Legends of the West (5e Campaign Setting)
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Legends of the West
Gunslinging outlaws, high bounties, sand worms, and hoop snakes. Set in the United Provinces during a bloody civil war, exploring the vast and lawless frontier of the nation at war. The nation has been split into five separate factions after a red wedding gone wrong, perpetrated by a powerful house of aristocrats agains the federal government.
This setting is made in order to give DND some western flavor using variant rules and fluff, and also made as a reference for a campaign. Because it’s a reference for a campaign, it wont be fully complete with detail.
There are a few core concepts in this setting, some mechanical some instead purely fluff. These are including to make the setting feel more like a western.
Don’t get Overwhelmed
Seeing all this might be intimidating if you don’t feel like reading it all, but just keep in mind that this is just supposed to be a handy resource and not the end all be all.
The info listed here is just the bare worldbuilding essentials, character creation flavor and homebrew options, all of the homebrew rules we will be using, and a reference of homebrew weapons. Use this page as a reference for any worldbuilding or homebrew and stress about reading the whole thing.
The first of these is that health doesn’t represent physical well-being, instead it represents your “luck”. When I say luck I mean that every time you get attacked successfully you have close calls like a knife only making a small cut or a bullet going through your hat. When you have enough close calls and your HP reaches low enough amounts, your luck runs out and get seriously hurt for real. Damage resistances and immunities still apply under this system, and you can mostly ignore it when dealing damage to beefier monsters who wouldn’t realistically go down in one shot like dragons. Luck is mostly to make gunfights feel more western, but it’s at the DMs discretion on how they want to flavor certain attacks, get creative. Maybe for a fire breath weapon attack, they just barely jump out of the way partially burn themselves. Or for a mummy attack, maybe they get a light scratch so they can still, logically get the curse. With higher damage attacks try to describe more unlikely and remarkable odds of avoiding serious injury, but don’t be afraid to outright injure the target.
Or you can just not use this as it’s written, the concept of HP is nebulous enough to where you can flavor it as anything you want. Go with whatever suits your campaign style.
Guns and firearms are just reskins of the vanilla ranged weapons, but with some minor changes.
Other approved homebrew is stuff from KibblesTasty, with extra flavoring included to make them fit the setting. I don’t have any of their paid stuff but if you want to use it just run it by me.
Campaign Setting Information
Dungeon Master's Guide
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