FEATS

 

All feats (PHB 165) are open to you but a few are especially good for the old west (highlighted below). A few more need just a bit of modification. Keep in mind, all characters get a feat at 4th level if they want one (replacing the standard ability score increase) plus humans have the option to get a feat at character creation (see sidebar lower right on P31 of the Players Hand Book). 
 

GOOD AS WRITTEN


Feats that are perfect for a Wild West game as a Sword and Sorcery one:
SHARPSHOOTERQUICK DRAW (aka ALERTBUSHWACKER (aka SKULKER), SALOON BRAWLER (aka TAVERN BRAWLER), LUCKY, (aka GAMBLER), TOUGH (aka TOUGH)

Also excellent for a the setting:
HEALER, ACTOR, LINGUIST, SAVAGE ATTACKER

 

NEW/MODIFIED


Pistoleer 


Prerequisite: Proficiency with Revolvers
Fast loader. You can load 6 shots/action or bonus action

Fast trigger. By using a gun two handed you can "fan the hammer" firing 3 shots per action at the same target at close range (15 feet). You must stand still to do this (loose your dexterity modifier for AC for that round).
Up close n' personal like. You do not suffer disadvantage for being within 5 feet of a hostile creature.


Cavalry (formerly MOUNTED COMBATANT)


You are known throughout the land for your skill in the saddle. While mounted and aren't incapacitated, you gain the following benefits.
At full gallop. You do not suffer disadvantage for making a ranged attack from horseback (at any speed)
Harmony with his mount. You can control your mount even while otherwise engaged (firing a spell or a pistol for instance) as long as the terrain is not difficult and it does not suffer damage. 
Combat cavalry. You can force an attack targeted at your mount to target you instead (or vice versa)

 


Return to HOUSE RULES (OTHER)

 

FEATS

WYRD WILD WEST ChristopherElliott