5e Wild West Conversion by stuntmantan (2024)

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 released

Table of Contents

Frontier Character Archetypes2
- The Farmhand2
- The Prizefighter3
- The Pistolier4
- The Sharpshooter5
- The Pioneer6
- The Barkeep7
- The Detective8
- The Doctor9
- The Expert10
- The Trapper11
- The Preacher12
- The Gambler13
- The Swindler14
Common Supplies and Prices15
Animal Details and Reference16

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 materials, 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 material 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

Medium humanoid (any race), any alignment

  • Armor Class 13
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.
STRDEXCONINTWISCHA
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 Constitution modifier.

Actions

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.

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 action to initiate 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 attacked 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 ft., one creature. Hit: 9 (1d12 + 3) slashing damage.

Advancements (Selected after the completion of a significant milestone.)

Fell-Handed After damaging a creature with an attack, 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 1d4 bludgeoning damage instead of 1.

Luck: Once per day, reroll any one die roll.

Sprinter:* Increase your movement by 10 ft.

Skilled:* You gain proficiency in any one language, skill, tool, vehicle, or weapon.

Hardened:* You gain an additional 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 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 Character


Step One (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.
Step Two - 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.
Step Three - Appearance and Personality: What does your character look like to others? What is their demeanor?
Step Four - Weapons and Inventory: Your character begins with 50 feet of rope, one felling axe, one scatter-gun, 12 shells, and 10 (4d4) dollars.

The Prizefighter

Medium humanoid (any race), any alignment

  • Armor Class 12
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.
STRDEXCONINTWISCHA
16 (+3)14 (+2)12 (+1)10 (+0)8 (-1)14 (+2)
  • Public Opinion 10 (+0)
  • Saving Throws Str +5, Dex +4
  • Skills Athletics +5, Intimidation +4, Performance +4
  • 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 Athletics skill checks.

Actions

Multiattack. The prizefighter makes two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage.

Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage.

Revolver. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Reactions

Parry. The prizefighter adds 2 to their AC against one melee attack that would hit them. To do so, the prizefighter must see the attacker.

Advancements (Selected after the completion of a significant milestone.)

Combo Fighter: After making an attack, you may make a single Unarmed Strike as a bonus action.

Stunning Strike: After hitting a creature with an Unarmed Strike, you can use a bonus action to force the target to succeed on a DC 13 Constitution saving throw or become stunned until the end of your next turn.

Knockout Artist: Your Unarmed Strikes deal 1d8 bludgeoning damage instead of 1d6.

Luck: Once per day, reroll any one die roll.

Sprinter:* Increase your movement by 10 ft.

Skilled:* You gain proficiency in any one language, skill, tool, vehicle, or weapon.

Hardened:* You gain an additional 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 Character


Step One (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.
Step Two - 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.
Step Three - Appearance and Personality: What does your character look like to others? What is their demeanor?
Step Four - Weapons and Inventory: Your character begins with a performance costume, one maul, one revolver, 12 bullets, and 10 (4d4) dollars.

The Pistolier

Medium humanoid (any race), any alignment

  • Armor Class 13
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)16 (+3)12 (+1)8 (-1)14 (+2)14 (+2)
  • Public Opinion 10 (+0)
  • Saving Throws Dex +5, Wis +4
  • Skills Acrobatics +5, Intimidation +4, Perception +4
  • Senses passive Perception 14
  • Languages any one language
  • Challenge 1 (200 XP)

Quickdraw. The pistolier adds their proficiency bonus (+2) to initiative rolls.

Actions

Multiattack. The pistolier makes two revolver attacks.

Revolver. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Knife. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Fan the Hammer (Recharges after a Short or Long Rest). As an action, the pistolier can expend all remaining ammunition in their revolver to make a revolver attack for each bullet used in this way.

Advancements (Selected after the completion of a significant milestone.)

Speed Loader: You can reload a revolver by using an attack instead of an action or bonus action.

Return Fire: When you are targeted by an attack within 40 feet, you may use your reaction to make a ranged attack against the attacker.

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 ft.

Skilled:* You gain proficiency in any one language, skill, tool, vehicle, or weapon.

Hardened:* You gain an additional 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 Character


Step One (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.
Step Two - 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.
Step Three - Appearance and Personality: What does your character look like to others? What is their demeanor?
Step Four - Weapons and Inventory: Your character begins with one knife, one revolver, 24 bullets, and 10 (4d4) dollars.

The Sharpshooter

Medium humanoid (any race), any alignment

  • Armor Class 13
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)16 (+3)12 (+1)14 (+2)14 (+2)8 (-1)
  • Public Opinion 10 (+0)
  • Saving Throws Dex +5, Int +3
  • Skills Investigation +4, Perception +4, Stealth +5
  • 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 attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of the sharpshooter that isn’t incapacitated and the sharpshooter doesn’t have disadvantage on the attack roll.

Actions

Hunting Rifle. Ranged Weapon Attack: +5 to hit, range 80/240 ft., one target. Hit: 14 (2d10 + 3) piercing damage.

Officer's Saber. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Advancements (Selected after the completion of a significant milestone.)

Steady Shot: If you do not move on your turn, you gain advantage on your first attack of the turn.

Sniper's Aim: Your ranged attacks score a critical hit on a roll of 19 or 20.

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 ft.

Skilled:* You gain proficiency in any one language, skill, tool, vehicle, or weapon.

Hardened:* You gain an additional 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 Character


Step One (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.
Step Two - 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.
Step Three - Appearance and Personality: What does your character look like to others? What is their demeanor?
Step Four - Weapons and Inventory: Your character begins with one officer's saber, one hunting rifle, 12 bullets, and 10 (4d4) dollars.

The Pioneer

Medium humanoid (any race), any alignment

  • Armor Class 13
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)10 (+0)16 (+3)8 (-1)14 (+2)12 (+1)
  • Public Opinion 10 (+0)
  • Saving Throws Str +4, Con +5
  • Skills Athletics +4, Medicine +4, Survival +4
  • Senses passive Perception 12
  • Languages any one language
  • Challenge 1 (200 XP)

Pioneer's Spirit. The pioneer can use a bonus action to gain 1d4 temporary hit points.

Practiced Hands. When using any skill, tool, or weapon that the pioneer is proficient with, they may roll 3d6 for that ability check instead of a d20.

Unarmored Defense. While the pioneer is wearing no armor, their AC includes their Constitution modifier.

Actions

Hunting Rifle. Ranged Weapon Attack: +2 to hit, range 80/240 ft., one target. Hit: 11 (2d10) piercing damage.

Felling Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 8 (1d12 + 2) slashing damage.

Advancements (Selected after the completion of a significant milestone.)

Helping Hands. You can use the Help action as a bonus action.

Frontier Spirit: You gain an additional 1d4 temporary hit points when using Pioneer's Spirit.

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 ft.

Skilled:* You gain proficiency in any one language, skill, tool, vehicle, or weapon.

Hardened:* You gain an additional 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 Character


Step One (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.
Step Two - 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.
Step Three - Appearance and Personality: What does your character look like to others? What is their demeanor?
Step Four - Weapons and Inventory: Your character begins with one felling axe, one hunting rifle, 12 bullets, and 10 (4d4) dollars.

The Barkeep

Medium humanoid (any race), any alignment

  • Armor Class 12
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)8 (-1)16 (+3)12 (+1)14 (+2)14 (+2)
  • Public Opinion 10 (+0)
  • Saving Throws Con +5, Int +3, Wis +4
  • Skills Deception +4, History +3, Insight +6, Perception +4, Persuasion +6
  • 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 until 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 Constitution modifier.

Actions

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.

Reactions

Duck and Cover. The barkeep adds 2 to their AC against one ranged attack that would hit them. To do so, the barkeep must see the attacker and can’t be grappled or restrained.

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


Step One (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.
Step Two - 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.
Step Three - Appearance and Personality: What does your character look like to others? What is their demeanor?
Step Four - Weapons and Inventory: Your character begins with a set of brewer's supplies, a set of chef's utensils, one scatter-gun, 12 shells, and 10 (4d4) dollars.


Advancements (Selected after the completion of a significant milestone.)

Buffet Style:* One additional creature may partake in your Homecooked Meal ability.

Comfort Food: Your Homecooked Meal grants an additional 1d6 temporary hit points.

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 ft.

Skilled:* You gain proficiency in any one language, skill, tool, vehicle, or weapon.

Hardened:* You gain an additional 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

Medium humanoid (any race), any alignment

  • Armor Class 12
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)14 (+2)12 (+1)16 (+3)14 (+2)8 (-1)
  • Public Opinion 10 (+0)
  • Saving Throws Int +5, Wis +4
  • Skills Insight +4, Investigation +7, Perception +4, Stealth +4, Thieves' Tools +6
  • 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 detective may treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail. The detective can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Sneak Attack (1/Turn). The detective deals an extra 7 (2d6) damage when they hit a target with a weapon attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of the detective that isn’t incapacitated and the detective doesn’t have disadvantage on the attack roll.

Actions

Revolver. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Reactions

Duck and Cover. The detective adds 2 to their AC against one ranged attack that would hit them. To do so, the detective must see the attacker and can’t be grappled or restrained.

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


Step One (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.
Step Two - 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.
Step Three - Appearance and Personality: What does your character look like to others? What is their demeanor?
Step Four - Weapons and Inventory: Your character begins with one set of thieves' tools, one revolver, 12 bullets, and 10 (4d4) dollars.


Advancements (Selected after the completion of a significant milestone.)

Cunning Action: You can use your bonus action to use the Dash, Disengage, or Hide action.

Fast Hands: You can use your bonus action to use a set of tools you are proficient with.

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 ft.

Skilled:* You gain proficiency in any one language, skill, tool, vehicle, or weapon.

Hardened:* You gain an additional 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

Medium humanoid (any race), any alignment

  • Armor Class 12
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.
STRDEXCONINTWISCHA
8 (-1)14 (+2)12 (+1)16 (+3)14 (+2)10 (+0)
  • Public Opinion 10 (+0)
  • Saving Throws Con +3, Int +5, Wis +4
  • Skills Doctor's Tools +6, Insight +4, Medicine +7, Nature +5, Sleight of Hand +4
  • 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.

Actions

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 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Advancements (Selected after the completion of a significant milestone.)

Advanced Medicine: Using your Patch Up ability heals an additional 1d8 hit points each.

Field Medic: Using your First Aid ability heals an additional 1d4 hit points.

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 ft.

Skilled:* You gain proficiency in any one language, skill, tool, vehicle, or weapon.

Hardened:* You gain an additional 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 Character


Step One (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.
Step Two - 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.
Step Three - Appearance and Personality: What does your character look like to others? What is their demeanor?
Step Four - Weapons and Inventory: Your character begins with one set of doctor's tools with 10 uses, and 10 (4d4) dollars.

The Expert

Medium humanoid (any race), any alignment

  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 30 ft.
STRDEXCONINTWISCHA
8 (-1)14 (+2)10 (+0)16 (+3)14 (+2)12 (+1)
  • Public Opinion 10 (+0)
  • Saving Throws Cha +3, Int +5, Wis +4
  • Skills Insight +4, Investigation +5, Perception +4
  • Senses passive Perception 14
  • Languages any two languages
  • Challenge 1 (200 XP)

Assisted Study. When a creature uses the Help action to assist the expert in an ability check with a skill or tool that both have proficiency in, in addition 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, treating any roll of a 9 or lower as a 10.

Actions

Spot Weakness. The expert targets one creature they can see within 60 feet, then makes an Insight, Investigation, or Perception check contested by the target's Charisma (Deception) check. On a success, the first attack made against the target before the beginning of the expert's next turn is made with advantage, and deals an additional 7 (2d6) damage of the attack's normal damage type.

Reactions

Duck and Cover. The expert adds 2 to their AC against one ranged attack that would hit them. To do so, the expert must see the attacker and can’t be grappled or restrained.

Faint-Hearted. If a creature makes an attack on the expert, and the expert is not incapacitated, they can move up to 10 feet away from the attacker as a reaction, not provoking attacks of opportunity.

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


Step One (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.
Step Two - 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
Step Three - 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.
Step Four - Appearance and Personality: What does your character look like to others? What is their demeanor?
Step Five - Weapons and Inventory: Your character begins with one set of fine clothes, any tools you are proficient with, a case of writing implements and notebooks, and 15 (6d4) dollars.


Advancements (Selected after the completion of a significant milestone.)

Analyze Vulnerabilities:* Your Spot Weakness ability adds an additional 1d6 damage.

Focused Problem Solving:* Your Taking Ten ability's minimum result improves by 1.

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 ft.

Skilled:* You gain proficiency in any one language, skill, tool, vehicle, or weapon.

Hardened:* You gain an additional 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

Medium humanoid (any race), any alignment

  • Armor Class 15
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.
STRDEXCONINTWISCHA
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 spotted with a DC 13 Investigation or Perception 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 attacked 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 attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of the trapper that isn’t incapacitated and the trapper doesn’t have disadvantage on the attack roll.

Unarmored Defense. While the trapper is wearing no armor and not using a shield, their AC includes their Wisdom modifier.

Actions

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Knife. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

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 materials 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


Step One (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.
Step Two - 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.
Step Three - Appearance and Personality: What does your character look like to others? What is their demeanor?
Step Four - Weapons and Inventory: Your character begins with 50 feet of hempen rope, one longbow, 12 arrows, a handaxe, a knife, and 10 (4d4) dollars.


Advancements (Selected after the completion of a significant milestone.)

Combat Archery: When making an attack with your longbow, you may make an additional attack as part of the same action.

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 still, you gain an additional +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 ft.

Skilled:* You gain proficiency in any one language, skill, tool, vehicle, or weapon.

Hardened:* You gain an additional 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

Medium humanoid (any race), any alignment

  • Armor Class 11
  • Hit Points 27 (6d8)
  • Speed 30 ft.
STRDEXCONINTWISCHA
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 action to inspire one creature that can hear and understand them. During the next hour, when the creature makes an ability check, attack roll, or saving throw, they may roll an additional 1d6 and add the result to their total. A creature may only benefit from this ability once per day.

Actions

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 action to end the charmed or frightened condition on any one creature within 5 feet of them.

Reactions

Duck and Cover. The preacher adds 2 to their AC against one ranged attack that would hit them. To do so, the preacher must see the attacker and can’t be grappled or restrained.

Faint-Hearted. If a creature makes an attack on the preacher, and the preacher is not incapacitated, they can move up to 10 feet away from the attacker as a reaction, not provoking attacks of opportunity.

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


Step One (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.
Step Two - 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.
Step Three - Appearance and Personality: What does your character look like to others? What is their demeanor?
Step Four - Weapons and Inventory: Your character begins with one set of vestments, a holy book, and 10 (4d4) dollars.

Advancements (Selected after the completion 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 additional one time 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 ft.

Skilled:* You gain proficiency in any one language, skill, tool, vehicle, or weapon.

Hardened:* You gain an additional 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

Medium humanoid (any race), any alignment

  • Armor Class 12
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.
STRDEXCONINTWISCHA
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 action 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, attack rolls, and saving throws until the start of the gambler’s next turn.

Actions

Revolver. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Knife. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 4) slashing damage.

Reactions

Distracting Words (3/Day). When a creature within 30 feet of the gambler and can hear them makes an ability check or attack roll, the gambler can use their reaction 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 attack that would hit them. To do so, the gambler must see the attacker and can’t be grappled or restrained.

Faint-Hearted. If a creature makes an attack on the gambler, and the gambler is not incapacitated, they can move up to 10 feet away from the attacker as a reaction, not provoking attacks of opportunity.

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


Step One (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.
Step Two - 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.
Step Three - Appearance and Personality: What does your character look like to others? What is their demeanor?
Step Four - Weapons and Inventory: Your character begins with one deck of cards or set of dice, one revolver, 12 bullets, one knife, and 10 (4d4) dollars.


Advancements (Selected after the completion of a significant milestone.)

Immersive Storytelling: Your Distracting Words ability improves to a 1d8.

Gift of Gab:* Choose your Taunt or Distracting Words ability. You may use that ability an additional one time per day. You may choose the same or different ability each time 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 ft.

Skilled:* You gain proficiency in any one language, skill, tool, vehicle, or weapon.

Hardened:* You gain an additional 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

Medium humanoid (any race), any alignment

  • Armor Class 11
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.
STRDEXCONINTWISCHA
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 negotiate 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 automatically succeeds if the swindler or any of its allies are fighting the humanoid.

Enthralling Pitch (Recharges after a Short or Long Rest). The swindler uses their sales kit and performs a product or service demonstration 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 demonstration 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 attacks it, or if it witnesses the swindler attacking 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.

Actions

Revolver. Ranged Weapon Attack: +2 to hit, range 40/120 ft., one target. Hit: 7 (2d6) piercing damage.

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


Step One (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.
Step Two - 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.
Step Three - Appearance and Personality: What does your character look like to others? What is their demeanor?
Step Four - Weapons and Inventory: Your character begins with one sales kit, one revolver, 12 bullets, and 10 (4d4) dollars.


Advancements (Selected after the completion of a significant milestone.)

Silver Tongued: Humanoids charmed by your Diplomat ability remain charmed for an additional hour after leaving your presence.

Born Every Minute:* Your Enthralling Pitch ability may target an additional 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 ft.

Skilled:* You gain proficiency in any one language, skill, tool, vehicle, or weapon.

Hardened:* You gain an additional 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.

Weapons and Tools

NameDamageRangeWeight (lbs.)Price
Ammo (20)2$2.00
Candles (10)1$0.10
Doctor’s Tools (10 uses)3$5.00
Felling Axe1d12 slashing5 ft.7$2.00
Fishing Tackle4$1.00
Handaxe1d6 slashing5 ft.2$5.00
Hempen Rope (50 ft)10$1.00
Hunting Rifle (5 round capacity)2d10 piercing80/240 ft.8$25.00
Hunting Trap25$5.00
Kerosene Oil (1 pint)1$0.01
Knife1d4 slashing5 ft. or 20/60 ft.1$2.00
Lantern2$1.00
Maul Hammer2d6 bludgeoning5 ft.10$2.00
Revolver (6 round capacity)2d6 piercing40/120 ft.3$15.00
Scatter-Gun (2 round capacity)2d8 piercing30 ft.7$20.00
Timber Saw3$1.00
Wainwright's Tools6$5.00

Food and Water

NameWeight (lbs.)Price
Animal Feed (1 day)10$0.05
Barrel of Water (40 gal)270$5.00
Barrel, empty (40 gal)70$2.00
Curing Salt1$0.05
Food Rations (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

NameWeight (lbs.)Price
Bedroll7$1.00
Blanket3$0.50
Horse, Draft2,000$50.00
Horse, Riding1,000$75.00
Mule900$8.00
Ox2,200$20.00
Riding Saddle25$10.00
Wagon Axle40$10.00
Wagon Tongue50$10.00
Wagon Wheel25$10.00
Wagon, Covered Schooner1,300$50.00
Warm Clothing Set5$10.00

Draft Horse

Large beast, unaligned

  • Armor Class 10
  • Hit Points 19 (3d10 + 3)
  • Speed 40 ft.
STRDEXCONINTWISCHA
18 (+4)10 (+0)12 (+1)2 (-4)11 (+0)7 (-2)
  • Senses passive Perception 10
  • Languages --
  • Challenge 1/4 (50 XP)

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

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.

Riding Horse

Large beast, unaligned

  • Armor Class 10
  • Hit Points 13 (2d10 + 2)
  • Speed 60 ft.
STRDEXCONINTWISCHA
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 attack 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.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) 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.

Ox

Large beast, unaligned

  • Armor Class 10
  • Hit Points 15 (2d10 + 4)
  • Speed 30 ft.
STRDEXCONINTWISCHA
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 attack 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.

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing 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

Medium beast, unaligned

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

Actions

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

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.

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5e Wild West Conversion by stuntmantan (2024)
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