability scores, or +2 to a single ability score.
    2. Choose one additional proficiency in any language, skill, tool, vehicle, or weapon that fits your origin story.
    3. What does your character look like to others? What is their demeanor?
    4. Your character begins with:
      • one knife
      • one revolver
      • 24 bullets
      • 10 (4d4) dollars
    The Pistolier
    ----------------------------------------
    Medium humanoid (any race), any alignment
    
    ----------------------------------------
    Armor Class 13
    Hit Points 33 (6d8 + 6)
    Speed 30 ft.
    
    ----------------------------------------
    STR     DEX     CON     INT     WIS     CHA
    10 (+0) 16 (+3) 12 (+1) 8 (-1)  14 (+2) 14 (+2)
    
    ----------------------------------------
    Public Opinion 10 (+0)
    Saving Throws Dex +5, Wis +
    Skills Acrobatics +5, Intimidation +4, Perception +
    Senses passive Perception 14
    Languages any one language
    Challenge 1 (200 XP)
    
    ----------------------------------------
    Quickdraw. The pistolier adds their proficiency bonus
    (+2) to initatve rolls.
    
    ----------------------------------------
    Actons
    
    Multiattack. The pistolier makes two revolver atacks.
    
    Revolver. Ranged Weapon Attack: +5 to hit, range
    40/120 t., one target. Hit: 10 (2d6 + 3) piercing
    damage.
    
    Knife. Melee or Ranged Weapon Attack: +5 to hit,
    reach 5 t. or range 20/60 t., one target. Hit: 5 (1d4 +
    3) slashing damage.
    
    Fan the Hammer (Recharges after a Short or Long Rest).
    As an acton, the pistolier can expend all remaining
    ammuniton in their revolver to make a revolver atack
    for each bullet used in this way.

    pistolier Advancements

    (Selected after the completon of a significant milestone.)

    • [ ] Speed Loader: You can reload a revolver by using
      an atack instead of an acton or bonus acton.
    • [ ] Return Fire: When you are targeted by an atack
      within 40 feet, you may use your reacton to make a
      ranged atack against the atacker.
    • [ ] Brawler: Your Unarmed Strikes deal 1d
      bludgeoning damage instead of 1.
    • [ ] Luck: Once per day, reroll any one die roll.
    • [ ] Sprinter:* Increase your movement by 10 t.
    • [ ] Skilled:* You gain proficiency in any one language,
      skill, tool, vehicle, or weapon.
    • [ ] Hardened:* You gain an additonal hit die (d8) and
      your maximum hit points increase accordingly.
    • [ ] Beloved: Your public opinion increases by 2
      points.
      This reward can be chosen more than once.

    The Sharpshooter

    With the end of the great Civil War came a great many veterans
    and deserters seeking answers in the West, hoping to either run
    from their pasts or start a new future. The skills they learned
    traveled with them, becoming an invaluable resource to hunt for
    food or defend their new lives. These snipers excel at hiding in the
    undergrowth, waiting for the most opportune moment to strike.

    Creating a Sharpshooter

    1. Optional:Generating Stats: Using the standard
      5e Ability Array or Ability Score Generation, add an additional +
      to any two ability scores, or +2 to a single ability score.
    2. Origin: What did your character do before venturing
      out west? What drove them to the frontier? Choose one additional
      proficiency in any language, skill, tool, vehicle, or weapon that fits
      your origin story.
    3. Appearance and Personality: What does your
      character look like to others? What is their demeanor?
    4. Your character begins with
      • one officer’s saber
      • one hunting rifle
      • 12 bullets
      • 10 (4d4) dollars.
    The Sharpshooter
    ----------------------------------------
    Medium humanoid (any race), any alignment
    
    ----------------------------------------
    Armor Class 13
    Hit Points 33 (6d8 + 6)
    Speed 30 ft.
    
    ----------------------------------------
    STR     DEX     CON     INT     WIS     CHA
    10 (+0) 16 (+3) 12 (+1) 14 (+2) 14 (+2) 8 (-1)
    
    ----------------------------------------
    Public Opinion 10 (+0)
    Saving Throws Dex +5, Int +
    Skills Investigation +4, Perception +4, Stealth +
    Senses passive Perception 14
    Languages any one language
    Challenge 1 (200 XP)
    
    ----------------------------------------
    
    Sneak Attack (1/Turn). The sharpshooter deals an extra
    7 (2d6) damage when they hit a target with a weapon
    atack and have advantage on the atack roll, or when
    the target is within 5 feet of an ally of the sharpshooter
    that isnโ€™t incapacitated and the sharpshooter doesnโ€™t
    have disadvantage on the atack roll.
    
    ----------------------------------------
    Actons
    
    Hunting Rifle. Ranged Weapon Attack: +5 to hit, range
    80/240 t., one target. Hit: 14 (2d10 + 3) piercing
    damage.
    
    Officer's Saber. Melee Weapon Attack: +5 to hit, reach
    5 t., one target. Hit: 7 (1d8 + 3) slashing damage.

    Sharpshooter Advancements

    (Selected after the completon of a significant milestone.)

    • [ ] Steady Shot: If you do not move on your turn, you
      gain advantage on your first atack of the turn.
    • [ ] Sniper’s Aim: Your ranged atacks score a critcal hit
      on a roll of 19 or 20.
    • [ ] Brawler: Your Unarmed Strikes deal 1d
      bludgeoning damage instead of 1.
    • [ ] Luck: Once per day, reroll any one die roll.
    • [ ] Sprinter:* Increase your movement by 10 t.
    • [ ] Skilled:* You gain proficiency in any one language,
      skill, tool, vehicle, or weapon.
    • [ ] Hardened:* You gain an additonal hit die (d8) and
      your maximum hit points increase accordingly.
    • [ ] Beloved: Your public opinion increases by 2
      points.
      This reward can be chosen more than once.

    The Pioneer

    Many families moved out west following the Civil War, taking
    advantage of cheap land and the drier climate. Seeking a better life
    for themselves and their loved ones, these pioneers made
    harrowing journeys by wagon and by foot, crossing fearsome
    mountains and rapid rivers. Pioneers are hardy and diligent
    workers, making the most of everything available to them to
    survive. Life on the frontier is far from easy, but these steadfast
    settlers will become the foundation from which entire civilizations
    can be built.

    Creating a Pioneer

    1. Optional Generating Stats: Using the standard
      5e Ability Array or Ability Score Generation, add an additional +
      to any two ability scores, or +2 to a single ability score.
    2. Origin: What did your character do before venturing
      out west? What drove them to the frontier? Choose one additional
      proficiency in any language, skill, tool, vehicle, or weapon that fits
      your origin story.
    3. Appearance and Personality: What does your
      character look like to others? What is their demeanor?
    4. Your character begins with:
      • one felling axe
      • one hunting rifle
      • 12 bullets
      • 10 (4d4) dollars.
    ## The Pioneer
    ----------------------------------------
    Medium humanoid (any race), any alignment
    
    ----------------------------------------
    Armor Class 13
    Hit Points 60 (8d8 + 24)
    Speed 30 ft.
    
    ----------------------------------------
    STR     DEX     CON     INT     WIS     CHA
    14 (+2) 10 (+0) 16 (+3) 8 (-1)  14 (+2) 12 (+1)
    
    ----------------------------------------
    Public Opinion 10 (+0)
    Saving Throws Str +4, Con +
    Skills Athletics +4, Medicine +4, Survival +
    Senses passive Perception 12
    Languages any one language
    Challenge 1 (200 XP)
    
    ----------------------------------------
    Pioneer's Spirit. The pioneer can use a bonus acton to
    gain 1d4 temporary hit points.
    
    Practiced Hands. When using any skill, tool, or weapon
    that the pioneer is proficient with, they may roll 3d
    for that ability check instead of a d20.
    Unarmored Defense. While the pioneer is wearing no
    armor, their AC includes their Consttuton modifier.
    
    ----------------------------------------
    Actons
    
    Hunting Rifle. Ranged Weapon Attack: +2 to hit, range
    80/240 t., one target. Hit: 11 (2d10) piercing damage.
    
    Felling Axe. Melee Weapon Attack: +4 to hit, reach 5
    t., one creature. Hit: 8 (1d12 + 2) slashing damage.

    Pioneer Advancements

    (Selected after the completon of a significant milestone.)

    • [ ] Helping Hands. You can uWeapons and Inventory: se the Help acton as a
      bonus acton.
    • [ ] Frontier Spirit: You gain an additonal 1d
      temporary hit points when using Pioneer’s Spirit.
    • [ ] Brawler: Your Unarmed Strikes deal 1d
      bludgeoning damage instead of 1.
    • [ ] Luck: Once per day, reroll any one die roll.
    • [ ] Sprinter:* Increase your movement by 10 t.
    • [ ] Skilled:* You gain proficiency in any one language,
      skill, tool, vehicle, or weapon.
    • [ ] Hardened:* You gain an additonal hit die (d8) and
      your maximum hit points increase accordingly.
    • [ ] Beloved:* Your public opinion increases by 2
      points.

    *This reward can be chosen more than once.

    The Barkeep

    They say the West was won with beef, bullets, and beer, and there
    may be some grain of truth to that statement. The men and
    women of the frontier had few options for entertainment and
    recreation, so indulging themselves at the local saloon and bar
    became commonplace for spending an evening with friends.
    Owners, operators, and proprietors of these establishments
    needed to keep pace with demand and continuously find new
    ways to get an advantage over the competition. Homemade spirits
    and luxurious meals helped improve their reputation, allowing
    them to attract more customers or expand their business across
    the frontier.

    Creating a Character

    1. (Optional) – Generating Stats: Using the standard
      5e Ability Array or Ability Score Generation, add an additional +
      to any two ability scores, or +2 to a single ability score.
    2. Origin: What did your character do before venturing
      out west? What drove them to the frontier? Choose one additional
      proficiency in any language, skill, tool, vehicle, or weapon that fits
      your origin story.
    3. Appearance and Personality: What does your
      character look like to others? What is their demeanor?
    4. Your character begins with:
      • a set of brewer’s supplies
      • a set of chef’s utensils
      • one scatter-gun
      • 12 shells
      • 10 (4d4) dollars.
    ## The Barkeep
    ----------------------------------------
    Medium humanoid (any race), any alignment
    
    ----------------------------------------
    Armor Class 12
    Hit Points 60 (8d8 + 24)
    Speed 30 ft.
    
    ----------------------------------------
    STR     DEX     CON     INT     WIS     CHA
    10 (+0) 8 (-1)  16 (+3) 12 (+1) 14 (+2) 14 (+2)
    
    ----------------------------------------
    Public Opinion 10 (+0)
    Saving Throws Con +5, Int +3, Wis +
    Skills Deception +4, History +3, Insight +6,
    Perception +4, Persuasion +
    Senses passive Perception 14
    Languages any two languages
    Challenge 1 (200 XP)
    
    ----------------------------------------
    Heavenly Homebrew. Over the course of one week, the
    barkeep can use their brewer's supplies and 15 dollars
    worth of fine ingredients to create up to 1 gallon of a
    simple alcoholic spirit. Any creature that drinks this
    beverage has advantage on saving throws against being
    charmed or frightened for the next 10 minutes.
    
    Homecooked Meal. Over the course of a short rest, the
    barkeep can spend one hour using their chef's utensils
    and 5 dollars worth of fine spices and seasonings to
    prepare a quality meal for up to six living creatures.
    This ability requires at least 1 pound of food for each
    creature that partakes of the meal.
    
    Creatures that partake of the meal gain 1d6 temporary
    hit points, and have advantage on one saving throw of
    the barkeep's choice untl the end of their next long
    rest.
    
    Perfect Palette. By taking a small taste of any food or
    drink, the barkeep can immediately determine if it has
    been spoiled or poisoned.
    
    Unarmored Defense. While the barkeep is wearing no
    armor, their AC includes their Consttuton modifier.
    
    ----------------------------------------
    Actons
    
    Scatter-Gun. The barkeep targets one creature or object
    they can see within 30 feet. The target must succeed
    on a DC 13 Dexterity saving throw or take 9 (2d8)
    piercing damage.
    
    ----------------------------------------
    Reactons
    
    Duck and Cover. The barkeep adds 2 to their AC against
    one ranged atack that would hit them. To do so, the
    barkeep must see the atacker and canโ€™t be grappled or
    restrained.

    Barkeep Advancements

    (Selected after the completon of a significant milestone.)

    • [ ] Buffet Style:* One additonal creature may partake
      in your Homecooked Meal ability.
    • [ ] Comfort Food: Your Homecooked Meal grants an
      additonal 1d6 temporary hit points.
    • [ ] Brawler: Your Unarmed Strikes deal 1d
      bludgeoning damage instead of 1.
    • [ ] Luck: Once per day, reroll any one die roll.
    • [ ] Sprinter:* Increase your movement by 10 t.
    • [ ] Skilled:* You gain proficiency in any one language,
      skill, tool, vehicle, or weapon.
    • [ ] Hardened:* You gain an additonal hit die (d8) and
      your maximum hit points increase accordingly.
    • [ ] Beloved:* Your public opinion increases by 2
      points.

    *This reward can be chosen more than once.

    The Detective

    It is well known that many criminals flee to the western frontier,
    hoping to evade the authorities and their past life of crime.
    Unfortunately for them, the arm of the law is long, and well
    trained detectives are often dispatched to the territories to track
    down these wanted men and bring them to justice. Sometimes
    officers of big city police departments and sometimes private
    investigators and bounty hunters, these detectives rely on their
    sharp senses and a keen mind to track down every last clue,
    following up on every lead until they find and apprehend their
    target.

    Creating a Character

    1. (Optional) – Generating Stats: Using the standard
      5e Ability Array or Ability Score Generation, add an additional +
      to any two ability scores, or +2 to a single ability score.
    2. Origin: What did your character do before venturing
      out west? What drove them to the frontier? Choose one additional
      proficiency in any language, skill, tool, vehicle, or weapon that fits
      your origin story.
    3. Appearance and Personality: What does your
      character look like to others? What is their demeanor?
    4. Weapons and Inventory: Your character begins
      with one set of thieves’ tools, one revolver, 12 bullets, and 10 (4d4)
      dollars.
    ## The Detective
    ----------------------------------------
    Medium humanoid (any race), any alignment
    
    ----------------------------------------
    Armor Class 12
    Hit Points 33 (6d8 + 6)
    Speed 30 ft.
    
    ----------------------------------------
    STR     DEX     CON     INT     WIS     CHA
    10 (+0) 14 (+2) 12 (+1) 16 (+3) 14 (+2) 8 (-1)
    
    ----------------------------------------
    Public Opinion 10 (+0)
    Saving Throws Int +5, Wis +
    Skills Insight +4, Investigation +7, Perception +4,
    Stealth +4, Thieves' Tools +
    Senses passive Perception 14
    Languages any three languages
    Challenge 1 (200 XP)
    
    ----------------------------------------
    Ear for Deceit. When making a Wisdom (Insight) check
    to determine whether a creature is lying, the detectve
    may treat a roll of 7 or lower on the d20 as an 8.
    
    Eye for Detail. The detectve can use a bonus acton to
    make a Wisdom (Percepton) check to spot a hidden
    creature or object or to make an Intelligence
    (Investgaton) check to uncover or decipher clues.
    
    Sneak Attack (1/Turn). The detectve deals an extra 7
    (2d6) damage when they hit a target with a weapon
    atack and have advantage on the atack roll, or when
    the target is within 5 feet of an ally of the detectve
    that isnโ€™t incapacitated and the detectve doesnโ€™t have
    disadvantage on the atack roll.
    
    ----------------------------------------
    Actons
    
    Revolver. Ranged Weapon Attack: +4 to hit, range
    40/120 t., one target. Hit: 9 (2d6 + 2) piercing damage.
    
    ----------------------------------------
    Reactons
    
    Duck and Cover. The detectve adds 2 to their AC
    against one ranged atack that would hit them. To do
    so, the detectve must see the atacker and canโ€™t be
    grappled or restrained.

    Detective Advancements

    (Selected after the completon of a significant milestone.)

    • [ ] Cunning Action: You can use your bonus acton to
      use the Dash, Disengage, or Hide acton.
    • [ ] Fast Hands: You can use your bonus acton to use a
      set of tools you are proficient with.
    • [ ] Brawler: Your Unarmed Strikes deal 1d
      bludgeoning damage instead of 1.
    • [ ] Luck: Once per day, reroll any one die roll.
    • [ ] Sprinter:* Increase your movement by 10 t.
    • [ ] Skilled:* You gain proficiency in any one language,
      skill, tool, vehicle, or weapon.
    • [ ] Hardened:* You gain an additonal hit die (d8) and
      your maximum hit points increase accordingly.
    • [ ] Beloved:* Your public opinion increases by 2
      points.

    /*This reward can be chosen more than once.

    The Doctor

    The frontier is well known to be a dangerous place, and physicians
    can expect to see all manner of grisly injuries and illnesses while
    working out in the western territories. Gunshots, stabbings, and
    broken limbs are easily treated in a stocked and well funded
    hospital, but out in a frontier town any single one of these can be
    life-threatening without a talented healer available. There is rarely
    a shortage of work for these doctors, although payment for their
    services is at times a very different story. Still, for those who have
    taken an oath to tend to the sick and wounded, their work is
    graciously appreciated and accepted by all who receive their care
    out west.

    Creating a Doctor

    1. (Optional) – Generating Stats: Using the standard
      5e Ability Array or Ability Score Generation, add an additional +
      to any two ability scores, or +2 to a single ability score.
    2. Origin: What did your character do before venturing
      out west? What drove them to the frontier? Choose one additional
      proficiency in any language, skill, tool, vehicle, or weapon that fits
      your origin story.
    3. Appearance and Personality: What does your
      character look like to others? What is their demeanor?
    4. Your character begins with:
      • one set of doctor’s tools with 10 uses
      • 10 (4d4) dollars.
    ## The Doctor
    ----------------------------------------
    Medium humanoid (any race), any alignment
    
    ----------------------------------------
    Armor Class 12
    Hit Points 33 (6d8 + 6)
    Speed 30 ft.
    
    ----------------------------------------
    STR     DEX     CON     INT     WIS     CHA
    8 (-1)  14 (+2) 12 (+1) 16 (+3) 14 (+2) 10 (+0)
    
    ----------------------------------------
    Public Opinion 10 (+0)
    Saving Throws Con +3, Int +5, Wis +
    Skills Doctor's Tools +6, Insight +4, Medicine +7,
    Nature +5, Sleight of Hand +
    Senses passive Perception 12
    Languages any one language
    Challenge 1 (200 XP)
    
    ----------------------------------------
    Patch Up. Over the course of a short rest, the doctor
    can spend one hour to use their doctor's tools and heal
    up to six living creatures for 1d8 hit points each.
    
    ----------------------------------------
    Actons
    
    First Aid. The doctor uses their doctor's tools to heal
    one living creature within 5 feet of them for 5 (1d4 + 3)
    hit points. This ability cannot be used on a creature
    with more than half of its maximum hit points.
    
    Scalpel. Melee Weapon Attack: +4 to hit, reach 5 t.,
    one target. Hit: 4 (1d4 + 2) slashing damage.

    Doctor Advancements

    (Selected after the completon of a significant milestone.)

    • [ ] Advanced Medicine: Using your Patch Up ability
      heals an additonal 1d8 hit points each.
    • [ ] Field Medic: Using your First Aid ability heals an
      additonal 1d4 hit points.
    • [ ] Brawler: Your Unarmed Strikes deal 1d
      bludgeoning damage instead of 1.
    • [ ] Luck: Once per day, reroll any one die roll.
    • [ ] Sprinter:* Increase your movement by 10 t.
    • [ ] Skilled:* You gain proficiency in any one language,
      skill, tool, vehicle, or weapon.
    • [ ] Hardened:* You gain an additonal hit die (d8) and
      your maximum hit points increase accordingly.
    • [ ] Beloved:* Your public opinion increases by 2
      points.

    *This reward can be chosen more than once.

    The Expert

    In the new age of science and technology, academics are quickly
    growing as some of the most sought-after employees for many
    industries. Whether it’s engineers for developing more efficient
    steam engines, chemists experimenting with new solvents and
    compounds, or even historians and anthropologists brought
    aboard to better understand a specific place or people, these
    experts are to be highly respected for their intellect and critical
    eye. Though many on the frontier might laugh at them for their
    choice of profession, their ability to analyze and solve problems
    makes them quite the asset in the right situation.

    Creating a Character

    1. (Optional) – Generating Stats: Using the standard
      5e Ability Array or Ability Score Generation, add an additional +
      to any two ability scores, or +2 to a single ability score.
    2. Specialty: What is your character’s particular field
      of expertise? Choose one from the list below, each with their own
      additional proficiencies.

      • Anthropologist: History +7, Religion +7, 3 additional languages
        of your choice
      • Chemist: Medicine +7, Nature +7, Alchemist’s Supplies,
        Herbalism Kit, Poisoner’s Kit
      • Engineer: Technology +7, Tinker’s Tools +7, 3 additional tool
        proficiencies of your choice
      • Financier: History +7, Insight +6, Persuasion +5, Jeweler’s
        Tools, 3 additional languages, skills, or tools of your choice
      • Naturalist: Animal Handling +6, Nature +7, Survival +6,
        Cartographer’s Tools, Navigator’s Tools, and an additional
        language of your choice
    3. Origin: What did your character do before
      venturing out west? What drove them to the frontier? Choose one
      additional proficiency in any language, skill, tool, vehicle, or
      weapon that fits your origin story.
    4. Appearance and Personality: What does your
      character look like to others? What is their demeanor?
    5. Your character begins with:
      • one set of fine clothes
      • any tools you are proficient with
      • a case of writing implements and notebooks
      • 15 (6d4) dollars.
    ## The Expert
    ----------------------------------------
    Medium humanoid (any race), any alignment
    
    ----------------------------------------
    Armor Class 12
    Hit Points 27 (6d8)
    Speed 30 ft.
    
    ----------------------------------------
    STR     DEX     CON     INT     WIS     CHA
    8 (-1)  14 (+2) 10 (+0) 16 (+3) 14 (+2) 12 (+1)
    
    ----------------------------------------
    Public Opinion 10 (+0)
    Saving Throws Cha +3, Int +5, Wis +
    Skills Insight +4, Investigation +5, Perception +
    Senses passive Perception 14
    Languages any two languages
    Challenge 1 (200 XP)
    
    ----------------------------------------
    Assisted Study. When a creature uses the Help acton to
    assist the expert in an ability check with a skill or tool
    that both have proficiency in, in additon to making the
    roll with advantage, the expert may add a bonus to the
    roll equal to the helping creature's skill or tool check
    bonus.
    
    Taking Ten. When making an ability check with a skill or
    tool the expert has proficiency in, the expert may
    spend ten minutes to carefully consider the issue at
    hand. after those ten minutes, the expert makes the
    check with advantage, treatng any roll of a 9 or lower
    as a 10.
    
    ----------------------------------------
    Actons
    
    Spot Weakness. The expert targets one creature they
    can see within 60 feet, then makes an Insight,
    Investgaton, or Percepton check contested by the
    target's Charisma (Decepton) check. On a success, the
    first atack made against the target before the
    beginning of the expert's next turn is made with
    advantage, and deals an additonal 7 (2d6) damage of
    the atack's normal damage type.
    
    ----------------------------------------
    Reactons
    
    Duck and Cover. The expert adds 2 to their AC against
    one ranged atack that would hit them. To do so, the
    expert must see the atacker and canโ€™t be grappled or
    restrained.
    
    Faint-Hearted. If a creature makes an atack on the
    expert, and the expert is not incapacitated, they can
    move up to 10 feet away from the atacker as a
    reacton, not provoking atacks of opportunity.

    Expert Advancements

    (Selected after the completon of a significant milestone.)

    • [ ] Analyze Vulnerabilities:* Your Spot Weakness ability
      adds an additonal 1d6 damage.
    • [ ] Focused Problem Solving:* Your Taking Ten ability’s
      minimum result improves by 1.
    • [ ] Brawler: Your Unarmed Strikes deal 1d
      bludgeoning damage instead of 1.
    • [ ] Luck: Once per day, reroll any one die roll.
    • [ ] Sprinter:* Increase your movement by 10 t.
    • [ ] Skilled:* You gain proficiency in any one language,
      skill, tool, vehicle, or weapon.
    • [ ] Hardened:* You gain an additonal hit die (d8) and
      your maximum hit points increase accordingly.
    • [ ] Beloved:* Your public opinion increases by 2
      points.

    *This reward can be chosen more than once.

    The Trapper

    With much of the western territories still completely untouched
    by American settlers, trappers and bushcrafters are an invaluable
    source of food, medicinal herbs, and raw mafterials for the
    surrounding pioneers and families. Aside from trapping game and
    foraging for plantlife, trappers often also work as guides for those
    who need to travel through dangerous wilderness. Additionally,
    they may also act as interpreters and intermediaries with the
    surrounding native tribes, maintaining a careful peace between
    two different worlds.

    Creating a Character

    1. (Optional) – Generating Stats: Using the standard
      5e Ability Array or Ability Score Generation, add an additional +1
      to any two ability scores, or +2 to a single ability score.
    2. Origin: What did your character do before venturing
      out west? What drove them to the frontier? Choose one additional
      proficiency in any language, skill, tool, vehicle, or weapon that fits
      your origin story.
    3. Appearance and Personality: What does your
      character look like to others? What is their demeanor?
    4. Your character begins with:
      • 50 feet of hempen rope
      • one longbow
      • 12 arrows
      • a handaxe
      • a knife
      • 10 (4d4) dollars.
    ## The Trapper
    ----------------------------------------
    Medium humanoid (any race), any alignment
    
    ----------------------------------------
    Armor Class 15
    Hit Points 33 (6d8 + 6)
    Speed 30 ft.
    
    ----------------------------------------
    STR     DEX     CON     INT     WIS     CHA
    14 (+2) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 8 (-1)
    
    ----------------------------------------
    Public Opinion 10 (+0)
    Saving Throws Dex +4, Wis +5
    Skills Animal Handling +5, Medicine +5,
    Perception +7, Stealth +4, Survival +7
    Senses passive Perception 17
    Languages any three languages
    Challenge 1 (200 XP)
    
    ----------------------------------------
    Set Snare. Over the course of ten minutes, the trapper
    can use 25 feet of rope to create a snare trap. The trap
    takes up the space of a 5-foot square and can be
    spoted with a DC 13 Investgaton or Percepton check.
    
    When a Medium or smaller creature enters the trap's
    space, they must succeed on a DC 15 Dexterity saving
    throw or become restrained (escape DC 15) and
    knocked prone by the trap. The rope can also be
    atacked and destroyed (AC 10; hp 5; vulnerability to
    fire damage; immunity to bludgeoning, poison, and
    psychic damage).
    
    Sneak Attack (1/Turn). The trapper deals an extra 7
    (2d6) damage when they hit a target with a weapon
    atack and have advantage on the atack roll, or when
    the target is within 5 feet of an ally of the trapper that
    isnโ€™t incapacitated and the trapper doesnโ€™t have
    disadvantage on the atack roll.
    
    Unarmored Defense. While the trapper is wearing no
    armor and not using a shield, their AC includes their
    Wisdom modifier.
    
    ----------------------------------------
    Actons
    
    Longbow. Ranged Weapon Attack: +4 to hit, range
    150/600 t., one target. Hit: 6 (1d8 + 2) piercing
    damage.
    
    Handaxe. Melee or Ranged Weapon Attack: +4 to hit,
    reach 5 t. or range 20/60 t., one target. Hit: 5 (1d6 +
    2) slashing damage.
    
    Knife. Melee or Ranged Weapon Attack: +4 to hit,
    reach 5 t. or range 20/60 t., one target. Hit: 4 (1d4 +
    2) slashing damage.

    Trapper Advancements

    (Selected after the completon of a significant milestone.)

    • [ ] Combat Archery: When making an atack with your
      longbow, you may make an additonal atack as part of
      the same acton.
    • [ ] Part of the Brush: When traveling at half speed
      through the wilderness, you and up to five other
      creatures you choose gain a +5 bonus to Stealth checks.
      If you and the creatures you choose remain stll, you
      gain an additonal +5 to that bonus.
    • [ ] Brawler: Your Unarmed Strikes deal 1d4
      bludgeoning damage instead of 1.
    • [ ] Luck: Once per day, reroll any one die roll.
    • [ ] Sprinter:* Increase your movement by 10 t.
    • [ ] Skilled:* You gain proficiency in any one language,
      skill, tool, vehicle, or weapon.
    • [ ] Hardened:* You gain an additonal hit die (d8) and
      your maximum hit points increase accordingly.
    • [ ] Beloved: Your public opinion increases by 2
      points.
      This reward can be chosen more than once.

    The Preacher

    When times are difficult, people often turn to their faith to guide
    them, and the western territories are no exception. Preachers out
    on the frontier often have their own hardships and difficulties to
    endure, but they manage to persevere and help others at the same
    time. Whether it’s as simple as offering an open ear to their
    troubles or rallying the community to come together in aid, these
    shepherds lead and protect their flock against any that might seek
    to do them harm.

    Creating a Character

    1. (Optional) – Generating Stats: Using the standard
      5e Ability Array or Ability Score Generation, add an additional +1
      to any two ability scores, or +2 to a single ability score.
    2. Origin: What did your character do before venturing
      out west? What drove them to the frontier? Choose one additional
      proficiency in any language, skill, tool, vehicle, or weapon that fits
      your origin story.
    3. Appearance and Personality: What does your
      character look like to others? What is their demeanor?
    4. Your character begins with:
      • one set of vestments
      • a holy book
      • 10 (4d4) dollars.
    ## The Preacher
    ----------------------------------------
    Medium humanoid (any race), any alignment
    
    ----------------------------------------
    Armor Class 11
    Hit Points 27 (6d8)
    Speed 30 ft.
    
    ----------------------------------------
    STR     DEX     CON     INT     WIS     CHA
    8 (-1)  12 (+1) 10 (+0) 14 (+2) 16 (+3) 14 (+2)
    
    ----------------------------------------
    Public Opinion 10 (+0)
    Saving Throws Cha +4, Int +4, Wis +5
    Skills Insight +7, Perception +5, Performance +4,
    Persuasion +4, Religion +6
    Senses passive Perception 15
    Languages any two languages
    Challenge 1 (200 XP)
    
    ----------------------------------------
    Inspire Faith (3/Day). The preacher can use a bonus
    acton to inspire one creature that can hear and
    understand them. During the next hour, when the
    creature makes an ability check, atack roll, or saving
    throw, they may roll an additonal 1d6 and add the
    result to their total. A creature may only benefit from
    this ability once per day.
    
    ----------------------------------------
    Actons
    
    Rally. The preacher speaks inspiring words of scripture
    or encouragement. Up to six creatures of the
    preacher's choice that can hear them gain 5 (1d4 + 3)
    temporary hit points each.
    
    Sound Mind. The preacher can use an acton to end the
    charmed or frightened conditon on any one creature
    within 5 feet of them.
    
    ----------------------------------------
    Reactons
    
    Duck and Cover. The preacher adds 2 to their AC
    against one ranged atack that would hit them. To do
    so, the preacher must see the atacker and canโ€™t be
    grappled or restrained.
    
    Faint-Hearted. If a creature makes an atack on the
    preacher, and the preacher is not incapacitated, they
    can move up to 10 feet away from the atacker as a
    reacton, not provoking atacks of opportunity.

    Advancements

    (Selected after the completon of a significant milestone.)

    • [ ] Words of Wisdom: Your Inspire Faith ability
      improves to a 1d8.
    • [ ] The Lord’s Work:* You may use your Inspire Faith
      ability an additonal one tme per day.
    • [ ] Brawler: Your Unarmed Strikes deal 1d4
      bludgeoning damage instead of 1.
    • [ ] Luck: Once per day, reroll any one die roll.
    • [ ] Sprinter:* Increase your movement by 10 t.
    • [ ] Skilled:* You gain proficiency in any one language,
      skill, tool, vehicle, or weapon.
    • [ ] Hardened:* You gain an additonal hit die (d8) and
      your maximum hit points increase accordingly.
    • [ ] Beloved: Your public opinion increases by 2
      points.
      This reward can be chosen more than once.

    The Gambler

    While not nearly to the extreme as portrayed in the dime store
    novels, vice and drink have certainly found their way out west
    among the territories. Saloons and casinos are a popular source of
    entertainment for many settlers, and have become a large source
    of income for any towns that have built one. And among these
    dens of sin invariably will be those with a certain talent for
    playing cards and rolling dice. These gamblers may not rely
    completely on games to supply their wages, but it would be
    surprising to find one that does not spend the majority of their
    days and nights playing other patrons for their hard-earned
    dollars at the table.

    Creating a Character

    1. (Optional) – Generating Stats: Using the standard
      5e Ability Array or Ability Score Generation, add an additional +1
      to any two ability scores, or +2 to a single ability score.
    2. Origin: What did your character do before venturing
      out west? What drove them to the frontier? Choose one additional
      proficiency in any language, skill, tool, vehicle, or weapon that fits
      your origin story.
    3. Appearance and Personality: What does your
      character look like to others? What is their demeanor?
    4. Your character begins with:
      • one deck of cards OR set of dice
      • one revolver
      • 12 bullets
      • one knife
      • 10 (4d4) dollars.
    ## The Gambler
    ----------------------------------------
    Medium humanoid (any race), any alignment
    
    ----------------------------------------
    Armor Class 12
    Hit Points 33 (6d8 + 6)
    Speed 30 ft.
    
    ----------------------------------------
    STR     DEX     CON     INT     WIS     CHA
    10 (+0) 14 (+2) 12 (+1) 8 (-1)  14 (+2) 16 (+3)
    
    ----------------------------------------
    Public Opinion 10 (+0)
    Saving Throws Cha +5, Dex +4
    Skills Deception +5, Insight +4, Perception +4,
    Persuasion +7, Sleight of Hand +6
    Senses passive Perception 14
    Languages any one language
    Challenge 1 (200 XP)
    
    ----------------------------------------
    Taunt (3/Day). The gambler can use a bonus acton on
    their turn to target one creature within 30 feet of
    them. If the target can hear the gambler, the target
    must succeed on a DC 13 Wisdom saving throw or have
    disadvantage on ability checks, atack rolls, and saving
    throws untl the start of the gamblerโ€™s next turn.
    
    ----------------------------------------
    Actons
    
    Revolver. Ranged Weapon Attack: +4 to hit, range
    40/120 t., one target. Hit: 9 (2d6 + 2) piercing damage.
    
    Knife. Melee or Ranged Weapon Attack: +4 to hit,
    reach 5 t. or range 20/60 t., one target. Hit: 4 (1d4 +
    4) slashing damage.
    
    ----------------------------------------
    Reactons
    
    Distracting Words (3/Day). When a creature within 30
    feet of the gambler and can hear them makes an ability
    check or atack roll, the gambler can use their reacton
    to roll 1d6 and subtract the result from the original
    number rolled.
    
    Duck and Cover. The gambler adds 2 to their AC against
    one ranged atack that would hit them. To do so, the
    gambler must see the atacker and canโ€™t be grappled or
    restrained.
    
    Faint-Hearted. If a creature makes an atack on the
    gambler, and the gambler is not incapacitated, they can
    move up to 10 feet away from the atacker as a
    reacton, not provoking atacks of opportunity.

    Gambler Advancements

    (Selected after the completon of a significant milestone.)

    • [ ] Immersive Storytelling: Your Distractng Words
      ability improves to a 1d8.
    • [ ] Gift of Gab:* Choose your Taunt or Distractng
      Words ability. You may use that ability an additonal one
      tme per day. You may choose the same or different
      ability each tme you select this reward.
    • [ ] Brawler: Your Unarmed Strikes deal 1d4
      bludgeoning damage instead of 1.
    • [ ] Luck: Once per day, reroll any one die roll.
    • [ ] Sprinter:* Increase your movement by 10 t.
    • [ ] Skilled:* You gain proficiency in any one language,
      skill, tool, vehicle, or weapon.
    • [ ] Hardened:* You gain an additonal hit die (d8) and
      your maximum hit points increase accordingly.
    • [ ] Beloved: Your public opinion increases by 2
      points.
      This reward can be chosen more than once.

    The Swindler

    As the world enters a new age of science and discovery, there is no
    shortage of those who seek to take advantage of the common folk
    for their own profit. Often peddling snake oil or miraculous tonics,
    they prey on the ignorance of others, feigning a warm and
    generous nature so as to best fool others into purchasing their
    dubious wares. Even should they be caught and run out of one
    town, it takes little effort for them to reinvent themselves with a
    new identity and new product to sell in the next town over. For the
    swindler, making as much money off the locals as they can is all
    that matters.

    Creating a Character

    1. (Optional) – Generating Stats: Using the standard
      5e Ability Array or Ability Score Generation, add an additional +1
      to any two ability scores, or +2 to a single ability score.
    2. Origin: What did your character do before venturing
      out west? What drove them to the frontier? Choose one additional
      proficiency in any language, skill, tool, vehicle, or weapon that fits
      your origin story.
    3. Appearance and Personality: What does your
      character look like to others? What is their demeanor?
    4. Your character begins with:
      • one sales kit
      • one revolver
      • 12 bullets
      • 10 (4d4) dollars.
    ## The Swindler
    ----------------------------------------
    Medium humanoid (any race), any alignment
    
    ----------------------------------------
    Armor Class 11
    Hit Points 39 (6d8 + 12)
    Speed 30 ft.
    
    ----------------------------------------
    STR     DEX     CON     INT     WIS     CHA
    8 (-1)  10 (+0) 14 (+2) 14 (+2) 12 (+1) 16 (+3)
    
    ----------------------------------------
    Public Opinion 10 (+0)
    Saving Throws Cha +5, Int +4, Wis +3
    Skills Deception +7, Insight +5, Nature +4,
    Performance +5, Persuasion +5
    Senses passive Perception 11
    Languages any one language
    Challenge 1 (200 XP)
    
    ----------------------------------------
    Diplomat. The swindler has advantage on Charisma
    (Persuasion) and Wisdom (Insight) checks made to
    negotate deals and exchanges. If the swindler spends 1
    minute talking to a humanoid that can understand it,
    that humanoid must make a DC 13 Wisdom (Insight)
    check or be charmed by the swindler as long as they
    are within 60 feet and for 1 minute thereafter. This
    check automatcally succeeds if the swindler or any of
    its allies are fightng the humanoid.
    
    Enthralling Pitch (Recharges after a Short or Long Rest).
    The swindler uses their sales kit and performs a
    product or service demonstraton that lasts for 10
    minutes. At the end of the performance, the swindler
    can choose up to 3 humanoids within 60 feet that
    watched or listened to all of it. Each target must
    succeed on a DC 13 Wisdom saving throw or become
    charmed by the swindler. While charmed in this way,
    the target speaks highly of the swindler and their
    demonstraton to anyone who talks to it, and it hinders
    anyone who opposes them, avoiding violence. This
    effect ends on a target after 1 hour, if it takes any
    damage, if the swindler atacks it, or if it witnesses the
    swindler atacking or damaging any of its allies.
    
    If a target succeeds on its saving throw, the target is
    unaware that the swindler tried to charm it.
    
    ----------------------------------------
    Actons
    
    Revolver. Ranged Weapon Attack: +2 to hit, range
    40/120 t., one target. Hit: 7 (2d6) piercing damage.

    Swindler Advancements

    (Selected after the completon of a significant milestone.)

    • [ ] Silver Tongued: Humanoids charmed by your
      Diplomat ability remain charmed for an additonal hour
      after leaving your presence.
    • [ ] Born Every Minute:* Your Enthralling Pitch ability
      may target an additonal one humanoid.
    • [ ] Brawler: Your Unarmed Strikes deal 1d4
      bludgeoning damage instead of 1.
    • [ ] Luck: Once per day, reroll any one die roll.
    • [ ] Sprinter:* Increase your movement by 10 t.
    • [ ] Skilled:* You gain proficiency in any one language,
      skill, tool, vehicle, or weapon.
    • [ ] Hardened:* You gain an additonal hit die (d8) and
      your maximum hit points increase accordingly.
    • [ ] Beloved: Your public opinion increases by 2
      points.
      This reward can be chosen more than once.

    Common Supplies and Prices

    Weapons and Tools

    Name Damage Range Weight (lbs.) Price
    Ammo (20) 2 $2.00
    Candles (10) 1 $0.10
    Doctorโ€™s Tools (10 uses) 3 $5.00
    Felling Axe 1d12 slashing 5ft. 7 $2.00
    Fishing Tackle 4 $1.00
    Handaxe 1d6 slashing 5ft. 2 $5.00
    Hempen Rope (50 ft) 10 $1.00
    Huntng Rifle (5 round capacity) 2d10 piercing 80/240 ft. 8 $25.00
    Huntng Trap 25 $5.00
    Kerosene Oil (1 pint) 1 $0.01
    Knife 1d4 slashing 5ft. or 20/60 ft. 1 $2.00
    Lantern 2 $1.00
    Maul Hammer 2d6 bludgeoning 5ft. 10 $2.00
    Revolver (6 round capacity) 2d6 piercing 40/120 ft. 3 $15.00
    Scafter-Gun (2 round capacity) 2d8 piercing 30 ft. 7 $20.00
    Timber Saw 3 $1.00
    Wainwright’s Tools 6 $5.00

    Food and Wafter

    Name Weight (lbs.) Price
    Animal Feed (1 day) 10 $0.05
    Barrel of Wafter (40 gal) 270 $5.00
    Barrel, empty (40 gal) 70 $2.00
    Curing Salt 1 $0.05
    Food Ratons (1 day) 2 $0.50

    New Special Items

    This section describes items that have special rules or require
    further explanation.

    Ammo. Bullets are sold in packs of 20, and are specified for
    pistols, rifles, or scatter-guns.

    Curing Salt. This special salt is useful for treating fresh game,
    turning it into long-lasting rations. One pound of curing salt is
    enough to preserve about 10 lbs of fresh meat.

    Doctor’s Tools. As an action, a person can expend one use of
    the tools to stabilize a creature that has 0 hit points.

    Scatter-Gun. Instead of making a ranged attack, a person
    firing scatter-gun may target a creature or object they can see
    within 30 feet. The target must succeed on a DC 13 Dexterity saving
    throw or take 2d8 piercing damage. A scatter-gun holds 2 rounds
    of shotgun ammunition.

    Traveling Supplies

    Name Weight (lbs.) Price
    Bedroll 7 $1.00
    Blanket 3 $0.50
    Horse, Draft 2,000 $50.00
    Horse, Riding 1,000 $75.00
    Mule 900 $8.00
    Ox 2,200 $20.00
    Riding Saddle 25 $10.00
    Wagon Axle 40 $10.00
    Wagon Tongue 50 $10.00
    Wagon Wheel 25 $10.00
    Wagon, Covered Schooner 1,300 $50.00
    Warm Clothing Set 5 $10.00

    Animal Details and Reference

    Horse, Draft.

    A large and sturdy breed of horse meant for heavy
    pulling and farmwork. Not as big or strong as an ox, but generally
    easier to house and feed, assuming one has a proper barn and land
    to support it.
    
    A single draft horse can carry up to 540 lbs on its own, or pull
    up to 1,080 lbs. If grazing is unavailable or inadequate, a horse
    needs to eat at least 20 pounds of animal feed per day.
    Draft Horse
    ----------------------------------------
    Large beast, unaligned
    
    ----------------------------------------
    Armor Class 10
    Hit Points 19 (3d10 + 3)
    Speed 40 ft.
    
    ----------------------------------------
    STR     DEX     CON     INT     WIS     CHA
    18 (+4) 10 (+0) 12 (+1) 2 (-4)  11 (+0) 7 (-2)
    
    ----------------------------------------
    Senses passive Perception 10
    Languages --
    Challenge 1/4 (50 XP)
    
    ----------------------------------------
    Actons
    
    Hooves. Melee Weapon Attack: +6 to hit, reach 5 t.,
    one target. Hit: 9 (2d4 + 4) bludgeoning damage.

    Horse, Riding.

    A lighter horse reared for carrying riders and
    passengers. Generally, riding horses are best used for short trips
    around the local area, and are not well suited to long and difficult
    journeys like the Oregon Trail.
    
    A single riding horse can carry up to 480 lbs on its own, or pull
    up to 960 lbs. If grazing is unavailable or inadequate, a horse
    needs to eat at least 15 pounds of animal feed per day.
    Riding Horse
    ----------------------------------------
    Large beast, unaligned
    
    ----------------------------------------
    Armor Class 10
    Hit Points 13 (2d10 + 2)
    Speed 60 ft.
    
    ----------------------------------------
    STR     DEX     CON     INT     WIS     CHA
    16 (+3) 10 (+0) 12 (+1) 2 (-4)  11 (+0) 7 (-2)
    
    ----------------------------------------
    Senses passive Perception 10
    Languages --
    Challenge 1/4 (50 XP)
    
    ----------------------------------------
    Charge. If the ox moves at least 20 feet straight toward
    a target and then hits it with a gore atack on the same
    turn, the target takes an extra 7 (2d6) piercing damage.
    
    ----------------------------------------
    Beast of Burden. The oxen is considered to be a Huge
    animal for the purpose of determining its carrying
    capacity.
    
    ----------------------------------------
    Actons
    
    Hooves. Melee Weapon Attack: +5 to hit, reach 5 t.,
    one target. Hit: 8 (2d4 + 3) bludgeoning damage.

    Oxen.

    Oxen are the most common choice for pulling prairie
    schooners along the Oregon Trail. Stronger than horses and more
    compliant than mules, they are ideal beasts of burden for travel
    over long distances. Keeping a team of multiple oxen offers some
    insurance in the event of losing one or two to injury or disease,
    always a possibility while in the frontier.
    A single ox can carry up to 1,080 lbs on its own, or pull up to
    2,160 lbs. If grazing is unavailable or inadequate, an ox needs to eat
    at least 30 pounds of animal feed per day.

    Mule.

    The offspring of a horse and donkey, mules are hardy beasts
    of burden that can accomplish much more than one would expect
    of an animal their size. While not as powerful as large horses or
    oxen, they are incredibly efficient creatures, capable of subsisting
    on much lower quality pastures and pulling nearly as much the
    same weight.
    A mule or donkey can carry up to 420 lbs on its own, or pull up
    to 840 lbs. If grazing is unavailable or inadequate, a mule or
    donkey needs to eat at least 10 pounds of animal feed per day.
    Ox
    ----------------------------------------
    Large beast, unaligned
    
    ----------------------------------------
    Armor Class 10
    Hit Points 15 (2d10 + 4)
    Speed 30 ft.
    
    ----------------------------------------
    STR     DEX     CON     INT     WIS     CHA
    18 (+4) 10 (+0) 14 (+2) 2 (-4)  10 (+0) 4 (-3)
    
    ----------------------------------------
    Senses passive Perception 10
    Languages --
    Challenge 1/4 (50 XP)
    
    ----------------------------------------
    Charge. If the ox moves at least 20 feet straight toward
    a target and then hits it with a gore atack on the same
    turn, the target takes an extra 7 (2d6) piercing damage.
    
    Beast of Burden. The oxen is considered to be a Huge
    animal for the purpose of determining its carrying
    capacity.
    
    ----------------------------------------
    Actons
    
    Gore. Melee Weapon Attack: +6 to hit, reach 5 t., one
    target. Hit: 7 (1d6 + 4) piercing damage.
    Mule
    ----------------------------------------
    Medium beast, unaligned
    
    ----------------------------------------
    Armor Class 10
    Hit Points 11 (2d8 + 2)
    Speed 40 ft.
    
    ----------------------------------------
    STR     DEX     CON     INT     WIS     CHA
    14 (+2) 10 (+0) 13 (+1) 2 (-4)  10 (+0) 5 (-3)
    
    ----------------------------------------
    Senses passive Perception 10
    Languages --
    Challenge 1/8 (25 XP)
    
    ----------------------------------------
    Beast of Burden. The mule is considered to be a Large
    animal for the purpose of determining its carrying
    capacity.
    
    Sure-Footed. The mule has advantage on Strength and
    Dexterity saving throws made against effects that
    would knock it prone.
    
    ----------------------------------------
    Actons
    
    Hooves. Melee Weapon Attack: +2 to hit, reach 5 t.,
    one target. Hit: 4 (1d4 + 2) bludgeoning damage.

    This document was lovingly created using GM Binder.

    If you would like to support the GM Binder developers,
    consider joining our Patreon community.

    WWW.GMBINDER.COM