Rootin Tootin Shootin Cowboys D&D

Wild West

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Image result for d and d logo

Rootin, 

Tootin,

Shootin, Cowboys

A Creation by: Kian E.

Chapter 1  Basic Changes 

Healing for resting-  7 days for a long rest, 8 hours for a short rest. In order to heal a healer's kit must be used. When it comes to regaining abilities and levels of exhaustion the old times for resting apply. 

When a gun runs out of ammo it takes one turn to reload 8 shots. If the weapon has a loading trait then it takes one turn to load each shot.

After taking Bludgeoning, Piercing or slashing damage you will start bleeding. Taking 1d4 bleed damage (this can be stacked up to 5 times). Bleeding can be stopped with a DC 10 medicine check and using a sq ft of cotton, a use of a healer’s kit or a form of healing. You can also use your action to press on a wound and take half the bleed damage rounded up for one wound 

You can drink up to two drinks of alcohol before having to make a DC 15 constitution save or become poisoned (this poison negates all advantages, resistances or immunities) and losing all benefits. Every take of alcohol drank gives you one of the following benefits randomly

D6

  • +1d3 temporary hit points

  • Advantage on a single saving throw against a mind-affecting or effect

  • Advantage on a single charisma check

  • Advantage on a single Acrobatics or stealth check

  • Advantage on a strength check

  • Advantage on a single Insight or perception check

These effects last for 2 hours after the drink or until use, and intoxication last for 2 hours since the last drink. You can also drink alcohol as a bonus action or reaction. 

If you have a 8 or lower in intelligence then you are considered illiterate and can not write or read but you can speak that language. New languages include:

  • English – Americans, British, and Europeans

  • Spanish – Mexicans and spanish

  • Chinese – Chinese

  • Algonquin – Cheyenne, Cree, Blackfoot, Ojibwe

  • Athabaskan – Apache, Navajo, Tonkawa

  • Iroquoian – Cherokee, Huron, Mohawk, Seneca

  • Siouan – Crow, Lakota, Omaha

  • Uto-Aztecan – Comanche, Shoshone, Ute

Opportunity attack can be made when leaving or entering the range of the weapon someone is using or when guard is let down

Off hand attacks with firearms have disadv and you dont add damage mod but for melee weapons you just don't add damage mod 

Four new skills are introduced: Quick draw, Horse riding, Culture, or gambling

  • Quick Draw(dex) a test of how fast you can take your revolver from your holster.

You can make a reaction attack during the initiative of your initiative+quick draw mod

  • Horse Riding(dex) your ability to be the fastest or most skilled on your horse

  • Culture(cha) How well cultured you are like to identify a vase from an indian tribe or what language is being spoken

  • Gambling(int) How well you are at gambling (not cheating)

Insight is now used as a save for persuasion, intimidation, performance, and deception. 10 +insight is you DC to be affected by the following. You can now affect other npcs and players more, when you want to insight check you say that and the other person must make a deception or performance check

Whenever a 20 is rolled with a weapon it is considered a critical hit, which means you roll double the dice and roll on the critical chart table which is the following:

  • 1 Lose an eye: disadv on perception checks and ranged attacks

  • 2 Lose an arm or hand: you can’t use things that need two hands and logic

  • 3 Lose a foot or leg: must use cane or peg leg to stand or walk, speed is half, fall prone after dashing, disadv on den checks with balance

  • 4 Limp: -5ft of movement, after dash make DC 10 dex save or fall prone

  • 5-7 internal injury: DC 15 con save or loose action

  • 8-10 Broken Ribs: DC 10 con save or loose action

  • 11-13 Horrible scar: disadv on persuasion checks and adv on intimidation

  • 14-16 Festering Wound: Max hit points is reduced by 1 every 24 hours unless a successful DC 15 medicine check is made

  • 17-20 Minor Scar: Nothing

It takes 10 days with DC 15 medicine checks to get rid of one effect

Grime level is also a new thing based on how clean and presentable you are, you obtain grime levels by either not showing for more than a week, getting covered in dirt or having some sort of bad smell, getting a horrible scar, having bloody clothes from being shot, or from contracting a disease which will give you 2 levels not just 1. You can lose grime levels by taking baths, washing dirty clothes or wearing new ones, using perfume, healing horrible scars or being cured of a disease.

  • Level 1: you don’t look like a person to reason and will get dirty to get something done, adv on intimidation and disadv on persuasion

  • Level 2: you look and smell just disgusting and not as intimidating but just lazy or weak, disadv on persuasion checks

  • Level 3: you are just absolutely disgusting, you stink and smell like crap, no one will even listen to you, you cannot persuade people  

  • Level 4: You are just a rat and nothing more, people see you as inferior and will treat you as so, people will disrespect you, spit on you and overall walk away from you

Diseases are big and can be lethal from just the common cold to smallpox. Disease include:

  • Common Cold: obtained by being in cold or around other people that are infected, gain one level of exhaustion, takes 2 days of rest to cure. (fever, coughing and mucus buildup in nose)

  • Cholera/Dysentery: obtained by drinking unclean water or infected cow milk, gain one level of exhaustion and after 5 days 50% chance of death if not cured with the opium drug. (fever, extreme diarrhea and dehydration, sometimes bloody diarrhea )

  • Diphtheria: obtained by becoming in contact with bacteria or person with it, often during the winter, gain one level of exhaustion and after a week there's a 20% chance of death every week for 4 weeks unless resting then 10% chance, after the 4 weeks it's gone. (coughing, fever, and swelling in neck)

  • Measles: This is obtained like the common cold and is like the common cold for the first 3-4 days before skin rashes start to break out, this disease has a 5% chance of leading to pneumonia which then will kill  you after 3 days

  • Typhoid: Obtained by drinking unclean water or eating food cooked in unclean water or the touching of the feces or urine of an infected person(by touch sometimes of shaking hands), gain one level of exhaustion and after 2 weeks there is a 20% chance of death or double in warm environments. (fever, cough, weakness and overall loss of appetite)

  • Smallpox: Obtained like the common cold except also with touching of smallpox sores and for the first week is like the common cold, after a week rashes of red sores form and after a week of that there is a 30% chance of death and a 70% of becoming blind. After the week if survived the sores will crust up and fall off(high fever, vomiting, and red rash sores)

The currency is now from gold(gp) to peso(pc) symbol is $ their is banknote(paper) and coins, there is also Indian Beads(ib) which is the indians form of currency there is no symbol but the color is what gives it value, you can also switch this to american currency with a 1:1 ratio

BanknoteCoinsIndian Beads

$2010cRed-1ib

$5020cBlue-2ib

$10050cYellow-3ib

$200 $1Green-4ib

$1000$2Orange-5ib

$5Purple-10ib

$10

$20

Chapter 2  Races

Human

Ability Score Increase

Increase of each by 1 or 3 chosen points in any ability(max of 2), feat , and one skill. 

Age

Normal

Alignment

Any

Size

5 to 6 ft

Speed

30ft

Language

One of choice

Stouts

Ability Score Increase

Dexterity by 2 

Age

Normal

Alignment

Any

Size

3ft tall and 40lbs

Speed

25ft

Lucky

Whenever roll a 1 on D20 can reroll the roll but must take new roll

Brave

Advantage against being frightened 

Halfling Nimbleness

Can move through space of things larger than you

Languages

One of choice

Subrace

Lightfoot

Ability score increase

Charisma by 1

Naturally stealthy

Can hide even when obscured by a creature larger than you

Stout

Ability score increase

Constitution by 1

Stout resilience

Advantage on saving throws against poison and resistance to poison

Kiyiya(indian race)

Ability score increase

Strength by 2 and constitution by 1

Age 

Normal

Alignment

Must be LN, N, CN, LE, NE, CE

Size

5ft to 6ft

Speed

30ft 

Menacing 

Proficiency with intimidation

Relentless Endurance

When dropped below 0 and not outright killed, instead go to 1 

Savage Attacks

When roll a critical role 3x damage instead of 2x

Languages

Kiyiya

Tuketu(indian race)

Ability score increase

Intelligence by 1 and Charisma by 2 or Intelligence by 2 and charisma by 1

Age

Normal

Alignment

Must be LN, N, CN, LE, NE, CE

Size 

5ft to 6ft

Speed

30ft

Darkvision

30ft(unnatural)

Nature’s Resistance 

Resistance to cold, fire or lightning damage

Nature’s Legacy

Produce flame, Beast sense at 3rd lv and lighting bolt at 5th using intelligence or charisma

Language 

Tuketu

Highborn

Ability score increase

Charisma by 2 and any two others by 1

Age

Normal

Alignment

any 

Size

5ft to 6ft

Speed

30ft

Highly Liked

Disadv to being persuaded, and proficiency in persuasion or double if already proficient

Skill versatility

Proficiency in two chosen skills

Languages

One of choice

Wildborn

Ability score increase

Constitution by 2

Age

Normal

Alignment

Any

Size 

5ft to 6ft

Speed

30ft

Darkvision

30ft(natural eye adjustment)

Keen senses

Proficiency in Perception

Resilience

Advantage on saving throws against poison and resistant to poison damage

Tireless

Must only rest for 4 hours to regain exhaustion

Languages

One of choice

Subrace

Survivalist

 Ability score increase

Wisdom by 2

Weapon Training 

Proficiency in rifles

Survival Training

Proficiency with  Nature and survival

Hunter

Ability score increase

Dexterity by 2

Weapon Training

Proficiency with rifles

Fleet of the foot

Speed is now 35ft

Mask of the Wild

Can hide when obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena

SlaveBorn 

Ability score increase

Strength by 2, constitution by 1 and may have 2 additional points anywhere but intelligence if you take a debuff of intelligence by -2

Age

Normal

Alignment

Any

Size 

5ft to 6ft

Speed

30ft

Determination

Do not suffer from exhaustion for the first time it would be gained, also gain an additional 10% experience points and can learn new things 2x as fast

Languages

One of your choice

Chapter 3  Classes

Class                Hit Die  Primary     Saving          Proficiencies

                                       Ability        Throws

Indian Warrior    d12    Strength   Strength &    Clubs, Dagger, Tomahawks,  

                                                        Constitution  Longbows, spears 

Indian Shaman   d8     Charisma  Strength &     Clubs, Dagger, and Tomahawks

                                                        Charisma

Indian Witch       d6   Wisdom    Constitution  Clubs, and Daggers 

                                                        & Wisdom

Gunslinger         d8      Dexterity  Dexterity &     Dagger, Handguns, Rifles and 

                                                        Intelligence   Special

Diplomat             d6     Charisma  Charisma &   Dagger, Colt .45, Remington, 

                                                        Wisdom         Derringer

Hunter                 d8     Dexterity   Dexterity &    Daggers, Handguns, Rifles and 

                                                        Wisdom         Special

Healer                 d8      Wisdom    Constitution  Dagger, Colt .45, remington, and 

                                                        & Wisdom      Derringer 

Outlaw                d8      Dexterity   Dexterity &    Dagger, Handguns, Rifles and 

                                                         Intelligence    Special

Brawler               d10    Strength    Strength &    Unarmed Strikes and improvised

                                                                      Dexterity      Weapons

 

Indian Warrior

1 Rage, Unarmored defense                

2 Reckless attack, danger sense

3 Indian Path

4 Ability 

5 Extra attack, fast movement

6 path

7 feral instinct

8 ability

9 brutal critical x3

10 path

11 relentless rage

12 ability

13 brutal critical x4

14 path

15 persistent rage

16 ability

17 brutal critical x5

18 indomitable might

19 ability

20 Native champion

*rages 2 at lv1, 3 at lv 3, 4 at lv 6, 5 at lv 12, 6 at lv 17, unlimited at lv 20

*damage with rage +2 at lv 1, +3 at lv 9, +4 at lv 16 

Hit Points

1d12

Proficiencies

Clubs, Dagger, Tomahawks, longbows, and spears

Saving throws

Strength, constitution

Skills

2 animal handling, athletics, intimidation, nature, perception, and survival 

Abilities

Rage

1st Bonus action to rage

  • Adv on str checks and saves

  • Bonus damage

  • Res to B, P, S damage

Unarmored defense

1st Str + con

Reckless attack

2nd Adv on attacks and attacks against you have adv

Danger sense

2nd Adv on dex saves against things you can see but can't be blinded, deafened or incapacitated

Indian Path

Path of berserker

Path of totem spirits

Fast Movement

5th Speed is increased by 10 when not wearing armor

Feral instinct

7th If you are surprised and not incapacitated you can react if you rage before doing anything else during your turn

Brutal Critical 

9th Your critical does 3x damage at 9th lv and 4x at 13, and 5x at 17

Relentless rage

11th When dropped to 0 if you are raging and killed outright you can make a DC 10 con save to drop to 1 instead and everytime after the first the DC goes up by 5

Persistent Rage

15th Rage only ends if you go unconscious or choose to end it

Indomitable Might

18th If a str check is less than your str score then you can use your str score instead of the total

Native Champion

20th Str and con increase by 4 and can be at a max of 24

Indian Path

Path of the Berserker

Frenzy

3rd You can go into a frenzy when raged to be able to make an extra attack as a bonus action but when rage ends you suffer from one level of exhaustion

Mindless Rage

6th Can't be charmed or frightened when raged and lose effects when going into rage

Intimidating presence

10th As an action you can frighten someone that can see or hear you within 30 ft, they make a wis save against 8+Proficiency bonus+cha mod. They are frightened until your next turn and every turn after you can keep them frightened for another turn unless they leave 60 ft from you or save then immune to your frighten for 24 hours

Retaliation

14th If you take damage from a creature within 5ft of you, you can make a reaction attack against them

Path of the Totem Spirits

Animal Speaker(along with Totem spirit)

3rd Proficiency with animal handling or double and can see the basic feeling of animals

Totem Spirit

3rd Pick one 

  • Bear Resistance to all damage but psychic while raging

  • Eagle disadv with opportunity attacks against you and use dash action as bonus action while raging and not wearing armor

  • Wolf Friends have adv on attacks with creatures within 5ft of you while raging

Aspect of the Beat

6th Pick one

  • Bear Carry capacity is doubled, adv on str checks to push pull lift or break objects

  • Eagle See everything in a mile with fine detail and dim light doesnt give disadv on perception

  • Wolf Track at fast pace and stealth at normal pace

Nature Speaker

10th Proficiency with nature or double and can find anything basic things like food, water, shelter based on you surroundings, Also get adv on tracking 

Totemic Attunement 

14th Pick one

  • Bear While raging foes within 5ft of you have disadv on attack rolls vs other creatures that arent you, if they cant see or hear or immune to frightened then this doesn't work

  • Eagle While raging you can jump equal to your speed

  • Wolf while raging you can use your bonus action to knock a large or smalled creature prone

Indian Shaman  Cantrips, spells,   spell, spells, totems

      Known  Known, slots,  level,  crafted

1 totem magic, primordial spirit guide3311st

2 totems3421st2

3 totemic speciality3522nd2

4 ability4622nd2

54733rd3

6 speciality4833rd3

7 spirit walk4934th4

8 ability41034th4

941135th5

10 speciality51235th5

11 spiritual awakening 6th lv51245th5

12 ability 51345th6

13 spiritual awakening 7th lv51345th6

14 speciality51445th6

15 spiritual awakening 8th lv51445th7

16 ability51545th7

17 spiritual awakening 9th lv51555th7

18 speciality51655th8

19 ability51655th8

20 totem mastery51655th8

Hit Points

1d8

Proficiencies

Clubs, daggers, Tomahawks, and wood carvers tools

Saving Throws

Strength, charisma

Skills

2 animal handling, athletics, history, insight, medicine, nature, survival

Abilities

Primordial Spirit Guide

1st Speak primordial and adv on cha checks with spirits and elementals

Totem Magic

1st Can cast spells and regain them after short rest, you can change all spells every level

Spellcasting ability is charisma, you know spells equal to shaman level + cha mod

Totems

2nd Create 3in diameter and 3ft tall totems, create a number equal the number said in the chart, every level you can exchange out one totem

You  can plant one within 5ft of yourself and its effect will be in play for 1 minute, you can dismiss the effect as an action or bonus action. Use spellcasting DC and bonus for the totems. One use of the totems then you must wait a short or long rest until reusing them unless stated otherwise..

Totem Specialties

Enhancement

Elementalism

Restoration

Spirit Walk

7th Can cast commun without using a spell slot to talk to dead spirits or elementals, once you use this must take a short or long rest to regain it. 

Spiritual Awakening

11th You can choose one spell of the level of which the spiritual awakening says and cast that spell once without using a spell slot, must take long rest to regain this. Every level can switch out the spell

Totemic Mastery

20th Can plant totems as bonus actions and do not have to wait for a short or long rest before reusing them unless it says you must wait a long rest then you can after a short rest.

Totem Speciality

Enhancement

Trained fighter(with fighting style)

3rd Gain proficient with spears and longbows and a unarmored defense of dex+cha

Fighting Style

3rd Choose one of the following

  • Archery: +2 on attack rolls with longbows

  • Defense: +1 to ac

  • Dueling: +2 to attack when wielding only one melee weapon

  • Great weapon fighting: when wielding a melee weapon with two-hands roll 1 or 2 on damage dice can reroll but must use new roll

  • Two-weapon fighting: when wielding two melee weapons you can add damage mod to the offhand attack

Extra attack

6th

Enchantment Totem Boost

10th Totems have additional effects if they have a enchantment boost

Spirit Beast

14th Summon a spirit of your choice to distract a creature within 30 ft of you giving you and allies adv on attack rolls vs that creature until your next turn. You can do this a number of times equal to your cha mod

Maelstrom Strikes

18th When you hit a creature with a melee attack you can use a bonus action to make each hostile creature within 15 ft of you or one of your totems to make a dex save or take 8d6 lightning damage on a fail and half on a save, you and allies in this range gain temporary hit points equal to the damage dealt this way. Once you use this you must wait for a short or long rest to regain it

Elementalism

Elemental attunement

3rd Whenever a totem does acid, cold, fire, lightning, or thunder damage deal extra damage equal to you cha mod, also choose on of these types and gain resistance to it

Elemental amplification

6th Any totem with elemental speciality now has a 30ft radius instead if it had a 15 ft radius before

Elemental totem boost

10th Totems have additional effects if they have a elemental boost

Elemental Augmentation

14th Gain following benefits when totems do these types of damage

  • Acid: targets ac is reduced by 2 until your next turn

  • Cold: targets speed is reduced by 10ft until your next turn

  • Fire: target takes extra 1d6 fire damage

  • Lightning: Target cant take reactions until your next turn

  • Thunder: Target is pushed 5 ft away from totem and is deafened until your next turn

Elemental Overload 

18th As a bonus action you create a 15ft aura of chaos around each one of your totems for 1 min, as an action your totems can deal 1d4 acid, cold, fire, lightning and thunder damage to each hostile is the aura of chaos. Once you use you must wait a long rest to regain it

Restoration

Trained Doctor(with healing wave)

3rd Gain a unarmored defense of Dex+cha and proficiency with herbalism kit and medicine

Healing wave

3rd Whenever a creature gains healing from your totems they heal extra equal to cha mod

Restorative Amplification

6th Any totem with restoration speciality now has a 30ft radius instead if it had a 15 ft radius before

Totemic restoration boost

10th Totems have additional effects if they have a restoration boost

Soul Anchor

14th Adv on death saves and once every long rest if you succeed all of your death saves you can come back to life with half your maximum hit points

Rain Dance

18th As a bonus action you start to dance and pick a point within 20ft to make a cloud in the air for 1 min(does not work if you cant see the sky) and it starts to rain in a 30 ft radius, this lightly obscures enemies vision. As an action you can heal all allies in the rain 3d8+cha mod(does not affect undead and constructs) wait one long rest before regaining this. 

Shaman Totems

Eagle Eye

Lv 7

Plant the totem it becomes invisible for 8 hours and as an action you can look through it, making yourself blind but the totem has 15ft truesight and 120ft darkvision, regain after long rest

Enhancement Boost: gain truesight 120 ft and see 1 mile, no disadv in dim light

Earthbind 

15 ft within the totem is difficult terrain for hostiles

Elemental Boost: Hostiles make a str save or be restrained, can use action to try and save again if fail

Elemental Blast

Choose acid, cold, fire, lightning, or thunder damage when you plant it and as a bonus action make a attack from the totem to deal 1d8 of the damage, at lv 5 it does 2d8, 3d8 at 11, 4d8 at 17

Elemental boost: Ignore resistances and can choose damage type every round

Elemental resistance

Lv 7

You and allies gain resistance to either acid, cold, fire or lightning damage when in the totems range

Restoration boost: you can use a reaction to switch the damage type

Farcasting 

Plant the totem and infuse a spell into it by using a spell slot or using a cantrip, you can cast the spell out of the totem, touch is any creature within the totems range and self is any willing creature within the totems range. Can't cast the any other spells while this is in affect. This last for 1 hour, regain after long rest

Elemental boost: can cast spell as a bonus action if its normally an action

Grace of Air

Lv 7

When you or allies are within 15ft of the totem you get +2 ranged attacks, ragain after long rest

Elemental boost: when you or allies hit a creature with a ranged attack when within 15ft of the totem it pushes them 10ft away

Restoration boost: Ranged attacks against you or allies when within 15ft of the totem have disadv

Grounding 

Lv 7

When you are a allie within the 15ft of the totem are targeted by a spell it is subject to a 3rd level counter spell, you may use a reaction to spend a spell slot and increase counterspell to that level, regain after a long rest

Guidance Totem

You any allies within 15ft of the totem have adv on int and wis checks, regain after a long rest

Restoration boost: You and allies when with the totems range can each reroll one d20 check made

Guardian 

When a creature you see gets hit with an attack if you are within 15 ft of this totem then you can use your reaction to impose disadv on the attack

Enhancement boost: when you use this the target of the attack also gets +2 ac and dex save

Healing stream

As a bonus action you cause one creature within 15ft of this totem to regain 1 hit point, at lv 5 it becomes 1d4 and 2d4 at 11, 3d4 at 17 regain after long rest

Restoration boost: If a creature is already at max hit points they gain temporary hit points instead

Healing tide

Lv 12

When you plant the totem every friendly within 15 ft regains 3d8 hit points, becomes 4d8 at 17 lv regain after longrest

Restoration boost: Creatures healed by this can use a number of hit dice equal to you cha mod, like they would in a short rest

Hungering spirit

When a ally or you starts their turn within 15ft of the totem they can use a number of hit dice equal to your proficiency bonus, until the totem is dismissed attacks made by that person deal extra damage dice equal to the number of hit dice spent, regain after longrest

Enhancement boost: when you or an ally is hit by an attack when within the range of the totem they can choose to switch the damage to what you roll on one of you hit dice, they can't do so again until after a long rest

Lightning rod

Lv 7

Once per turn a creature hit with an attack takes an extra 1d6 lightning damage, 2d6 at lv 11, and 3d6 at 17, regain after longrest

Elemental boost: When you plant the totem you can switch the damage to either acid, cold, fire, or thunder instead

Enhancement boost: when a creature takes lightning damage they have disadv on dex saves until your next turn

Resolution

When you and allies within 15 ft of this totem they have adv against charm fear and sleep

Restoration boost: While an ally is within the range as a bonus action on your turn can remove either blindness, charm, deafness, frightened, poisoned, or stunned

Sanctuary

Lv 7

Anything within 15ft of this totem are invisible unless they attack or cast a spell, then they are visible for 1 minute, this last for 8 hours and regain after longrest

Restoration boost: When you or allies take a rest within this totems range then you and allies each gain temporary hit points equal to your shamans level+cha mod

Skyfury

Lv 7

You and allies within 15 ft of the totem have criticals at 3 less(17-20), regain after long rest

Elemental boost: when a creature with this ability scores a critical can deal extra damage dice of either acid, cold, fire, lightning, or thunder

Enhancement boost: When a creature with this ability scores a critical they can knock the creature prone

Stoneskin

When you plant this totem pick, slasking, bludgeoning, or piercing, you and allies within 15ft of this totem have resistance to that damage

Enhancement boost: You and allies have resistance to all three damage types when within the range

Stunning surge

Lv 7

When you plant this totem each hostile creature must make a con save or be stunned until your next turn

Enhancement boost: as an action you can reuse the ability as if you just planted it

Tempest Totem

Lv 12

When you plant this totem you can change the weather like precipitation, wind, temperature, within a mile for a hour or until the totem is dismissed, regain after longrest

Elemental boost: You can change the weather within 2 miles and more server stuff like tornados, severe thunderstorms, flash floods, snowstorms.

Tower 

When you plant the totem a tower rises from the ground 15 radius and your choice up to 30 ft tall, if it hits something it stops there, DC 10 to climb it

Enhancement boost: Can be 60 ft tall and as an action can change height

Elemental boost: a hostile creature that starts climbing the tower bust make dex save or take 3d8 lightning and half on a successful save, if they fail they must make a DC 10 athletics check or fall

Tranquility

Takes 30 min for short rest and 4 hours for long rest for anyone inside this totem when it is planted, regain after longrest

Enhancement boost: any creature who benefited from this has adv on con saves for exhaustion after traveling for 8 hours + and travel at fast pace with no disadv on perception checks

Restoration boost: When a creature that benefits from this totem and regains hit points from healing with hit dice heals double

Transversal

When you plant this totem you create a flat surface out of thin air that is 30 ft long and 5ft wide, this is difficult terrain and can be walked on and climbed up, like tree roots or puffy clouds

Elemental boost: can be 60ft not 30ft

Enhancement boost: You and allies have adv on acrobatics and athletic checks on the surface and climbing doesn't cost extra movement

Volcanic

Lv 7

As an action you can cause the totem to burst, dismissing it and causing each hostile creature within 15ft of it to make a dex save or take 8d6 fire damage or half as much on a successful save, it does 9d6 at lv 11, and 10d6 at 17

Elemental boost: after it erupts the totems range where it erupted becomes difficult terrain and any hostile creature that ends its turn in the area or first walks into the area takes 1d6 fire damage

Voodoo

When you plant this totem choose a ability, hostile creatures within 15ft of the totem have disadv with checks and saves with that ability

Enhancement boost: when you or an ally hits a hostile creature it takes an additional 1d6 necrotic damage, 2d6 at lv 5, 3d6 at 11, and 4d6 at 17

Restoration boost: when you or an ally hits a hostile creature you or the ally ragain 1d6 hit points, 2d6 at lv 5, 3d6 at 11, and 4d6 at 17

Windfury

Lv 12

While you or allies are within 15 ft of this totem they get +2 to they're AC and may make an additional attack when they make an attack action, regain after long rest

Enhancement boost: creatures under the totems effect have adv on dex saves and their speed is doubled

Indian Witch123456789

1 quickening, spellcasting2

2 witch circle, blinding rites3

3 spirit ward42

4 ability43

5 432

6 circle433

7 spiritual casting4331

8 ability4332

943331

10 circle43332

11 channel433321

12 ability433321

13 4333211

14 circle4333211

15 strength of spirit43332111

16 ability43332111

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18 ghostly step433331111

19 ability433332111

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You know 2 cantrips at level 1 and learn an additional one at lv 4, and another one at lv 10

You get 1 spirit bond at lv 2, 2 at lv 6, 3 at lv 10, 4 at lv 14,and 5 at lv 18

Hit Points

1d6

Proficiencies

Clubs, daggers, herbalism kit

Saving Throws

Wisdom, and charisma

Skills

2 animal handling, arcana, history, insight, medicine, nature, religion

Abilities

Spellcasting

1st Can cast spells and regain them after long rest, you can change all spells every level

Spellcasting ability is wisdom know spells equal to witch level + wis mod

Quickening

1st You can stand still and for 1 minute you concentrate letting you see into the ethereal plane up to 60 ft and adv on perception and investigation checks

Witch Circle

Circle of power

Circle of blood

Circle of ruin

Circle of shadow

Binding rites

2nd You bind with spirits, you can bind to a number equal to the amount said above, when you bond to a spirit it takes place of a spell slot of that level, and cannot have more than one bond with a spirit with the same name, breaking a spirits bond is a bonus action or sometimes a reaction, when you break the bond you expend the spell slot of which it occupied

Spirit ward

3rd As an action create a ward that has a 15 ft radius from where you are standing, you and friends cannot be charmed or frightened and if a friendly or you is dropped to 0 then they're dropped to 1 instead

Spiritual Spellcasting

7th You can dismiss any number of spirits and regain spell slots equal to the total level of the spirits, the abilities of the dismissed spirits do not go into effect

Channel spell

11th Your spells can also affect things that are on other planes of existence

Strength of Spirit

15th Your hit point max is increased equal to the total levels of your spirits

Ghostly step

18th As a bonus action you project into the spirit realm allowing you to become invisible and move throw non-living objects for 1 minute, you can go back at any time but when you do if you are in something elses space you take 4d10 bludgeoning damage and sent to the nearest unoccupied space

Circles 

Circle of Blood

Sympathetic Magic

2nd You may cast spells on a target that you have a piece of(hair, blood, clothing etc.) they have to be on the same plane and the casting of the spell consumes the piece of them

Awaken the Blood

6th When you trigger a release of a spirit you or an adjacent creature can regain hit points equal to 2x the spirits level

Blood Binding

10th When a living thing dies within 30 ft of you, on your turn you can bind them like you would a normal spirit as an action, the person cannot be resurrected or any of the sort, the bond last 24 hours or until you dismiss it one use this again, regain this after a long rest

Call Forth the Blood

14th As an action you bring all things from the ethereal plane into the material plane, within 120 ft making them loose all resistances and immunities and ability to travel to other planes or any other sort of travel, you regain this ability after a long rest

Circle of Power

Ancestral Power

2nd You spell save DC is increased by 1 for every spirit bond you have

Forceful Presence

6th As a bonus action you can force a spirit to give you its release effect without breaking the bond, you can use this a number of times equal to you wis mod and regain all the uses after a long rest

Powerful Bonds

10th Your spirits are 1 level higher than you bind them at

Simulacrum

14th When you drop to 0 hit points you instead become possessed by you strongest spirit and you can continue to act for a number of rounds equal to the spirits level, you can do all the same but release spirits and resistant to all damage, you become stable if you go back to your ward

Circle of Ruin

Soul Shatter

2nd Spells you cast can deal half their damage in psychic damage if you choose

Devastating Release

6th When you dismiss a spirit enemies within 30 ft of you take 1d6 damage for each level of the spirit, the damage is hald neocotic and psychic, whoever experiences this damage hears wails and screams and feels sorrow and discomfort

Ruinous ward

10th Hostiles that enter or end their turn within your ward must make a wisdom saving throw or take 1d6 psychic damage

Rite of Exorcism

14th When a living creature within 30 ft of you makes a wisdom save you may try to exercise them as well, if they fail the save they take 5d6 necrotic and 5d6 psychic damage and are stunned until your next turn, they save they instead are just stunned, you can use this 3 times and regain uses after a long rest

Circle of Shadows

The shadows have eyes

2nd When you have at least 1 spirit bond you have an additional 60ft of darkvision

Blinding Shackles

6th When you release a spirit each hostile creature within 30 ft of you is blinded for 1d6 rounds

Spirits in the Shadows

10th When you are bonded with at least 2 spirits you don't need materiel or verbal components

Shady Exchange

14th When you enter the quickening you may exchange one of your spirits for another of the same level, no dismiss effect goes off and you can use this once then must take a long rest before reusing it

Binding rites spirits

Spirit of Agony

You can reroll any damage die that shows 1 but must use reroll

Release

You may release this spirit when you roll a critical and add extra damage dice to the critical hit equal to the spirits level

Spirit of Desire

Adv on cha checks when talking to people that attracted to you race or gender

Release

When you release this spirit target creature within 30 ft must make a wis save or be charmed, this charm last for 1 minute per spirit level or until you or allies deal damage to it

Spirit of Empathy

When you are dealt damage by a living or nonliving thing you can use your reaction to deal it psychic damage equal to the spirits level

Release

You can release it as a reaction when you take damage and deal that creature psychic damage equal to the damage you just took + the spirits level

Spirit of Envy

When you hit a creature you may gain temporary hit points equal to the spirits level as long as this spirit is still bound

Release

When you hit a creature with an attack you can release the spirit to gain temporary hit points equal to 5x the spirits level, these last for 24 hours

Spirit of Fear

Proficient with intimidation or double

Release

When you release the spirit number of target creatures within 30 ft of you equal to the spirits level must make a wis save or become frightened for a minute, can resave at the end of every turn

Spirit of Generosity

Your healing spells heal an additional 1d6

Release

Release the spirit and target with in 30 ft of you gain temporary hit points equal to 5x the spirits level for 10 min

Spirit of Guilt

Use reaction to impose disadv on an attack roll against you

Release

When you release guilt target creature with in 30 ft of you has disadv on attacks for number of rounds equal to the spirits level

Spirit of Hate

When you damage a creature you have adv on attack rolls vs that creature on your next turn

Release

When you hit a creature you may release hate and deal an extra 1d6 necrotic damage equal to the spirits level

Spirit of Hunger

You require no food or water to survive

Release

You may release hunger to give one level of exhaustion to a number of creatures equal to the spirits level with in 30 ft of you

Spirit of Passion

You have a number of passion dice equal to the spirits level which you can use to add to a d20 roll, you lose these dice when you release passion

Release

You may release passion when you have disadv on any d20 roll, the roll now has adv instead and you add 1d6 to the roll

Spirit of Serenity

30 mins for short rest and 4 hours for long rest

Release

When you release this spirit you may remove either blindness, charm, deafness, frighten,paralyses, poison, or stun condition

Spirit of Sloth

Area 15ft in a radius around you counts as difficult terrain for enemies

Release

When you release a number of enemies equal to the spirits level within 30 ft of you loose their reaction until your next turn

Spirit of Sorrow

When enemies within 30 ft of you fail one of your saves they take psychic damage equal to twice this spirits level

Release

When you release this spirit target creature within 30 ft of you has disadv on the next saving throw, ability check, or attack roll, if this roll fails then they take 1d6 psychic damage per level of this spirit

Spirit of Valor

Adv on saves against being frightened or disadv to people trying to intimidate you

Release

When you release this one creature per spirit level is no longer frightened

Spirit of Wonder

Use your action to give target creature -5 on perception 

Release

When you release this spirit, until your next turn whenever you hit a target with a spell or they fail a save they are stunned

Gunslinger

1 Fighting Style, unarmored defense

2 Action Surge(1), Danger sense

3 Gunslinger type

4 Ability

5 Extra attack

6 Ability

7 Type

8 Ability

9 Precision shot

10 Type

11 Extra attack 2x

12 Ability

13 Fighting style(2)

14 Ability

15 Type

16 Ability

17 Evasion

18 Type

19 Ability

20 Extra attack 3x

Hit Points

1d8

Proficiencies 

Daggers, Handguns, Rifles, and special

Saving Throw

Dexterity and Intelligence

Skills

2 Acrobatics, Athletics, Investigation, perception, insight

Abilities

Fighting Style

1st, 13th choose one:

Crack Shot +1 to attack rolls and damage with ranged weapons

Long Distance Shooting When shooting a rifle that is a 90 ft+ shot you get adv and for every turn spent in focus of the shot you get +1(max +5)

Dueling When only using one gun you can fire off an extra shot

Fast Draw +2 initiative and adv on attacks if go before target

Double Pistol Fighting Add you ability mod to the second attack and +1 damage when wielding 2 weapons

Distraction Use reaction to impose disadv on attack against target other than you

Close Quarters When within 20 ft gain adv on attacks

Unarmored defense

1st Dex + int

Action Surge

2nd Take extra action and bonus action

Danger sense

2nd Adv on dex saves against things you can see but can't be blinded, deafened or incapacitated

Gunslinger type

Desperado

Lone Ranger

Extra attack

5th, 11th, 20th

Precision shot

9th Take your action and bonus action to focus and get disadv on the shot but critical and you choose what the roll is on the critical chart

Evasion

17th If save on dex save take no damage if fail take half

Gunslinger Type

Desperado

Improved Critical

3rd 17-20 is critical

Sneak attack

7th Add 2d6 damage when have adv or critical, becomes 3d6 at 11, 4d6 at 15, 5d6 at 19

Uncanny Dodge

10th

Vanish

15th Hide as bonus action and proficient with stealth or double

Unearthly dodge

18th No attack can have adv against you, any attack that hits you you can attack back as a reaction

Lone Ranger

Born Killer

3rd If creature is below half health you deal extra 1d8

Shuffle the Deck

7th Opportunity attacks have disadv against you

Gatling Gun

10th Take only one action but can shoot at up to 6 targets this turn

Stun Attack

15th When hit a target with dex attack they make a con save vs 8+proficiency bonus+dex mod or be stunned till your next turn, no stack

Death Dealer

18th Same as stun attack but instead on stunning them you deal double damage, can only be used once a turn

Diplomat

1 Helpful ally, diplomat archetype

2 Expertise

3 Glamour, understanding, archetype

4 ability, add language

5 unwavering personality

6 expertise

7 archetype

8 ability, add language

9 indomitable mind

10 

11 Archetype 

12 Ability, add language

13 Connected thoughts

14

15 Archetype

16 Ability, add language

17 undeniable glamour

18

19 ability

20 overwhelming glamour, add language

Hit Points

1d6

Proficiency 

Dagger, colt .45, remington, derringer

Saving throws

Wisdom, Charisma

Skills

4 deception, history, insight, investigation, medicine, perception, performance, persuasion, religion, sight of hand, and stealth

Abilities

Diplomatic Archetype

Spy 

Leader

Helpful Ally

1st Can use a help action as a bonus action that's within 30 ft of you

Expertise

2nd, 6th Choose two abilities already proficient in to become double proficient

Glamour

2nd You gain glamour points equal to your level and regain them after a long rest, Your DC for using glamour point is 

8+proficiency bonus+cha mod

Understanding

3rd Before you make a insight or persuasion role you can use a glamour point to get adv, your persuasion attempts also can charm the person for 10 min if they fail a wisdom save but if they save they are immune for the next 24 hours

Skilled Linguist(add language)

4th, 8th, 12th, 16th, 20th Gain an additional language, should reflect the languages you are coming across

Unwavering Personality

5th You recover glamour points after short rest

Indomitable mind

9th You gain adv on being charmed or frightened, people have disadv on persuasion and intimidation checks against you. You can reroll for charms and frightens at the start of your turn if you failed

Connected thoughts

13th You are able to read the basic emotions of people and can convey simple thoughts to them through actions and expressions to people you can see by making a performance check

Undeniable glamour

17th When a creature makes a wisdom or intelligence save you can use 3 glamour points to impose disadv, if they would be immune to thesave they instead must make a save

Overwhelming glamour

20th You can use 11 glamour points to make target creature make a wisdom save or be charmed for 8 hours and it will do whatever you say without question, if they save they are immune for 8 hours. They get an additional save every time they take damage and if they were charmed within the last hour they have disadv 

Diplomat Archetype

Leader

Distraction

1st As an action target creature within 30 ft must make a wisdom save or subtract half your charisma mod from attack rolls and ability checks, if its immune to charm then it saves, the effect also ends if the creature can't see or hear you or is 60 ft away

Font of Glamour

3rd When use a distraction or help action you can spend any amount of glamour points to choose additional targets of that action

Inspirational leader

7th Spend a minute talking any amount of creatures and at the end can spend 3 glamour points on any amount of those creatures to be able to add half your cha mod rounded up to any attacks or ability checks within the next hour

Leading the front

11th When you take damage you can spend glamour points to reduce damage equal to you cha mod x the amount of points used

Glamorous Defence

15th As a reaction when you or friend is hit by an attack you can use a glamour point to add your cha mod+proficiency bonus to your or their ac agaisnt that target

Spy

Bonus Proficiency and equipment

1st Gain proficiency with the disguise kit, forgery kit and thieves tools, you also get all of these for starting equipment 

Bewitching Lies

3rd You can use a glamour point to gain adv on a deception or performance check before it is rolled though. Insight checks against this have disadv if they are not immune to charm

Another Face in the crowd

7th You can use a glamour point to gain adv on a stealth or sleight of hand check before it is rolled though. perception checks against this have disadv if they are not immune to charm

Memory Lapse

11th As an action you can influence a creature within 30 ft of you by using 3 glamour points to make a intelligence save, on a failed save the creature can't recall details about you or up to 5 other people until they get a good look or likeness of you or one of the other 5 people. If they save they are immune for the next 24 hours and if immune to charm they cant be affected

Bejewelling Confidante

15th As an action you can influence a creature within 30 ft of you by using 4 glamour points to make a wisdom save, on a failed save the creature is charmed for 5 minutes and will reveal any information that it knows that you ask of it without realize what it's doing. If its immune to charm its not affected and if it saves its immune for the next 24 hours

Hunter

1 Natural explorer, Chosen Target, Unarmored defense

2 Fighting Style

3 Chosen Target

4 Ability

5 Extra attack

6 chosen target archetype

7 chosen target

8 ability

9 uncanny dodge

10 evasion

11 chosen target archetype

12 ability

13

14 vanish

15 chosen target

16 ability

17 

18 feral senses

19 ability

20 chosen target

Hit points

1d8

Proficiencies

Daggers, handguns, rifles, and special

Saving throws

Dexterity, wisdom

Skills

Choose 3 from your chosen target skill list

Beast Animal Handling, athletics, investigation, nature, perception, stealth, survival, acrobatics

Bounty Athletics, investigation, perception, stealth, insight, intimidation, persuasion, acrobatics

Abilities

Natural explorer

1st gain the following:

  • Ignore difficult terrain

  • Adv on initiative rolls

When traveling for an hour or more get:

  • Difficult terrain doesn't slow down the group

  • Group can't be lost except by magic

  • Can forage, navigate, or track while being alert to danger

  • If alone can travel normal pace while stealthing

  • Can find double amount of food while forging

  • When tracking creatures you know how many, how long ago they passed through and their size 

Chosen Target

Beast 

Bounty

Unarmored defense

1st Dex+wis

Fighting Style

2nd choose one

Crack Shot +1 to attack rolls and damage with ranged weapons

Long Distance Shooting When shooting a rifle that is a 90 ft+ shot you get adv and for every turn spent in focus of the shot you get +1(max +5)

Dueling When only using one gun you can fire off an extra shot

Fast Draw +2 initiative and adv on attacks if go before target

Double Pistol Fighting Add you ability mod to the second attack and +1 damage when wielding 2 weapons

Distraction Use reaction to impose disadv on attack against target other than you

Close Quarters When within 20 ft gain adv on attacks

Extra attack

5th

Uncanny dodge

9th

Evasion

10th

Vanish

14th You can use a hide action as a bonus action and cant be tracked unless you wish to be

Feral Senses

18th Adv of perception to find creatures and blindness does not impose disadv on attacks for you

Chosen Target

Beats

Favored enemy-beasts

1st Following benefits vs type

  • +2 damage

  • Adv on survival checks to track it

  • Intelligence to recall info

Primeval Awareness

3rd Can understand the basic emotion of animals and gain proficiency with animal handling or double

Chosen Target archetype

Survivalist

Hunter

Fleet of the Foot

7th Use dash action as a bonus action

Hide in plain sight

15th When you hide if you remain motionless people get -10 on perception checks to find you, you get this if you don't move and are incapacitated

Foe slayer

20th Can add your wis mod to your attack and damage roll

Chosen Target archetype

Survivalist

True survivalist

6th Proficiency with survival or double and with herbalism kit

Wanderer

11th You always know which way is north and cant be lost, you can find up to 5 other people when able everyday. 

Hunter

Hunters pray

6th Chose one

  • Can deal extra 1d8 to creatures below full health

  • When someone makes an attack against you then you can make a opportunity attack back

  • When you make an attack you can make another attack against another creature within 5ft with the same weapon

Defensive tactics

11th Chose one

  • Opportunity attacks against you have disadv

  • When a creature hits you with an attack you get +4 vs that creature for the rest of the turn

  • Adv against frightened and intimidation attempts have disadv vs you

Chosen target

Bounty

Favored enemy-bounty

1st Following benefits vs type

  • +2 damage

  • Adv on survival checks to track it

  • Intelligence to recall info

Wanted dead or alive 

3rd Can remember any face once seen and adv on insight checks to see through disguises and lies

Chosen target archetype

Dual wielder

marksmen

Tying the knot

7th +2 to DC for people trying to break out of knots you tie and adv on escaping 

Silver Tongue

15th Chose 2

Insight, investigation, persuasion, intimidation, or deception. If proficient then its double

Nightfall Showdown

18th You can fire shots equal to half you dex mod rounded down +3 which are all critical and reload all the used shots. Once you use this you can't until next longrest 

Chosen target archetype

Duel Wielder

Two better than One

6th You unlock the dual wielding feat, if you already have this then choose a different one of your chose

Second Speed Loader

11th You can reload your offhand gun at the same time you reload your primary

Marksmen

Bounty mark

6th Mark a target creature for a minute or when it is dropped to 0, while it is marked you have adv on attacks vs that creature, you have uses equal to your wis mod rounded up

Marked for Death

11th Deal an extra 2d6 to marked target, 3d6 at 16, 4d6 at 19

 Healer

1 doctoring, healers pack

2 quickstep, patch job

3 healers order

4 ability

5 medical training

6 Healing ointment

7 healers technique

8 ability

9 healers order

10 ability

11 healers technique 

12 ability

13 healers ointment

14 healers technique

15 healers order 

16 ability

17 

18 ability

19 healers order

20 healers technique

Hit Points

1d8

Proficiencies

Herbalism kit, Daggers, colt .45, remington, derringer

Saving throws

Constitution, wisdom

Skills

3 medicine, acrobatics, stealth, religion, survival, insight, perception

Abilities

Doctoring

1st Proficiency with medicine or double

Healers pack

1st You gain the healers feat except a healers pack heals 1d6+4+half healers level, also healers packs cost half the cost

Quickstep

2nd Your speed increases by 5ft

Patch Job

2nd Take an action to do a DC 15 medicine check to heal someone equal to your level, use this a number of times equal to wis mod

Healers order

Bio Doctor

Anatomy Doctor

Medical training

5th Albe to heal criticals 2x as fast, when healing roll a d20 on a 15+ heal 50% more and on a 20 heal 2x as much

Healer’s ointment

6th Can makeup to 1d6 healing ointments when spending 1 day searching for materials to make them, you can make 1d12 at lv 13

Healers technique

7th Heal yourself for a 1d6 and stop bleeding on your turn as a bonus action, at lv 11 you can touch someone else to use this on them, at lv 14 you can do you and someone else and at lv 20 you can do two people and yourself, this can only be used on a person 5 times then they must take a longrest to benefit from this ability again

Healers order

Bio Doctor

Poison medicine

3th Can spend 1 day to make drugs, antitoxins or poison instead of healing ointments

Plague cure

9th Resistance to poison, immunities to diseases, and takes half a day to cure a disease

Death Plague

15th Can create deadly diseases 

Deadly Poisons

19th Can create deadly poisons

Anatomy Doctor

Artery Shot 

3rd Can inflict double the bleed damage to creatures

Internal Protection

9th You can’t be critically 

Focused Wound

15th Take one turn to focus on a target and next turns attack is critical

Anatomy Expert

19th You can always critical with your attacks

Outlaw

1 expertise, sneak attack

2 cunning action

3 outlaw path

4 ability

5 uncanny dodge

6 expertise

7 evasion

8 ability

9 path

10 ability

11 reliable talent

12 ability

13 path

14  blindsense

15 slippery mind

16 ability

17 path

18 elusive

19 ability

20 stroke of luck

*Every odd level the sneak attack damage goes up

 

Hit Points

1d8

Proficiencies

Daggers, Handguns, Rifles, and special, thieves tools

Saving throws

Dexterity, intelligence

Skills

4 acrobatics, athletics, deception, insight, intimidation, investigation, perception, performance, persuasion, sleight of hand and stealth

 Abilities

Expertise

1st, 6th Choose two skills you're proficient in and get double proficiency or chose one and thieves tools, this can not stack on skills

Sneak attack

1st Deal extra damage to a creature that you hit with a ranged and finesse weapon, you can only use this if you have adv or an ally is within 5ft of the target, and if you don't have disadv

Cunning action

2nd As a bonus action you can do a dash, disengage or hide action

Outlaw path

Thief

Assassin

Outlaw

Uncanny dodge

5th

Evasion

7th

Reliable Talent

11th When make a skill check that uses proficiency bonus you can treat any roll of 9 or lower as a ten

Blindsense

14th If you can hear you can see hidden things within 10ft of you

Slippery Mind

15th Proficiency with wis saves

Elusive

18th No attacks have adv vs you while you are incapacitated

Stroke of luck

20th If you miss an attack you hit instead and if you fail a save you get a 20 instead. Use once until a short or long rest

Outlaw Path

Thief

Fast Hands(with second story work)

3rd Can use cunning action to use sleight of hand, thieves tools, or to use a object

Second story work

3rd Climb speed equal to your speed on climbable surfaces and you can cover 50% more distance with long and vertical jumps

Supreme sneak

9th Adv on stealth checks 

Chance of Luck

13th Roll a d20 to try and find 50% more of something like treasure, a bank robbery or pickpocketing, can use times equal to half int mod rounded up

Thiefs reflexes

17th The first round of combat you get a turn on your initiative and another turn on your initiative -10, can’t use this if you're surprised

Assassin

Bonus proficiencies(with assassinate)

3rd Proficiency with disguise and poison kit

Assassinate

3rd Adv against creatures who have not gone yet and critical on surprised creatures

Infiltration Expertise

9th Spend 7 days and 25 cash to establish a history, profession, and affiliations for an identity. Can not do someone else, and is known as this false identity until given reason not to

Imposter

13th Spend 3 hours to copy someone's speech, writing, behavior and if someone expects you then you have adv on the deception check

Death Strike

17th Double the damage on surprised creatures if they fail a con save vs 8+dex mod+pro bonus

Outlaw

Impossible task

3rd Gain adv on attack roll, use this equal to int mod

Quick hands

3rd Proficiency with sleight of hand and quick draw and can put and pull weapons with no cast 

Devastating Blast

9th Can focus a shot to deal an extra damage die but get a -3 penalty to the attack, you can use this as much as you want to a max of 10

Hidden and Dangerous

9th Adv on deception checks to conceal things and seem less threatening 

Smart shot

13th Add you int mod to attack rolls

Critical injury

17th When you hit with a critical the person will start bleeding tramensly forcing the target to take its next turn and stop the bleeding(no DC) or else take half the damage it was dealt before this turn. Healers can help this person but the healer spends its entire turn doing only this. 

Brawler

1 unarmored defense, second wind

2 action surge

3 brawling type

4 ability

5 extra attack

6 ability 

7 type

8 ability

9 indomitable

10 type

11 extra attack 2x

12 ability

13 indomitable 2x

14 ability

15 indomitable 3x

16 ability

17 action surge 2x

18 type

19 ability

20 extra attack 3x

*punches and improvised weapons to 2d4 at lv 1 and increases by one dice every 4 levels so 2d6 at 5th and 2d8 at 9 and so on

Hit Points

1d10

Proficiencies

Unarmed strikes and improvised weapons

Saving Throws

Strength and dexterity

Skills

4 Athletics, acrobatics, animal Handling, intimidation, perception, medicine, survival, stealth

Abilities

Unarmored defense

1st Pick 2: str, dex or con, and combine them + 10 

Second wind

1st as an action heal 1d10 plus level, us once then regain after longrest

Action surge

2nd, 17th Take an additional action and bonus action

Brawling type

Deadly puncher

Wrestler

Extra attack

5th, 11th, 20th

Indomitable

9th, 13th, 15th When you fail a save you can reroll but must take new roll and only use this once and get back after short or long rest

Brawling types

Deadly puncher

Momentum takedown

3rd When you hit with a punch you can choose to knock them prone, use this once a turn

Fury of blows

7th Flip a coin 6 times, every heads is a available punch you can make 

Knockout punch

10th You make one attack, if the roll is a 20 then the target is knocked unconscious if its not then its a normal attack(this can be the only attack made that turn)

Deadly Punches

18th Your punches deal 2d20 instead od 2d12

Wrestler

Pinned

3rd You get the grappler feat but when you pin someone you arent restrained

Grab attempt

7th When you hit a target with a punch you can attempt a grapple

Downed beating 

10th Every attack vs a target you have grappled are criticals

Iron restraints

18th You have adv on athletic checks to grapples and others have disadv on athletics and acrobatics checks to stop you grappler, they can also only attempt to break free on the first turn of being grappled or after a turn that they did not 

Chapter 4  Backgrounds

If you have a 8 or lower in intelligence then you are considered illiterate and can not write or read but you can speak that language. New languages include:

  • English – Americans, British, and Europeans

  • Spanish – Mexicans and spanish

  • Chinese – Chinese

  • Algonquin – Cheyenne, Cree, Blackfoot, Ojibwe

  • Athabaskan – Apache, Navajo, Tonkawa

  • Iroquoian – Cherokee, Huron, Mohawk, Seneca

  • Siouan – Crow, Lakota, Omaha

  • Uto-Aztecan – Comanche, Shoshone, Ute

All backgrounds

  • Cowboy

  • Pioneer

  • Prospector

  • Gambler

  • Sheriff

  • Outlaw

  • Entertainer

  • Wealthy

  • Renegade

  • Civil War veteran

  • Indian

  • Slave

Cowboy

Skills

Animal Handling, Survival, Horse Riding

Proficiency

Horse

Items

Horse, cooking pots and pans, 10pc

Rustic Hospitality

You can find a place to hide, rest and recuperate, they will also help shield you from the law or anyone trying to find you unless you show yourself as danger

Pioneer

Skills

Any two skills of your choice

Proficiency

One type of Artisans tools or farmers tools

Items

One type of artisans tools or farmers tools, cooking pots and pans, 10pc

Hard Worker

You can almost always find a place to work with almost any job and make a little bit of cash

Prospector

Skills

Investigation, survival

Proficiency

Prospectors kit

Items

Prospectors kit, mining pick, cooking pots and pans, roll 1d6x10pc

Geological Knack

You understand what kind of rocks and general areas where there will be precious materials, and can point you in the right direction

Gambler

Skills

Deception, Sleight of hand

Proficiencies

One gaming set plus cards

Items

Deck of cards, other gaming set, 15pc

Cheater

When playing in games you can roll a sleight of hand check with adv to add to you rolls to the game in some way

Sheriff

Skills

Insight, Athletics

Proficiencies

All handguns and rifles

Items

Badge, colt. 45, 15pc

Lawmen

People are calm and feel safe around you. You can find a deputy to hire when in a place that can be 

Outlaw

Skills

Deception, and a choice of either sleight of hand, stealth, or horse riding

Proficiencies

Colt .45 and thieves tools if sleight of hand is picked, rifles if stealth is picked and a horse if horse riding is picked

Items

Whatever thing you are proficient in, pots and pans if a traveler, 1pc

Fugitive of the Law

Lawmen and bounty hunters will recognize who you are but you can get away with little things because of your bad reputation

Entertainer

Skills

Performance, acrobatics

Proficiencies

Disguise kit or one musical instrument

Items

Costume or musical instrument, 15pc

Popular Demand

You can find a place to perform, either in a saloon or with a traveling caravan and can get modest lodging and food for your performance

Wealthy

Skills

Persuasion, culture

Proficiencies

Additional language

Items

Fine clothes, pocket watch, top hat and 25pc

Position of privilege

People will respect you and won't question really what your doing

Renegade

Skills

Athletics, survival

Proficiencies

One musical instrument

Items

Musical instrument, pots and pans, pet of choice if want one, 10pc

Lone Wolf

When alone gat a +1 bonus to everything besides ability scores, mods, and proficiency bonus

Civil War Veteran(must be 30 years or older)

Skills

Athletics, insight, horse riding and one extra of you choice that you learned from the war

Proficiencies

Rapier or scimitar, and horse riding

Items

Rapier or scimitar as symbol of the general and a horse from the war, uniform, 15pc

General’s tactics

Roll insight check with adv to see what a person's intentions are, use as bonus action in combat 

Indian

Skills

They get three of either acrobatics, animal handling, athletics, intimidation, investigation, medicine, nature, perception, religion, stealth, and survival

Proficiencies

Either a longbow and dagger if a hunter, farmers tools if farmer, or extra skills of persuasion and insight for traders who had communication with the non-indians

Items

Whatever they are proficient with besides the trader gets 1ib and 10pc

Savages

Gain adv on intimidation checks and can make people run and flee just at your sight

Slave

Skills

Athletics and any str or dex based skill and double

Proficiencies

Farmers tools, thieves tools

Items

Farmers tools, 1lb of cotton, thieves tools, 5pc

Secret Connections

Get a special language that only other slaves know that consist of symbols and signs, you also know a connection of other slaves  

Chapter 5  Equipment

Starting Equipment

There are two different types, either indian or non-indian, the indian starting equipment uses Indian Beads(ib) to buy things and the non-indian uses peso currency(pc) there is no really conversion with pc and ib because indians value things differently

Indians starting wealth(ib)

Warrior – 12

Shaman – 5

Witch – 4

Non-indians starting wealth(pc)

Gunslinger-4d4x10

Diplomat-2d4x10

Hunter-3d4x10

Healer-3d4x10

Outlaw-4d4x10

Brawler-1d4x10

Currency

The currency is now from gold(gp) to peso(pc) symbol is $ their is banknote(paper) and coins, there is also Indian Beads(ib) which is the indians form of currency there is no symbol but the color is what gives it value

BanknoteCoinsIndian Beads

$2010cRed-1ib

$5020cYellow-2ib

$10050cGreen-3ib

$200 $1Orange-4ib

$1000$2Blue-5ib

$5Purple-10ib

$10

$20

Encumbrance

You can carry weight up to your encumbrance score, some things will have a weight of L which means light, 10 L = 1w or 1(single numbers for weight mean w as well), weight isn't always just weight but space it takes up

Strength ability score / 2 = encumbrance score in weight(w)

Backpacks and sacks will allow you to carry up to 3w inside of it and satchels will allow you to carry 2w, you can have up to 5 pouches/holsters, pouches can carry 5L, holsters can carry 1 handgun, Barrels can carry 10w, if something is max weight it is to heavy to carry

Items

Armor/clothes-Armor weighs 4 for breast and 5 for pot and pan

50c – Common, clothes 

$15 – Fine clothes

X – breastplate ac-14+dex(max 2) – one big thick piece of metal to make

X – Pot & Pan ac-16+dex(max 2) – 10 pots to make

Weapons

New abilities include

  • Loading – takes one turn to load every shot for the gun

  • Rounds – how many shots before needing to reload

  • Speed – can fire 2 rounds in the time it takes to fire 1 for other guns

Indian Weapons-Each tomahawk weighs 1, spear 2 and longbow 3

2ib – Tomahawk – 1d8s light,thrown(20/60)

3ib – Spear – 1d10/12p versatile, reach, thrown(20/60)

4ib – Longbow – 1d8p ammunition(range 150/600), heavy, two-handed

Improvised weapons(besides dagger, scimitar, and rapier)-dagger, club and whip weigh 1 rest 2

$2 or 1ib – dagger – 1d6p finesse, light, thrown(20/60)

Free – Club – 1d6b light, if and when the club can be two-handed does 1d8

$2 – Pick, Miners – 1d8

$2 – Whip, Horse – 1d4 finesse, reach

$25 – *scimitar – 1d8 finesse, light

$25 – *rapier – 1d10 finesse

*was not commonly used for fighting but as a symbol of leadership during the civil war

Handguns-All handguns weigh 1(besides derringer is L)

$15 – Derringer – 1d4p ammunition(30/120) light, 2 rounds

$25 – Colt .45 – 1d6p ammunition(60/320) light, 6 rounds

$25 – Remington – 1d8p ammunition(60/320) light, loading, 6 rounds

$75 – Volcanic – 1d6p ammunition(30/120) light, speed, 8 rounds

Rifles-All Rifles weigh 2

$50 – Winchester – 1d8p ammunition(150/1200) two-handed, 15 rounds

$50 – Rev. Carbine – 1d10p ammunition(150/1200) two-handed, loading, 6 shots

$75 – Double Barrel Shotgun – 2d10p ammunition(20/60) two-handed, 2 rounds

Special-Dynamite is L, Gatlin 3, rest MAX (not including lasso)

$25 – Dynamite – 3d6b Thrown(60ft anywhere) radius 5ft, DC 12 dex save to take half

*additional sticks add 1d6b(max 10d6), 5ft radius(max 20ft), make 1-6 round fuse

$100 – Powder Keg – 7d6f radius 10ft DC 12 dex save to take half

$250 – Gatlin – 1d8p ammunition(150/600) two-handed, heavy, speed, as much ammunition fed
$1000 – canon – 8d10b ammunition(600/2400) *loading, +6 to hit, 1 round

*Takes one turn to load, a turn to aim, and a turn to shoot
$1 – Lasso – If you hit a thing, it becomes grappled target make a DC 12 athletics check to break free unless the force is too strong, like being dragged or lifted of the ground and ect.

Attachment-All attachments weigh L but sawed off is -L

$1000 – scope – give +1 to +5 attack

$750 – long barrel – doubles the weapons range

free – Sawed off(shotgun) – 2d12 instead of 2d10 and half the range

$15 – Bayonet – 1d8p

Item List

$25 – vial of acidL
$1 – 20 bullets

$10 – canon ball1
$50 – antitoxinL
$2 – backpack or horse pack1

$2 – satchel
$2- barrelMAX
40c – basketL

50c – blanket 1(if on pack its 0)
$1 – bedroll1(if on pack its 0)
$1 – bellL
50c – blanketL
$5 – bookL
$2 – glass bottleL
50c – bucketL
1c – candle
$5 – 10 ft of chain1
$5 – chestMAX
$2 – crowbar1

$50 – drugs

$100 – dynamite plunger(100ft)2
$1 – fishing tackleL
20c – flask or mugL
$2 – grappling hookL
$1 – hammerL
$2 – sledge hammer1
$5 – healer's kitL
$15 – hourglassL
$25 – pocket watchL

$15 – compassL
$5 – hunting trap1
$10 – 1 ounce bottle of ink
2c – ink pen
2c – jug or pitcherL
10c – ladder1
50c – lampL
$5 – lantern bullseye or hoodedL
$10 – lockL
$10 – magnifying glassL

$50 – spectacles
$2 – handcuffs

20c – mess kitL
$5 – steel mirrorL
10c – flask of oilL
2c – sheet of paper

25c – newspaper

$5 – map
$5 – vial of perfumeL
$2 – miners pick1
$100 – vial of poisonL
$2 – iron pot5L
$50 – healing ointmentL

*apply on injury to heal 2d4+2*
50c – pouch

50c – holster5L

$1 – gun belt1

(has holster and carrys 20 bullets)
50c – day of rationsL
$1 50 ft of rope(lasso)1
1c – sack1
$5 – merchant scale1
$2 – shovel1
5c – whistleL
$25 – fancy jewelry

2c – bar or soapL
$1000 – spyglass(scope)L
$2 – 2 person tent1
50c – 20 matchesL
1c – torchL
$1 – vialL
20c – waterskinL
$5 – branding iron1

Tools

Artisan’s tools

$50 – alchemists1
$20 – brewers1
$8 – carpenters1
$5 – cobblersL
$1 – cooks1
$30 – glassblowersL
$25 – jewelersL
$5 – leather workersL
$10 – masons1
$10 – paintersL
$10 – potters