Cowboys
From Hell
Table of Content
Races ..........................................................3 Spells ........................................................30
Subclasses .................................................9 1st level.........................................................31
Barbarian - Path of the Hellrager ..............9 2nd level .......................................................32
Bard - College of Saloon Keepers ...........11 3rd level ........................................................33
Cleric - Gunpowder Domain .................13 4th level ........................................................34
Druid: Circle of the Herd ..........................15 5th level ........................................................35
Fighter-herdsman .......................................16 6th level ........................................................37
Monk - Way of Smoking Barrels ............18 7th level ........................................................37
Paladin: Oath of the Sheriff .....................20 Bargain Spells .............................................38
Ranger - Fiend Hunter..............................22 Feats .........................................................40
Rogue - The Prospector .............................24 Items .........................................................42
Asmoarch Sheriff's Badges ....................51
Sorcerer - Leaded Blood ............................25
Monsters...................................................53
Warlock - The Ghost Town ......................27
LICENSE ...................................................70
Wizard - Devilogist ..................................29
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Races
Half-Orc Variant:
Fiendcaller
While humans, elves, and dwarves run away from
devils, Fiendcaller half-orcs welcome them with open
arms. Some renegade factions of this race call them to
the world as harbingers of destruction, but the
majority of them welcome the unholy just so that
they can destroy them.
• Ability Score Increase. Your Constitution score
increases by 2, and your Strength score increases by
2.
• Age. Fiencaller half-orcs often die before their
time, but if they do live, they live to about 60 years.
• Alignment. Fiendcallers' allegiance varies
greatly, but few of them are ever lawful. They just
want to witness the destruction.
• Child of Destruction. You deal double damage
to objects and structures.
• Devilish Darkvision. You can see in dim light
within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern
color in darkness, only shades of gray. Magical
darkness does not impede your darkvision.
• Infernal Flame. Your soul is corrupted by an
infernal flame. You have resistance to fire damage.
When you reach 0 hit points, the flame begins to
burn you whole. You must succeed a 15 or higher to
succeed a death saving throw.
• Languages. You can speak, read, and write
Common, Orc and Infernal.
• Size. Fiendcallers live to about. Your size is
Medium.
• Speed. Your base walking speed is 30 feet.
Human Variant:
Skullbone Raider
Confronted with the harsh realities of survival in the
ominous expanse of the Evil West, the insular society
of the Skullbone Raiders - a human enclave - has
recognized the necessity to cultivate resilience and
adapt. Their skin is smeared with a bone-white
pigment, pulverized remnants of skeletons, a chilling
display meant to terrify their foes. These Raiders are
infamous for their unconventional dietary choices,
consuming any creature unfortunate enough to fall
within their clutches, human or otherwise.
• Ability Score Increase. Your Charisma score
increases by 1, and your Constitution score increases
by 2.
• Age. Skullbone Raiders live slightly longer than
regular humans, making it to around 120 years, but
most die in their prime, fighting.
• Alignment. The Skullbone Raiders have
accepted the "might makes right" mentality of the
wilds. They are primarily chaotic neutral.
• Languages. You can speak, read, and write
Common.
• Size. Your size is regular, but most Skullbone
Raiders are malnourished and weigh little. Your size
is Medium.
• Skullbone Face Paint. By taking 1 minute to mix
together ingredients (which you can do during a
short or long rest), you can apply Skullbone face
paint, which lasts for 1 hour. While wearing this face
paint, you can choose to add your proficiency bonus
to either your Charisma (Intimidation) checks or
Dexterity (Stealth) check. If you are already
proficient in the chosen skill, you may double the
proficiency bonus added to any ability checks using
that skill.
• Speed. Your base walking speed is 30 feet.
• Tough Stomach. You're used to eating decaying
or zombified flesh. You have resistance to poison and
necrotic damage and have advantage on saving
throws against the poisoned condition.
• Wilderness Survivalist. You have proficiency
with the Survival skill, shortbows, and longbows. In
addition, you can survive off of half a ration per day
and can eat rotten food for nourishment.
Deadmen Deadmen Features
It's difficult to remain alive in the wilderness, but it's • Ability Score Increase. Your Constitution score
even more difficult to stay dead. Because of the increases by 2.
unholy magic that brings hell to these lands, dead • Age. Deadmen are already dead, but their
men rise and roam the fields, seeking peace, love, or bodies due decay. They are reborn at the age they
revenge. These are called the Dead Men Walking, or died at and live for 3 years at most.
the Deadmen, for short. And they're the worst omens • Alignment. Deadmen don't change much from
you can see in your life. who they were in life, thus maintaining their old
alignment. The ones that do change often become
evil due to their thirst for vengeance.
• Languages. You know Common and one
additional language you knew in your past life.
• Size. Your weight and size depend on your race
before you died. Most often, however, you lose a lot
of weight because of decaying flesh. You can choose
to be either Small or Medium.
• Speed. You have a walking speed of 25 feet.
• Will to Live. You are no longer alive. You don't
need to eat, sleep or breathe. Your creature type is
undead. Despite that, your will to live is so great,
that you can't be stopped. Healing from spells and
magical effects that doesn't work on undead or
constructs works on you.
• Subraces. Deadmen are defined by their goals,
thus spreading into the following subraces:
Enamored, Hellish, Sorrow, and Wrathful Deadmen.
Enamored Traits
You once loved with all your heart. Now, even those
your heart has stopped, you still love just as strongly.
• Ability Score Increase. Your Charisma score
increases by 1.
• Soulmate. When you died, there was someone
you loved more than anything. Now, you must stay by
their side even while dead. When you choose this race,
choose either an PC or an NPC to be your Soulmate.
While within 15 feet of your Soulmate, you gain a +1
bonus to your Armor Class. Whenever your Soulmate
takes damage, you can use your reaction to take half of
that damage instead. Once you've used this reaction,
you can't do so again until you finish a long rest.
Hellish Traits Wrathful Traits
What brought you back wasn't love or anger, but the You died filled with rage and have been reborn with
power of hell. Either your study of devils or your it. You'll stop at nothing to bring about the end of
connection to one is your reason for being alive. those who wronged you.
• Ability Score Increase. Your Intelligence score • Ability Score Increase. Your Strength score
increases by 1. increases by 1.
• Fiendish Relations. You have resistance against • Nemesis. When you died, there was someone
fire damage. you hated more than anything. Now, you must hunt
• Hellbent. Even when completely exhausted, them even while dead. When you choose this race,
you are hellbent on bringing destruction. Whenever choose either an PC, NPC or creature type to be your
you are brought to 0 hit point, you can gain 1 point Nemesis. While within 15 feet of your Nemesis, you
of exhaustion and drop to 1 hit point instead. After gain a +1 bonus to your weapon attacks. Whenever
you use this reaction, attacks against you have your Nemesis makes an attack against you or an
disadvantage until the start of your next turn. allied creature, you can use your reaction to make a
weapon attack against them.
• Wrathful Strength . You have advantage on
Sorrow Traits Strength checks and saving throws.
In life, you found nothing but pain and sorrow. Now,
it's your time to find peace. Reborn with a feeling of
complete meaninglessness, your sorrow is your
greatest weapon.
• Ability Score Increase. Your Wisdom score
increases by 1.
• Gaze Into Sorrow. When a creature hits you
with an attack, you can use your reaction to force the
creature to feel your sorrow. The creature must
succeed on a Wisdom saving throw (DC = 8 + your
Wisdom modifier + your proficiency bonus) or
become stunned with sadness until the end of your
next turn. Once you've used this reaction, you can't
do so again until you finish a long rest.
• Second Chance. Your life was nothing but pain,
so this one must be better. Whenever you receive
healing from spells or magical effects, you gain an
additional 1d6 temporary hit points.
Halfling: Najari
Deep in the heart of the untamed Evil West, a group of
extraordinary beings rises to protect the land and its
people. These are the Naraji Halflings, guardians of
ancient wisdom and fierce protectors of the frontier.
Drawing on the sacred traditions of their ancestors, the
Naraji Halflings possess a profound connection to the land
and its creatures. Their unique blend of spiritual insight
and natural aptitude grants them unparalleled skills as
trackers, hunters, and defenders of the wild.
• Ability Score Increase. Your Dexterity score
increases by 1, and your Wisdom score increases by 2.
• Age. Naraji Halflings reach maturity around 20
years old and live as long as 300 years.
• Alignment. Permanently aware of the land and
its harmony, the Naraji Halflings are good and
either lawful or neutral.
• Bound to the Land. You gain proficiency in
your choice of Nature or Survival, and between
woodcarver's tools or a herbalism kit.
• Land's Magic. Once per day, you may cast either
the beast bond, goodberry or speak with animals
spell, using Wisdom as your spellcasting ability.
• Languages. You can speak, read, and write
Common, Halfling and Primordial.
• Size. Naraji Halflings are short creatures. Your
size is Small.
• Speed. Your base walking speed is 25 feet.
• Spirit Animal. When a Naraji Halfling is born,
their birth is usually guided by a spirit animal.
Choose between one of three spirit animals to
guide your path.
- Spirit Animal: Bear. You are resistant to
either fire and poison damage.
- Spirit Animal: Elk. Your movement speed
is increased by 15 feet. You can use Heavy weapons
as though your size was Medium. You ignore
nonmagical difficult terrain.
- Spirit Animal: Wolf. You have advantage
on an attack roll against a creature if at least one of
your allies is within 5 feet of the creature and the
ally isn't incapacitated.
Ikarian
In the scorching blaze of the Wild West, none are more
vulnerable than those who yearn to fly near the sun. Once
formidable warriors of the Evil West, the Ikarians battled
against both mortals and infernal adversaries. However,
their ambition extended beyond the reach of the earth,
reaching towards the heavens. A tragic fate awaited, as the
skies punished their hubris, burning their wings and their
very essence.
• Ability Score Increase. Your Constitution score
increases by 1, and your Intelligence score increases
by 2.
• Age. Ikarian are related to to tieflings but
mature faster and die younger than their fully
infernal brethren. Most reach maturity at 5 years old
and live until about 30 years old.
• Alignment. Despising their fall from grace, the
Ikarians have become particularly chaotic and evil.
• Darkvision. You can see in dim light within 60
feet of you as if it were bright light, and in darkness
as if it were dim light. You can't discern color in
darkness, only shades of gray.
• Fall from Grace. You have resistance to falling
damage and never fall prone unless you choose to.
You can still be knocked prone.
• Ikarian Decree. You are prone to having grand
ambitions. Once per long rest, when initiative is
rolled, as a reaction, you may declare the movement
and action you wish to take on your first turn before
you learn the initiative order. If you declare an Attack
action or choose to cast a spell, you must choose the
targets in advance. If you declare that you are casting
a spell which has an area of effect, you must choose
the area in advance. If use this ability, you gain
advantage on all ability checks and attack rolls on
your next turn, if you comply with your declared
action and movement. If you do not comply you gain
disadvantage instead.
•Ikarian Flight. You have a flying speed equal to
your walking speed, but which can't go above 45 feet
in elevation. Your burnt wings only work if you are
not wearing heavy armor and only in short bursts;
you fall if you end your turn if you are in the air and
nothing else is holding you aloft.
•Languages. You can speak, read, and write
Common and Infernal.
•Size. Ikarians are the same size and build as
humans. Your size is Medium.
•Speed. Your base walking speed is 30 feet.
Subclasses
Barbarian - Path
of the Hellrager Infernal Boon
In the depths of darkness, those who follow the Path Also at 3rd level, you receive hell's blessing to
of the Hellrager emerge, bereft of compassion and unleash destruction upon the world. You learn how
tenderness. These barbarians, driven by an insatiable to read, speak and write Infernal, and you gain
urge to inflict eternal devastation, seek to set the proficiency in the Intimidation skill. You may use
world aflame, for in the end, naught lasts forever. your Strength modifier instead of your Charisma
modifier for ability checks using that skill.
Appetite for Destruction Sacrilegious Strikes
Starting at 3rd level, you feed on the despair your
strikes inflict to push them further. Once per turn, When you reach the 6th level, the destruction you
when you score a critical hit or reduce a hostile leave in your wake is unmendable. Whenever you hit
creature to 0 hit points, you may make an additional a creature with a weapon attack, you can force it to
melee weapon attack as part of the Attack action on unleash its inner destruction. It must make a Wisdom
your turn. This attack does not count against the saving throw (DC = 8 + your Constitution modifier +
number of attacks you can make with the Extra your proficiency bonus). On a failure, you can choose
Attack feature. to inflict it with one of the following effects:
In addition, whenever a hostile creature scores a
critical hit against you, your next weapon attack
against it is a critical hit.
Art by Warmtail
• It feels the need to unleash violence. On its next
turn, it must use its action to make a weapon attack.
If the attack is made against anyone other than you,
it takes 1d10 fire damage.
• Its inner rage is boundless. It takes 2d10 fire
damage, and the next weapon attack the creature
makes against you is a critical hit.
You can use this feature a number of times equal to
your Constitution modifier (a minimum of once). You
regain all expended uses when you finish a long rest.
Skullspliter
Also at 6th level, you are capable of incredible bursts
of violence. Your weapon attacks score a critical hit
on a roll of 19 or 20. Starting At 14th level your
weapon attacks score a critical hit on a roll of 18, 19
or 20.
Running on Rage
When you reach 10th level, you find meaning in the
symphony of destruction you wreck upon the
world, and refuse to let such a violent melody end.
While conscious, critical hits cannot reduce you
below 1 hit point.
Infernal Bloodlust
By the 14th level, your bloodlust cannot be quenched
nor killed. When you fall under half your maximum
hit points, you may expend your reaction to gain the
benefits of the haste spell. These last for 1 minute and
do not require your concentration, nor does this
count as a spell for the purpose of dispelling or
countering magic. Whenever you score a critical hit
while under the effects of this feature, you refresh its
duration, up to a maximum of 10 minutes.
Once you've used this reaction, you can't do so again
until you finish a long rest.
Bard - College of Whenever you brew an Inspiring Beverage, choose
one from the following:
Saloon Keepers • Calming Brew. The creature gains one Bardic
Inspiration Die, which it can use as normal. Until the
There's a certain art to keeping up a saloon. Not only creature uses the die, it has advantage on saving
do you make the drinks, entertain the guests and throws against the frightened condition. If it is
listen to the tall tales of drunken cowboys, you have already charmed, it can repeat the saving throw.
to turn the place into a sanctuary. No matter what • Chaser. The creature gains one Bardic
happens in the outside world, your place must be Inspiration Die, which it can use as normal. Until it
unhindered and unbothered, going on just the same. does, all attacks of opportunity against it have
Thus, bards that come from the College of Saloon disadvantage.
Keepers are some of the most respected members of • Liquid Courage. The creature gains one Bardic
their community. Inspiration Die, which it can use as normal. Until the
creature uses the die, it has advantage on saving
throws against the frightened condition.
Trained Barkeep • Stinging Shot. The creature gains one Bardic
Inspiration Die, which it can use as normal. Until
Starting at 3rd level, you've developed the necessary the creature uses the die, it has a +1 to weapon
skills for keeping a bar running and taking care of damage rolls.
your customers. You gain proficiency with Brewer's
Supplies, and you have advantage on Wisdom You can brew a number of Beverages up to your
(Perception) checks that rely on hearing. Charisma modifier (minimum of one) at any time. If
Additionally, you can hand off small objects such as you brew a Beverage that would take you over the
drinks and potions to other people as a free action. maximum, the oldest Beverage loses its magic.
Inspiring Beverages Refreshment Master
Also at 3rd level, you've developed personal recipes When you reach the 6th level, your brews provide
for cocktails and drinks that can inspire those around the drinker with an incredible sense of refreshment.
you. By spending 10 minutes with Brewer's supplies Whenever a creature expends a Bardic Inspiration
and expending one use of your Bardic Inspiration, you die given to it by your Inspiring Beverage, it regains
can create an Inspiring Beverage, which lasts for hit points equal to twice the number rolled.
1hour. An allied creature can expend a bonus action to
drink this Beverage, gaining its effect for 10 minutes. In addition, the time required for you to create a
Beverage becomes 1 minute.
Protect the Patrons
By the 10th level, you've understood that protecting
your patrons and stopping brawls is the most
important thing of maintaining an establishment.
Whenever a creature you can see which has
consumed a Beverage within the last hour or is
holding a beverage becomes the target of an attack,
you can expend your reaction to move up to your full
movement toward the creature. If the movement
brings you within 5 feet of the creature, you can
choose to become the target of the attack instead.
Once you've used this feature, you can't do so again
until you finish a short or long rest.
House Specials
When you reach the 14th level, your special brews
have become so strong your patrons revel in them.
Your Beverages gain the following abilities:
• Calming Brew. The creature can expend the
Bardic Inspiration die to end one condition affecting it.
• Chaser. The creature can expend the Bardic
Inspiration die to double its movement until end of
turn. All attacks of opportunity made against it until
the end of its turn automatically miss.
• Liquid Courage. The creature can expend the
Bardic Inspiration die to gain resistance to a damage
type of its choice until the end of its next turn.
• Stinging Shot. The creature can expend the
Bardic Inspiration die to turn a successful weapon
attack into a critical hit.
Once a creature uses one of these abilities, that ability
can't be used again until you finish a long rest.
In addition, the time required for you to create a
Beverage becomes 1 action.
Cleric - Gunpowder Domain Spells
Gunpowder Domain Spell level Spells
1st heroism, quickdraw*
In the Evil West, there are only two gods: gold and
guns. Ideally, you'd have golden guns, but since 3rd Killshot*, scorching ray
worshipping gold is frowned upon, the clerics of the
Gunpowder Domain have chosen the other item as 5th fireball, haste
their deity. Regular gods won't save you when you
are attacked by devils and undead, instead you must 7th fire shield, wall of fire
fend for yourself, and gunpowder certainly helps.
9th six shooter*, full throttle*
Domain Spells
You gain domain spells at the cleric levels listed in
the Gunpowder Domain Spells table. See the Divine
Bonus Proficiency
Domain class feature for how domain spells work. When you choose this domain at 1st level, you gain
proficiency with firearms and tinker's tools.
Bullet Spells Bullet Hell
Also at 1st level, you may infuse your bullets with Also at 6th level, if you cast a spell of 1st level or
spells to help them reach further. When you cast higher through your Bullet Spells ability as your
spells with a range of touch, you may cast them action, you can make an attack with a firearm as a
through your guns, firing the spell up to the range bonus action.
limit of the gun instead. When cast a spell in this
way, you must make a ranged weapon attack with You may use this feature a number of times equal to
the firearm for the spell to hit its target, even if the your Wisdom modifier (minimum of once). You
spell does not normally require an attack roll or regain expended uses on a short or long rest.
requires a saving throw. On a miss you waste the
spell slot.
Divine Strikes
This can't increase the spell's range above 60 feet.
This range limit increases to 120 feet at 14th level. At 8th level, you gain the ability to infuse your
weapon strikes with divine energy. Once on each of
your turns when you hit a creature with a weapon
Channel Divinity: attack, you can cause the attack to deal an extra 1d8
fire damage. When you reach 14th level, the extra
Animated Firearm damage increases to 2d8.
Starting at 2nd level, you can use your Channel
Divinity to summon a spiritual firearm, shooting Pass Through Fire
enemies at your command.
At 17th level, your body is adapted to explosions,
As a bonus action, you can summon a floating whatever their nature may be. You gain resistance to
revolver within 30 feet of you, which lasts for 1 fire and radiant damage and whenever you must
minute or until you dismiss it as a free action. When make a saving throw against an effect or spell that
you summon the gun, and as a bonus action on would deal fire or radiant damage, you automatically
subsequent turns, you can cause it to shoot a succeed the saving throw.
creature within 60 feet of it, using your spell attack
modifier. On a hit, the target takes force damage
equal to 1d8 + your spellcasting ability modifier.
You can also spend an action to move the gun up to
30 feet with your mind, and you can shoot spells
from this firearm as per your Bullet Spells ability.
This weapon also benefits from your Divine
Strikes feature, once you gain access to it.
Explosive Caster
Beginning at 6th level, your spell leaves remnants of
gunpowder behind. Whenever a creature fails a
saving throw against one of your spells, you can
cause gunpowder to cover them as a reaction, for 1
minute. While covered the target loses resistance to
fire damage and radiant damage. If a covered
creature is hit by fire or radiant damage, the
gunpowder explodes causing the target to take
additional damage of that type equal to your
Wisdom modifier + your Cleric level. The
gunpowder then vanishes.
Once you've used this feature, you can't do so again
until you finish a short or long rest.
Druid: Circle of You can use this reaction a number of times equal to
your Wisdom modifier (minimum of 1). You regain
the Herd expended uses on a long rest.
Herd Mentality
Nature is all about community, about sticking
together. From man to beast to plant, we all thrive
when we're surrounded by others like us. All At 6th level, you gain the ability to perfectly
throughout nature, bonds are what keep us together. understand your peers. You can telepathically speak
to any creature you can see within 60 feet of you.
Your communication gives the creature the ability to
Bond of the Herd respond to you telepathically.
In addition, any creature within your aura can
At 2nd level, you understand you must always fight interpose themselves to defend each other. When a
together. As a bonus action, you may expend a use of creature within your Aura (including yourself) can
your Wild Shape to create a Herd Aura which lasts see another creature within the Aura (including
for 1 minute or until you fall unconscious. The aura yourself) being targeted by an attack roll, they can
affects each creature you choose within 5 feet of you use their reaction to leap in front of the blow. If they
(including you). aren’t prone, or their movement speed isn’t 0, they
While within the Aura, allied creatures are also become the new target of the attack instead.
affected by all druid spells with a range of self or
touch affecting you that you choose. For example, if a
barkskin spell is affecting you, it can also affect all Stampede
allied creatures in your Aura.
Starting at the 10th level, the movement of your
Herd Migration group is unstoppable. While there are at least two
allied creatures within 15 feet of you, you and any
creature of your choice within that range ignore
Also, at 2nd level, you learn the necessity to stand difficult terrain and have an advantage on Strength
together. If you don't use any of your movement and Dexterity checks and saving throws.
during your last turn, you can remain steadfast near
an ally. As a reaction, when an allied creature within
your Herd Aura moves, you may choose to move an Greater Herd
equal amount of feet alongside it, remaining within 5
feet of it at all times, until the end of the creature’s
turn. This movement is not limited by your At 14th level, you've broadened your herd. Your
movement speed. Herd Aura now has a range of 20 feet.
Thunder Thighs
When you reach the 7th level, your leg strength helps
keep you grounded and allows you to move
creatures you capture with ease. You gain the
following benefits:
• While you are grappling a creature with your
whip, you may move at your normal movement
speed, pulling the creature along with you.
• When you shove a creature, that creature is
pushed an additional 5 feet in any direction you
choose.
• You have advantage on checks and saving
throws against being pushed or knocked prone.
Tightened Grip
By the 10th level, your lasso can stop creatures that
you stop dead in their tracks. Whenever you
successfully grapple a creature with your whip, you
can use your bonus action to tighten the whip. A
creature with in a tightened whip takes slashing
damage equal to twice your fighter level at the start
of each of its turns, is grappled and restrained,
cannot cast spells that require a somatic component
and cannot teleport or switch between planes. If it
Fighter-herdsman would attempt to cast a spell with a somatic
component, teleport or switch betwen planes, it
instead takes additional slashing damage equal to
You've spent your entire life wrangling man and your Strength or Dexterity modifier, whichever one
beasts. Whether on foot or horseback, you can use is higher (minimum of 1).
your whip to hurt, hinder or displace your foes. This
is the life of a Herdsman, and you wouldn't have it You can hold the tightened whip for up to 1 minute,
any other way. but you must hold the whip with both hands and
can't make any attacks with it. If you do, the whip
loosens and the creature becomes free. A creature in
Herdsman's Lasso a tightened grip can use its action to escape. To do so,
it must make a Strength (Athletics) or Dexterity
Starting at 3rd level, your expertise with whips and (Acrobatics) check, contested by your Strength
lassos grants you the following benefits while (Athletics) check. You have advantage on this check.
holding a whip:
You can use this feature a number of times equal to
• The range of attacks you make with whips your proficiency bonus, and you regain all expended
increases to 15 feet. uses of it when you finish a long rest.
• Whenever you deal damage with a whip, you
deal an additionnal 1d4 slashing damage.
• You can make shove and grapple attacks using
your whip. When you make a shove or grapple
attack in this way, you can target creatures of size
Large or smaller.
• While wielding a whip in one hand and nothing
in the other, you may make one shove or grapple
attack with your free hand.
• While wielding a whip in one hand and nothing
in the other, you have a +1 bonus to your AC.
Master Bronco
At the 15th level, your training with whips gives you
the necessary skills for any scenario. While wielding
a whip in one hand and nothing in the other, you
gain the following benefits:
• The AC bonus from your Herdman's Lasso
increases by 1 (to a total of +2 AC).
• Ranged attacks against you have disadvantage.
• You only need to hold onto your whip with one
hand for your Tightened Grip.
• Whenever a creature misses you with a melee
weapon attack, you may expend a reaction to make
an attack roll against it. On a success, you disarm it
of its weapon, bringing it on the ground within 5 feet
of you.
Bladed Whip
At the 18th level, your precise technique allows you
to leave behind marks that linger and harm your
foes. Whenever you damage, grapple or shove a
creature with a whip, It takes additional damage
equal to your half your 1fighter level at the start of its
next turn and its movement speed is halved until the
end of its next turn.
Monk - Way of GM NOTE: This subclass is designed around
Mercer's firearm rules. You can use other rules, but
Smoking Barrels they might change the features slightly.
Zen Reload
In the Evil West, a secret order of gunfighting monks
known as the Order of the Smoking Barrels has At 6th level, your Ki is enough to fuel your weapons.
emerged. Combining the ancient art of martial arts with Whenever you use your Deflect Missiles, your
the deadly precision of firearms, these monks have weapon is automatically reloaded and you must roll
honed their bodies and minds to become formidable one Martial Arts die. A number of bullets equal to the
warriors. The Order's disciples undergo grueling number rolled become Ki-Infused.
training regimens, mastering both the explosive
gunpowder and the spiritual ki manipulation. Additionally, if you reduce the damage from the
projectile to 0, you may make an attack with your
Equipped with their customized firearms and clad in firearm as part of the same attack.
flowing robes, these monks possess an air of mystique
and lethal grace. Their combat style seamlessly blends
acrobatic movements with precise marksmanship,
allowing them to unleash a storm of bullets while
gracefully evading their opponents' attacks.
Training of Powder & Self
Starting at 3rd level, you become proficient with
firearms. They become monk weapons for you, and
you don't suffer disadvantage from using them while
within 5 feet of a hostile creature.
In addition, whenever you spend any number of Ki
Points, an equal amount of bullets become infused
with Ki. Ki-infused bullets cannot misfire, ignore half
and three-quarters cover and deal force damage
instead of piercing damage.
Gunslinger Art
Also at 3rd level, your ki allows you to perform
strong feats with your guns. You gain the following
abilities:
Shadowy Hands. You can expend 1 Ki point to
reload your firearm as a bonus action.
Ki-cochet. Whenever you miss an attack roll with
a firearm, you can expend 1 Ki point to redirect the
attack to a creature within 15 feet of the original
target. You must make a separate attack roll for the
new target.
Ever-smoking Barrels
Also at 6th level, you can use your firearm to make
the attacks granted by Flurry of Blows. When you
use it in this way, the weapon damage die becomes
equal to your Martial Arts die.
Inner Fire
At 11th level, your infused bullets are stronger than
before, due to your connection to your weapon. Your
Ki-infused bullets deal additional damage equal to
one roll of your Martial Arts die.
Bullet Time
At 17th level, your reflexes have been honed to
perfection. As a bonus action, you can enter Bullet
Time for 1 minute. When in Bullet Time, you gain the
following benefits:
• The damage reduced by your Deflect Missiles
ability is doubled.
• Your firearms ignore the reloading property.
• You gain an additional action on each of your
turns.
Once you've used this feature, you can't do so again
until you finish a short or long rest.
Paladin: Oath of Oath Spells
the Sheriff You gain oath spells at the paladin levels listed in the
Oath of the Sheriff Spells table. See the Sacred Oath
class feature for how oath spells work.
The wilds are cruel places where simple citizens are
killed faster than you might think. The only line of Oath of the Sheriff Spells
defense for townspeople is their sheriff, who is
elected by popular vote. When a sheriff is elected,
Paladin level Spells
they must take the oath of office, which begins their
journey as paladins.
3rd hunter's mark, quickdraw*
Tenets of the Sheriff 5th find steed, hold person
Protect the People. You've been granted this power
as a servant of the people and must only use it to 9th dispel magic, tin star*
defend the people. Whether they be your dear
friends or just neighbors, you must protect them. 13th banishment, death ward
Respect the Badge. The power invested in you is 17th full throttle*, hold monster
represented by your badge, which should serve as an
extension of your being. You must protect it at all costs. Cowboys from Hell*
Consider Your Allies. Fighting alone will only kill
you, but fighting with the wrong people will get you
tortured. Choose your deputies wisely.
Channel Divinity
When you take this oath at 3rd level, you gain the
following two Channel Divinity options. See the
Sacred Oath class feature for how Channel Divinity
works.
Deputize. As an action, you present your badge to
an allied creature within 5 feet, turning it into your
deputy using your Channel Divinity. For the next
hour, the creature learns all spells you have prepared
for the day (including your oath spells) and may cast
them using either its or your spell slots and gains
access to all your Aura abilities. Your Auras still only
count once and cannot stack.
Sheriff's Bounty. As a bonus, you choose a
creature within 60 feet and place a bounty upon its
head, turning it into an outlaw with your Channel
Divinity. For the next minute, the creature must
succeed on a Charisma saving throw whenever it
would turn invisible, teleport, or attempt to alter its
appearance or fail to do so. In addition, you can use
your Divine Smite on any ranged weapon attacks
you make against this creature.
GM Note: Effects with the same name (such as auras)
do not stack with each other unless specifically stated
otherwise. It's the reason why 5 wizards casting
enlarge can't make a 50-foot-tall gargantuan dwarf.
Aura of Authority
Starting at 7th level, you emanate an aura of
authority, allowing you to use your status as
leverage. At the end of each short or long rest, choose
between Intimidation or Persuasion. You and allies
within 10 feet of you have advantage on checks that
use the chosen skill against non-hostile targets, as
long as you are not incapacitated.
You can change the chosen skill as a bonus action.
You and your deputy (if you have one) can have
different skills chosen simultaneously.
At 18th level, the range of this aura increases to 30
feet.
Sheriff's Grit
Beginning at 15th level, you've developed a thick
skin and a strong spirit, making you particularly
hard to put down. Whenever a creature hits you with
a critical hit, you may use your reaction and 10
points from your Lay on Hands pool to turn that hit
into a regular hit. If that creature was your Bounty,
your next successful weapon attack against it is
automatically a critical hit.
Once you've used this feature, you can't do so again
until you finish a long rest.
Holy Authority
At 20th level, you tap into the authority invested in
you, using it to empower your allies. As a bonus
action, you may choose a number of creatures up to
your Charisma modifier (minimum of 1), they become
your deputies for 1 minute. You and your deputies
gain the following benefits duration:
• All deputies learn your prepared spells
(including oath spells) and may cast them using
either their spell slots or yours.
• You are immune to critical hits.
• You have advantage on all Charisma
(Intimidation) and Charisma (Persuasion) checks.
• You are permanently under the effect of all your
paladin auras, regardless of whether you are
unconscious.
Once you use this feature, you can't use it again until
you finish a long rest.
Ranger -
Fiend Hunter
Hunting demons and devils isn't about brute force,
but it isn't about finesse either, it's about balance. As
strong as they are, it is difficult apprehend fiends
without fiendish powers of your own. As such,
rangers joining the fiend hunter conclave take part in
unholy rituals and steal powers from devils and
demons alike to blend in amongst them and destroy
them with incredible speed.
Fiend Hunter Spells
Starting at 3rd level, you learn an additional spell
when you reach certain levels in this class, as shown
in the Fiend Hunter Spells table. The spell counts as a
ranger spell for you, but it doesn't count against the
number of ranger spells you know.
Ranger level Spells
3rd hellish rebuke
5th hold person
9th fireball
Devil Form
5th wall of fire
• Your AC is increased by 2.
• Once during each of your turns, you may choose
17th hold monster
a damage type from among cold, fire, lightning, or
poison. The next time you take damage of that type,
you can reduce the damage by 1d10 + your Wisdom
Fiendish Metamorphosis modifier.
• You have advantage on Charisma (Persuasion)
Starting at 3rd level, you can assume the form of checks.
either a devil or a demon, using their abilities to
defend yourself. As a bonus action, you can engage You can transform a number of times equal to your
Metamorphosis for 1 minute. When you do, choose proficiency bonus, and you regain all expended uses
between Demon form or Devil form. You gain the when you finish a long rest.
following features based on the chosen form:
Unholy Knowledge
Demon Form
Also at 3rd level, you learn to read, write and speak
• Your movement speed is increased by 10 feet. Abyssal and Infernal. If you are conscious, you can
• Once during each of your turns, when you make also sense if there are any fiends within 10 feet of you
a weapon attack roll, you can infuse it with demonic at any time.
magic. On a hit, you deal one additional weapon
damage die.
• You have advantage on Charisma (Intimidation)
checks.
Wicked Form
Starting at 7th level, entering your Metamorphosis
enhances your defenses. Whenever you engage
Metamorphosis, you gain temporary hit points equal
to 2d10 + your Ranger level.
In addition, while in your Fiendish Metamorphosis,
your spells and attacks ignore the damage
resistances of fiends.
Fiendish Blood
By the 11th level, you have become more of a fiend
than a human. You can see normally in magical and
non-magical darkness within 120 feet.
In addition, whenever you enter your
Metamorphosis, you can choose one of the following
features to add to your form:
• Devilish Hide. At the start of each of your turns,
you can deal 1d10 piercing damage to one creature
you are grappling or restraining with an ability or
spell.
• Demonic Chaos. Once per turn, when a creature
targets you directly with a spell, it must roll on the
Wild Magic table. This feature doesn't work with
area effects spells, such as the explosion of a fireball.
• Succubus Charms. You can cast the charm person
spell (1st-level) at will without expending a spell slot.
Enhanced Metamorphosis
At the 15th level, you can hardly differentiate
between human and fiend, spending as much time as
you'd like within your metamorphosis state. Your
Metamorphosis now lasts until you choose to end it,
and you can choose to count as a fiend instead of a
humanoid while it is active.
In addition, while in transformed, you can use a
bonus action and expend one use of your
Metamorphosis to change to the other form of your
Fiendish Metamorhosis, or change the feature given
to you by your Fiendish Blood feature.
Mining Work
Also at 3rd level, you gain darkvision up to 60 feet
and can hold your breath for a number of minutes
equal to 2 + twice your Constitution modifier.
Golden Strike
Rogue - The Starting at 9th level, you can use the gold you've
Prospector gathered from your prospecting to encase a creature
in solid gold. As an action, you can choose a creature
within 30 feet of you and throw magical gold at it. It
Within the Wild West, being an outlaw is nothing must succeed on a Constitution saving throw (DC = 8
special. Unsurprinsingly, in a lawless land, the + your proficiency bonus + your Constitution
special way to make money is not crime, but Modifier) or become paralyzed until the end of your
prospecting. Difficult and demanding as it is, no job next turn. If the creature is Huge or larger, it has
pays better than striking gold. advantage on this saving throw.
Once you've used this feature, you can't use it again
Tunnel Rat until you finish a short or long rest.
At 3rd level, you gain the ability to dig and create
tunnels quickly and quietly. While standing on a
solid surface, you can spend a bonus action to create
Treasure Finder
a small tunnel in the ground, allowing you to borrow By the 13th level, you've become particularly skilled
at half your movement speed until the end of your at finding treasure and emerging from the ground
turn. While burrowing you are holding your breath. just in the knick of time. Your tunnel now allows you
While within your tunnel, you gain tremorsense up to move at your full movement speed, and your
to 10 feet and have full cover. The tunnel is visible tremorsense extends to 30 feet. Additionally, you
from the outside. A creature can spend its action to sense the location of all magical items within the
break the tunnel by making a Strength (Athletics) range of your tremorsense.
check contested by your Dexterity (Sleight of Hand).
You may emerge from the tunnel either by using an
action to do so or by taking the Attack action to attack
Glistening Skin
a creature directly 5 feet above you with a melee By the 17th level, gold has become part of your very
attack. When attacking a creature in this way, you can body. You have resistance against nonmagical
use your Sneak Attack on the attack, even if you do bludgeoning, piercing, and slashing damage.
not meet the other requirements for Sneak Attack.
In addition, burrowing no longer disturbs the
material you move through.
Sorcerer - Leaded
Blood
In the lawless expanse of the Evil west infested by
devils, the Leaded Blood Sorcerers arose as a rare
breed of spellcasters. They awoke innate magic
which infused their blood with lead, granting them
talents of hardened gunslingers. These sorcerers
bridged the gap between arcane power and gun-
wielding prowess, protecting spellcasters who
struggled in this unforgiving frontier.
Expanded Spell List
At 1st level and when you gain levels in this class,
you learn additional spells, as shown on the
Gunslinger Spells table. Each of these spells counts as
a sorcerer spell for you, but it doesn't count against
the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace
one spell you gained from this feature with another
spell of the same level. The new spell must be an
evocation or a conjuration spell from the ranger,
sorcerer, or wizard spell list.
Leaded Blood Expanded Spells
Spell level Spells
1st Quickdraw*
3rd eagle's scope*
5th conjure barrage Dance of Steel and Magic
Also at 1st level, the more magic you exert, the more
7th blaze of glory* your attacks damage your foes. If you expend
sorcery points in turn, and you then hit a creature
9th conjure volley with a ranged weapon attack from a firearm before
the end of your next turn, that attacks deals an
additional 1d4 of the weapon’s damage type for each
Gunslinging Arcanist sorcery point spent.
Starting at 1st level, you become the perfect blend of
magic and combat. You gain proficiency with light Extra Attack
armor and firearms. Additionally, you can use
Starting at 6th level, you can attack twice, instead of
firearms as a spell focus, and every attack you make
once, when you take the Attack action on your turn.
with a firearm is considered magical.
Moreover, you can cast one of your Sorcerer cantrips
in place of one of those attacks.
Strike From Cover
Also at 6th level, you've learned the importance of
ducking down and striking from behind cover. Spell
attacks and ranged weapon attacks you make while
prone are not made at disadvantage, provided you
are behind cover.
Fastest Hands in the West
At 14th level, you've found the perfect blend of might
and magic. Whenever you take the Attack action on
your turn, you may use your bonus action to cast a
spell of 5th level or lower with a casting time of an
action. Alternatively, whenever you cast a spell of 6th
level or higher on your turn, you may make one
ranged weapon attack as a bonus action.
You can use this feature a number of times equal to
your Constitution modifier (a minimum of once). You
regain all expended uses when you finish a long rest.
Arcane Crossfire
At 18th level, you've learned to hit your targets with
different types of attacks to distract them. Whenever
you hit a creature with a weapon attack, your next
spell attack against it on this turn is made at
advantage. Conversely, whenever you hit a creature
with a spell attack, the next weapon attack made
against it this turn is also made at advantage.
Warlock - The
Ghost Town Spectral Ally
At 1st level, you can tap into the town's powers to
summon one of its deceased citizens. As an action,
Rumors of ghost towns instill anxiety in the vast you can call upon it, when it appears, choose
fields of the far west. These once prosperous places between Crafter, Cowboy, Outlaw, or Sheriff. The
now lay in ruin, marked by massive bloodshed and ghost takes on the appearance of a citizen of that
malevolent spirits. However, there are those who kind, which determines certain traits in its stat block.
have walked into ghost towns and survived, now
infused by their vile powers. These heralds now The citizen appears in an unoccupied space of your
exert control over the restless spirits populating choice that you can see within 10 feet of you. It is
these ruins. friendly to you and your companions and obeys your
commands. See this creature's game statistics in the
Spectral Citizen stat block, which uses your
Expanded Spell List proficiency bonus (PB) in several places. You
determine the citizen's appearance.
At 1st level, The Ghost Town lets you choose from an
expanded list of spells when you learn a warlock
In combat, the citizen shares your initiative count, but
spell. The following spells are added to the warlock
it takes its turn immediately after yours. The only
spell list for you.
action it takes on its turn is the Dodge action unless
you take a bonus action on your turn to command it to
Ghost Town Expanded Spells take another action. That action can be one in its stat
block or some other action. If you are incapacitated,
Spell level Spells the citizen keeps taking actions as normal.
1st bane, detect evil and good The citizen manifests for 1 hour until it is reduced to
0 hit points, until you use this feature to summon the
2nd augury, phantasmal force citizen again, or until you die.
3rd bestow curse, phantom steed You can summon a citizen a number of times equal to
a third of your warlock level (rounded down,
minimum of 2) and you regain all expended uses
4th death ward, faithful hound when you finish a long rest.
5th cone of cold, hallow
Empowered Specters doesn't gain access to the target's knowledge, class
features, or proficiencies.
By the 6th level, your specters have gotten stronger. The possession lasts until the body drops to 0 hit
Each citizen gains an additional ability from the ones points, the citizen ends it as a bonus action, or the
below, based on the citizen summoned: citizen is turned or forced out by an effect like the
dispel evil and good spell. When the possession
• Craftsman. Any creature within 5 feet of the ends, the citizen reappears in an unoccupied space
citizen proficient in the same skill or artisan's tools as within 5 feet of the body. The target is immune to
the citizen can add double their proficiency bonus to this citizen's Possession for 24 hours after succeeding
any ability check that uses that skill or set of tools. on the saving throw or after the possession ends.
• Outlaw. Once per turn, the citizen can deal an
extra 1d6 damage to one creature it hits with an
attack if it has advantage on the attack roll or if the
target is within 5 feet of an allied creature. This
damage increases to 2d6 at the 10th level.
• Sheriff. When a creature under the effect of
lawman’s protection takes damage as part of a spell
or ability that forced it to make a saving throw, the
citizen may spend its reaction to halve that damage.
• Wrangler. When the citizen successfully
grapples a creature with its lasso, that creature is also
restrained until the grapple ends.
Otherworldly Bond
At the 10th level, the bond between you and the
town has strengthened, leading the citizens to
protect you at all costs. If you fall to 0 hit points and
you control a spectral citizen, you may have the
citizen give its life for yours, as it dies and you fall to
1 hit point instead.
Once you've used this ability, you can't do so again
until you finish a short or long rest.
Ghost Town Triumph
When you reach the 14th level, your control over the
ghosts of the past becomes stronger than ever before.
Your spectral citizen doesn’t vanish if you use your
spectral ally feature again, as long as you summon a
different type of citizen.
In addition, all your summoned citizens gain the
following ability:
Possession (Recharge 6). One humanoid that the
citizen can see within 5 feet of it must succeed on a
Charisma saving throw (DC = your spell save DC) or
be possessed by the citizen; the citizen then
disappears, and the target is incapacitated and loses
control of its body. The citizen now controls the body
but doesn't deprive the target of awareness. The
citizen can't be targeted by any attack, spell, or other
effect, except ones that turn undead, and it retains its
alignment, Intelligence, Wisdom, Charisma, and
immunity to being charmed and frightened. It
otherwise uses the possessed target's statistics but
Wizard - Deflect Bargain
Devilogist When you reach the 6th level, you've learned to pass
on your failure to others so that you never get to feel
the consequences of your actions. Whenever a Bargain
from one of your spells activates, you may expend
In the Evil West, knowledge isn't enough. You may your reaction to pass it on to a different creature
be the smartest man alive, but intelligence will do within 60 feet. The creature must make a Charisma
you no good with a bullet between your eyes. As saving throw against your spell save DC (it can choose
such, wizards have taken up infernal bargains, to automatically fail). On a failure, it gains the
gaining power in exchange for parts of their drawbacks of the Bargain instead. On a success, you
humanity. These are called the devilogists, experience the drawbacks of the Bargain as you
descendants of the Faustian myth. normally would.
You may use this feature a number of times equal to
Bargainer Savant your Intelligence modifier (minimum of once). You
regain expended uses when you finish a long rest.
When you join this school at 2nd level, you've
become an expert in spells of infernal nature. You
may now also add warlock spells and bargain spells
to your spellbook. The gold and time you must
Devilish Charm
spend to copy warlock-exclusive spells or spells with When you reach the 10th level, the repeated use of
the Bargain ability into your spellbook is halved. fiendish magic has, in turn, granted you fiendish
charm. Whenever you make a Charisma check, you
gain a bonus to the check equal to your Intelligence
Plea for Power modifier (minimum of +1).
Also at 2nd level, you've begun bargaining with
devils, gaining more power the more you take from
them. Whenever you cast a spell with a Bargain, you
Fiendish Buyout
gain advantage on the next attack roll or ability check Starting at 14th level, the many fiendish powers
you make until the end of your next turn. you’ve dealt with have completely transformed you.
You gain the following benefits:
• You ignore all the drawbacks of Bargain spells
(but may still pass them on).
• Your creature type becomes fiend.
• You sprout fiendish wings, gaining a permanent
flying speed of 60 feet.
Spells
Hellraiser (Pandemonium) - If a creature ends its turn without dealing damage
to a creature or an object, it takes 4d10 fire damage.
9th-level enchantment (sorcerer, warlock, wizard) - When a creature starts its turn within the radius of
the spell or enters it for the first time, it must make a
Casting Time: 1 minute Wisdom saving throw. On a failure, it regards all
Range: 1 mile (100-foot radius) creatures within the area as hostile for as long as it
Components: V, S, M (the skull of a greater fiend remains within the area. A creature can repeat the
worth at least 1000 gold, which is consumed upon saving throw at the end of each of its turns, ending
use) the effect on a success.
Duration: 1 hour
Using the power of an ancient evil, you open the Steady Footing
door to a realm of pure destruction. Choose a point 1st-level transmutation (bard, druid, paladin, ranger)
within range. A 100-foot radius sphere originating
from that point becomes corrupted by fiendish Casting Time: 1 Bonus
energies. The area is subjected to the following Range: 30 feet
effects: Components: V, S, M (a small cement or brick
- All weapon attacks made by creatures in the area bauble)
against creatures in the area are critical hits. Duration: Concentration, up to 10 minutes
- Attacks within the area cannot be non-lethal.
- Each creature within the area is immune to the Choose a willing creature within range. You enhance
frightened condition. its readiness and steady its steps. For the next 10
- Creatures concentrating on spells within the area minutes, the creature is immune to the prone
must make a Concentration saving throw to maintain condition and cannot be pushed or dragged.
concentration on their spells at the start of each of
their turns. The DC is equal to your spell save DC. At Higher Levels: When you cast this spell using a
- Damage cannot be reduced or prevented within the spell slot of 2nd level or higher, you can target one
area. additional creature for each slot level above 1st.
1st level • The creature's speed is increased by 10 feet.
• It ignores nonmagical difficult terrain and its
jumping distance is doubled.
• If the mount is subjected to an effect that allows
Disrupt Detection it to make a saving throw to take only half damage, it
instead takes no damage if it succeeds on the saving
1st-level abjuration (bard, sorcerer, warlock, wizard) throw, and only half damage if it fails.
Casting Time: 1 reaction (which you take to an object
or creature is being targeted by a divination spell that Quickdraw
you can see being cast)
Range: 60 feet 1st-level divination (ranger, paladin, wizard)
Components: V, S
Duration: 1 hour Casting Time: 1 Reaction (which you take to
initiative being rolled)
As a reaction to a divination spell targeting a Range: Self
creature or object within range, you can deceptively Components: V, S
alter the spell's result, changing one detected Duration: Instantaneous
characteristic, such as a spell or effect's magic school,
a god's influence or a spoken language. You can You quicken your reflexes and remold the flow of
change any of these characteristics to any other time. You have advantage on your initiative roll.
characteristic from the same category, such as
changing the detected school of magic from
necromancy to divination, but you may not hide the Ricochet
characteristic.
1st-level transmutation (ranger, sorcerer, wizard)
Dwarven Stand-Off Casting Time: 1 reaction (which you take when a
ranged weapon attack misses)
1st-level enchantment (ranger, sorcerer, warlock) Range: 120 feet
Components: V, M (a projectile)
Casting Time: 1 Bonus Action Duration: Instantaneous
Range: 60 feet
Components: V, S When a projectile within range misses its target, you
Duration: 1 round make it magically ricochet off a nearby surface. You
may choose a new target for the projectile within 30
Choose a creature within range. It must make a feet of the original target, dealing the original attack’s
Charisma saving throw. On a failure, you and the damage on a hit.
creature both enter a stand-off until the start of your
next turn. While in a stand-off, both your speeds
become 0, and have disadvantage on Wisdom Steady Footing
(Perception) checks to perceive creatures other than
1st-level transmutation (bard, druid, paladin, ranger)
each other and disadvantage on attack rolls against
creatures that aren’t each other.
Casting Time: 1 Bonus
Range: 30 feet
Ever Forward Components: V, S, M (a small cement or brick
bauble)
1st-level enchantment (druid, paladin, ranger) Duration: Concentration, up to 10 minutes
Casting Time: 1 Action Choose a willing creature within range. You enhance
Range: Touch its readiness and steady its steps. For the next 10
Components: V, S, M (a mount) minutes, the creature is immune to the prone
Duration: 10 Minutes condition and cannot be pushed or dragged.
Choose a mount within range. You enhance its steps At Higher Levels: When you cast this spell using a
and reflexes, making it more agile than ever. It gains spell slot of 2nd level or higher, you can target one
the following abilities: additional creature for each slot level above 1st.
2nd level Detect Faith
2nd-level divination (cleric, paladin, warlock)
Eagle's Scope Casting Time: 1 Action (Ritual)
Range: Self (30-foot sphere)
2nd-level transmutation (druid, ranger, wizard) Components: V, S
Duration: Concentration, up to 10 Minutes
Casting Time: 1 bonus action
Range: Touch For the duration, you sense the presence of divine
Components: V, M (a ranged weapon) influence or faith within 30 feet of you. If you sense
Duration: Concentration, up to 1 Minute faith in this way, you can use your action to see a
faint aura around any visible creature or object in the
You magically enchant a ranged weapon, enhancing area that believes in or has been blessed by a god,
its accuracy and range. For the duration of the spell, and you learn which god, if any.
the weapon's range becomes 500/1000. Any creature
wielding the weapon can see up to 1000 feet away The spell can penetrate most barriers, but it is
with no difficulty, able to discern even fine details as blocked by 1 foot of stone, 1 inch of common metal, a
though looking at something no more than 100 feet thin sheet of lead, or 3 feet of wood or dirt.
away from it.
Killshot Detect Verbiage
2nd-level divination (bard, cleric, paladin, sorcerer,
2nd-level evocation (ranger, sorcerer, warlock, wizard) warlock, wizard)
Casting Time: 1 Action Casting Time: 1 action (ritual)
Range: 120 feet Range: Self (30-foot sphere)
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 10 Minutes
You prepare a deadly shot. Make a ranged spell When you cast the spell, choose a language or a
attack against a creature within range. This attack is phrase within a certain language. For the duration,
not made at disadvantage if the target is prone. On a you sense the presence of any creatures currently
successful hit, if the target is above 0 hit points, it speaking that language or phrase within 30 feet of
takes 3d10 necrotic damage. If the target is at 0 hit you. Once you sense a creature this way, you
points, it immediately fails 3 death saving throws. continue to sense it, and can hear what it says until it
leaves your range or remains silent for 6 seconds.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases The spell can penetrate most barriers, but it is
by 1d10 for each slot level above 2nd. blocked by 1 foot of stone, 1 inch of common metal, a
thin sheet of lead, or 3 feet of wood or dirt.
3rd level Raven's March
3rd-level conjuration (druid, warlock, wizard)
Barroom Brawl Brew Casting Time: 1 Action
Range: 60 feet
3rd-level enchantment (sorcerer, warlock, wizard) Components: V,
Duration: Instantaneous
Casting Time: 1 Action
Range: Touch You turn into a dark flock of ravens and fly up to 60
Components: S, M (a vessel filled with liquid) feet in a 15-foot wide line, before reverting to your
Duration: Concentration, up to 1 minute human form. This movement does not provoke
attacks of opportunity. Each creature you passed
Choose one vessel within range. For the next minute, over while flying must succeed on a Dexterity saving
whenever a creature drinks the liquid inside the throw or take 3d6 necrotic damage.
vessel, it must succeed on a Wisdom saving throw or
become charmed. At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases
While charmed in this way, the creature becomes by 1d6 for each slot level above 3rd.
irritable and prone to violence. It gains disadvantage
on Wisdom (Perception) checks and Charisma
(Persuasion) checks against it are made at advantage. Tin Star
If the creature is attacked, it enters a frenzy until the 3rd-level enchantment (cleric, ranger, paladin)
end of the spell, attacking all creatures that have
attacked it. If the creature drops to 0 hit points or Casting Time: 1 Action
reduces another creature to 0 hit points, the spell Range: Touch
ends immediately. Components: V, S, M (a tin star)
Duration: Concentration, up to 10 minutes
At Higher Levels: When you cast this spell using a
spell slot of 4th level or higher, you can target one Using the power invested in you, you deputize a
additional vessel for each slot level above 3rd. nearby creature by placing a tin star on its lapel. For
the duration of the spell, the creature has advantage
on all Charisma checks.
Power Word Harmony
If another creature damages the enchanted target, it
3rd-level evocation (bard, cleric) must succeed on a Charisma saving throw or be
marked as an outlaw. While marked as an outlaw, a
Casting Time: 1 Action creature cannot turn invisible or teleport and has
Range: 30 feet disadvantage on all Charisma checks.
Components: V, S, M (opal dust worth 50 gold,
which the spell consumes) At Higher Levels: When you cast this spell using a
Duration: Concentration, up to 10 minutes spell slot of 4th level or higher, you can target one
additional creature for each slot level above 3rd.
Choose one creature within range. It achieves perfect
inner harmony. When it rolls its next ability check,
on a roll of 9 or lower, the roll becomes a 10.
4th level
As a reaction to a divination spell with an area of
effect being cast, you enhance its search. The spell's
Blaze of Glory area is increased by half of its range, to a maximum
of 60 feet.
4th-level evocation (paladin, ranger)
Spells such as detect magic, which have a range of
Casting Time: 1 Reaction (which you take when you “self” but have a spherical range count as spells with
drop to 0 hit points) an area of effect.
Range: Self
Components: V
Duration: 1 Round Deathcap Sprouting
You choose to go down in a blaze of glory. Until the 4th-level conjuration (druid, ranger)
end of your next turn, you do not fall unconscious
from being at 0 hit points, you are immune to the Casting Time: 1 Action
charmed, frightened, grappled, paralyzed, Range: 90 feet (5-foot radius)
restrained, and stunned conditions, and you have Components: S, M (3 small deathcaps)
advantage on all attack rolls. When you take damage Duration: 1 Hour
during this round, you instead gain 1 failed death
saving throw for every 20 points of damage taken. Choose three points within range. At each point, an
exploding deathcap sprouts from the ground. The
Once you’ve used this spell, you cannot cast it again deathcap hides among the surroundings and lasts for
until you complete a short or long rest. 1 hour. The deathcap is nearly invisible and requires
a successful Intelligence (Investigation) check against
your spell save DC to be found.
Broaden Spectrum When a creature steps into the deathcap's space, it
explodes in a puff of poisonous smoke in a 5-foot
4th-level enchantment (bard, sorcerer, warlock, wizard) radius sphere. Each creature in the area must make a
Constitution saving throw. A creature takes 3d8
Casting Time: 1 reaction (which you can take when a poison damage and is poisoned for 1 minute on a
creature you can see casts a divination spell with an failed saving throw, or takes half as much damage
area of effect) and isn't poisoned on a successful one. A poisoned
Range: 60 feet creature can repeat the saving throw at the end of
Components: V, S, M ( a crystal looking glass worth each of its turns, ending the effect on a success.
at least 500 gold)
Duration: Instantaneous
Power Word Synchronize 5th level
4th-level evocation (bard, cleric)
Casting Time: 1 Action Full Throttle
Range: 60 feet
Components: V, S, M (emerald dust worth 50 gold, 5th-level evocation (paladin, sorcerer, wizard)
which the spell consumes)
Duration: 1 minute Casting Time: 1 Action
Range: Self
Choose two creatures within range. Their timing is Components: V
synchronized, and their minds begin to think alike. For Duration: Concentration, up to 1 minute
the duration of the spell, the creature with the lower
initiative shares the initiative of the other creature. You unleash your inner flames, preparing to go all
out, no matter the toll on your body. For the duration
of the spell, you gain the following effects:
Stampede • You take 3d10 fire damage at the start of each of
4th-level evocation (druid, ranger) your turns. This damage cannot be reduced or
prevented in any way but does not force you to make
Casting Time: 1 Reaction (which you take to being saving throws to maintain concentration.
dropped to 0 hit points) • Whenever you hit a creature with a spell or
Range: 60 feet (50-foot long, 20-foot wide line) weapon attack, it takes 2d10 fire damage in addition
Components: V, S to the attack's normal damage. If the attack or spell
Duration: Instantaneous hits multiple targets, choose one that takes the
additional damage.
You summon a spectral stampede, which rushes out • Whenever you are hit with a melee attack, the
in a 50-foot long, 20-foot wide line, trampling over all attacker takes 2d10 fire damage.
creatures in their wake. Each creature within the area • You have advantage on checks and saving
must make a Dexterity saving throw. Prone creatures throws against falling prone, being pushed,
have disadvantage on this saving throw. grappled, restrained or stunned.
On a failure, a creature takes 4d8 bludgeoning
damage and is knocked prone. On a success, a Immediately after the spell ends (you can choose to
creature takes half damage and is not knocked prone. end it early), you must succeed on a DC 15
Until the end of your next turn, the ground covered Constitution saving throw or suffer two levels of
by the stampede becomes difficult terrain. You can exhaustion.
ignore difficult terrain created this way.
At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage increases
by 1d8 for each slot level above 4th.
Power Word Precision Wanted Poster
5th-level evocation (bard, cleric) 5th-level enchantment (cleric, ranger, paladin)
Casting Time: 1 Action Casting Time: 1 Hour
Range: 30 feet Range: 5 mile radius
Components: V, S, M (sapphire dust worth 150 gold, Components: V, S, M (a collection of enchanted wanted
which the spell consumes) posters worth 300 gold, which the spell consumes)
Duration: Concentration, up to 1 minute Duration: 24 Hours
Choose one creature within range. Magical focus You adorn every wall and tree within an area with
enhances its combat precision. For the duration of the wanted posters of a particular creature, making sure
spell, the creature's weapon attacks score a critical hit it is hindered within said area. Choose a creature
on a roll of 18, 19 or 20. you've met or heard the name of. While within the
area, the chosen creature suffers the following effects:
Six Shooter • All creatures otherwise neutral to the creature
become hostile to it.
5th-level evocation (ranger, sorcerer, warlock) • It has disadvantage on all Charisma checks.
• It cannot teleport or turn invisible.
Casting Time: 1 Action • You know the creature's exact location within
Range: 120 the area.
Components: S, M (a ranged weapon)
Duration: Instantaneous
Choose one creature within range. By empowering
your weapon, you fire six quickfire shots at the
target. Make a separate attack roll for each shot.
These attack rolls can't benefit from advantage. The
first successful shot deals 1d6 piercing damage. Each
consecutive shot deals 1d6 + 1d6 for each shot to
previously hit the target.
Vampiric Blood
5th-level transmutation (ranger, sorcerer, warlock)
Casting Time: 1 Bonus Action
Range: Self
Components: V, M (a vial of vampire blood)
Duration: Concentration, up to 1 minute
You infuse yourself with the blood of vampires,
gaining the ability to steal the life of your enemies.
Until the spell ends, whenever you damage a
creature with a melee weapon attack, if you are
below half of your maximum hit points, you regain
hit points equal to half the damage dealt.
6th level Choose a creature within range. It must succeed on a
Charisma saving throw or have its inner turmoil
manifested into copies of itself, which appear at
unoccupied spaces of your choice within 30 feet of
Power Word Cease the creature and stand there motionless. For the
duration of the spell, a creature with at least one
6th-level evocation (bard, cleric) copy manifested is incapacitated.
Casting Time: 1 Action A creature under the effects of the spell can dispel a
Range: 30 feet copy by starting its turn within 10 feet of it and
Components: V, S, M (ruby dust worth 200 gold, making a successful Charisma (Persuasion) check
which the spell consumes) against your spell save DC. Once a creature has
Duration: Instantaneous dispelled both copies, the spell ends.
Choose one creature within range. If the target is
affected by a condition (such as restrained, Mass Remove Curse
paralyzed, petrified,...) that condition ends. If the
target is affected by multiple conditions, choose 7th-level abjuration (cleric, warlock, wizard)
which to end.
Casting Time: 1 Action
Range: 30 feet
7th level Components: V, S
Duration: Instantaneous
A wave of protective energy washes out from a point
Manifest Turmoil of your choice within range. Choose up to six
creatures and/or objects in a 30-foot-radius sphere
7th-level enchantment (bard, sorcerer, warlock, wizard) centered on that point. Each curse affecting a chosen
creature or object ends. If the object is a cursed magic
Casting Time: 1 Action item, its curse remains, but the spell breaks
Range: 60 feet attunement to the object so it can be removed or
Components: V, S, M (a hollow sapphire ball worth discarded.
at least 150 gold, which the spell used)
Duration: Concentration, up to 1 minute
Bargain Spells Bargain of Dark Flight
2nd-level transmutation (bard, sorcerer, warlock)
GM NOTE:
Casting Time: 1 Action
These spells are not meant be acquired through
normal means, and are instead meant be acquired Range: Self
through deals. For example the party is about to fall Components: V, S, M (a pickled bat's wing)
in battle, and then need a powerful burst of damage Duration: Concentration, up to 1 minute
to deal with their foe. Perhaps a devil would freeze
time at this opportune moment, and offer a contract. Devil wings sprout from your back, granting you a
flying speed of 45 feet.
The power to save your friends, at a cost....
Bargain. If you begin falling as a result of losing
concentration on this spell, you become vulnerable to
Bargain of Deflection falling damage and cannot be affected by spells such
as feather fall for the next 24 hours.
abjuration cantrip (bard, sorcerer, warlock)
Casting Time: 1 Reaction (which you take when you Bargain of Forbidden
are targeted by an attack, but before you know if the
attack hits or misses) Knowledge
Range: self 2nd-level enchantment (bard, sorcerer, warlock)
Components: V
Duration: Instantaneous Casting Time: 1 Action
Range: Touch
As a reaction to being targeted by an attack, you add Components: V, M (a gem-encrusted book worth at
+3 to your Armor Class, possibly turning the hit into least 30 gold)
a miss. Duration: Concentration, up to 10 minutes
Bargain. If the attack is still hits, you gain Choose an allied creature within range. Devilish
vulnerability to the damage from the attack. If the knowledge is imparted upon it. It can choose one
attack misses you can’t cast this cantrip again until Intelligence, Wisdom or Charisma skill it is proficient
the end of your next turn. in. For the duration of the spell, its proficiency bonus
is doubled on all ability checks using that skill.
Bargain of Devil's Blood Bargain. If the creature fails an Intelligence, Wisdom
1st-level abjuration (bard, sorcerer, warlock) or Charisma check while the spell is active (even if it
uses a different skill), roll a d6. On a 1-2, your
Casting Time: 1 Action Wisdom modifier is reduced by 5 for the next hour.
Range: Self On a 3-4, your Intelligence modifier is reduced by 5
Components: V, S, M (a vial of demon's blood) for the next hour. On a 5-6, your Charisma modifier
Duration: 1 hour is reduced by 5 for the next hour.
A barrier of coagulated devil's blood forms around
you, protecting you from blows. You gain 10
temporary hit points for the duration.
Bargain. If you lose all temporary hit points before
the spell's duration ends, you become paralyzed until
the end of your next turn.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the temporary hit
points increase by 10 for each slot.
Bargain of Unwinding Time throw, you catch fire instead, taking 4d6 fire
damage and expending a spell slot in the same way
3rd-level conjuration (bard, sorcerer, warlock) it would. You may repeat the saving throw at the
end of each of your turns, ending the effect on a
Casting Time: 1 Action success or taking 4d6 fire damage and expending a
Range: Self spell slot on a failure.
Components: V, S, M (a broken golden clock worth
at least 50 gold, which the spell consumes)
Duration: Instantaneous Bargain of Immense Pain
5th-level evocation (sorcerer, warlock, wizard)
You attempt to turn back the time using your
devilish powers. Roll a 2d10 and add your Casting Time: 1 Action
Spellcasting Modifier. If the roll is equal to or higher Range: 90 feet
than 10 + the spell level of a spell you cast on your Components: S
last turn, you cast that spell again. Duration: Instantaneous
Bargain. If you fail the roll, your magic leaves you. Choose a creature within range. Immense pain
For the next minute, you cannot cast spells of 4th courses through its body. It must succeed on a
level or higher. Constitution saving throw or take 8d10 psychic
damage.
Bargain of Hellfire Bargain. You may cast this spell without expending
4th-level evocation (bard, sorcerer, warlock) a spell slot. If you cast the spell in this way, you take
12d10 psychic damage, which can't be reduced in
Casting Time: 1 Action any way.
Range: 60 feet
Components: V, S, M (a fiery rod)
Duration: Concentration, up to 1 minute
You summon dark, devilish flames to overwhelm a
target within range. It must make a Dexterity saving
throw. On a failed save, the creature catches fire for
the next minute, taking 4d6 fire damage and
expending a spell slot of its choice. A burning
creature can repeat the saving throw at the end of
each of its turns, ending the effect on a success or
taking 4d6 fire damage and expending a spell slot of
its choice on a failure.
Bargain. If the target succeeds the initial saving
Feats
Bargainer Trick Rider
prerequisite: At least one known bargain spell. You've been on horseback all your life, turning you
into a rider expert at performing otherwise
You've spent your life dealing with devils, making impossible tasks. You gain the following benefits:
you exceptionally adept at making bargains. You • You don't need a free hand to steer a mount
gain the following benefits: while riding it.
• While mounted, you ignore half-cover and treat
• Your Intelligence or Charisma score increases by 1. three-quarters cover as half-cover.
• Once per day, you can use your reaction to • While mounted, your jump distance is doubled
ignore a Bargain from a spell. and whenever you dismount (either willingly or
• You have advantage on Intelligence unwillingly), you always fall on your feet, unless you
(Investigation) checks on inspecting devilish choose otherwise.
contracts and Charisma (Persuasion) checks to • While mounted, your mount ignores
negotiate contract terms. nonmagical difficult terrain, and you can use your
bonus action to move your mount up to half of its
movement.
Drunkard
You've spent your life intoxicated, getting used to
Ghost Town Survivor
strong drinks and mind-numbing headaches. You You survived an encounter within a deadly western
gain the following features: ghost town, leaving you scarred forever. You gain the
following benefits:
• Your Constitution or Dexterity score increases
by 1. • You can see within the Ethereal Plane to a range
• You have advantage on saving throws against of 30 feet.
the poisoned or stunned conditions. • You gain resistance against necrotic damage.
• While under the stunned conditions, you are not • You have advantage on saving throws to resist
incapacitated. All the other drawbacks of the being possessed or being cursed by undead creatures
condition still apply.
. Wrangling Expert long rest. You can also cast the spell using spell slots
you have of the appropriate level, in which case the
spell is cast as normal. The spell's spellcasting ability
prerequisite: proficiency with whips, proficiency with at is the ability increased by this feat.
least one ranged weapon
You've trained to use both whip and gun at once,
making you an expert at wrangling. While wielding
Dirty Fighter
a ranged weapon in one hand and a whip in the You have to do difficult things to stay alive, even
other, you gain the following benefits: unethical things. You gain the following benefits:
• You have a +2 to AC against ranged attacks.
• You may make an attack with your whip as a • Your Intelligence or Charisma score increases
bonus action. You can replace this attack with a by 1.
shove attack. • You can use nonmagical objects and
• When you knock a creature prone with a whip consumables as a bonus action.
attack, you can choose to grapple that creature as • After taking the Attack action on your turn, you
part of the same attack. can use your bonus action to step on a creature's foot
• You can crack your whip as a bonus action to or throw sand in their eyes. Make an unarmed strike
distract foes. When you do this, each creature within using your Strength or Dexterity modifier. On a hit, if
60 feet must make a Wisdom saving throw (DC = 8 + you stepped on a creature's foot, its movement speed
your Dexterity modifier + your proficiency bonus). is reduced halved until the end of its next turn. If you
Ranged attacks you make until the end of your turn threw sand in its eyes, it is blinded until the end of
. against creatures that failed the saving throw are your current turn.
. made at advantage.
Rodeo Expert
Curse Expert You've spent your entire life on the back of creatures
Your life has been marred by curses, but you've found that don't want you there, fighting for your life to
your way around it. You gain the following benefits: remain mounted. You gain the following abilities:
• Your Intelligence or Wisdom score increases by 1 • Your Strength or Dexterity score increases by 1.
• You can ignore one curse from one cursed magic • You can mount creatures regardless of size,
item you are attuned to. willingness or anatomy.
• You learn the remove curse spell. You can cast it • When dismounted, you always fall on your feet
without expending a spell slot or material (unless you choose to fall prone).
components. When cast in this way, its casting time • While mounted on a creature, you have
becomes 1 minute and it removes the curse only for advantage on all checks made to grapple, restrain or
the next 8 hours. Once you cast the spell in this way, remain on top of the creature.
you can't cast it in this way again until you finish a
Items
Fiendblade Wand of Corpse Defiling
weapon (any sword), rare (requires attunement) wand, very rare (requires attunement)
A blade enchanted with firey runes in a mix of both A darkened, ashen twig that twists into two horns at
Infernal and Abyssal, hinting at its fiendish powers. the top turning bright red at the tips. This wand has
been used throughout the ages to defile the dead.
You have a +1 to attack and damage rolls made with
this magic weapon. This wand has 7 charges. While holding it, you can
use an action to expend 1 of its charges to cause a
In addition, while attuned to this weapon, defiling ray to streak from the tip toward a corpse or
whenever you finish a long rest, choose one of the an undead creature of CR 3 or lower you can see
following benefits: within 60 feet of you. If the target is dead, it returns
to life as a quasit, and its soul is transferred to the
• Hell Hound's Breath. Once per day, you can Nine Hells. If the target is an undead of CR 3 or
replace one of your attacks with a fiery lower, it must succeed on a DC 17 Charisma saving
breath that extends in a 15-foot throw or become a bearded devil, and its soul is
cone. Each creature in that area must transferred to the Nine Hells.
make a DC 14 Dexterity saving
throw, taking 21 (6d6) fire damage After being transformed into a devil, the target
on a failed save, or half as much remains on the material plane for 1 hour. During this
damage on a successful one. hour, it follows your telepathic commands (no action
required). The creature is an ally to you and your
• Beard Devil's Beard. companions. In combat, the creature shares your
You grow an intimidating initiative count, but it takes its turn immediately after
beard of spikes. You gain yours. It obeys your verbal commands (no action
proficiency in the required by you). If you don't issue any, it takes the
Intimidation skill. If you Dodge action and uses its move to avoid danger.
are already proficient in
the skill, you can double The wand regains 1d6 + 1 expended charges daily at
your proficiency bonus on dawn. If you expend the wand's last charge, roll a d20.
checks made with that skill. On a 1, the wand crumbles into ashes and is destroyed.
• Nightmare's Hooves.
Your movement speed Portable Hellhole
increases by 10 feet.
Whenever you move into a wondrous item, rare
creature's space, it takes 1d4
fire damage. A creature can't This devilish hole looks and feels the same as a
suffer this damage more portable hole. However, it is actually a hellhole
than once per round. masked by illusion magic. An identify spell reveals its
true nature.
You can use an action to unfold a portable hellhole
and place it on or against a solid surface, whereupon
the portable hellhole creates an extradimensional
hole 10 feet deep. The cylindrical space within the
hellhole is actually hell, but it looks normal from the
outside. Any creature can move inside the portable
hellhole by walking inside, but cannot exit from the
hellhole unless it has killed at least one fiend of CR 3
or higher.
Art by Marie Zuknim
Once the hellhole has been opened for the first time,
it remains opened and cannot be closed unless the Remorseful Lash
magic is temporarily dispelled. It functions like a 5th weapon (whip), uncommon (requires attunement)
level spell for the purpose of dispel magic. Once the
magic has been dispelled, you can use an action to The symbol of a crying woman is etched in the
close a portable hellhole by taking hold of the edges handle of this whip, which is carved from red
of the cloth and folding it up. Folding the cloth closes sandstone. Inflicting misery on others will always
the hole, and any creatures or objects within remain result in anguish for the wearer.
in the extradimensional space. No matter what's in it,
the hole weighs next to nothing. Attacks with this magic whip deal an additionnal 1d6
psychic damage on a hit.
In addition, at the start of every minute that the
hellhole has spent open, random devils of CR 5 or Curse. This whip is cursed, and becoming attuned to
lower emerge from it to attack those who opened it. it extends the curse to you. As long as you remain
cursed, you are unwilling to part with the whip,
Placing a portable hellhole inside an keeping it within reach at all times. You also have
extradimensional space created by a bag of holding, disadvantage on attack rolls with weapons other than
handy haversack, or similar item instantly destroys this one. Whenever you make a successful attack with
both items and opens a gate to the Astral Plane. The this whip, you take 1d4 psychic damage. This damage
gate originates where the one item was placed inside cannot be reduced or prevented in any way.
the other. Any creature within 10 feet of the gate is
sucked through it and deposited in a random
location on the Astral Plane. The gate then closes. The
gate is one-way only and can't be reopened.
Devilcattle Lasso
weapon (whip), rare (requires attunement)
When you hit with an attack using this magic whip,
the target takes an additional 1d8 of the whip's
damage type if it is a fiend. In addition, fiends
damaged by this weapon cannot teleport, switch
planes or turn invisible for the next hour.
When around 15 feet of a fiend, the whip sheds
bright light in a 5-foot radius and dim light for an
additional 5 feet.
Art by Marie Zuknim
Ticket to Anywhere
wondrous item, very rare (requires attunement)
The magical train ticket, devoid of any visible details,
emanates a shimmering glow and possesses an
ethereal texture. It serves as a gateway to
unimaginable destinations, transforming with
intricate designs and symbols.
This magical ticket has 1d6+2 charges. Whenever you
teleport or change dimensions (such as via the blink
or plane shift spells), either willingly or unwillingly,
you may expend 1 charge as a reaction. The ticket
alters your location. You can choose either an
alternate location or plane you transport to. This
must follow the range limitations of the effect. If an
effect teleports you up to 30 feet, you cannot choose
to teleport anymore than that, just change the
location at which you arrive within that range.
Once you expend the last charge, the ticket turns to
ash and is destroyed.
Banishing Bomb
wondrous item, rare
The Banishing Bomb, the revered weapon of
Gunpowder Domain Clerics, is a mesmerizing
metallic sphere adorned with celestial engravings. Its
polished surface glows with ethereal luminescence,
resonating with divine energy. This small yet
destructive weapon serves as a sacred conduit for the
cleric's faith, embodying their duty to protect the
innocent and cast aside darkness with explosive
divine justice.
As an action, you may detonate this bomb or throw it
within 30 feet of you, detonating upon connecting
with a creature or a surface.
When the bomb detonates, each creature within a 20-
foot radius must make a DC 15 Constitution saving
throw. On a failure, a creature takes 3d10 radiant
damage and is blinded for 1 minute. A blinded
creature can repeat the saving throw at the end of
each of its turns, ending the effect on a success. On a
success, a creature takes half as much damage and is
not blinded. Fiends have disadvantage on this saving
throw, and on a failure they are also banished to their
home plane for 1 hour.
If you are a Cleric, you can use your Spell Save DC
instead of the item's DC.
Cleareye
Weapon (any firearm), rare (requires attunement)
Cleareye is an refined gun crafted with meticulous
precision and artistry. Its slender, graceful frame is
made from the finest, polished steel, chosen for its
strength and robustness.
You have a +1 to attack and damage rolls made
Redeye
with this weapon. weapon (pistol), very rare (requires attunement)
In addition, while attuned, you can see up to 1 mile Redeye is a wicked firearm that exudes an aura of
away with no difficulty, are able to discern even fine malevolence. Its sleek and menacing design is
details as though looking at something no more than dreadful: the gun's frame is forged from obsidian-
100 feet away from you. Dim light doesn't impose black steel, polished to a glossy sheen, reflecting an
disadvantage on your Wisdom (Perception) checks, eerie red glow when caught in the light. A bad omen
and you ignore half and three-quarters cover. to any who witness it.
Lastly, whenever you make a successful attack You have a +1 to attack and damage rolls made
against a creature using the long range of the weapon, with this weapon.
the attack deals an additional 1d10 piercing damage.
In addition, you may activate the gun's devilish
magic as a bonus action. Until the end of your turn,
you may make up to 5 attacks with this weapon as
part of your Attack action. At the end of your turn,
you become blinded for the next 10 minutes, as your
eyes turn fully blood red. This condition ignores
immunity to blindness and cannot be removed by
anything short of a heal or wish spell.
Once you've used this ability, you can't do so
again until you've finished a short or long rest.
GM NOTE: These firearm uses the Mercer rules for
firearms. If those rules don't suit your fancy, check
out Steinhardt's Guide to the Eldritch Hunt for a more
unique and explosive set of rules (and cannons!).
The Seraphic Nugget
wondrous item, artifact (requires attunement)
Legend speaks of a remarkable treasure known as the
Seraphic Nugget, a radiant relic of celestial origins. As the
story goes, this magical golden nugget was forged in the
heart of the heavens, infused with the divine energy of
angelic beings. It is said to possess an ethereal glow that
captures the essence of celestial grace. The Seraphic
Nugget holds an extraordinary power that resonates with
the forces of light, enabling its possessor to wield an
impenetrable defense against the malevolent presence of
devils and ghosts of the Evil West.
Magic Stone. The Seraphic Nugget is a wondrous item
that functions as a ioun stone of regeneration.
Random Properties. The Seraphic Nugget has the
following random properties:
•1 major beneficial property
•2 minor beneficial properties
•1 minor detrimental property
Seraphic Shielding. You are immune to all possession
Prospector's Pick
effects, effects that would magically age you and Weapon (warpick), rare (requires attunement)
automatically succeed all saving throws against
spells and abilities of fiends or undead. The Prospector's Pick is a formidable warpick that bears
the marks of both practicality and enchantment. Crafted
Banish the Wicked. As an action, you can use the from sturdy steel, its shaft is wrapped in worn leather,
nugget to cast banishment (6th level). You can only providing a secure and comfortable grip. The pick's head,
target fiends and undead when casting the spell in however, is where its true magic lies. Fashioned from a
this way. shimmering, iridescent metal, it resembles a fusion of
precious minerals—veins of gold interwoven with
Destroying the Nugget. The nugget can be destroyed glimmering silver and flecks of gemstones embedded
by casting it into a doomskar created by a within.
doomscourge.
You gain a +1 bonus to attack and damage rolls made
with this magic weapon.
Oreseeker's Knowledge. The Prospector's Pick has
an innate ability to sense precious minerals and ores.
While holding it, you have advantage on Wisdom
(Perception) checks to find hidden or valuable
minerals, gems, or metals, and on Intelligence
(Nature) check to identify them.
Prospector Strike. When you hit a creature with this
weapon, you may have it emit a resonating vibration
that disrupts the target's defenses as part of the
attack. The damage of this attack ignores the target's
damage resistances. Additionally, if the target is a
construct or elemental, the attack deals an additional
2d10 force damage. Once you've used this feature,
you can't do so again until you finish a long rest.
When you draw this weapon, you can choose a fiend When you expend the 4th charge, if there are at least
within 30 feet and make an attack roll against it as 3 other stakes within 120 feet of each other, they
part of the same action. If successful, the attack deals create a spectral yard by connecting in a square. The
no damage, but the fiend is pulled up to 15 feet yard remains in place for 1 minute. Each creature you
toward you. choose within the yard must make a DC 16 Charisma
saving throw. On a failure, a creature cannot exit the
yard except by teleportation. An affected creature can
Rod of the Herdsman repeat the saving throw at the end of each of its
turns, ending the effect on a success.
rod, uncommon (requires attunement)
The wand regains all expended charges daily at
A thick steel rod draped out in thick, enchanted rope. dawn.
This rod has 4 charges. While holding it, you can use
a bonus action to expend 1 of its charges to conjure a
spectral stake, which floats 2 feet above the ground at
Renegade's Reliable Duster
a spot within 5 feet around you and lasts for 10 wondrous item, rare (requires attunement)
minutes. The stake counts as half-cover for you and
allied creature you choose. You and allied creatures This Duster is a long garment made from durable leather.
you choose can pass through the stake's space as It features a wide collar and lapels that can be flipped up to
normal, but it counts as difficult terrain for other protect the wearer's neck and face from the sun, wind, and
creatures. dust. The coat is designed to hang loosely, allowing the
wearer to move freely and comfortably while riding a horse
or engaging in other activities.
While attuned to the duster, the wearer can lift the
collar up as an action. This casts invisibility on the
wearer (no concentration required). The wearer can
also readjust the lapel. This casts tongues on the
wearer. Once a spell has been cast using the duster,
that spell can't be cast again until the wearer finishes
a long rest.
In addition, This duster's pockets are
extradimensional spaces capable of holding 10
pounds of material, not exceeding a volume of 2 cubic
feet. The duster weighs roughly 2 pounds, regardless
of its contents. Placing an object in the pockets
follows the normal rules for interacting with objects.
Retrieving an item from the pockets requires you to
use an action. When you reach into a pocket for a
specific item, the item is always magically on top.
If the pockets are turned inside out, their contents
spill forth, unharmed, and the pockets must be put
right before they can be used again. If a breathing
creature is placed within a pocket, it is immediately
pushed outside it.
Placing the duster inside an extradimensional space
created by a bag of holding, portable hole, or similar
item instantly destroys both items and opens a gate
to the Astral Plane. The gate originates where the
one item was placed inside the other. Any creature
within 10 feet of the gate is sucked through it and
deposited in a random location on the Astral Plane.
The gate then closes. The gate is one-way only and
can't be reopened.
Saddle of Comfort
wondrous item, rare
This saddle is designed with a curved shape that
conforms to the natural curves of a mount's back,
providing maximum comfort and support for the
rider and the horse. It is padded with soft,
cushioning materials, making it extremely
comfortable to ride on even during long journeys.
The saddle also features intricate stitching and
embossing, creating a decorative design that gives it
a classic, elegant look.
While riding a mount adorned with this saddle, you
gain the following benefits:
• You can't be dismounted unless you are willing.
• You ignore nonmagical difficult terrain.
• You can use your bonus action to command the
mount to move up to its full movement.
• You can take short rests while riding atop your
horse as long as you are not performing any other
physical activity.
Spurs of Swiftness
wondrous item, uncommon (requires attunement)
This pair of magical spurs are crafted from shiny
silver metal and are intricately designed with images
Outlaw's Bandana
of galloping horses and spiraling patterns. They wondrous item, uncommon (requires attunement)
feature long, pointed rowels that spin rapidly when
the wearer is in motion, leaving a trail of sparks in A traditional western-style bandana made of black or
their wake. When activated, the spurs emit a faint dark blue fabric with a white or red paisley print
glow, making them easy to spot in the dark. design. The fabric is lightweight and breathable,
making it easy to wear in hot and dusty
While you wear these spurs attached to your boots, environments. The bandana is large enough to cover
you ignore both magical and nonmagical difficult the lower part of the face and can be tied at the back
terrain, and your movement speed is increased by of the head to hold it in place.
10 feet. You can use the spurs to gain these features
for up to 4 hours, all at once or in several shorter While wearing this bandana, you have advantage on
spurts, each one using a minimum of 1 minute from Charisma (Intimidation) checks, can't be prevented
the duration. from turning invisible or teleporting, and become
immune to spells and abilities that would detect your
thoughts or real identity.
Ghost Hunter's Lasso Gunslinger's Hat
weapon (whip), rare (requires attunement) wondrous item, very rare (requires attunement)
The lasso appears to be made of a translucent blue or A traditional hat made of black felt with a wide brim
white material, and it is slightly cool to the touch. that curves up slightly at the sides. It has a high
crown that is creased in the center, and a black
You have a +1 to attack and damage rolls made with leather hatband with a silver buckle. If it's high noon,
this weapon. the sun sure won't get into your eyes.
In addition, the lasso's ghostly magic can be activated While wearing this hat, you gain the following
as a bonus action, lasting for 1 minute. While active, features:
attacks made with the lasso gains the following
properties: • Attacking at long range doesn't impose
disadvantage on your ranged weapon attack rolls.
• It can hit creatures in the material plane and • Your ranged weapon attacks against creatures
creatures in the ethereal plane regardless of which that have not damaged you in the last hour are made
realm you are standing in. at advantage.
• Grapple or attacks made with this lasso against • Your ranged weapon attacks ignore half cover
undead are made at advantage. If an undead creature and treat three-quarter cover as half cover.
is otherwise immune to the grappled condition, the • Your ranged weapon attacks and Wisdom
lasso can still grapple it as though it wasn't. (Perception) checks ignore the penalties imposed by
obscurement.
Once you've used this ability, you can't do so again
for 1 hour.
Ring of the String
Quickdraw Weapon ring, uncommon
weapon (any weapon), rare (requires attunement) This ring is made of silver and topped with a small
piece of rope. When used, the rope extends magically
You have a +1 to attack and damage rolls made with and glows bright yellow.
this magical weapon.
This ring has 3 charges, and it regains 1d2+1 charges
In addition, you gain the following features: daily at dawn. Whenever you jump, you can spend 1
• You have advantage on initiative rolls. charge to summon a spectral rope and attach it to an
• You can draw or sheathe this weapon at will (no object, surface or creature within 30 feet (no action
actions required). required). Your jumping height and distance is
• When initiative is rolled, you may use your doubled in the direction of the rope. If the target is at
reaction to make a weapon attack against a creature least 20 feet above you, your jump distance and
you can see. height is quadrupled instead.
Sacred Bell
wondrous item, rare (requires attunement)
This gold or silver bell, blessed by the clergy of
Asmoarch, serves as the perfect protection when
delving into fiend-filled territory.
While attuned to this bell, you have advantage on
saving throws against spells cast by fiends.
In addition, you may toll the bell as an action,
causing it to emit a wave of holy thunderous energy
in a 15-foot radius area centered on it. Each fiend
within the area must succeed on a DC 15 Charisma
saving throw or be revealed to you, revert to its
original form (if it was shapeshifted) and become
frightened of you for the next minute. Fiends that are
immune to the frightened condition have advantage
on the saving throw instead, and can become
frightened by this effect. A frightened creature can
repeat the saving throw at the end of each of its
turns, ending the effect on a success.
Once you've used this ability, you can't do so again
until you finished a short or long rest.
Pactstone Tablet
wondrous item, rare (requires attunement)
This tablet is a captivating piece of arcane possessing
a dark appeal. It features a smooth, polished skull,
cut into an irregular, jagged shape. The tablet itself is
lustrous, giving off an eerie, faint glow when in
proximity to its designated devilish entity.
While attuned to this item, you gain the following
abilities:
• You learn to read, write and speak Infernal.
• You may speak telepathically to any devils
within 60 feet.
• Whenever you cast a Bargain spell, you gain
temporary hit points equal to 1d10 + your Charisma
modifier.
Asmoarch Sheriff's Golden Sheriff's Badge
Badges legendary
While attuned to this item, you gain the following
Wondrous item, varies (requires attunement) properties:
• Fiend's Bane. You have a +3 on attack and
Within the forsaken town of Asmoarch, a sheriff's damage rolls against fiends and undead.
badge is the greatest honor, but also the greatest • True Grit. Three times per day, when you fail a
target on your back. saving throw against a spell or effect from a fiend or
undead, you may reroll the saving throw. You must
use the new result.
Bronze Sheriff's Badge • Lawman's Lockdown. You learn the hold
person spell. Once per day, you may cast the spell at
rare
4th level without expending a spell slot (DC = 8 +
your proficiency bonus + an ability score modifer of
While attuned to this item, you gain the following
your choice). When you cast the spell this way, it can
properties:
also target fiends or undead.
• Fiend's Bane. You have a +1 on attack and
damage rolls against fiends and undead.
• True Grit. Once per day, when you fail a saving
throw against a spell or effect from a fiend or
Haunted Sheriff's Badge
undead, you may reroll the saving throw. You must Wondrous item, uncommon (requires attunement)
use the new result.
• Lawman's Lockdown. You learn the hold While it may look like a powerless badge, this badge
person spell. Once per day, you may cast the spell at belonged to a sheriff cursed to undeath. As such, its
2nd level without expending a spell slot (DC = 8 + vengeance will infuse the wearer.
your proficiency bonus + an ability score modifer of
your choice).When you cast the spell this way, it can This badge looks like a normal Asmoarch's Sheriff's
also target fiends or undead. Badge and, when identified such as with an identify
spell, gives off the same magic.
Silver Sheriff's Badge You have a +2 to attack and damage rolls made
against humanoid creatures.
very rare
Cursed. This badge is cursed and possessed by a
While attuned to this item, you gain the following
vengeful spirit. Becoming attuned to it extends the
properties:
curse to you. As long as you remain cursed, you are
• Fiend's Bane. You have a +2 on attack and
unwilling to part with the badge, keeping it on your
damage rolls against fiends and undead.
person at all times. While attuned to this badge, you
• True Grit. Twice per day, when you fail a saving
gain the following penalties:
throw against a spell or effect from a fiend or
undead, you may reroll the saving throw. You must
• Baneful Undead. Undead creatures have
use the new result.
advantage on all attack rolls against you.
• Lawman's Lockdown. You learn the hold
• Forsaken Grit. The first time you
person spell. Once per day, you may cast the
succeed a saving throw against a
spell at 3rd level without
spell or effect from a fiend or
expending a spell slot (DC = 8 +
undead each day, you fail the
your proficiency bonus + an
saving throw instead.
ability score modifer of your
choice). When you cast the
spell this way, it can also target
fiends or undead.
Six-Shooter Salve Quickdraw Tonic
potion, rare potion, rare
An ointment made from the rare Thunderstone The Quickdraw Tonic is a potion that exudes an aura
cactus, this potion grants the drinker improved of energy and swift motion. Encased in a small vial,
firearm accuracy and makes their strikes truly deadly. the liquid within appears as a vibrant, shimmering
golden hue, akin to the radiance of a setting sun
For 1 hour after you drink this potion, your ranged casting its final rays across the open plains. When the
weapon attacks ignore half-cover and three-quarters vial is gently agitated, the potion stirs with a
cover, and you score a critical hit on a roll of 19 or 20. mesmerizing fluidity, as if the very essence of
nimbleness and reaction courses through it.
Silver Bullet Brew When you drink this potion, you gain an additional
bonus action on each of your turns for 1 minute.
potion, uncommon
The Silver Bullet Brew is a mesmerizing potion
housed within a small, slender glass vial. Its crystal-
clear liquid shimmers with a faint silvery glow,
reminiscent of moonlight cascading over a desert
landscape. Within the vial, suspended in the potion,
are tiny flecks of silver that twinkle like distant stars,
adding a touch of ethereal beauty to its already
captivating nature.
When you drink this potion, your body becomes
silvery for the next hour. Any attacks you make with
your unarmed strikes or natural weapons count as
silvered for the purpose of overcoming resistances.
Monsters
Animated Tumbleweed
What looks like a tumbleweed, moves like a
tumbleweed, but has chicken legs and is oddly
aggressive? An animated tumbleweed.
The undead Sheriffs of Asmoarch are the spectral
embodiments of the former guardians of this cursed
land, bound to their eternal duty by the very forces
of hell that brought about their demise. Once
paragons of justice, these ghostly lawmen now roam
the barren wastelands, their souls twisted and
corrupted by the dark energies that suffuse the air.
Clad in tattered remnants of their former uniforms,
their spectral forms flicker and waver, but the glint of
steel in their hands remains all too real. They wield
their revolvers with unnerving precision, seeking to
enforce a twisted form of justice upon any
unfortunate soul that crosses their path. Though their
minds are warped by the darkness, these undead
lawmen still retain a semblance of their former
selves, upholding the law with a relentless
determination that borders on obsession.
Unfortunately, their curse has blurred the lines
between right and wrong, and the undead Sheriffs
began to interpret the law in vile ways. No longer
were they the protectors of the innocent, but rather,
they became merciless enforcers of a cruel and
unforgiving code, dictated by the very darkness that
consumed them.
Coyote Trickster
The Coyote Trickster, a cunning breed of gnoll, is Tales of this elusive gnoll are shared around
believed to be the mutation of an already evil breed, campfires by seasoned adventurers, recounting their
into something more nefarious, evolution pushed by encounters with the master of twisted murder. The
the devilish energies littering the land, sowing chaos coyote tricksters have become a symbol of disorder,
among mortals. Blessed with guile and stealth, the forever seeking opportunities to unleash its unique
Coyote Trickster infiltrates settlements and brand of chaos upon the world.
ambushes travelers, employing its signature weapon:
vials filled with a frenzy-inducing concoction.
Chupacowboy
In the Evil West, an abomination stirs—the
Chupacowboy, a fearsome amalgamation of
chupacabra and man. With a wicked lasso, it ensnares
its victims, cursing them with an infection that begets
more of its accursed kind. Beware the haunting
silhouette of this monstrous entity and the corruptive
miasma it imparts, for encountering the
Chupacowboy is to face an unholy union of terror and
death, a twisted embodiment of ancient nightmares.
Wendigunslinger
A haunting presence emerges amidst the moon's grim
glow. The Wendigunslinger, a spectral fusion of the
ethereal and the gunslinger, stalks the barren lands,
wielding its rifle with malevolent intent. Its shots
carry an otherworldly power that rends body and
soul, transforming victims into tormented ghosts
forever cursed to haunt the forsaken landscape.
This is unofficial Fan Content permitted under the Fan Content Policy.
Not approved/endorsed by Wizards. Portions of the materials used are
property of Wizards of the Coast. ©Wizards of the Coast LLC.
Patreon | MonkeyDM
Vulture Harpy
High above the desolate landscapes, the Vulture
Harpy soars with its enormous wingspan, a creature
of dread and desolation. Its haunting song, a macabre
melody that resonates through the air, strikes fear into
the hearts of all who hear it, echoing the lamentations
of lost souls. Feeding upon the rotting remains of the
deceased, the Vulture Harpy is mostly a scavenger.
Though, unlike other scavengers, this monstrous
creature is not content to wait for death to claim its
victims; it will plunge into the fray, tearing flesh and
snapping bones to satiate its ravenous appetite.
Buffalo Behemoth
In the untamed wilds where the rolling plains stretch
to the horizon, the Buffalo Behemoth roams. Towering
in stature and possessing a immense strength, these
colossal creatures fear no predator. Their thick hides,
impervious to all but the most devastating blows,
conceal a remarkable ability: the power to regenerate
their wounds. When they feel threatened, their
generally peaceful demeanor transforms, as they get
ready to tear flesh, with their lightning-fast attacks. To
face-off a Buffalo Behemoth is to wrestle with a true
force of nature, few live to tell such tale.
Hellox
Born from the convergence of infernal forces and the While already fearsome in solitude, hellox are
essence of an ox, this unholy being is suffused with particularly perilous when encountered as part of a
hellish influence, possessing the dangerous ability to group. These diabolical oxen form herds, their
ignite the path it treads upon. Its hooves strike the numbers multiplying the fiendish power that courses
barren earth, setting aflame a trail that follows in its through their veins. Traveling in unison, they leave a
wake. The flames burn with an unholy intensity, wake of fiery devastation, consuming all in their
casting an ominous glow upon the forsaken path. Legends speak of entire towns and settlements
landscape, yet never spreading too wide. succumbing to the wrathful stampede of these hellish
oxen, leaving naught but smoldering ruins in their
wake. The beasts themselves are not willingly
destructive, they simply look for food, and care little
for where they thread.
Hellrider Devil
The Hellrider Devils, swift and malevolent predators
of the Evil West, are fearsome hunters of the various
beasts that haunt these accursed plains. Their nimble,
slender frames belie ruthless hunting instincts and a
wickedly barbed trident that burns with hellish fire.
These fiends revel in the thrill of the chase, targeting
not only monstrous beasts but also humans that get
in the way. The death of a Hellrider Devil leaves a
cursed corpse, its lingering infernal energy dooming
those who dare to consume its remains to an eternal,
insatiable hunger.
Haunted Stagecoach Lair Actions
On initiative count 20 (losing initiative ties), the
In the desolate expanses of the accursed Evil West, a stagecoach can take a lair action to cause one of the
spectral stagecoach haunts the vast plains, an following magical effects; the stagecoach can’t use the
abomination fueled by the malevolent forces that same effect two rounds in a row:
infest the forsaken land. Though its appearance
mirrors that of a normal coach traversing the wild Spectral Whispers. The haunting whispers of tortured
frontier, its true nature is far more sinister. souls fill the air, disorienting creatures within the lair.
All creatures within the lair must make a DC 15
This haunted stagecoach, imbued with unholy Wisdom saving throw at the start of their turn or have
sentience, entices unsuspecting souls into its ominous disadvantage on their attack rolls until the start of
embrace. Drawn by the promise of passage, their next turn.
unfortunate travelers are lured into its clutches, only
to have their very soul consumed, leaving nothing but Ghostly Apparitions. The lair partially enters the
empty husks in its wake. Ethereal Plane. Any non undead creature that moves
within the lair must succeed on a DC 15 Dexterity
Those who manage to elude its grasp are cursed with saving throw or become restrained until the start of
endless nightmares, haunted by the lingering presence their next turn, as ethereal chains bind them.
of the stagecoach; those foolish enough to confront
this eldritch menace are overwhelmed by the legion of Death's Embrace. The stagecoach channels dark
malefic spirits it unleashes upon them. energy to drain the vitality of all living beings. Each
creature within 20 feet of the stagecoach must make a
DC 15 Constitution saving throw or suffer 14 (4d6)
necrotic damage and the stagecoach regains hit points
equal to the total necrotic damage dealt.
Doomscourge
Some speculate that doomscourges were created by a
vengeful archdevil, intending to spread fear
throughout the realm. Others contend that they are
an embodiment of the region's sinister forces, birthed
by the countless evil deeds that have occurred there.
Regardless of the true nature of its origins, the
Doomscourge's fearsome reputation is undisputed.
Its body, pulsing with electrical energy, makes it a
formidable hunter, and few who encounter it
survive to share their story. Brave souls who choose
to explore the evil wide west must remain ever
vigilant, as the Doomscourge is always on the
lookout for its next prey.
THANK YOU!
A big thank you to all of those who
follow and support me, without you I
couldn't have brought this project to
life.
Cover art by Grand Failure, used with
permission.
Maps created by CzePeku on Patreon.
Take Care!
Created by MonkeyDM on Patreon
LICENSE
This material is being released under the Open Gaming License.
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;
Cowboys From Hell, Copyright 2023, MonkeyDM Publishing SRL; author Evan Mascaro
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