TEXT: Old Gus’ Errata:
  TALES from the WEIRD WEST
  Ghoul Player Race
  9 Class Archetypes, 7 Backgrounds and 16 Feats
  Additional Rules for Firearms, Explosives and Ropes
  Old Gus’ Errata:
  TALES from the WEIRD WEST
  Ghoul Player Race
  9 Class Archetypes, 7 Backgrounds and 16 Feats
  Additional Rules for Firearms, Explosives and Ropes
  
   
  Old Gus’ Errata: Tales from the Weird West 
  2 
  Designer’s Notes 
   
  Old Gus’ Errata: Tales from the Weird West, v1.02 (March 13, 
  2019). This document provides rules and mechanics for a 
  post-apocalyptic, pulp-horror western setting to supplement 
  Dungeon & Dragons 5th Edition. This material is not officially 
  part of the game and isn’t permitted in Dungeons & Dragons 
  Adventurers League events. 
   
  Design, Writing, Layout: Old Gus (Partario Flynn) 
   
  Cover Illustration: Roman Chaliy, 
  https://www.artstation.com/roman_chaliy  
   
  Featured Artists: 
  Andrea Silva, https://www.deviantart.com/andreasilva60  
  Angelique Shelley, https://www.deviantart.com/direimpulse  
  Antony Carlyon, https://www.artstation.com/antz  
  Cristina Charneco, https://www.artstation.com/charneco  
  Clavework Graphics, https://www.deviantart.com/ws-clave  
  Damian Shouweiler, https://www.deviantart.com/anotherdamian  
  Dominique Schillings, https://www.deviantart.com/schildom  
  El Hino, https://www.deviantart.com/el-hino  
  Emmanuel Martinez, https://www.artstation.com/gmlemas  
  Eric Kenji, https://www.deviantart.com/erickenji  
  Guiliano Brocani, https://www.artstation.com/notpill  
  Hayama Kouhei, https://www.deviantart.com/nekoemonn  
  i-am-knot, https://www.deviantart.com/i-am-knot  
  Jackie de Leon, https://www.deviantart.com/jackiethepirate  
  JackPot, https://www.deviantart.com/jackpot-84  
  Josh Cotton, https://www.deviantart.com/greeni-studio  
  K. Fairbanks, https://www.deviantart.com/eyeqandy  
  Kim Nguyen, https://www.deviantart.com/nikolaspascal  
  Marco Hasmann, https://www.artstation.com/hasmann  
  Mauricio Guimaraes, 
  https://www.artstation.com/mauricioillustration  
  Mirosalv Petrov, https://www.deviantart.com/mikeypetrov  
  Saeed Jalabi, https://www.deviantart.com/lordeeas  
  Sentinel13, https://www.deviantart.com/sentinel13  
  Steve Goad, https://www.artstation.com/stevegoad  
  Travis M. Couch, https://www.artstation.com/tcouch  
  Vinícius Muniz, https://www.deviantart.com/grudbox  
  Xavier Lozano, https://www.deviantart.com/lozanox  
   
  Special Thanks: Aidan, Amara, Aoife, Buck and Lucille, Cassidy, 
  Clara, Doc Branches, Elmo, Elspeth, Eunice, Eydys, Iados, 
  Ignacio, Jed, the Kid, Lady Luck, Louanne, Pachy, Pearl, Percy, 
  Reverend Tusk, Rin’ditar, Teddy, Theren, Winston and Scarl, 
  and everyone over at Taverns & Dragons, Aboe Snowpea, all 
  the Dungeon Masters and their players whose feedback has 
  been invaluable. 
   
  Contact the Author: partario.flynn@gmail.com 
  TABLE OF CONTENTS 
  Tales from the Weird West 
  Introduction........................................................................... 3 
  Races 
  Ghouls .................................................................................... 4 
  Class Archetypes 
  Bard ........................................................................................ 5 
  Druid ....................................................................................... 6 
  Fighter .................................................................................... 7 
  Paladin ................................................................................... 9 
  Ranger .................................................................................. 10 
  Rogue.................................................................................... 11 
  Sorcerer ............................................................................... 12 
  Warlock ................................................................................ 14 
  Wizard .................................................................................. 16 
  Character Customization Options 
  Backgrounds ....................................................................... 18 
  Feats ..................................................................................... 25 
  Rules and Systems 
  Cover..................................................................................... 27 
  Mounts ................................................................................. 27 
  Firearms .............................................................................. 28 
  Explosives ............................................................................ 29 
  Ropes .................................................................................... 30 
  Bare Necessities................................................................. 30 
  Items 
  The General Store ............................................................. 31 
   
  Spells appear in the Player’s Handbook on page 211.  
  SCAG denotes a spell appearing in the Sword Coast 
  Adventurer’s Guide on page 142. 
  XGE denotes a spell appearing in Xanathar’s Guide to 
  Everything on page 150. 
   
  Find updates to this material, and 
   more of Old Gus’ Errata online: 
  Old Gus’ Errata: 
  Additional Player Options 
   
  
   
  Old Gus’ Errata: Tales from the Weird West 
  3 
   
  Illustration by Steve Goad 
   
  INTRODUCTION 
  Mud, Blood, Guts and Glory 
  Since their inception hundreds of years ago, refinements 
  have made firearms more reliable, cheap and 
  commonplace. Many cultures around the world have 
  ceased using their bows, arrows and crossbows in favor 
  of having a hand-cannon.  
  Magic users were initially slow to pick up on this 
  budding trend, but once arms manufacturers began 
  selling their products as “The power of an archmage in 
  the palm of your hand!” even the most stodgy and 
  ancient of arcane universities took note and quietly made 
  room for the study of the magical applications of this 
  new science, as they once had done, just as begrudgingly 
  at the dawn of the spear, and the sword after that. 
  A rapid succession of great and terrible wars followed, 
  growing beyond number and reckoning. Mountains 
  crumbled, cities were destroyed, crops blighted, the seas 
  seas dried up; each war unleashed new horrors upon the 
  world, sometimes from beyond it. 
  Trust, Fear and Land 
  The world still contains enclaves of humans, elves, 
  gnomes, and all manner of peoples from before the first 
  great wars, but few think of old loyalties. A person you 
  can trust is a person you can trust. 
  The remaining arable lands are carefully managed, 
  and in the wasted deserts left behind by long-
  disappeared oceans, a new rush for minerals begins. 
  Supernatural Wastelands 
  Mutant creatures thrive in the wastes: The endless 
  deserts are pockmarked by blighted wastes, stinking 
  marshlands, and enormous ruins that mark the skylines, 
  and are populated by the mechanical horrors that 
  inherited the cities after the great wars, reminders of a 
  lost age that may never return. 
   
  The last ride 
  is never the last ride, 
  and the end 
  is not the end. 
  ~Old Gus 
  
   
  Old Gus’ Errata: Tales from the Weird West 
  4 
   
  Illustration by Kim Nguyen 
  GHOULS 
  SURVIVORS AND OUTCASTS 
  Ghouls are not a race, nor are they undead, although 
  they are often mistaken for such creatures. “Ghoul” is a 
  common nomenclature for people of any race who share 
  a semi-necrotic condition that increases their lifespans 
  seemingly indefinitely. Eventually, their longevity or 
  change in appearance sets them wandering.  
  True undead continue to plague the wastes, and in 
  some folk believe ghouls are harbingers of plagues, or 
  infiltrators for the forces of undeath. It is oft repeated 
  fear that a ghoul will “go feral” at some point during their 
  long lives, but others argue that anyone becomes feral if 
  treated the way ghouls are. Who is right is between a 
  being, their gods, and occasionally the firearm between 
  them. Ghouls are sterile and cannot reproduce. 
   
  Roleplaying a Ghoul 
  Consider the events that caused your transformation. Long-
  lived ghouls may have lived several lifetimes past the 
  average lifespan of their race of origin. You may have seen 
  multiple generations of friends or loved ones come and go, 
  or an entire civilization snuffed out in an instant by a 
  superweapon of now ancient-times. 
   
  GHOUL RACIAL TRAITS 
  Appearance and Creature Type. New ghouls resemble 
  the race they were before the events that caused their 
  transformation, but shriveled and smooth, and speak 
  with a grizzled voice. A few manage to hang onto their 
  hair, horns or other protrusions. After a century or two, 
  their lack of nose or ears makes ghouls originating from 
  most humanoid races become appear indistinguishable 
  from one another.  
  Age. 100-700+ years 
  Ability Scores. Your Wisdom score increases by 1. 
  Size. Your size is medium or small. 
  Speed. You have a movement speed of 30 feet if you 
  are medium, and 25 feet if you are small. 
  Dimvision. You can see in dim light within 30 feet of 
  you as if it were bright light, and darkness as if it were 
  dim light. 
  Ghoul Resilience. You have advantage on saving 
  throws against poison, and you have resistance to poison 
  and necrotic damage. 
  Languages. You can speak, read and write Common, 
  and one additional language of your choice. 
  Experimental Test Subject 
  Ability Scores. Your Strength and Dexterity scores 
  increase by 1. 
  Healing Factor. You have a number of special healing 
  dice equal to your proficiency bonus, which are d4s, and 
  you can use them to heal yourself, rolling any number of 
  them as a reaction, and add your Constitution modifier to 
  the total. You recover them when you finish a long rest. 
  Holocaust Survivor 
  Ability Scores. Your Constitution score increases by 2. 
  Memento Mori. You are proficient in the History skill. 
  Undying. If you are reduced to 0 hit Points, you can 
  make a Constitution saving throw with a DC of 5 + the 
  damage taken, unless the damage is radiant or from a 
  critical hit. If you succeed, you drop to 1 hit point instead. 
  If the damage was necrotic, you succeed your saving 
  throw automatically. You can use this ability twice, and 
  regain the ability to do so when you finish a long rest. 
  Wasteland Transformation 
  Ability Scores. Your Dexterity and Wisdom scores 
  increase by 1. 
  Scrambler. You have a climbing speed of 20 feet.  
  Survivor. You are proficient in the survival skill. 
   
   
   
  
   
  Old Gus’ Errata: Tales from the Weird West 
  5 
   
  Illustration by Dominique Schillings 
  BARD 
  COLLEGE OF THE GAMBLER 
  Gamblers excel at two things: games and guns. They 
  have an uncanny insight into others’ behavior, and use 
  their skills to navigate a seedy world of high stakes, and 
  avoid bloodshed whenever possible. 
  Gamblers are famously tellers of tall tales, and might 
  enjoy using their prior exploits, properly embellished, of 
  course, as a means to explore their opponent’s tells. 
  Others perfect an air of stoic, soft spoken mystery that 
  unnerves their opponents at the table and forces them 
  into error. 
  Always calm and collected, true gamblers know when 
  to hold ‘em and knows when to fold’em, and never pick a 
  fight they’re not sure they can win. When a gambler has 
  decided the odds are in their favor, they can be a 
  terrifying and deadly opponent, reacting with dazzling 
  speed and seemingly never reaching an empty chamber 
  in their firearm. 
  Some gamblers prefer to keep their skill with a firearm 
  a closely guarded secret, while others enjoy showing off, 
  performing with a firearm for crowds to make ends 
  meet, especially when the chips are down. 
  I Can Read You Like A Book 
  When you join the college of the gambler at 3rd level, 
  you gain proficiency in a preferred gaming set. Whenever 
  you make checks with it, you add your Charisma 
  modifier as a bonus to the roll, and while involved in 
  game of chance, you can make Wisdom (Insight) checks 
  using your Charisma modifier instead of your Wisdom 
  modifier if it is higher. 
  Get Your Gun 
  Also at 3rd level, you gain proficiency with martial 
  firearms that lack the heavy property, and you can use a 
  simple firearm as spellcasting focus for bard spells. You 
  can use your Bardic Inspiration to create impressive 
  displays with firearms you are proficient with: 
  • Quick Draw. You can expend a Bardic Inspiration die to use 
  your reaction to immediately exchange one firearm you are 
  holding for another you have on your person, or to draw a 
  firearm with an empty hand. Doing so does not use an action. 
  You can only use this ability once on your turn. 
  • Run’n’Gun. At the start of your turn, you can expend a 
  Bardic Inspiration die to run (or spur a mount) and shoot. 
  Each time you make an attack roll with a firearm, you (or 
  your mount’s) movement speed increases by 5 feet until the 
  end of your turn. This distance increases to 10 feet at 10th 
  level, and 15 feet at 17th level. 
  • Signature Shot. You learn one trick shot that requires an 
  attack roll from the Shootist’s Trick Shot feature. When you 
  use your signature shot, you use your Bardic Inspiration die 
  in place of the gut die. 
  Now, Dance! 
  At 6th level, you gain the ability to use your Bardic 
  Inspiration to perform non-lethal feats of dazzling 
  accuracy. You can use this feature in one of two ways: 
  • Show-off. For the next 1 minute, you gain advantage on 
  attack rolls made against objects with firearms you are 
  proficient with. The effect fades if you are forced to roll 
  initiative. 
  • Now, Dance!. As an action, you fire a non-lethally shot at a 
  target with a firearm you are proficient with, for example, at 
  their feet or belt buckle. The target makes a Wisdom saving 
  throw. If they fail, they act as if you had cast the Command 
  spell upon them.  
  Once you use this feature, you can't use it again until 
  you finish a short or long rest. 
  Call Down the Thunder 
  At 14th level, when you hit a creature with a firearm you 
  are proficient with, you can roll one Bardic Inspiration 
  die to cause a thunderous ring in a 5-foot radius, and 
  audible to 1000 feet. Creatures and objects in the area 
  must make a Constitution saving throw. If they fail, they 
  take thunder damage equal to your Bardic Inspiration 
  die. If they succeed, they take half the amount. The 
  creature you hit fails its Constitution saving throw 
  automatically. 
   
   
  
   
  Old Gus’ Errata: Tales from the Weird West 
  6 
   
  Illustration by Xavier Lozano 
  DRUID 
  CIRCLE OF MUTATION 
  Most druids reject the new world, and deride it as an 
  unnatural place either to be avoided, ignored or perhaps, 
  eventually corrected. A few have embraced things as they 
  are, admiring the new mutations that roam the wastes’ 
  endless ability to adapt and survive.  
  The circle of mutation believes in survival of the fittest, 
  and view adaptation as a virtue. Some take a predatory 
  view, and others a more symbiotic one toward other folk. 
  Mutant Spells 
  Embracing a mutant nature grants you the ability to cast 
  certain spells. At 3rd, 5th, 7th, and 9th level you gain 
  access to new spells. Once you gain access to these 
  spells, they are druid spells for you, you always have 
  them prepared, and they don’t count against the number 
  of spells you can prepare each day.  
  Druid level 
  Circle of the Mutation Spells 
  3rd 
  Alter Self, Arms of Hadar 
  5th 
  Elemental Weapon, Haste 
  7th 
  Freedom of Movement, Locate Creature 
  9th 
  Enervation, Far Step 
   
  Mutant Tendril 
  When you become a mutant at 2nd level, you grow a 
  whip-like tendril. You decide what type of damage your 
  tendril does when you grow it, choosing from acid, cold, 
  fire, lightning, necrotic or, poison. 
  When a creature you can see moves into a space 
  within 10 feet of you or starts its turn there, you can use 
  your reaction to deal 1d4 damage to that creature unless 
  it succeeds on a Constitution saving throw against your 
  spell save DC. The damage increases to 1d6 at 6th level, 
  1d8 at 10th level, and 1d10 at 14th level. 
  You also learn the Primal Savagery XGE cantrip if don’t 
  already know it. When you cast the cantrip, you can 
  choose to deal the same damage type as your Mutant 
  Tendril in place of the usual acid damage. 
  Aberrant Shape 
  Alto at 2nd level, when you use your Wild Shape feature, 
  you can mutate rather than transforming. When you do 
  so, you gain the following benefits: 
  • You gain a number of temporary hit points equal to your 
  Druid level. 
  • You grow natural weapons in the form of fangs, claws, or 
  horns, and you can make melee weapon attacks with 
  proficiency using them. Your natural weapons deal 1d8 
  bludgeoning, piercing, or slashing damage plus 1d4 
  additional damage of the same type as your Mutant Tendril. 
  • When you use your Mutant Tendril, you can roll the damage 
  die a second time and add it to the total. 
  • These benefits last for a number of hours equal to your druid 
  level or until you use your Wild Shape feature again. 
  Natural Selection 
  At 6th level, your Aberrant Shape’s natural weapon 
  counts as magical for the purpose of overcoming 
  resistance and immunity to nonmagical attacks and 
  damage.  
  While in your Aberrant Shape, you can cast one of the 
  following spells using yourself as the target once without 
  expending a spell slot or providing material components, 
  even if you don’t know the spell: Alter Self, Darkvision, 
  Dragon Breath, Enhance Ability, Enlarge/Reduce, 
  Expeditious Retreat, Jump, or Spider Climb. You do not 
  need to concentrate on this spell. If you cast the Dragon 
  Breath spell, the damage type matches that of your 
  Mutant Tendril (even if you chose necrotic damage). 
  Additionally, while in your Aberrant Shape, when you 
  take the Attack action and attack with your natural 
  weapon, you can make an additional attack with your 
  natural weapon using your bonus action. 
  
   
  Old Gus’ Errata: Tales from the Weird West 
  7 
  Aberrant Resilience 
  At 10th level, while in your Aberrant Shape, you gain 
  proficiency with your Constitution saving throws and you 
  have resistance to the damage type dealt by your Mutant 
  Tendril. 
  Apex Predator 
  At 14th level, when you enter your Aberrant Shape, you 
  select one of the following mutations: 
  • Improved Weapons. Your natural weapons become a d12, 
  and when you take the Attack action, you can attack twice 
  using your natural weapon. 
  • Carapace. Your skin in strategically covered by thick scales 
  or plates. You are gain a bonus to your Armor Class equal to 
  your Wisdom modifier (minimum: 1). 
  • Breath Weapon. You develop glands in your mouth capable 
  of expelling a devastating projectile. As an action, make a 
  ranged weapon attack targeting one creature or object you 
  can see within 30 feet of you. If it hits, the target takes 7d6 
  damage. The damage type matches that of your Mutant 
  Tendril.  
  • Flight. You grow wings or can fly telekinetically, gaining a 
  flying speed equal to your movement speed. 
   
   
  Illustration by Hayama Kouhei 
   
  Illustration by Mirosalv Petrov 
  FIGHTER 
  MARTIAL ARCHETYPE: SHOOTIST 
  As firearms became more and more prevalent, folk of 
  exceptional skill with them rose to challenge the masters 
  of sword, axe, hammer and bow. There is no general rule 
  about what to expect from a shootist, except they are not 
  to be trifled with. 
  A shootist might take up all kinds of professions over 
  their career. It is not uncommon to meet one who has 
  been a soldier, a mercenary, a lawman, bounty hunters, 
  or just a plain old outlaw in any given combination. 
  Some take to a life of endless wandering, and others find 
  something worth sticking around for and operate in a 
  favored territory exclusively. 
  Shootists are often visible at a glance. Multiple heavy 
  gunbelts and memorable personal style, such as a 
  signature hat or brightly colored bandanna that marks 
  them to those familiar with their trademark, or 
  immediately signals them as a clear danger to all. 
  Wayfaring Stranger 
  When you choose this archetype at 3rd level, you gain 
  proficiency with martial firearms, and ropes. 
  Your wandering life has led you to learn an additional 
  proficiency in a skill, tool or language of your choice. 
  
   
  Old Gus’ Errata: Tales from the Weird West 
  8 
  Gut Instinct 
  Also at 3rd level, your natural instinct with a firearms 
  can inspire awe in allies, and trepidation in foes. You 
  gain the following benefits: 
  You have four gut dice, which are d6s. A gut die is 
  expended when you use it. You regain all of your 
  expended gut dice when you finish a short or long rest. 
  You learn three trick shots. You can use a trick shot 
  when you make an attack with a firearm that lacks the 
  burst, heavy or spread properties. 
  Trick Shots 
  Some trick shots require your target to make a saving 
  throw to resist the maneuver's effects. The saving throw 
  DC is calculated as follows: 
  Trick Shot save DC = 8 + your proficiency bonus 
  + your Dexterity modifier 
   
  • Cover Fire. When you hit a creature with a firearm attack, 
  you can expend one gut die to maneuver an ally into a more 
  advantageous position. You add the gut die to the attack’s 
  damage roll, and choose a friendly creature who can see or 
  hear you. That creature can use its reaction to move up to 
  half its movement speed, and any attack rolls made against it 
  are made at disadvantage while it does so. 
  • Dead Aim. When you make an attack roll against a creature 
  using a firearm, you can expend one gut die to add it to the 
  roll. You can use this shot before or after making the attack 
  roll, but before any effects of the attack are applied. 
  • Drop It. You roll one gut die and make an attack with a 
  firearm. If it hits, add the gut die’s result to the firearm’s 
  damage roll, and the target must make a Strength saving 
  throw. If it fails, it drops one object it is holding of your 
  choice. The object is pushed 10 feet away from you. 
  • Holler. When you take the Attack action on your turn, you 
  can expend one gut die and forgo one of your attacks to 
  direct friendly creature who can see or hear you to make an 
  attack with a firearm. That creature can immediately use its 
  reaction to make a single attack with a firearm they are 
  holding. If their attack hits, add the gut die to their attack's 
  damage roll. 
  • Humiliating Shot. When you hit a creature, or damage the 
  cover a creature is using with a firearm attack, you can 
  expend one gut die to goad the target into attacking you. The 
  target must make a Wisdom saving throw. On a failed save, 
  the target has disadvantage on all attack rolls against targets 
  other than you until the end of your next turn. 
  • Menacing Shot. When you hit a creature with a firearm 
  attack, you can expend one gut die to attempt to frighten the 
  target. You add the gut die to the attack's damage roll, and 
  the target must make a Wisdom saving throw. On a failed 
  save, it is frightened of you until the end of your next turn. 
  • Wounding Shot. When you hit a creature with a firearm, you 
  can expend one gut die to distract the creature, giving your 
  allies an opening. You add the gut die to the attack's damage 
  roll. The next firearm attack made against the target by an 
  attacker other than you has advantage if the attack is made 
  before the start of your next turn. 
  • Rallying Cry. On your turn, you can use a bonus action and 
  expend one gut die to bolster the resolve of one of your 
  companions. When you do so, choose a friendly creature who 
  can see or hear you. That creature gains temporary hit points 
  equal to the gut die roll + your Charisma modifier.  
  True Grit 
  At 7th level, you can also can put your body through 
  extraordinary strain. You gain the following benefits: 
  • When you empty the final chamber of a firearm in your hand, 
  you resist piercing damage until the start of your next turn. 
  • When you make a running long or high jump, the distance 
  you can cover increases by a number of additional feet equal 
  to your Strength modifier when you aren’t wearing medium 
  or heavy armor. 
  • You gain an additional gut die. 
  • You learn two trick shots. 
  Improved Gut Instinct 
  At 10th level, you gain the following benefits: 
  • When you roll initiative, you can immediately draw a firearm 
  in a holster on your person and make one attack with a 
  firearm you are already holding against a creature you can 
  see, or reload a firearm you are already holding. 
  • Your gut die become d8s. 
  • You learn two trick shots. 
  ‘Till it Goes Click 
  At level 15, you can aim and fire with dazzling speed. 
  When you use your action surge and take the Attack 
  action with it, you can make a number of additional 
  attacks equal to 1 + half your Dexterity modifier 
  (minimum 1) with any firearm you are holding. You must 
  have available ammunition in the firearms you are 
  holding to make these attacks and cannot use them to 
  reload. The attacks are made hastily and at 
  disadvantage, and are ineligible for the application of 
  trick shots. 
  Additionally, you learn one trick shot. 
  Superior Gut Instinct 
  Starting at 18th level, your instincts are nearing 
  infallibility, and you are always prepared as long as 
  you’re near a trusty firearm. You gain the following 
  benefits: 
  • When you roll initiative and have no gut dice remaining, you 
  regain 1d2 gut dice. 
  • Your gut die become a d12. 
  
   
  Old Gus’ Errata: Tales from the Weird West 
  9 
   
  Illustration by JackPot 
  PALADIN 
  OATH OF THE IDEALIST 
  The idealist draws their power from a deep-seated sense 
  of right and wrong, and believes in each person’s right to 
  claim their own destiny without undue interference. 
  Idealists might be military leaders, sheriffs or 
  marshals, and defend the law with a will (and fistful) of 
  iron. Chasing down thieves, bandits and claim jumpers is 
  all in a day’s work for an idealist. 
  Eventually when their tenets set them against the law 
  itself, some idealists turn toward a different concept of 
  justice. These zealots will go to great lengths, even 
  adopting a colorful vigilante persona and dedicating their 
  lives to fighting evil and corruption in the halls of power 
  in defense of common folk. 
  Idealists can be isolated, as their station or their 
  vigilante lifestyle often sets them apart them from the 
  very people they have sworn to protect. 
  Tenets of the Idealist 
  Boldness. Live each day with courage. Stand up to all 
  wrongdoing. 
  Honor. Do what has to be done. Do it the right way. 
  Humility. Talk less, and say more. 
  Justice. Know where to draw the line. 
  Faith and Firearms 
  When you take this oath at 3rd level, you can replace 
  your fighting style with the Archery fighting style from 
  the Fighter class. You gain proficiency with martial 
  firearms, and ropes. Additionally, when you make an 
  attack roll with a firearm, you can choose to infuse the 
  ammunition with smiting force. The fired ammunition 
  will smite anything it strikes, for example, a barrel giving 
  a creature some measure of cover.  
  Paladin 
  Level 
  Oath of the Idealist Spells 
  3rd 
  Cause Fear XGE, Compelled Duel 
  5th 
  Zone of Truth, Find Steed 
  9th 
  Beacon of Hope, Thunder Step XGE 
  13th 
  Freedom of Movement, Find Greater Steed XGE 
  17th 
  Far Step XGE, Wall of Force 
  Channel Divinity: Hearts and Minds 
  As an action, you use your Channel Divinity to diffuse 
  intense emotion near you. Each humanoid that is not in 
  combat of your choice in a 30-foot radius sphere 
  centered on you makes a DC 10 Charisma ability check. 
  Choose one of the following two effects to apply to 
  creatures who fail their saving throw: 
  Calm Down, Everyone!. You suppress one effect 
  causing them to be charmed or frightened for 1 minute, 
  after which any suppressed effect resumes, provided its 
  duration has not expired. 
  You also make them indifferent about a number of 
  creatures of your choice equal to your Charisma modifier 
  that they are currently hostile toward. This indifference 
  ends if the target takes damage or if it witnesses any of 
  its friends being harmed. 
  When this ability ends, the targets know they were 
  turned. 
  Rally the Locals!. You the targets of an oncoming 
  danger, or rally them to defend themselves. As an action, 
  you encourage each individual to flee or fight. Designate 
  a creature type: aberrations, beasts, celestials, 
  constructs, dragons, elementals, fey, fiends, giants, 
  monstrosities, oozes, plants, or undead. Each target 
  makes a Charisma saving throw.  
  If they fail, they do what you suggest, and gain a 
  protective ward for 10 minutes.For the duration, they 
  can gain a reaction which they can use to impose 
  disadvantage upon an attack roll targeting them from the 
  creature type you warned them about.  
  If they succeed their saving throw, your appeal has no 
  effect upon them. This ability has no effect on creatures 
  that are player characters. 
  
   
  Old Gus’ Errata: Tales from the Weird West 
  10 
  Channel Divinity: Sure Shot 
  As an action, you use your Channel Divinity to 
  consecrate a number of pieces of ammunition equal to 
  your paladin level. The blessing lasts for 1 hour. Each 
  piece of ammunition is magical, and when fired, the 
  attacker receives a bonus to attack rolls made with it 
  equal to half your Charisma modifier (minimum 1).  
  Will You Ride With Us? 
  Starting at 7th level, you and friendly creatures within 15 
  feet of you can’t be frightened while you are conscious. If 
  the creature is a mount, its speed increases by 5 feet. 
  At 18th level, the radius increases to 30 feet, and 
  bonus to a mount’s speed is increased to 10 feet. 
  We, the Immortal Riders 
  At 15th level, you can empower nearby steeds. As an 
  action, you can grant all creatures serving as a mount 
  and benefiting from your Will You Ride With Us? feature 
  gain temporary hit points equal to twice your paladin 
  level, and they have advantage on Dexterity and 
  Constitution saving throws as long as they have a rider.  
  Additionally, mounted creatures benefiting from Will 
  You Ride With Us? have advantage on any check or 
  saving throw they make to that would results in them 
  being unwillingly dismount.  
  Once you use this ability, you can’t use again until you 
  complete a long rest. 
   
   
  Illustration by Josh Cotton 
  RANGER 
  CONCLAVE OF THE DROVER 
  Drovers have an extraordinary affinity for wilderness and 
  the creatures that range upon them, especially those that 
  move in herds. They move animals through or watch 
  over large expanses of land, and learn every canyon and 
  hill around over extended years of drives. 
  A drover’s keen attunement to groups of like creatures 
  makes them respectable allies who always put the well-
  being of the group ahead of their own comfort. They tend 
  to keep a keen eye over the mood and health of others, 
  making friendly suggestions or sharing wilderness 
  wisdom with those closest to them. 
  While drovers can be quiet, thoughtful types, some 
  enjoy blowing off pent-up energy from months traveling 
  the wilds in solitude when they do get a chance to go into 
  town, and can engage in some of the most intense 
  drunken revelry when they do.  
   
  Note: This material assumes the use of Unearthed Arcana: 
  The Ranger, Revised for the core features of the ranger class. 
  Prairie Proficiencies 
  When you choose this conclave at 3rd level, you gain 
  proficiency in the Animal Handling and Insight skills, 
  martial firearms, ropes, and one musical instrument of 
  your choice. 
  Straight Shooter 
  At 3rd level, you master shooting in wide open spaces. 
  Firearms you are proficient with have their range 
  increased by a number of feet equal to 5 × your Wisdom 
  modifier. 
  Additionally, the first attack you make on your turn 
  receives a bonus to the attack roll equal to your Wisdom 
  modifier. If it hits, it deals an additional 1d8 damage. 
  Trail Boss 
  Also at 3rd level, You learn the Message cantrip, and can 
  speak to beasts not hostile to you with it. You can target 
  of a number of additional beasts of the same type equal 
  to your Wisdom modifier with the same message. 
  
   
  Old Gus’ Errata: Tales from the Weird West 
  11 
  Drover Magic 
  You learn additional spells when you reach certain levels 
  in this class, as shown in the Drover Spells table. These 
  spells count as a ranger spells for you, don't count 
  against the number of ranger spells you know, and you 
  gain additional unique benefits with them. 
  Drover Spells 
  Ranger 
  Level 
  Drover Spells 
  Additional Effects 
  3rd 
  Animal Friendship 
  You can target an additional 
  number of beasts of the 
  same type equal to your 
  Wisdom modifier. 
  5th 
  Beast Bond 
  You can target an additional 
  number of beasts of the 
  same type equal to your 
  Wisdom modifier. 
  9th 
  Feign Death 
  You can cast the spell upon 
  yourself, and decide ahead of 
  time how long the spell will 
  last.  
  13th 
  Dominate Beast 
  You can target an additional 
  number of beasts of the 
  same type equal to your 
  Wisdom modifier. 
  17th 
  Dream 
  If you are within view of an 
  open sky, and there is a 
  friendly beast who can see or 
  hear you within 60 feet of 
  you, both you and the beast 
  enter the Astral Plane 
  together for the duration. 
  Extra Attack 
  At 5th level, you can attack twice on your turn when you 
  take the Attack action.  
  The Simple Life 
  At 7th level, you are always at home with yourself. You 
  gain proficiency with Wisdom saving throws. If you 
  already have this proficiency, you instead gain 
  proficiency in Intelligence or Charisma saving throws 
  (your choice). 
  Fearless Wrangler 
  At 11th level, you can add your Wisdom modifier to any 
  rolls made against your favored enemy to grapple, 
  escape a grapple, or rope, and you have advantage on 
  your Wisdom saving throws against any spell or ability 
  they might use against you. 
  I Just Like Wearing This 
  At 15th level, when you are wearing light armor, you can 
  add your Wisdom modifier to your Armor Class. 
   
   
  Illustration by Guiliano Brocani 
  ROGUE 
  ROGUISH ARCHETYPE: CRACK SHOT 
  Crack shots have a knack for hitting opponents behind 
  cover or survive otherwise impossible odds in an intense 
  gunfight. While not as showy with their gunplay as 
  shootists or gamblers, they are just as fast on the draw, 
  and even more deadly, especially to an unaware target. A 
  crack shot is somehow always able to get the drop on an 
  enemy, or exploit a strategic weakness. 
  
   
  Old Gus’ Errata: Tales from the Weird West 
  12 
  I See ‘Em 
  When you select this roguish archetype at 3rd level, you 
  can use your cunning action to mark a target you can 
  see. When you make a firearm attack against your 
  marked target, and they have ½ cover, you can ignore it, 
  and if it has ¾ cover, you can make your attack roll as if 
  it had ½ cover. When you hit your marked target with a 
  firearm, you can deal Sneak Attack damage to it. You can 
  only mark one creature at a time.  
  Tumbleweed 
  Also at 3rd level, you can use your cunning action to 
  tumble, moving a up to number of feet equal to 5 × your 
  Dexterity modifier in a straight line. During this 
  movement, you are immune to attacks of opportunity. 
  You may not tumble through the spaces of creatures 
  smaller than yourself. 
  Grace Under Fire 
  At 9th level, you gain two new uses for your cunning 
  action: 
  • Duck and Cover. Until the start of your next turn, you can 
  benefit from cover as if you were one size smaller than you 
  are. 
  • Quick Draw. You can holster or draw one firearm. 
  Warning Shot 
  At 13th level, when you roll initiative, you can elect to 
  immediately make one attack with a firearm. If the attack 
  hits, the target becomes easier others to strike; attack 
  rolls against that target have advantage until the start of 
  your next turn. 
  Showdown 
  At 17th level, if you take the Attack action on your turn, 
  you can make one additional attack as a bonus action with 
  the same firearm. This attack can benefit from your Sneak 
  Attack even if you have already used it this turn, but you 
  can't use your Sneak Attack against the same target more 
  than once in a single turn. 
   
  Illustration by Vinícius Muniz 
  SORCERER 
  THE POWDER HOUND 
  Uncanny individuals colloquially known as “powder 
  hounds” are quite literally the children of ancient wars 
  when magic and gunpowder were first harnessed 
  together. Exactly how their powers first entered the 
  bloodlines of these individuals is a story lost to annals of 
  time, but powder hounds have an uncanny ability to 
  sense gunpowder at a distance, a feature that has 
  become the common namesake for their kind. Indeed, 
  most of them are loathe to be separated from the 
  substance, always keeping a quantity on their person, 
  and can be seen inhaling small quantities of it when they 
  think no one else is looking. 
  Competent powder hounds can manipulate the 
  concussive force the ignition of gunpowder produces, 
  using a rifle’s cartridges as a focus for these abilities, or 
  even locate a bullet they have already shot out of a barre, 
  boosting it with the energy produced from a second shot 
  from the same firearm. 
  Powder hounds often take up mercenary work, bounty 
  hunting, mining through the use of explosives, or other 
  professions where their abilities are at a premium. 
  
   
  Old Gus’ Errata: Tales from the Weird West 
  13 
  Born to the Stuff 
  At 1st level, your affinity with firearms and gunpowder 
  manifests, and you gain the following benefits: 
  • You are proficient with martial firearms that lack the burst, 
  spread or heavy properties. 
  • You can use a powderhorn as a component pouch. 
  • If there is gunpowder within 500 feet × your sorcerer level of 
  you, you know it and where to find it.  
  • As a bonus action, you can inhale a quantity of gunpowder as 
  a stimulant. You heal for a number of hit points equal to your 
  sorcerer level, and for the next 10 minutes, you make any 
  Wisdom (Perception) and Intelligence (Investigation) checks 
  with a bonus equal to your Charisma modifier. When the 
  effect ends, you must succeed a DC 14 Constitution saving 
  throw. If you fail, you are blinded for 1 hour. 
  Reaction Relocation 
  When you reach 3rd level in this class, you can 
  manipulate the explosive forces your firearm creates. As 
  an action, you can spend 2 sorcery points and 1 piece of 
  ammunition to instead relocate the concussive force 
  from within your firearm’s chamber to a place of your 
  choosing within 60 feet of you. When you do, creatures 
  in a 5-foot radius of the explosion must succeed a 
  Dexterity saving throw or take 1d6 thunder damage. The 
  damage increases by 1d6 when you reach 5th, 11th, and 
  17th level in this class. 
  Powder Sorcery 
  At 6th level, you can use your sorcery points to combine 
  gunplay and sorcery. You gain the following abilities: 
  • Two-Shot. When you take the Attack action using a firearm 
  you are proficient with, you can spend 1 sorcery point to 
  make a second attack with it. 
  • Bullet Float. When you take the Attack action using a 
  firearm you are proficient with, you can spend 1 sorcery 
  points and 1 additional piece of ammunition, using the 
  second gunpowder reaction to increase the bullet’s flight 
  time, doubling the weapon’s range for the attack. If it hits, 
  add your Charisma modifier as additional damage. 
  • Bulletproof. As a bonus action, you can spend 1 sorcery 
  point to gain resistance to piercing damage for 1 minute. 
  Explosive Vengeance 
  At 14th level, whenever a creature you can see attacks 
  with a firearm, you can make a ranged spell attack roll 
  using your reaction. If your roll is higher than the 
  creature’s attack roll, their attack backfires, and they 
  instead take your Sorcerer level as thunder damage. 
  Powder Trance 
  At 18th level, you are no longer at risk for powder 
  blindness when you use gunpowder as a stimulant, and 
  inhaling a large quantity causes you to enter a powder 
  trance. You can use your bonus action and spend 6 
  sorcery points to enter a powder trance for 1 minute. For 
  the duration, you gain the following benefits: 
  • You add your Charisma modifier to all attack and damage 
  rolls you make with firearms that you are proficient with. 
  • You do not need to spend additional sorcery points to use 
  your Two-Shot, Bullet Float or Bulletproof abilities. 
   
  Additional Metamagic Options 
  Spellslinging 
  When you gain this metamagic option, you can cast spells 
  using a firearm you are holding and proficient with as your 
  spellcasting focus. If the weapon has a magical bonus to 
  attacks made with it, you may add that bonus to your ranged 
  spell attack rolls. 
  Additionally, designate a number of cantrips or spells 
  equal to your Charisma modifier as spellslinging spells. By 
  spending 1 sorcery point, you can use a firearm to shoot a 
  spell out it. Spellslinging in this manner requires a 
  gunpowder-based firearm, and consumes the usual 
  ammunition cost, as well an appropriate spell slot. You do 
  not add the firearm’s usual damage to spells cast in this 
  manner. You can use your spellslinging ability to modify 
  spells you case in two ways: 
  Spellshot. If a spell requires a ranged attack roll or if the 
  spell’s required saving throw targets only a single creature, 
  you can cast it using a firearm that lacks the burst or spread 
  properties, using the firearm’s range, if it exceeds that of the 
  spell’s. The spell uses your sorcerer spell save DC. 
  Reshape. If the spell targets multiple creatures or creates 
  an area of effect, you can alter the area of effect to those of 
  firearm’s burst or spread properties, using the firearm’s or 
  spell’s range, whichever is greater. The spell uses your 
  sorcerer spell save DC or that of the firearms, whichever is 
  higher. 
  Whenever you gain a sorcerer level, you may exchange one 
  spellslinging spell for another spell you know. 
   
  
   
  Old Gus’ Errata: Tales from the Weird West 
  14 
   
  Illustration by Sentinel13 
  WARLOCK 
  OTHERWORLDLY PATRON:                   
  THE RE-ANIMATOR 
  What those of true learning gain through years of careful 
  study, the re-animator bypasses with wanton, impatient 
  abandon, exchanging their very soul for knowledge they 
  have not earned. Brilliant and charismatic, the re-
  animator convinces themselves and occasionally a few 
  others of their noble intent: that their knowledge will one 
  day be used to help or even save the world from itself. 
  Making use of this forbidden knowledge usually 
  requires bodies in copious quantities. Re-Animators 
  prefer a life of isolation with a regular supply of fresh 
  corpses. Given enough resources, most re-animators will 
  isolate themselves, with their creations functioning as 
  surrogate children within their delicate psyche.  
  Eventually, most re-animators end up unleashing a 
  horror upon the world that only they can stop, or meet 
  the even more unfortunate end, falling prey to their own 
  creations, a punishment for tampering with the laws of 
  nature and the forces of life and death. 
  Extended Spell List  
  Spell 
  Level 
  Spells 
  1st 
  Dissonant Whispers, Tasha’s Hideous Laughter 
  2nd 
  Calm Emotions, Gentle Repose 
  3rd 
  Animate Dead, Life Transference 
  4th 
  Fabricate, Mordenkainen's Private Sanctum 
  5th 
  Skill Empowerment XGE, Modify Memory 
  Laboratory Work 
  At 1st level, you become proficient with the Medicine 
  skill and alchemist’s supplies.  
  You learn the Spare the Dying cantrip. It counts as a 
  warlock cantrip for you, but it doesn't count against your 
  number of cantrips known. 
  Maniacal Laughter 
  Also at 1st level, when a creature that can hear you 
  misses you with an attack, you can use your reaction to 
  laugh maniacally. The creature that attacked you must 
  succeed a Wisdom saving throw or be frightened of you 
  until the end of its next turn. For the duration, you have 
  advantage on attack rolls you make against the creature. 
  Once you use this feature, you can't use it again until 
  you finish a short or long rest. 
  Prototype Serum 
  At 6th level, you can spend ten minutes to use your 
  alchemist’s supplies to prepare a vial of prototype serum, 
  which retains potency for 24 hours. You can administer a 
  vial of your serum to a willing living creature using your 
  action, or to an unwilling living creature by making a 
  melee spell attack. If your serum requires a saving 
  throw, it matches that of your warlock spell save DC. 
  You decide what your serum does when you create it, 
  choosing from the following options: 
  • Acidic Microbes. The target withers from the inside, taking 
  3d10 acid damage. If the target resists piercing damage, 
  even from non-magical attacks, you make your attack with 
  disadvantage. If the target is immune to piercing damage, 
  you cannot inject the them.  The potency increases as you 
  gain warlock levels, to 4d10 at level 11, and 5d10 at level 17.  
  • Re-Animation Serum. The serum re-animates a recently 
  slain corpse into a zombie as if you had created it with the 
  Animate Dead spell. 
  • Resilient Serum. The serum grants the target a number of 
  temporary hit points equal to your warlock level and 
  resistance to one damage type of your choice. The serum 
  lasts for one hour. 
  • Super Serum. Choose an ability score. For the next 1 
  minute, the target gains a bonus to that ability equal to 1 + 
  half your Charisma modifier, to a maximum of 24. 
  • Super Venom. Choose an ability score. The target makes a 
  Constitution saving throw. If they fail, that ability score is 
  reduced by an amount equal to your 1 + half your Charisma 
  modifier for 1 minute. The creature repeats its saving throw 
  at the end of its turns, ending the effect on a success. 
  
   
  Old Gus’ Errata: Tales from the Weird West 
  15 
  • Truth Serum. The target makes a Constitution saving throw. 
  If they fail, they are under the effect of the Tasha’s Hideous 
  Laughter spell. They make a Wisdom saving throw. If they 
  fail, they come under the effect of the Zone of Truth spell. 
  Either effect lasts for 10 minutes. 
  Once you prepare your serum, you can’t do so again 
  until you finish a long rest. 
  Combine Corpses 
  At 10th level, when you use your action to cast the 
  Animate Dead spell, you can use your bonus action to 
  combine four zombies that are each within 20 feet of one 
  another into an Ogre Zombie or combine four skeletons 
  into a Skeleton Minotaur.  
  Additionally, you can use your action to sacrifice one 
  skeleton or zombie under your control within 20 feet of a 
  combined corpse you have created, healing it for an 
  amount equal to the sacrificed creature’s remaining hit 
  points. You can only control one combined corpse at a 
  time, and it counts as four creatures toward your limit 
  with the Animate Dead spell. 
  Masterpiece Serum 
  At 14th level, you perfect your serum, and can prepare 
  up to two vials of your any serum formulae you know. 
  The masterpiece serum’s can be used to empower 
  humanoid or a zombie under your control, granting them 
  the following benefits for 1 hour: 
  • The target gains temporary hit points equal to your warlock 
  level. 
  • The target resists one damage type of your choice (you 
  choose when you create the serum). 
  • The target is proficient with Strength and Constitution 
  saving throws. 
  • The target adds your Charisma modifier to the damage of 
  melee attacks they make.  
  • The target can attack twice, instead of once, when they take 
  the Attack action on their turn. They ignore this benefit if 
  they already have a feature, like Extra Attack, that gives them 
  extra attacks. 
  After the serum's power fades, the target must succeed 
  a DC 14 Constitution saving throw or suffer one level of 
  exhaustion. 
   
  Additional Eldritch Invocations 
  Booming Laughter 
  Prerequisite: Booming Blade SCAG cantrip 
  The target of your Booming Blade also has their movement 
  speed reduced by 10 feet. 
  Frigid Fingers 
  Prerequisite: Chill Touch cantrip 
  When you hit a creature with your Chill Touch cantrip, they 
  have disadvantage on attack rolls against you until the end 
  of your next turn, even if they are not undead, unless they 
  resist or are immune to necrotic damage. 
  Homunculus Helper  
  Prerequisite: Pact of the Chain 
  When you summon your familiar, it can instead assume the 
  form of a Homunculus instead of its usual form. Your 
  familiar’s homunculus form has additional hit points equal 
  to half your warlock level and can speak, but it is limited to 
  two-word sentences, for example “Yes, master”. 
  Faustian Firearm  
  Prerequisite: Pact of the Blade 
  You become proficient with martial firearms that lack the 
  heavy or two-handed properties. If you have the Pact of the 
  Blade feature, you can use it to summon a firearm with a 
  kick rating of 13 or less. 
  In addition, the firearm gains a +1 bonus to its attack and 
  damage rolls, unless it is a magic weapon that already has a 
  bonus to those rolls. The weapon you conjure can be a 
  revolver, hunting rifle, muzzle-loading rifle, shotgun, sawed-
  off double-barrel shotgun. high-caliber revolver, breech-
  loading rifle, or double-barrel scattergun. You are still 
  subject to any kick requirements of the firearm you summon. 
  If you summon a weapon with the burst or spread 
  properties, you can use your warlock spell save DC in place 
  of the weapon’s burst or spread rating. 
  You can use any firearm you summon with your Pact of 
  the Blade feature as a spellcasting focus for your warlock 
  spells. 
  Polarity Switch 
  Prerequisite: Lightning Lure SCAG cantrip 
  The range of your Lightning Lure doubles, and you can 
  choose to push the target away from you instead of pulling it 
  toward you.  
  Toxic Jet 
  Prerequisite: Poison Spray cantrip 
  Your poison spray becomes a 10-foot line, and is able to hit 
  up to two creatures. You add your Charisma modifier to the 
  damage done by the spell to the first creature it hits, but not 
  the second. 
   
   
  
   
  Old Gus’ Errata: Tales from the Weird West 
  16 
   
  Illustration by i-am-knot 
  WIZARD 
  ARCANE TRADITION: ARCANE AVENGER 
  While wizards came to appreciate firearms considerably 
  later than most, there’s a strong argument to be made 
  that those few with an eye for the future have maximized 
  the potential of firearms, marrying new sciences to 
  thousands of years of arcane study. Indeed, most of the 
  super-weapons that have left the world dotted in 
  uninhabitable wastelands are the result of the greatest 
  successes their kind have achieved over the centuries. 
  Traveling wizards who favor firearms are known as 
  Arcane Avengers. They are folk of both learning and of 
  action, and the unpredictability they wield between 
  magic and skill with a firearm can make them a friend 
  indeed or a deadly opponent. 
  Got Shot Once. Didn’t Care For It. 
  When you adopt this tradition at 2nd level, you learn the 
  Shield spell if you do not already know it, and it doesn’t 
  count against the number of spells you can prepare each 
  day. When you cast the Shield spell, until the start of 
  your next turn, any additional damage you sustain from 
  non-magical firearm attacks is reduced by an amount 
  equal to your Intelligence modifier (minimum: 1). 
  Cantrip Ammunition 
  Also at 2nd level, you can spend 10 minutes to create 
  magical ammunition, each of which is suited for a 
  firearm of your choice. You can create a number of 
  pieces of ammunition equal to half your wizard level.  
  Each piece of ammunition you create is imbued with a 
  wizard cantrip you know. Once created, anyone can fire 
  your cantrip ammunition. The ammunition dissolves into 
  mist if it travels a number of feet away from you equal to 
  100 × your Intelligence modifier (minimum 1). 
  A creature can use cantrip ammunition by chambering 
  it into an appropriate firearm and firing it using its 
  weapon’s attack roll, range and saving throw DC if it has 
  the burst or spread properties. If you fire your cantrip 
  ammunition yourself, you can use your spell save DC if it 
  is higher. When fired as part of a firearm attack, the 
  ammunition deals the cantrip’s damage and additional 
  effects. When fired by creatures other than you, the 
  damage is calculated using only your wizard levels. 
  Once you use this ability, you must complete a long 
  rest before you can do so again. 
  Firearm Type 
  Cantrip Ammunition Spells 
  Attack Roll 
  Booming Blade SCAG, Chill Touch, Fire Bolt, 
  Green-Flame Blade SCAG, Lightning Lure SCAG, 
  Ray of Frost, Shocking Grasp 
  Saving Throw 
  Acid Splash, Infestation XGE, Poison Spray, 
  Sword Burst SCAG, Toll the Dead XGE 
  Spellslinger 
  At 6th level, you gain proficiency in tinker’s tools if you 
  do not already have it. You can create or customize your 
  favorite firearm that you are proficient with that lacks the 
  burst and spread properties. That firearm becomes your 
  spellslinger. The process consumes 100g of materials 
  and takes 40 hours of work with your tinker’s tools to 
  complete and attune yourself to the firearm.  
  When you are finished, you can summon your 
  spellslinger to your hand using a bonus action, and you 
  can use it as an arcane focus. When you summon it, only 
  the firearm and any cantrip ammunition you created in 
  its chamber is retrieved, any other ammunition it 
  contained is left behind. Other creatures can hold it, but 
  it will not fire for anyone other than you. You can dismiss 
  your spellslinger at any time. 
  Most arcane avengers treat their signature firearms 
  like pets or even lovers, often naming them, and love to 
  show them off to anyone interested. You can only have 
  one spellslinger at a time.  
  
   
  Old Gus’ Errata: Tales from the Weird West 
  17 
  I Love This Gun 
  Also at 6th level, you can channel arcane energy through 
  your spellslinger. The effects last for 1 minute or until 
  the firearm leaves your hand. Choose one of these 
  damage types: acid, cold, fire, lightning, or thunder. For 
  the duration, the firearm has a +1 to attack rolls and 
  deals an additional 1d6 damage of the chosen type. 
  You can use this feature twice, and regain the ability 
  when you finish a short rest. 
  Can’t Miss 
  Beginning at 10th level, when you use your I Love This 
  Gun ability, you receive a bonus to attack rolls made with 
  your spellslinger equal to half your Intelligence modifier, 
  rounded up. 
  Have I Mentioned I Love this Gun? 
  At 14th level, you add your Intelligence modifier 
  (minimum of +1) to the additional damage done by your 
  spellslinger when you use your I Love This Gun ability. 
   
   
  Illustration by Mauricio Guimaraes 
   
  Illustration by El Hino 
   
   
  Make it a western, then make it weird, then make it 
  even weirder! 
  Dungeons & Dragons’ official subclasses are intended to be 
  viable choices for this setting! A selection of backgrounds 
  feats provides new avenues for any character to learn to 
  shoot, riding, rope and more! 
  You can find more of Old Gus’ Errata by clicking the link in 
  the Table of Contents in this document. 
  In addition to the class archetypes presented here, 
  (particularly the Path of the Perfectionist Barbarian, 
  Pestilence Domain Cleric and Way of the Luchador Monk) 
  and other subclasses that appear in Old Gus’ Errata: Heroes 
  of the Multiverse make for excellent player choices in this 
  setting! 
   
  
   
  Old Gus’ Errata: Tales from the Weird West 
  18 
  BACKGROUNDS 
  BOUNTY HUNTER 
  You have spent your days scouring the lawless wastes 
  looking for those who have committed crimes on behalf 
  of the law, or are hired by someone with enough money 
  to afford vengeance for hire. You may have been an 
  outlaw yourself once, and now use your knowledge of the 
  criminal underworld to track your prey. 
   
  Skill Proficiencies. Choose two from among 
  Deception, Insight, Intimidation, Persuasion, Survival 
  and Stealth 
  Tool Proficiencies. Ropes and thieves' tools 
  Equipment. Common clothes, 50 feet of rope 
  Feature: I’m Lookin’ for Someone. You are in 
  frequent contact with law enforcement or other 
  enterprises who might pay for your services. This 
  connection comes in the form of a contact in towns or 
  cities you visit: a person who provides information about 
  the people and places of the local area. You know the 
  edible plants of sandy wastes, and are able to scrounge 
  enough food for yourself and one other person upon 
  them. 
  d8 
  Personality Trait 
  1 
  I always have a plan for when things go 
  wrong. 
  2 
  I am always calm, no matter what the situation. I 
  never raise my voice or let my emotions control me. 
  3 
  The first thing I do in a new place is note the locations 
  of everything valuable— or where such things could 
  be hidden. 
  4 
  I would rather make a new friend than a new enemy. 
  5 
  I am incredibly slow to trust. Those who seem the 
  fairest often have the most to hide. 
  6 
  I don't pay attention to the risks in a situation. Never 
  tell me the odds. 
  7 
  The best way to get me to do something is to tell me I 
  can't do it. 
  8 
  I blow up at the slightest insult. 
   
  d6 
  Ideal 
  1 
  Honor. I don't compete with others in the trade. 
  (Lawful) 
  2 
  Freedom. Chains are meant to be broken, as are 
  those who would forge them. (Chaotic) 
  3 
  Charity. I steal from the wealthy so that I can help 
  people in need. (Good) 
  4 
  Greed. I will do whatever it takes to become wealthy. 
  (Evil) 
  5 
  People. I'm loyal to my friends, not to any ideals, and 
  everyone else can take a trip down the Styx for all I 
  care. (Neutral) 
  6 
  Redemption. There's a spark of good in everyone. 
  (Good) 
   
  Illustration by Genek 
   
  d6 
  Bond 
  1 
  I'm trying to pay off an old debt I owe to a not-so-
  generous benefactor. 
  2 
  My pay goes to support my family. 
  3 
  Something important was taken from me, and my 
  work is my way of righting that wrong. 
  4 
  I will become the greatest bounty hunter that ever 
  lived. 
  5 
  I'm guilty of a terrible crime myself, and hope no one 
  ever comes looking for me on account of it. 
  6 
  Someone I loved died because of a mistake I made. 
  That will never happen again. 
   
  d6 
  Flaw 
  1 
  When I see a large bounty, I can't think about 
  anything but how to claim it. 
  2 
  When faced with a choice between money and doing 
  the right thing, I usually choose the money. 
  3 
  If there's a plan, I'll forget it. If I don't forget it, I'll 
  ignore it. 
  4 
  I have a 'tell' that reveals when I'm lying. 
  5 
  I turn tail and run when things look bad. 
  6 
  An innocent person is in prison for a crime that I 
  committed. I'm okay with that. 
   
  
   
  Old Gus’ Errata: Tales from the Weird West 
  19 
  CARD SHARK 
  You tend to stay in a town for as long as your luck holds. 
  You might play fair, or cheat regularly and make a hasty 
  exit once discovered, taking any ill-gotten gains with you. 
  You are always on the lookout for a table to sit at, and 
  know how to read a tell while keeping yours hidden. 
   
  Skill Proficiencies. Choose two from among 
  Deception, Insight, Persuasion, and Sleight of Hand 
  Tool Proficiencies. Two types of gaming set 
  Equipment. A set of fine clothes, a gaming set with 
  which you are proficient, and a cheater’s set of the same, 
  such as weighted dice, or a deck of marked cards), and a 
  piece of counterfeit jewelry that looks valuable but is 
  worthless, and a belt pouch containing 15 gp. 
  Feature: Hustler. You have a knack for recognizing 
  your own kind in settlements you visit. Other gamblers 
  are easy to pick out for you, and you can spot a mark a 
  mile away. Using this knowledge, you can always find a 
  place to gamble in a manner that suits your immediate 
  needs: low stakes with a low payout, or high stakes with 
  high payouts. 
   
  d8 
  Personality Trait 
  1 
  I fall in and out of love easily, and am always pursuing 
  someone. 
  2 
  I have a joke for every occasion, especially occasions 
  where humor is inappropriate. 
  3 
  Flattery is my preferred trick for getting what I want. 
  4 
  I'm a born gambler who can't resist taking a risk for a 
  potential payoff. 
  5 
  I lie about almost everything, even when there's no 
  reason to. 
  6 
  Sarcasm and insults are my weapons of choice. 
  7 
  I keep multiple holy symbols on me and invoke 
  whatever deity might come in useful at any given 
  moment. 
  8 
  I pocket anything I see that might have some value. 
   
  d6 
  Ideal 
  1 
  Independence. I am a free spirit—no one tells me 
  what to do. (Chaotic) 
  2 
  Fairness. I never target people who can't afford to 
  lose a few coins. (Lawful) 
  3 
  Charity. I distribute the money I acquire to the people 
  who really need it. (Good) 
  4 
  Creativity. I never use the same technique at the table 
  twice. (Chaotic) 
  5 
  Friendship. Material goods come and go. Bonds of 
  friendship last forever. (Good) 
  6 
  Aspiration. I'm determined to make something of 
  myself. (Any) 
   
   
  Illustration by Ahn Pham 
   
  d6 
  Bond 
  1 
  I won big against the wrong person and must work to 
  ensure that this individual never crosses paths with 
  me or those I care about. 
  2 
  I owe everything to my mentor—a horrible person 
  who's probably rotting in jail somewhere. 
  3 
  Somewhere out there, I have a child who doesn't 
  know me. I'm making the world better for him or her. 
  4 
  I come from a rich family, and one day I'll reclaim my 
  lands and title from those who stole them from me. 
  5 
  A powerful person killed someone I love. Someday 
  soon, I'll have my revenge. 
  6 
  I ruined a person who didn't deserve it while cheating 
  in a game of chance. I seek to atone for my misdeeds 
  but might never be able to forgive myself. 
   
  d6 
  Flaw 
  1 
  I can't resist a pretty face. 
  2 
  I'm always in debt. I spend my ill-gotten gains on 
  decadent luxuries faster than I bring them in. 
  3 
  I'm convinced my luck never runs out. 
  4 
  I can't resist taking a risk if there's money involved. 
  5 
  I can't resist taking the money of people who are 
  more powerful than me. 
  6 
  I hate to admit it and will hate myself for it later, but 
  I'll run and preserve my own hide if the going gets 
  tough. 
  
   
  Old Gus’ Errata: Tales from the Weird West 
  20 
   
  Illustration by Antony Carlyon 
  COURIER 
  Couriers make a living delivering mail, packages and 
  other small items as quickly as possible, avoiding the 
  dangers of the wildernesses with blazing speed. They 
  run a particular route repeatedly, stopping for only a few 
  seconds to drop off, pick up, and re-mount before 
  continuing their route, switch to a fresh mount at each 
  settlement or checkpoint they visit. 
   
  Skill Proficiencies. Choose two from Animal 
  Handling, Perception, Nature and Survival. 
  Tool Proficiencies. Blacksmith’s Tools 
  Languages. One language of your choice 
  Equipment. A saddle and bridle, a set of leather 
  saddlebags containing 5 days of rations, 1d6 undelivered 
  letters, 1d2 undelivered packages, and a pouch 
  containing 10 gp. 
  Feature: Midnight Rider. While mounted, you can 
  maintain a hard travel pace for twice as long without 
  exhausting your mount. You are able to shoe a horse 
  with the bare minimum of materials in just a few 
  minutes, and read oncoming weather patterns with 
  uncanny accuracy, and locate fresh water for yourself 
  and up to two other people (or mounts) each day. 
   
  d8 
  Personality Trait 
  1 
  My first loyalty is to my mount. 
  2 
  I’ve got a lover in every town I ride to, and hope they 
  never find out about one another. 
  3 
  I’ve lived years where rest as a precious commodity. I 
  can fall asleep at the drop of a hat. 
  4 
  I always keep my focus on the next horizon. 
  5 
  I’m curious beyond all reason, and love to shake 
  packages and guess what’s inside of them. 
  6 
  I always take time to appreciate the natural beauty of 
  the world around me. 
  7 
  I’m a person of few words. 
  8 
  I can’t remember names, so everyone gets a 
  nickname. 
   
   
  d6 
  Ideal 
  1 
  The mail must go through. The trust folk put in my 
  ability to deliver their items is sacred to me. (Good) 
  2 
  Best part of this job is the scenery. Time alone 
  under the open sky and the rhythm of hooves on the 
  ground is where my happy place is. (Neutral) 
  3 
  Graft. There’s no end to the number of valuable 
  things that can just “go missing” in this line of work, 
  and there’s nothing wrong with skimming off the top 
  or allying with bandits. (Evil) 
  4 
  Civilization. Letters and deliveries bind the world 
  together, and those are bonds that should never be 
  broken. (Lawful) 
  5 
  Any job’ll do. I’ll take any job from anyone if the price 
  is right. I don’t even want to know what I’m carrying, 
  do I? (Chaotic) 
  6 
  Makin’ my way. This is a job like any other, I just 
  happen to be good at it, and it pays well enough. 
  Getting by is its own reward in this world. (Any) 
   
  d6 
  Bond 
  1 
  I return to the same haunts on my route to check in 
  on the people I know along the way for the latest 
  gossip. 
  2 
  I’ve got a lover in every town I ride to, and I hope they 
  never find out about one another. 
  3 
  I once lost something precious on a delivery and I’ve 
  never lived it down among my colleagues. 
  4 
  I lost my horse in the wilderness and had to finish a 
  delivery on foot. Experiencing the dangers of the 
  wastes without the safety that speed guaranteed 
  changed me forever.  
  5 
  Bandits once robbed me of everything I had and left 
  me for dead. I barely escaped with my life. I’ll get 
  revenge one day. 
  6 
  I left my family to ride hard, and I just never stopped. 
  I wonder what they’re up to sometimes, or if they ever 
  think about me at all. 
   
  d6 
  Flaw 
  1 
  I’m not risking my neck for anything or anyone. If the 
  going gets tough, I’ll drop everything, turn tail and 
  run. 
  2 
  I hate enclosed spaces, and avoid them whenever 
  possible. 
  3 
  When I’m not on the job, I’m lazy. 
  4 
  I respond to criticism with lies and excuses. 
  5 
  I’m a drunk. Work’s the only thing that keeps me 
  sober. 
  6 
  I get along better with horses than people. 
  
   
  Old Gus’ Errata: Tales from the Weird West 
  21 
   
  Illustration by Saeed Jalabi 
  OLD COOT 
  You are an elder of your kind. Enduring good times and 
  bad gives you a perspective that others can’t ignore.  
  Others often come to you for a compelling story, folk 
  wisdom, tales of how things used to be, or for local 
  family histories no one else alive still remembers. 
   
  Skill Proficiencies. Choose two from Deception, 
  History, Insight, Performance and Religion. 
  Tool Proficiencies. Explosives, one musical 
  instrument of your choice 
  Equipment. Two concussion grenades, one musical 
  instrument with which you are proficient 
  Feature: Back in My Day. Your long life has given you 
  some perspective on how things are, how things used to 
  be, and how we ended up where we are. While you’re 
  likely to be known for past deeds, others might consider 
  you past your prime, but they’re also less likely to take 
  offense to things you might say or do. 
   
  d8 
  Personality Trait 
  1 
  I know a story for every occasion.  
  2 
  My sharp wit earns me the respect of the young.  
  3 
  I always need a nap, and love to rest my aching joints. 
  4 
  I miss the good old days, and never miss an 
  opportunity to let folk know it. 
  5 
  I can’t see anything without my spectacles anymore. 
  6 
  I refuse to let others tell me what to do or help me. 
  7 
  I love to offer people candy. 
  8 
  I’m always encircled in a wreath of pipe smoke. 
   
  d6 
  Ideal 
  1 
  Future Generations. It is the duty of the old to live, 
  and if necessary, die for the young. (Good) 
  2 
  Respect your elders! Everyone should defer to the 
  wisdom and experience of the elderly - hey, that’s me! 
  (Neutral) 
  3 
  Wealth. After all these years, I’m still looking to strike 
  it rich and live my remaining years in the lap of luxury, 
  and I will do anything to make that happen. (Evil) 
  4 
  Development. The wilderness is out there, waiting to 
  be tamed by the brave and capable. (Lawful) 
  5 
  Keep to yourself. A fierce independence is the best 
  guarantor of survival in a cruel and complicated 
  world. (Chaotic) 
  6 
  A good death. I’ve lived long enough. One last ride, 
  and a good death of my own choosing? Sure. (Any) 
   
  d6 
  Bond 
  1 
  Most of my friends are dead, and I’m having more 
  trouble connecting to the living. 
  2 
  My heart aches for my departed spouse. 
  3 
  My children have all grown and gone into the world to 
  have families of their own. They are my pride and joy. 
  4 
  I’ve lived on this land all my life, and I expect to die 
  there. 
  5 
  I broke a promise when I was young, and am still 
  looking for a way to make up for it. 
  6 
  I fought in a great battle when I was young, and was 
  gravely  injured. Others had it worse, I suppose. 
   
  d6 
  Flaw 
  1 
  I’ll never admit it, but I just can’t keep up with these 
  young whippersnappers anymore. 
  2 
  I think about the old days so much that I tend to miss 
  out on the present. 
  3 
  My memory is like a sieve. I can’t remember anything 
  for long. 
  4 
  I get confused, but I never admit it when I do. 
  5 
  I’m lazy, and make excuses for it using to my age. 
  6 
  I’m get crotchety when I’m tired, and there’s nothing 
  anyone can do about it. 
   
   
   
  
   
  Old Gus’ Errata: Tales from the Weird West 
  22 
   
  Illustration by Angelique Shelley 
  PHOTOGRAPHER 
  You have taken up the relatively recent art of 
  photography, which requires special, heavy equipment 
  and a working knowledge of alchemy.  
  You can produce clear images of images you capture 
  with a camera, produce objects to derive either aesthetic 
  beauty or knowledge from. Your work has afforded you 
  some measure of travel, capturing subjects with your 
  camera and selling the images to interested parties later. 
   
  Skill Proficiencies. Choose one from Insight, Nature, 
  Perception, Persuasion, or Stealth. 
  Tool Proficiencies. Alchemist’s tools, Camera 
  Languages. One language of your choice 
  Equipment. Alchemist’s tools, A camera, 3 silver plate 
  exposures, and a pouch containing 10 gp 
  Feature: Photosensitive Alchemy. If you spend at 
  least 1 hour in dim light using your alchemist’s tools, you 
  can print a photograph you have taken onto a piece of 
  paper, or treat 1d6 pieces of silver plate with 
  photosensitive chemicals.  
   
  d8 
  Personality Trait 
  1 
  I can see beauty in anything, even if it disgusts others. 
  2 
  I have an appreciation for simple people and places. 
  3 
  Wealth and opulence are among my favorite subjects. 
  What people do with their money fascinates me. 
  4 
  I believe images of our times must be captured and 
  preserved for generations to come. 
  5 
  Stories are even better with pictures. I’m always 
  sharing my work with others. 
  6 
  I’m sentimental, and when I ask to take someone’s 
  portrait, it’s my way of letting them know I love them. 
  7 
  I prefer plants and animals to human subjects. 
  8 
  Photography is principally an instrument of science. 
   
  d6 
  Ideal 
  1 
  Ambition. I seek out opportunities for work, following 
  the industry closely and pursuing opportunities as 
  they arise. I’m a ruthless competitor. (Evil)  
  2 
  Beauty. Letting others experience the colors and 
  beauty of the world is a great reward. (Neutral) 
  3 
  Justice. There is so much pain in the suffering, and if 
  people just saw it they would be mobilized to action 
  against it. (Good) 
  4 
  Surveillance. Photograph is a powerful tool that can 
  depict things as they really are. (Lawful) 
  5 
  Fakery. A good photograph can convince the right 
  person of anything. Almost everyone trusts their eyes. 
  (Chaotic) 
  6 
  Abstraction. There’s a simple beauty to good work. 
  Light and shadow need one another to mean anything 
  at all. (Any) 
   
  d6 
  Bond 
  1 
  Taking up this trade has bankrupted me 
  2 
  I have a wealthy patron who buys my work regularly, 
  but their appetite for novelty knows no bounds. 
  3 
  I once took a scandalous photograph. 
  4 
  No one believes I am a great artist, but I’ll show them. 
  5 
  It’s a huge world and I aim to see as much of it as 
  possible. 
  6 
  I keep a print of my favorite photograph on my person 
  at all times.  
   
  d6 
  Flaw 
  1 
  I’m never paying attention. I live my life through a 
  lens. 
  2 
  I’m more interested in my past than my present. 
  3 
  I’m a bore. All I talk about my work. 
  4 
  I tend to treat people like objects. 
  5 
  I’m always obsessing about camera gear I don’t own. 
  6 
  I’m always on the sidelines and never really involved. 
   
  
   
  Old Gus’ Errata: Tales from the Weird West 
  23 
   
  Illustration by Damian Shouweiler 
  PROSPECTOR 
  You're just as comfortable working underground as 
  above. You know how to read a seam, dicker for 
  supplies, and listen up for rumors of mineral deposits. 
  You just haven't struck it rich...yet.  
   
  Tool Proficiencies. Athletics, Survival 
  Tool Proficiencies. Explosives, Land Vehicles 
  Equipment. Mining pick, shovel, climber’s kit, 50 feet 
  of rope, common clothes, a pouch containing 10 gp 
  Feature: Cave Adept. You never get lost in caves or 
  mines if you have either seen an accurate map of them or 
  have been through them before. Furthermore, you are 
  able to scrounge fresh water and food for yourself and as 
  many as one other person each day if you are in a mine 
  or natural caves. If you have enough light, you can 
  accurately identify minerals and ores. 
   
  d8 
  Personality Trait 
  1 
  Nothing bothers me for long. 
  2 
  I hate cave creatures with a passion. They took a fear 
  friend of mine, and nearly got me, too! 
  3 
  Anything worth doing takes time and practice. I have 
  learned to plan and wait for the things I want. 
  4 
  I can party with everyone. A stiff drink is the quickest 
  way to a good time and a new friend. 
  5 
  I’d rather be prospecting. This is okay; getting rich is 
  better. 
  6 
  If I just keep looking, I’ll strike it rich someday. 
  7 
  Those who don’t work with their hands are soft and 
  weak. 
  8 
  I’m jealous of others with an education. 
   
  d6 
  Ideal 
  1 
  Generosity. The riches of the earth are meant to be 
  shared (Good) 
  2 
  Greed. Gems and precious metals, I want them all for 
  myself. (Evil) 
  3 
  Mooch. Property, shmoperty! If I need it, I take and 
  use it. If i don’t, I leave it for someone else. (Chaotic) 
  4 
  Boundaries. I hate claim jumpers and I will fight to 
  protect a lawful claim. (Lawful) 
  5 
  Let it Be. I don’t meddle in others’ affairs, and I hate 
  it when anyone meddles in mine. (Neutral) 
  6 
  Materialist. Getting rich just makes life easier. (Any) 
   
  d6 
  Bond 
  1 
  My fellow miners and prospectors are my brothers 
  and sisters. 
  2 
  Someone saved my life when I was hurt and alone. I 
  owe them my life. 
  3 
  I’ve seen what over extraction can do to an area and 
  caution my fellow miners against overindulgence. 
  4 
  Gems are my favorite, even more than gold, land, 
  magic or power. 
  5 
  I want to explore new depths and scale new heights. 
  6 
  Someday I’m going to find the mother lode, then I’ll 
  spend the rest of my life in lavish luxury. 
   
  d6 
  Flaw 
  1 
  I’m uncomfortable spending time under the open sky. 
  I’d rather be indoors or underground. 
  2 
  I’m not used to being around other people much, and 
  sometimes I get grouchy with all this company. 
  3 
  I believe good tools are more reliable than people.  
  4 
  I guard my secrets and possessions. If anyone knew 
  about either, they’d take advantage of me. 
  5 
  I am obsessed with getting rich. I always have a 
  scheme brewing for making it big. 
  6 
  I’m afraid of the dark. 
  
   
  Old Gus’ Errata: Tales from the Weird West 
  24 
   
  Illustration by Eric Kenji 
  VAQUERO 
  You came up a ranch hands and cowpoke, tending to 
  broken fences, barn doors and other tasks to keep an 
  agrarian operation going. You’ve spent more time 
  outdoors than indoors, and that’s how you like it. Most 
  people take food for granted but you know where it all 
  came from and how it got to be what it is. The love and 
  animals and hundreds of sunsets after a day of honest 
  work is it’s own reward, but perhaps adventuring will 
  pay better than staying on the ranch.  
  Skill Proficiencies. Animal Handling, Nature 
  Tool Proficiencies. Carpenter’s Tools, Ropes 
  Equipment. Carpenter’s Tools, 50 ft. rope, a set of 
  common clothes, a token of your family, and a small 
  pouch containing 5 gp 
  Feature: Rancher’s Almanac. After a lifetime on the 
  ranch, you are able to discern simple information for 
  your companions. You can accurately predict the 
  weather for the next 24 hours. You know what food is 
  worth and can haggle for better prices for it.  
  You know the customs of ranchers and farmers, and 
  can barter for a safe night’s shelter on their property, and 
  how to make yourself useful in exchange. Your hosts will 
  not shelter you from the law it it would bring harm to 
  themselves. 
   
  d8 
  Personality Trait 
  1 
  The wisdom of the herd gives me a unique outlook. 
  2 
  As a child, I played hero. Now I’m determined to 
  become one. 
  3 
  Nothing is more important than a job well done. 
  4 
  I’ve never backed down from a barnyard brawl. 
  5 
  I think there’s a simple solution to everything. 
  6 
  I celebrate the little things in life because I don’t know 
  when the hard times will come. 
  7 
  I couldn’t wait to get out of life one the ranch. 
  8 
  I’m easily entertained. 
   
  d6 
  Ideal 
  1 
  Diligence. Don’t put off to tomorrow work that can be 
  done today. Laziness is a vice. (Lawful) 
  2 
  Preparation. Like the seasons, life changes frequently. 
  Prepare for change and you’ll come out on top. (Any) 
  3 
  Generous Pride. Watching another enjoy the fruits of 
  your labor is one of life’s luxuries. (Good) 
  4 
  Freedom. The landlord can’t see everything that goes 
  down in the stables. Enjoy life’s little opportunities to 
  let loose and have fun. (Chaotic) 
  5 
  Pecking Order. Every animal has a social hierarchy. 
  I’m the strongest, so what I say goes. (Evil) 
  6 
  Fairness. Everyone helps around the farm from a 
  young age, favorite child or not. All people must do 
  their part. (Lawful) 
   
  d6 
  Bond 
  1 
  I set out to earn riches for my family so they don’t 
  have to live season to season. 
  2 
  I’ve worked the land, and I will protect it at any cost. 
  3 
  Bandits pillaged and burned my hometown. I will 
  destroy those bandits one day. 
  4 
  My boss is kind, and I desire to make them proud. 
  5 
  I was born in bondage but earned my freedom. I will 
  become rich enough to free my family. 
  6 
  I am in love with a friend. I will do anything to protect 
  their perfect smile. 
   
  d6 
  Flaw 
  1 
  I distrust and dislike new people. Most people just 
  weren’t raised right. 
  2 
  I only know country manners, and I don’t know 
  proper behavior in civilized settings. I ain’t no 
  cosmopolitan. 
  3 
  I’m a gullible and naive country person. It’s easy for 
  people to con me. 
  4 
  I was born and raised a servant to my betters. I find it 
  hard to stand up to authority figures. 
  5 
  I love booze, and I can’t hold my liquor. 
  6 
  I ran from my wedding– a decision I regret, but that's 
  me: I’m running from my feelings instead of dealing 
  with them. 
  
   
  Old Gus’ Errata: Tales from the Weird West 
  25 
   
  Illustration by Marco Hasmann 
   
  Optional Rule: Everyone Takes A Feat at 1st Level 
  This optional rule allows players not playing the class 
  archetypes presented in this document to gain some of their 
  benefits, or to double down on some old-world mastery.  
   
  FEATS 
  Bless This Ammo 
  Prerequisite: The ability to cast the Ceremony XGE spell. 
  You increase your Intelligence, Wisdom or Charisma 
  score by 1, to a maximum of 20. 
  You can use the Ceremony spell to imbue a number of 
  bolts, arrows, sling bullets or ammunition equal to your 
  spellcasting ability modifier. Each projectile becomes 
  magical. The blessing ends after 1 hour, and you cannot 
  use the spell in this manner again until you complete a 
  long rest. 
  Born to the Saddle 
  Prerequisite: Dexterity 13 or higher 
  You increase your Dexterity Score by 1 to a maximum of 
  20. 
  Your mastery as a rider is apparent. You have 
  advantage on saving throws made to avoid falling off 
  your mount. If you fall off your mount and descend no 
  more than 10 feet, you can land on your feet if you're not 
  incapacitated. Mounting or dismounting a creature costs 
  you only 5 feet of movement, rather than half your speed. 
  Destructive Behavior 
  You increase your Strength or Dexterity Score by 1 to a 
  maximum of 20. 
  You have a terrifying ability with firearms that have the 
  burst or spread properties. DCs of such weapons are 8 + 
  your proficiency bonus + your Dexterity modifier if 
  higher than the weapon’s burst rating. Once on your 
  turn, you can deal an additional 1d8 damage to an object 
  you hit with such firearms. 
  Explosives Expert 
  Your Intelligence or Wisdom score increases by 1. 
  Detonators, timers and switches you prepare have 
  advantage on their malfunction rolls. 
  Equestrian Mastery 
  Prerequisite: Strength 13 or higher 
  Your bond with horses and other mounts is apparent to 
  all. You gain the following benefits: 
  • Your Wisdom score increases by 1, to a maximum of 20. 
  • You gain proficiency with the Animal Handling skill. If you 
  are already proficient, you can twice your proficiency bonus 
  to checks you make with it. 
  • Creatures you are mounted on have advantage on Wisdom 
  and Constitution saving throws, and their movement speeds 
  are increased by 10 feet. 
  • Creatures you are mounted upon can add your proficiency 
  bonus to their Dexterity (Acrobatics) checks and Strength 
  (Athletics) checks. 
  
   
  Old Gus’ Errata: Tales from the Weird West 
  26 
  Firearm Adept 
  You have a natural aptitude for firearms and never 
  struggles to learn to master them as others seemed to. 
  You gain the following benefits: 
  • You learn two trick shots of your choice from among those 
  available to the Shootist martial archetype in the fighter 
  class. If a trick shot you use requires your target to make a 
  saving throw to resist the shot’s effects, the saving throw DC 
  equals 8 + your proficiency bonus + your Dexterity modifier. 
  • If you already have gut dice, you gain one more; otherwise, 
  you have one gut die, a d6. These dice are used to fuel your 
  trick shots. A gut die is expended when you use it. You regain 
  your expended gut die when you finish a short or long rest. 
  You can take this feat multiple times, adding one 
  additional gut dice and two trick shots each time you do. 
  Firearm Training 
  You increase your Strength or Dexterity score by 1, to a 
  maximum of 20 and become proficient in all firearms 
  you are not already proficient with. 
  Frantic Reload 
  Prerequisite: Dexterity 13 or higher 
  If a hostile creature you can see is within 60 feet of you, 
  you can reload a firearm you are holding using your 
  reaction. You still need a free hand to reload the firearm. 
  Quick on the Draw 
  Prerequisite: Dexterity 13 or higher 
  You can add your Wisdom modifier to initiative rolls, and 
  when using your object interaction to holster or holster a 
  firearm, may make one additional object interaction of 
  similar kind. For example, you can draw or holster two 
  firearms simultaneously, or holster one firearm and 
  draw another. 
  Riding Shotgun 
  Prerequisite: Strength 13 or higher 
  You can fire a weapon that has the burst or spread 
  property but lacks the heavy property that you are 
  proficient with one hand.  
  Rope Adept 
  Prerequisite: Strength or Dexterity 13 or higher 
  You increase your Strength or Dexterity score by 1, to a 
  maximum of 20.  
  Your range on attack rolls made with a rope is 
  increased by a number of feet equal to your Proficiency 
  Bonus + your Strength modifier + your Dexterity 
  modifier. 
  Spellslinging Adept 
  Prerequisite: Cleric, Sorcerer, Warlock or Wizard 
  Designate one cantrip and one spell you know as 
  spellslinger spells. You can cast these spells using a 
  firearm you are holding and proficient with using it as a 
  spellcasting focus. 
  If the spell requires a ranged attack roll, you must be 
  using a firearm that lacks the burst or spread properties. 
  If the spell requires a saving throw, you must be using 
  firearm that has the burst or spread properties. 
  In either instance, these spells may use the firearm’s 
  range, burst or spread properties, and your sorcerer spell 
  save DC. Doing so consumes the firearm’s usual 
  ammunition cost, and an appropriate spell slot, if you 
  cast a spell. You do not add the firearm’s usual damage 
  to these spells. 
  Additionally, you can cast spells using a firearm you 
  are holding and proficient with using it as a spellcasting 
  focus, and if the weapon as a magical bonus to attacks 
  made with it, you may add that bonus to your ranged 
  spell attack rolls. 
  Stormrider 
  Prerequisite: 8th level 
  Your skill at riding shines most in combat. You gain the 
  following benefits: 
  • While mounted, when you take the Attack action, you can 
  direct your mount to attack instead. If your mount moves 40 
  feet in a straight line, you can choose one of the following 
  benefits until the end of your next turn: 
  • You can make your first attack roll on your turn at advantage. 
  Attacks you direct your mount to make cannot gain this 
  benefit. 
  • If you are proficient with ropes, you can add your Wisdom 
  modifier (minimum 1) to your ropes DC when you rope a 
  target. This bonus applies only to the initial saving throw the 
  creature makes, and not to any additional saving throws a 
  creature makes once roped. 
  • You can force an attack targeted at your mount to target you 
  instead. 
  • If your mount is subjected to an effect that allows it to make 
  a Dexterity saving throw to take only half damage, it instead 
  takes no damage if it succeeds on the saving throw, and only 
  half damage if it fails. 
  Trusty Steed 
  You increase your Charisma score by 1, to a maximum of 
  20. 
  No matter what, it seems like your mount always 
  comes back to you. You can cast the Find Steed spell 
  once, and regain the ability to do so when you finish a 
  short rest. If your mount is already summoned when you 
  use the spell, you can instruct it to lead nearby friendly 
  mounts to your location. 
  
   
  Old Gus’ Errata: Tales from the Weird West 
  27 
  Whip Mastery 
  The whip is a tricky weapon to use, but you have spent 
  countless hours mastering it. You gain proficiency with 
  whips if you do not already have it, and the following 
  benefits: 
  • You can use a special 20-foot whip called a bullwhip, making 
  ranged attacks with proficiency, and dealing 1d6 slashing 
  damage. Bullwhips are longer and heavier than regular 
  whips, and deal 1d6 slashing damage. They are ranged 
  weapons, and you cannot make attacks of opportunity with 
  them.  
  • You gain a +1 bonus to attack rolls you make with a whip or 
  bullwhip. 
  • You can add your Charisma modifier to Wisdom (Animal 
  Handling) rolls, and your Wisdom modifier to Charisma 
  (Intimidation, Persuasion, Performance) checks made with a 
  whip or bullwhip. 
  • When you hit with an opportunity attack using a whip, the 
  target must succeed on a Strength saving throw (DC 8 + your 
  proficiency bonus + your Strength or Dexterity modifier) or 
  be knocked prone. 
   
  COVER 
  ½ Cover 
  A target with half cover receives a +2 bonus to AC and 
  Dexterity saving throws. A target has half cover if an 
  obstacle blocks at least half of its body. The obstacle 
  might be a low wall, a large piece of furniture, a narrow 
  tree trunk, or a creature, whether that creature is an 
  enemy or a friend.  
  ¾ Cover 
  A target with three-quarters cover has a +5 bonus to AC 
  and Dexterity saving throws. A target has three-quarters 
  cover if about three-quarters of it is covered by an 
  obstacle. The obstacle might be a thick iron door, a rocky 
  edifice, or a thick tree trunk.  
  Total Cover 
  A target with total cover can't be targeted directly by an 
  attack or a spell, although some spells can reach such a 
  target by including it in an area of effect. A target has 
  total cover if it is completely concealed by an obstacle. 
  High Ground 
  If a creature has a clear line of sight to a creature 
  because they are above them, the benefits of their cover 
  do not apply for that attack. Always think in three 
  dimensions when you are deciding where to end your 
  turn. 
  Nothing Lasts Forever 
  Attack rolls that miss a target will damage the object 
  providing them cover.   
   
  MOUNTS 
  A willing creature that is at least one size larger than you 
  and that has an appropriate anatomy can serve as a 
  mount, using the following rules. 
  MOUNTING AND DISMOUNTING 
  Once during your move, you can mount a creature that is 
  within 5 feet of you or dismount. Doing so costs an 
  amount of Movement equal to half your speed. For 
  example, if your speed is 30 feet, you must spend 15 feet 
  of Movement to mount a horse. Therefore, you can’t 
  mount it if you don’t have 15 feet of Movement left or if 
  your speed is 0. 
  If an effect moves your mount against its will while 
  you’re on it, you must succeed on a DC 10 Dexterity 
  saving throw or fall off the mount, landing prone in a 
  space within 5 feet of it. If you’re knocked prone while 
  mounted, you must make the same saving throw. 
  If your mount is knocked prone, you can use your 
  Reaction to dismount it as it falls and land on your feet. 
  Otherwise, you are dismounted and fall prone in a space 
  within 5 feet it. 
  CONTROLLING A MOUNT 
  While you’re mounted, you have two options. You can 
  either control the mount or allow it to act independently. 
  Intelligent creatures, such as Dragons, act 
  independently. 
  You can control a mount only if it has been trained to 
  accept a rider. Domesticated horses, donkeys, and 
  similar creatures are assumed to have such Training. 
  The Initiative of a controlled mount changes to match 
  yours when you mount it. It moves as you direct it, and it 
  has only three action options: Dash, Disengage, and 
  Dodge. A controlled mount can move and act even on the 
  turn that you mount it. 
  An independent mount retains its place in the Initiative 
  order. Bearing a rider puts no restrictions on the Actions 
  the mount can take, and it moves and acts as it wishes. It 
  might flee from combat, rush to Attack and devour a 
  badly injured foe, or otherwise act against your wishes. 
  In either case, if the mount provokes an opportunity 
  Attack while you’re on it, the attacker can target you or 
  the mount. 
   
  Additional rules for barding, saddles, tack, harness and 
  drawn vehicles, appear on page 155 of the Player’s 
  Handbook. 
   
   
  
   
  Old Gus’ Errata: Tales from the Weird West 
  28 
   
  Illustration by Jackie de Leon 
  FIREARMS 
  Firearms are ranged weapons. If you take the Attack 
  action on your turn, you can use your bonus action to 
  make a ranged weapon Attack with a firearm you are 
  holding in your off-hand. As with melee weapons, you 
  cannot use a firearm in your off-hand that does not have 
  the light property unless you have the Dual Wielder feat. 
  When fired from your off-hand, you do not add your 
  Dexterity modifier to the damage roll of the attack from a 
  firearm unless you have the Two-Weapon Fighting 
  fighting style. 
  FIREARM PROPERTIES 
  • Ammunition. Firearm ammunition is destroyed upon use. 
  This amount is 1 unless otherwise listed. 
  • Burst. A weapon that has the burst property sprays a 10-foot 
  cube within its range with small projectiles. Each creature in 
  the area makes a Dexterity saving throw with a DC of the 
  weapon’s burst rating. If the creature is further away than 
  the weapon’s normal range, they make their saving throw 
  with advantage. 
  • Kick. A firearm with a kick rating requires a minimum 
  strength score to wield properly. If you do not meet the 
  minimum, you wield such weapons with disadvantage.  
  If the weapon has the burst or spread properties and you do 
  not meet its kick rating, you must succeed a DC 10 Strength 
  saving throw or be knocked prone, and targets in the area 
  make their saving throws with advantage. 
  • Range. Firearms all have the range property. The range lists 
  two numbers. The first is the weapon’s normal range in feet, 
  and the second indicates the weapon’s long range. When 
  attacking a target beyond normal range, you have 
  disadvantage on the Attack roll. You can’t Attack a target 
  beyond the weapon’s long range. 
  • Reload. A limited number of shots can be made with a 
  weapon that has the reload property before it must be 
  reloaded. A creature with a free hand can reload a firearm 
  using their action, one attack (if they have the Extra Attack 
  feature) or a bonus action. Firearms require a free hand to 
  reload. Two-handed firearms can be held in one hand while 
  they are being reloaded. 
  • Spread. Each creature in a cone the size of the weapons’ 
  range must make a Dexterity saving throw with a DC of the 
  firearm’s spread rating. On a successful save, the creature 
  takes no damage. 
  ADVICE FOR FIREARM USERS 
  Count your lead, partner.  
  Always keep track of how much ammunition you have. 
  Pistols, rifles and shotguns each use a different type of 
  ammunition, and they are consumed once fired. 
  How many in the chamber? 
  Each time you shoot a firearm, keep track of how many 
  more rounds are in its chamber. Reload your firearms 
  after a fight so you always start with a full chamber. 
  Draw! 
  If you don’t want to spend precious time to reload, carry 
  a spare! Dropping an empty firearm is a free action, and 
  you can use your object interaction to draw a fully loaded 
  firearm or sheathed weapon. 
  Mixing and matching ammunition types. If you have 
  more than one type of round chambered into your 
  firearm (such as silver bullet, the Arcane Avenger’s 
  Cantrip Ammunition or the Idealist Paladin’s Sure Shot), 
  Selecting a specific round you have in your firearm is 
  performed using your Object Interaction on your turn. 
  Firearms and Features 
  Off-hand firearms can benefit from both the Two-
  Weapon Fighting fighting style and the Dual Wielder 
  feat. See the feats section of this document for additional 
  feats related to firearms. 
  
   
  Old Gus’ Errata: Tales from the Weird West 
  29 
   
  Illustration by The Sauken 
  EXPLOSIVES 
  Explosives are tools. Proficiency with explosives 
  represents a character’s ability to safely handle, set and 
  detonate explosives to a desired effect. Some explosives, 
  such as dynamite, can be used as ranged weapons.  
  EXPLOSIVE PROPERTIES 
  • Bundle. Explosives with the bundle property can be thrown 
  together. Each additional explosive in the bundle adds an 
  additional 1d6 to the damage and 5 feet to the radius of the 
  bundle’s explosion. 
  • Explode. The explode rating determines how difficult a 
  blast’s effects are to avoid and is expressed as a Dexterity 
  saving throw. Creatures who fail their throw take damage 
  from the blast and are knocked prone. Creatures that 
  succeed their saving throw take half damage from the blast 
  and aren’t knocked prone. 
  • Fuse. When throwing an explosive with a fuse, the thrower’s 
  bonus action is used to prepare and light the fuse, choosing 
  between a short or long fuse. The explosive gains its own 
  initiative roll, which the DM makes in secret. A short fuse 
  takes enters the initiative order immediately, and a long fuse 
  enters the initiative order at the end of the next turn of the 
  creature who threw (or triggered) the explosive. If you are 
  proficient with explosives, you can apply your proficiency 
  bonus to ensure the grenade explodes sooner or later. 
  • Malfunction. Newfangled technology isn’t all it’s cracked up 
  to be. The first time a detonator plunger, switch, or timer is 
  used, the Dungeon Master rolls a d20 and d4 in secret. If it 
  results in a number lower than the item’s malfunction rating, 
  the results of the 1d4 are used to determine a malfunction 
  from the malfunction table for the broken component. 
  Explosive Malfunctions 
  d4 
  Malfunction 
  1 
  Short circuit. The device sparks uncontrollably, 
  giving off bright light in a 5 foot radius, and dim 
  light for an additional 5 feet. It cannot be repaired. 
  2 
  Signal failure. Nothing happened, but it might 
  work next time. Make a new malfunction roll the 
  next time the device receives a signal. 
  3 
  Just a loose wire. A character can use their action 
  to make a DC 10 check with tinker’s tools to repair 
  the item.  
   
  4 
  Overcharge! A powerful current is sent down all 
  remaining lines, destroying any switches and 
  detonating any connected explosives further down 
  the system 
   
  • Radius. The number displayed indicates the radius of the 
  explosion’s damaging effects from its point of origin. 
  • Split. Successive switches will send down a different output 
  each time they receive a signal from a detonator plunger, 
  allowing the same one to set off multiple charges in 
  sequence. They don’t always work, though. 
  • Timer. A timer can be adjusted along a dial of 10 slots, each 
  marking a six second increment. When the timer reaches the 
  end of its counter, it sends its output signal. 
  PREPARING THROWN EXPLOSIVES 
  An individual proficient with explosives and tinker’s or 
  blacksmith’s tools can spend 1 hour to create 1d4 
  grenades or other explosives using 2 powderhorns and 
  50 gold of raw steel. 
   
  Explosive 
  Damage 
  Properties 
  Fragmentation 
  Grenade 
  2d8 piercing 
  Thrown (30 feet), Explode 
  (14,) Fuse (short), Radius 
  (15) 
  Concussion 
  Grenade 
  3d6 thunder 
  Thrown (30 feet), Explode 
  (13,) Fuse (short), Radius 
  (5) 
   
   
   
  Illustration by Andrea Silva 
  
   
  Old Gus’ Errata: Tales from the Weird West 
  30 
   
  Illustration by Emmanuel Martinez 
  ROPES 
  Ropes are tool that can be used to creatures, perform 
  feats of heroism, or just good old-fashioned 
  entertainment. Proficiency with ropes includes the ability 
  to identify types of rope, their quality, tying different 
  types of knots, and roping creatures or items at a 
  distance. 
  A creature that proficient with ropes can use their 
  action and at least 25 feet of hempen rope to create a 
  lariat, which can then be comfortably worn on the hip. 
  Some roping requires a target creature to make a saving 
  throw. The saving throw DC is calculated as follows: 
  Ropes save DC = 8 + your proficiency bonus      
  + your Strength modifier 
  Rope 
  In order to rope a creature, you must be holding a 
  prepared rope in both hands. As an action, you can 
  attempt to rope one creature or object you can see within 
  20 feet of you by making a ranged attack against your 
  target. If you hit, your rope attaches to the creature or 
  object, and you can interact with it appropriately using 
  your object interaction. For example, you could pull an 
  available lever you have roped. 
  A rope has no effect on creatures or objects that are 
  formless, for example, an ooze or ghost. Ropes are 
  fragile can be damaged. (HP: 5, AC 10 for melee attacks, 
  AC 17 for ranged attacks).  
  Restrain 
  If you rope a creature no more than one size larger or 
  smaller than you, you can use a bonus action to force it 
  to make a Strength or Dexterity (it’s choice) saving throw 
  against your ropes save DC. If it fails, it becomes 
  restrained you release your rope. If it succeeds, you are 
  forced to let go of your rope. At the start of its turn, a 
  restrained creature can use its action to make a new 
  saving throw against your ropes save DC. If you rope is 
  severed, a restrained creature is immediately free to take 
  any actions it may have held while it was restrained. 
  Drag 
  If you begin your turn holding a rope with a restrained 
  creature on the other end, you can use your action to 
  force it prone. If you do, the target makes a new saving 
  throw against your Ropes save DC to avoid falling prone. 
  While holding the rope, you can spend your movement 
  speed to drag the creature toward you at a rate of half 
  your movement speed if your drag capacity meets the 
  weight of the target creature as determined by your 
  strength score.  
  Hogtie 
  If you are within 5 feet of a prone target you have roped, 
  you can spend 20 feet of movement and your action to 
  hogtie them. A hogtied creature becomes incapacitated, 
  and can only make a new saving throw at disadvantage 
  once an hour against your rope DC to escape its bonds. 
   
  BARE NECESSITIES 
  Armor and Holsters 
  Firearms are not easy to handle while encumbered by 
  heavy armor. You can wear a maximum of two gunbelts 
  and one shoulder harness at a time. 
  Military Weaponry 
  Special firearms like the large-bore rifle and gatling gun 
  aren’t usually available at general stores and are usually 
  only held or maintained by powerful military 
  organizations. The world is filled with unscrupulous gun-
  runners, however, and those well connected with the 
  criminal underworld have come into possession of such 
  items on numerous occasions. 
  Silvered Ammunition 
  You can silver a single weapon or ten pieces of 
  Ammunition for 100 gp. This cost represents not only 
  the price of the silver, but the time and expertise needed 
  to add silver to the weapon without making it less 
  effective. 
   
  
   
  Old Gus’ Errata: Tales from the Weird West 
  31 
  THE GENERAL STORE 
  A shop might stock any number of items the from the Player’s Handbook (see page 143). They may also include any 
  number of the following items unique to the weird western setting.  
   
  Armor 
  Cost 
  AC 
  Steath 
  Weight 
  Armor 
  Properties 
  Corduroy Jacket 
  5 gp 
  11 + Dex mod 
  Disadvantage 
  8 lb 
  Light 
  — 
  Leather Jacket 
  10 gp 
  11 + Dex mod 
  — 
  10 lb 
  Light 
  — 
  Heavy Duster 
  45 gp 
  12 + Dex mod 
  — 
  13 lb 
  Light 
  — 
   
  Equipment 
  Cost 
  Holsters 
   
  Weight 
  Properties 
  Gunbelt 
  25 gp 
  1 
   
  3 lb 
  You can wear up to two gunbelts. 
  Double-Holster Gunbelt 
  35 gp 
  2 
   
  4 lb 
  You can wear up to two gunbelts. 
  Rifle Shoulder Scabbard 
  20 gp 
  1 
   
  3 lb 
  You can wear one shoulder harness. 
  Double Shoulder 
  Scabbard 
  40 gp 
  2 
   
  4 lb 
  You can wear one shoulder harness. 
  Shoulder Holster 
  20 gp 
  1 
   
  3 lb 
  You can wear one shoulder harness. 
  Double Shoulder 
  Holster 
  30 gp 
  2 
   
  4 lb 
  You can wear one shoulder harness. 
   
  Simple Firearms 
  Cost 
  Damage 
  Ammo 
  Weight 
  Range 
  Properties 
  Derringer 
  90 gp 
  1d6 piercing 
  2 gp (10) 
  2 lb 
  30/60 
  ammunition, kick (6), light, reload (4) 
  Revolver 
  150 gp 
  1d8 piercing 
  5 gp (10) 
  3 lb 
  40/80 
  ammunition, kick (10), light, reload (5) 
  Hunting Rifle 
  100 gp 
  1d10 piercing 
  3 gp (10) 
  6 lb 
  60/120 
  ammunition, kick (8), reload (2), two-
  handed 
  Muzzle-loading Rifle 
  125 gp 
  1d12 piercing 
  5 gp (10) 
  8 lb 
  80/240 
  ammunition, kick (10), reload (1), two-
  handed 
  Shotgun 
  100 gp 
  1d10 piercing 
  3 gp (10 
  8 lb 
  20/60 
  ammunition, burst (12), kick (8), reload 
  (1), two-handed 
  Sawed-off Double Barrel 
  Shotgun 
  275 gp 
  4d4 piercing 
  3 gp (10) 
  6 lb 
  15 
  ammunition (2), kick (11), reload (1), 
  spread (13) 
   
  Martial Firearms 
  Cost 
  Damage 
  Ammo 
  Weight 
  Range 
  Properties 
  High-Caliber Revolver 
  300 gp 
  1d10 piercing 
  8 gp (10) 
  3 lb 
  50/100 
  ammunition, kick (13), reload (6) 
  Breech-loading Rifle 
  250 gp 
  2d6 piercing 
  8 gp (10) 
  8 lb 
  80/240 
  ammunition, kick (11), reload (4) 
  Double-Barrel 
  Scattergun 
  150 gp 
  1d10 piercing 
  3 gp (10) 
  8 lb 
  20/60 
  ammunition, burst (13), kick (10), 
  reload (2), two-handed 
  Large-Bore Rifle 
  500 gp 
  3d6 piercing 
  10 gp (10) 
  12 lb 
  100/300 
  ammunition, kick (12), reload (2), two-
  handed, heavy 
  Drum Rifle 
  2,000 gp 
  4d4 piercing 
  20 gp (40) 
  15 lb 
  50/100 
  ammunition (4), burst (14), kick (14), 
  reload (20), two-handed, heavy 
  Gatling Gun 
  8,000 gp 
  4d6 piercing 
  100 gp (100) 
  170 lb 
  60/120 
  ammunition (10), burst (15), kick (12), 
  reload (100), two-handed 
   
   
  Illustration by Clavework Graphics  
  
   
  Old Gus’ Errata: Tales from the Weird West 
  32 
   
  Tools 
  Cost 
  Damage 
   
  Weight 
  Range 
  Properties 
  Whip 
  2 gp 
  1d4 slashing 
   
  3 lb 
  — 
  melee, finesse, reach 
  Bullwhip 
  5 gp 
  1d6 slashing 
   
  6 lb 
  20 
  Requires the Whip Mastery feat 
  Stiff Hempen Rope 
  (50 feet) 
  1 gp 
  — 
   
  10 lb 
  — 
  Can be used to make 2 lariats. 
   
  Explosives 
  Cost 
  Damage 
  Radius 
  Weight 
  Range 
  Properties 
  Powderhorn 
  25 gp 
  2d8 fire 
  5 feet 
  3 lb 
  — 
  explode (12), fuse 
  Powderkeg 
  100 gp 
  6d6 fire 
  20 feet 
  6 lb 
  20 
  explode (12), fuse 
  Dynamite 
  100 gp 
  3d6 thunder 
  15 feet 
  10 lb 
  — 
  bundle (10), explode (16) 
  Detonator 
  100 gp 
  — 
  — 
  5 lb 
  — 
  Sense fuse line signal using object 
  interaction 
  Fuse Line (50 feet) 
  10 gp 
  — 
  — 
  2 lb. 
  — 
  malfunction (1) 
  Fuse Switch 
  5 gp 
  — 
  — 
  1 lb. 
  — 
  malfunction (1), split (2) 
  Fuse Timer 
   10 gp 
  — 
  — 
  1 lb. 
  — 
  malfunction (1), timer (1) 
   
   
   
   
  Illustration by Roman Chaliy 
   
   
  There’s more Tales from the Weird West on the way! 
  The author is hard at work producing the Tales from the 
  Weird West Dungeon Master’s Guide, which will include 
  unique firearms, oodles of monsters, a sample one-shot 
  adventure, and more of everything your gaming group might 
  need to run a high-weird western game using Dungeons and 
  Dragons 5th Edition! 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Old Gus Errata, Tales from the Weird West v1.02.pdf