5e Wild West Conversion _ GM Binder

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)

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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.

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Actons

Gore. Melee Weapon Attack: +6 to hit, reach 5 t., one
target. Hit: 7 (1d6 + 4) piercing damage.
Mule
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Medium beast, unaligned

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Armor Class 10
Hit Points 11 (2d8 + 2)
Speed 40 ft.

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STR     DEX     CON     INT     WIS     CHA
14 (+2) 10 (+0) 13 (+1) 2 (-4)  10 (+0) 5 (-3)

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Senses passive Perception 10
Languages --
Challenge 1/8 (25 XP)

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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.

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Actons

Hooves. Melee Weapon Attack: +2 to hit, reach 5 t.,
one target. Hit: 4 (1d4 + 2) bludgeoning damage.

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