Legends of the West (5e Campaign Setting)

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Legends of the West[edit]

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.

Bare Essentials[edit]

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[edit]

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[edit]

Players Guide

Info on SRD and homebrew classes and how to flavor them for the setting.
Races available in the campaign setting and how common/rare they are.
Adventuring Gear
Potions and Poisons
Mounts and Vehicles
Other Goods and Services
Additional homebrew feats available in the setting.
Spells & Magic
Info in magical flavor and lore as well as additional spells available for spellcasters.
Background & Languages
Additional backgrounds & languages available in the setting.

The World

Places & Factions
Information on the world, regions, and nations of the campaign setting.
A basic history of the world.
The planes of this world and how they might come into play.
The religions of the west and their effect on the world

Dungeon Master's Guide

A basic explanation of how the western setting works and its specific flavor, read this it’s important.
List of magical items available in the setting.
Variant Rules
Variant rules in use in the Legends of the West campaign.

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