Gaslamp, Steampunk and Weird West NPCs for D&D 5th Edition

https://i2.wp.com/img14.deviantart.net/c882/i/2012/251/7/6/wild_west_dragon_by_albyu-d5dz8fi.jpg

Many heroes exist in the many realms.  From industrialized cities to lawless frontier wastes, champions against the darkness use sixshooter and spell book to ward off absolute evil.  While dark forces destroy most and corrode others, these few do all they can to fight back against those who seek us harm.  Purity and sanity are often lost in the process and these defenders of the common good are more than likely sacrificed in the process.  However, their actions help to preserve the balance that keeps reality as a whole from falling into an age of continuous torment.

Likewise, countless forces embrace the corruption that taints our reality, dragging it into an endless hell that will never die.  It is their goal to destroy all that is sacred and ensure that nothing will end the all consuming abyss.  These agents of evil and fallen heroes are the cancerous plague that continue to rot existence and will continue to do so.  As long as great evils exist in the endless multiverse, there will always be corrupted minions at their disposals.

Author’s Note:  Instead of backgrounds or monsters, I wanted to craft up some generic NPCs.  Some of which are based on existing NPCs as well as monsters I had made in the past while others are wholly new.  Here’s a wide variety of archetypes from western, pulpy and Gothic fiction.

 

 

Gunslinger

Medium humanoid (any race), any-alignment

Armor Class 15 (leather armor)

Hit Points 38 (6d8+6)

Speed 30 ft.

STR 11 (+0), DEX 18 (+4), CON 13 (+1), INT 10 (+0), WIS 11 (+0), CHA 12 (+1)

Senses. Passive Perception 10

Languages. any one language (usually Common)

Challenge 3 (700 XP)

Point Blank Shooter.  The Gunslinger does not get disadvantage for making a ranged attack with their gun while adjacent to an enemy.

Careful Shot.  The Gunslinger gains advantage on a target within 30 ft. of them if there is no other target within 10 ft. of them.

Reloading.  After a Revolver fires 6 shots, the gunslinger must use either a bonus action or action to reload its shots.

ACTIONS

Multiattack.  The Gunslinger may make up to 2 Revolver attacks.

Revolver.  Ranged Weapon Attack: +6 to hit, range 60 ft./180 ft., one target.  Hit: 11 (2d6+4) piercing damage.

 

 

Outlaw

Medium humanoid (any race), any non-good alignment

Armor Class 14 (padded clothes)

Hit Points 39 (6d8+12)

Speed 30 ft.

STR 12 (+1), DEX 17 (+3), CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHR 8 (-1)

Skills Intimidate +1, Perception +3

Senses Passive Perception 13

Languages any one language (usually Common)

Challenge 2 (450 XP)

Reloading.  After a Revolver fires 6 shots, the gunslinger must use either a bonus action or action to reload its shots.

Tricky Shot.  When the Outlaw hits with an attack, the target must make a Dexterity saving throw (DC 13) or fall prone.

This is a Stick Up!  The Outlaw gets advantage on all Intimidate checks related to robbery and theft.

ACTIONS

Multiattack.  The Outlaw may make up to 2 Revolver attacks.

Revolver.  Ranged Weapon Attack: +5 to hit, range 60 ft./180 ft., one target.  Hit: 10 (2d6+3) piercing damage.

 

 

Mechanist

Medium humanoid (any race), any alignment

Armor Class 18 (mechanical armor)

Hit Points 65 (10d8+20)

Speed 30 ft.

STR 14 (+2), DEX 14 (+2), CON 15 (+2), INT 18 (+4), WIS 12 (+1), CHR 11 (+0)

Skills.  Arcana +7, History +7, Investigation +7

Saving Throws.  Strength +5, Wisdom +4, Charisma +3

Tools.  Tinker’s Tools, Advanced Science Kit

Damage Resistance.  Bludgeoning/Piercing/Slashing Damage from non-magical weapons

Senses darkvision 60 ft. (goggles), Passive Perception 11

Languages any two languages (usually Common and something else)

Challenge 7 (2,900 XP)

Artificer’s Knowledge.  Upon practicing with a tool or skill for up to 1 hour, they have proficiency in that roll for the next 24 hours.

Darkness Goggles.  While worn, gain darkvision out 60 ft.

Tech Knowledge.  The Mechanist gains advantage on all checks related to understanding and using technology.

ACTIONS./REACTIONS.

Versatile Tech.  The Mechanist may choose 3 of the following actions, which they will have available.  At least one tech choice must be a weapon.  Upon taking a short or long rest, it may select different tech abilities.

  • Brief Shield (Recharge 5 or 6).  As a reaction, the Mechanist can gain the effects of using a Shield spell.
  • Chain Sword.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 15 (3d8+2) piercing and 13 (3d8) slashing damage.
  • Death Ray.  Ranged Weapon Attack: +5 to hit, range 60 ft./120 ft., one target.  Hit: 28 (4d12+2) necrotic damage.  The target must make a Constitution saving throw (DC 15) or be unable to heal for 1 round.
  • Energy Field.  (1/Day)  As an action, the Mechanist can activate this field, which surrounds and protects them.  The effect lasts for up to 1 minute or dispelled.  The Mechanist gains 20 temporary hit points.  When the Mechanist would lose this temp from an attack, the subject takes 20 force damage.  Once the temp is gone, the effect ends.
  • Fire Starter.  Ranged Weapon Attack: +5 to hit, 20 ft. cone, all targets in range.  Hit: 23 (6d6+2) fire damage.
  • Goggle Upgrade.  The Mechanist’s goggles can see up to 120 ft., even in magical darkness.  However, they see heat patterns  In addition, the goggles can register heat patterns through walls and thick surfaces.
  • Jet Pack.  As a bonus action, the Mechanist can activate the jet pack and gain a fly speed of 30 ft.  They can deactivate this with a bonus action.
  • Laser Gun.  Ranged Weapon Attack: +5 to hit, range 80 ft./240 ft., one target.  Hit: 35 (6d10+2)
  • Performance Booster (1/Day).  As a bonus action, the Mechanist may take a performance enhancing drug.  Upon doing so, they have advantage on all attack rolls and saving throws until the end of their next turn.
  • Sonic Distortion Machine.  Ranged Weapon Attack: +5 to hit, 15 ft. burst from user, all targets in range.  Hit: 23 (6d6+2) thunder damage.

 

 

Airship Captain

Medium humanoid (any race), any non-chaotic alignment

Armor Class 13 (padded clothes)

Hit Points 60 (11d8+11)

Speed 30 ft.

STR 14 (+2), DEX 15 (+2), CON 12 (+1), INT 14 (+2), WIS 14 (+2), CHR 16 (+3)

Saving Throws.  Dexterity +4, Charisma +5

Skills.  Acrobatics +4, History +4, Perception +4, Persuasion +5

Tools.  Navigator’s Tools, Air/Sea Vehicles

Senses.  Passive Perception 14

Languages any two Languages (usually one is Common)

Challenge 2 (450 XP)

Calm under Pressure.  The Captain has advantage checks to maintaining control of a vehicle that they are proficient with.  Also, the Captain has advantage on Acrobatics checks to remain balance on the craft or directly outside of the craft.

Daring.  The Captain has advantage on saving throws against charm and fear.

ACTIONS.

Multiattack.  The Captain may make up to 2 saber attacks per turn.

Saber.  Melee Weapon Attack:  +4 to hit, reach 5 ft., one target.  Hit: 6 (1d8+2) slashing damage.

Flare Gun (1/Day).  Ranged Weapon Attack:  +4 to hit, ranged 40 ft./120 ft., one target/splash 5 ft. from target.  Hit 7 (2d6) fire damage.  All creatures within 5 ft. of the target of make a Dexterity saving throw (DC 12) or take 5 (2d4) fire damage.  All flammable objects in the immediate way catch fire.

REACTIONS.

Bolster Ally.  When an ally within sight of the pilot is making an attack roll or saving throw, they make use a reaction and grant them a +2 (+1d4) bonus to that roll by stating a command or warning.

 

 

Spiritualist

Medium humanoid (any race), any alignment

Armor Class 12

Hit Points 88 (16d8+16)

Speed 30 ft.

STR 10 (+0), DEX 14 (+2), CON 13 (+1), INT 14 (+2), WIS 20 (+5), CHA 17 (+3)

Saving Throws. INT +5, WIS +8

Skills.  Arcana +8, Religion +8

Condition Immunities.  Charm, Fear, Sleep

Damage Immunities.  Necrotic

Damage Resistance.  Force, Radiant, Thunder

Senses passive Perception 15

Challenge 5 (1,800 XP)

Magic Resistance.  The Spiritualist has advantage on all saves against magic.

Innate Magic.  The Occultist is capable of magical abilities based off their Wisdom score (DC 16).

  • At-Will: Armor of Agathys, Contact Other Plane (Ritual Only), Speak with Dead, Unseen Servant
  • 1/Day Each: Clairvoyance, Crown of Madness, Dispel Magic, Remove Curse

Seance.  When the Spiritualist sets up a ritual for at least 10 minutes, it may use Speak with Dead or Contact other plane as a ritual.

ACTIONS

Multiattack.  The Spiritualist can make two attacks, only one can be Spiritual Wrath.

Spiritual Wrath (Recharge 5 or 6).  Ranged Spell Attack: +8 to hit, range 60 ft., one target.  Hit: 28 (8d6) psychic damage.  The target must also make a Wisdom saving throw (DC 16) or suffer the effects of a short term madness.  If the subject has suffered such an effect within 24 hours, they suffer long term madness instead.

Dagger.  Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit: 4 (1d4+2) piercing damage.

 

 

Masked Vigilante

Medium Humanoid (any race), any chaotic alignment

Armor Class 16 (padded clothes)

Hit Points 66 (12d8+12)

Speed 30 ft.

STR 16 (+3), DEX 18 (+4), CON 12 (+1), 10 (+1), WIS 13 (+1), CHR 16 (+3)

Saving Throws. Dexterity +5, Charisma +5

Skills. Acrobatics +6, Deception +7, Perception +5, Persuasion +5, Stealth +8

Senses.  Passive Perception 15

Languages.  any one language (usually Common)

Challenge 4 (1,100 XP)

Daring.  The Vigilante has advantage on saving throws against charm and fear.

Secret Identity.  The Vigilante crafts a facade to hide their true self.  They have advantage on all checks to disguise and maintain that identity.

Sword and Pistol.  While carrying a 1 handed melee weapon of some sort, the vigilante does not receive disadvantage on 1 handed ranged attacks while attacking next to an adjacent enemy.  Furthermore, either attack can be used off-hand.

ACTIONS.

Multiattack.  The vigilante may make up to two attacks with either their saber or pistol.

Saber Blade.  Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  Hit: 8 (1d8+4) slashing damage.

Pistol.  Ranged Weapon Attack: +6 to hit, ranged 40/120 ft., one target.  Hit: 9 (1d10+4) piercing damage.

REACTIONS.

Quick Getaway (Recharge 5 or 6)  Upon hitting or missing with an attack, the vigilante may use a reaction as if they were using a disengage action if they have any movement left for that turn.

 

Image Credit:  Spellslinger – Wild West Dragon – AlbyU

Made by Doctor Necrotic, for Doctor Necrotic Media.

Advertisements

4 thoughts on “Gaslamp, Steampunk and Weird West NPCs for D&D 5th Edition

  1. Pingback: Strange Things in Bloodied Wyvern Peak – A Mini Adventure for 5th Edition | Daemons & Deathrays

  2. Pingback: Gaslamp, Steampunk and Weird West NPCs for D&D 5th Edition on Daemons & Deathrays – Victorian Adventure Enthusiast

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s