The Desperado

by KaiTries5

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The Desperado

An elven man knocks an arrow in his bow and takes aim at the orc keeping lookout from a crudely-constructed watch tower. He concentrates all of his focus on the shot, and when he releases the arrow, it swiftly and silently enters the orc's neck, killing him instantly. The elf smirks, knowing the rest of his party can now infiltrate the stronghold with ease.

A pistol in each hand, a human walks through the streets of a desert town. She casts her gaze from building to building, knowing her mark must be here somewhere. When a tiefling loudly exits a nearby tavern, she knows the time has come. With deadly accuracy, she raises a pistol and fires; and a few hours later, her pursestrings are fifty gold coins heavier.

Swift and deadly, a halfling swings their sword at the leg of the dire wolf attacking them. When the beast whirls around for a bite, a bolt from a hand crossbow, expertly aimed, enters its eye, causing it to wheel back in pain. Two more slices and another bolt to the jaw, and the halfling stands triumphant over their prey.

Desperados are those who ply their wit and determination into ranged combat. Be it bow, crossbow, or gun, desperados can take down any target from afar. From frontiersmen and privateers to snipers and assassins, anyone who specializes in ranged weapons could be called a desperado.

Rugged Adventurers

Most, if not all, desperados are adventurers at heart. There is little need for marksmen and crack shots outside of the trade of explorers and mercenaries, after all, so most with the skills of a desperado find themselves taking on bounties and other dangerous work. They also tend to move around a lot, since having such a violent trade will eventually put a target on your back if you linger too long in one location.

Desperados have a reputation for being rugged, rigorous folk. They are viewed as focused, determined, and patient; a desperado will get the job done where most couldn't. They aren't concerned with being flashy, all that matters is results. What is the point in giant gouts of flame or crackling arcs of lightning if a swift shot ends a life just as well?

Lethal and Versatile

Other areas in which desperados are known to excel are their sheer lethality and ability to improvise. It can be said that every desperado's motto is "it only takes one shot", and that is certainly true for most of them. They are also incredibly quick on their feet and able to adapt to any situation. A good desperado has a variety of tricks up their sleeve, and the right amount of skill to be able to pull off these tricks. Both of these traits combined make desperados quite deceptively dangerous.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose desperado as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Dexterity score of 13 to take a level in this class, or to take a level in another class if you are already a desperado.

Proficiencies Gained. If desperado isn't your initial class, here are the proficiencies you gain when you take your first level as a desperado: light armor, simple weapons, and martial weapons.











































Optional Rule: Firearm Proficiency

Though firearms are generally uncommon in many settings and nonexistant in others, it is possible that your desperado may be familiar enough with these weapons to wield them. With permission from your DM, your desperado may be proficient in firearms and tinker's tools.

Desperados are heavily based on the theme of cowboys and pirates, both groups of people that famously wielded guns. However, not all settings and not all tables allow for firearms, and this class is designed with that in mind; every feature works with any ranged weapon, including crossbows and bows. Guns aren't a necessity to play this class.

That being said, it is recommended that you use this optional rule if firearms are a feature in the setting and at your table. Keep in mind: you do not necessarily have to begin play with a firearm.

Class Features

As a desperado, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per desperado level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per desperado level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Dexterity, Strength
  • Skills: Choose two from Acrobatics, Stealth, Perception, Survival, Persuasion, Deception, Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a longbow and 20 arrows or (b) a heavy crossbow and 20 bolts or (c) a hand crossbow and 20 bolts
  • (a) a shortsword or (b) any simple melee weapon
  • An explorer's pack and leather armor

Ranged Specialty

Desperados are experts at fighting from afar. You gain a +1 bonus to attack and damage rolls with ranged weapons, unless it is a magic weapon that already has a bonus to those rolls or you already have a similar bonus (such as from the Archery fighting style). This bonus increases to +2 at 9th level and +3 at 17th level. Additionally, you can ignore the loading property of ranged weapons that you are proficient in.

Mark Target

You can focus all your efforts on taking down one foe. When you hit a creature with a weapon attack, you can expend a use of this feature to mark them for 1 minute or until you use this feature again.

While a creature is marked by you, you have advantage on Perception checks to locate them, and whenever you hit them with a weapon attack (including when you use this feature), you may add your proficiency bonus to the damage roll.

When you make a ranged weapon attack against a marked creature, you can choose to end the mark early to take aim on the target, gaining advantage on the attack. This attack still benefits from Mark Target's damage bonus if it hits.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Focus

At 2nd-level, your concentration becomes one of your most useful tools. You have 2 focus points, and you gain more as you reach higher levels, as shown in the Focus Points column of the Desperado table. You regain all spent focus points when you finish a short or long rest.

You can use focus points to fuel various deeds, which you learn as described by your Deeds feature.

The Desperado
Level Proficiency Bonus Features Focus Points Deeds Known
1st +2 Ranged Specialty (+1), Mark Target
2nd +2 Focus, Deeds 2 2
3rd +2 Desperado Trail 3 2
4th +2 Ability Score Improvement 4 2
5th +3 Extra Attack 5 3
6th +3 At The Ready,
Crack Shot
6 3
7th +3 Trail feature 7 3
8th +3 Ability Score Improvement 8 3
9th +4 Ranged Specialty (+2) 9 4
10th +4 Clear Your Head 10 4
11th +4 Trail feature 11 4
12th +4 Ability Score Improvement 12 4
13th +5 Impromptu 13 5
14th +5 Crack Shot Improvement 14 5
15th +5 Trail feature 15 5
16th +5 Ability Score Improvement 16 5
17th +6 Ranged Specialty (+3) 17 6
18th +6 Can't Miss 18 6
19th +6 Ability Score Improvement 19 6
20th +6 Dead Set 20 6

Deeds

Also at 2nd level, you learn how to perform various deeds. You learn two deeds of your choice from the options listed at the end of the class description. When you gain certain desperado levels, you gain additional deeds of your choice, as shown in the Deeds Known column of the Desperado table.

When you gain a level in this class, you can choose one of the deeds you know and replace it with another deed that you could learn at that level. A level prerequisite in a deed refers to your desperado level, not your character level.

Deeds require focus points to use, described by your Focus feature. Some deeds modify your ranged weapon attacks; if you are capable of using multiple deeds on a single attack, you may, provided you have enough focus points to do so.


    Some deeds require your target to make a saving throw to resist the deed's effects. The saving throw DC is calculated as follows:

Deed Save DC = 8 + your proficiency bonus + your Dexterity modifier

Desperado Trail

At 3rd level, you choose your trail, which determines how you apply your desperado skills. Choose from the Constable, the Deadeye, the Marauder, the Munitionist, the Pioneer, or the Renegade, each detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

At The Ready

At 6th level, you are always prepared for a fight to break out. You have advantage on initiative rolls.

Crack Shot

Also at 6th level, you know how to hit your enemy's weak points. When you make a ranged weapon attack, you score a critical hit on a roll of 19 or 20.

When you reach 14th level, your ranged weapon attacks score a critical hit on a roll of 18-20.

Clear Your Head

At 10th level, you never lose sight of your goals. As an action, you can roll a d4; you regain a number of expended focus points equal to the number rolled.

You can use this feature a number of times equal to half your proficiency bonus (rounded down), and you regain all expended uses when you finish a long rest.

Impromptu

At 13th level, you can change your tactics at a moment's notice. When you finish a long rest, you can replace one deed you know with another deed that you could learn at your level.

Can't Miss

At 18th level, your aim becomes the stuff of legends. If you miss with an attack roll using a ranged weapon, you can reroll it. You can use this feature once per round.

Dead Set

At 20th level, nothing in the world can stop you. When you roll initiative, you regain 5 expended focus points, as well as 2 expended uses of your Mark Target feature.

Deeds

The following deeds are available to all desperados.

Brace Yourself

As a bonus action, you can expend a number of focus points up to your proficiency bonus. For each focus point expended, roll a d12; you gain temporary hit points equal to the total rolled. These temporary hit points last until the end of your next turn.

Combat Roll

When a creature hits you with an attack, you can spend 1 focus point as a reaction to add your proficiency bonus to your AC for that attack, potentially causing it to miss.

Fan the Hammer

When you take the Attack action, you can spend 2 focus points to make a number of attacks using a ranged weapon you are holding equal to your proficiency bonus, instead of the normal number of attacks you can make with the Attack action. You do not add your Dexterity modifier to the damage rolls of these attacks.

Harrowing Shot

When you make a ranged attack roll, you can spend 2 focus points to attempt to frighten the target. Whether the attack hits or misses, the target must make a Wisdom saving throw or be frightened of you until the end of your next turn.

Long Shot

When you make a ranged attack roll, you can spend 1 focus point to double the normal and long ranges of your weapon for the attack.

Overwatch

When a creature within range of a ranged weapon you are wielding makes an attack against a creature other than you, you can spend 1 focus point as a reaction to make an attack against that creature using that weapon.

Propulsive Shot

When you make a ranged attack roll, you can spend 1 focus point to attempt to propel the target. If the attack hits, the target must make a Strength saving throw or be pushed 15 feet away from you in a straight line.

Provoke

As a bonus action, you can spend 1 focus point to taunt a creature within 60 feet of you that can hear or see you. The target must make a Wisdom saving throw or have disadvantage on all attack rolls against targets other than you until the end of your next turn.

Rapid Fire

Immediately after you take the Attack action, you can spend 1 focus point to make an attack with one ranged weapon you are holding as a bonus action.

Retort

When a creature misses an attack against you, you can spend 1 focus point as a reaction to make a weapon attack against that creature using one weapon you are holding.

Trip Up

When you make a ranged weapon attack against a creature, you can spend 1 focus point to attempt to trip them. If the attack hits, the target must make a Strength saving throw or be knocked prone.

Vital Shot

When you make a ranged weapon attack against a creature, you can spend a number of focus points up to half your proficiency bonus (rounded up) to aim for a weak point. If the attack hits, you roll an additional weapon damage die for each focus point expended.

Withdraw

As a bonus action, you can spend 1 focus point to move up to half your speed. This movement does not provoke opportunity attacks.

Call Out

Prerequisite: 5th level


As a bonus action, you can spend focus points up to your proficiency bonus to focus your allies' fire on a single enemy of your choice within 60 feet of you. For each focus point expended, choose a creature within 60 feet of you that can hear you. All of the chosen creatures have advantage on the first attack roll they make against the target before the start of your next turn.

Dazing Shot

Prerequisite: 5th level


When you make a ranged weapon attack against a creature, you can spend 2 focus points to attempt to daze the target. If the attack hits, the target must make a Constitution saving throw or be stunned until the end of your next turn.

Deflecting Shot

Prerequisite: 5th level


When a creature within range of a ranged weapon your are wielding is hit by an attack, you can spend 1 focus point as a reaction to add your proficiency bonus to their AC for that attack, potentially causing it to miss.

Glancing Blow

Prerequisite: 5th level


When you miss with a weapon attack, you can spend 1 focus point to turn it into a glancing blow. Roll the damage for the attack as normal; the target of the attack takes damage equal to half the result. This does not count as a hit.

Hemorrhage

Prerequisite: 5th level


When you make a ranged weapon attack against a creature, you can spend 2 focus points to attempt to wound the target. If the attack hits, the target takes damage at the start of its next turn equal to half the damage the attack dealt.

Quick On the Trigger

Prerequisite: 5th level


When you roll initiative and aren't surprised, you can spend 1 focus point to immediately make a weapon attack.

Distracting Shot

Prerequisite: 9th level


When you make a ranged weapon attack against a creature, you can spend 2 focus points to distract the target. Whether the attack hits or misses, the target must roll a d6 and subtract the result from the next skill check, attack roll, or saving throw it makes before the end of its next turn.

Keep Your Cool

Prerequisite: 9th level


At the start of your turn, you can spend 1 focus point (no action required) to end one effect on yourself that is causing you to be charmed or frightened.





































Penetrative Shot

Prerequisite: 9th level


When you make a ranged weapon attack, you can spend 2 focus points to attempt to pierce through your target. If the attack hits, choose a creature in a straight line behind the target within range of your weapon. If the original attack roll would hit the second creature, it takes the same amount of damage the original target took from the attack.

Ricochet

Prerequisite: 9th level


When you miss with a ranged weapon attack, you can spend 1 focus point to reroll the attack against a different target within 60 feet of the original target.

Stand Your Ground

Prerequisite: 9th level


When you are subjected to an effect that allows you to make a Strength, Dexterity, or Constitution saving throw to take only half damage, you can spend 1 focus to instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Cheat Death

Prerequisite: 13th level


When you are reduced to 0 hit points, you can spend 1 focus point (no action required) to have 1 hit point instead.

Lightning Reflexes

Prerequisite: 13th level


Once per round, if you've already taken your reaction, you can spend 1 focus point to take an additional reaction.



















Constable

Usually standing in the back line and directing their allies from afar, the constable is a leader through and through. They have a strong presence on the battlefield, and often draw the attention of the enemy due to their commanding role—disable the constable, and the entire team will be thrown into disarray.

Constable Features
Desperado
Level
Feature
3rd Authoritative Presence, Constable's Deeds
7th Talk of the Town
11th Backup
15th Not On My Watch

Authoritative Presence

When you choose this trail at 3rd level, you have learned the necessary skills to explore beyond the bounds of civilization. You gain proficiency in the Persuasion and Intimidation skills.

Additionally, choose one of the proficiencies you gained from this feature. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

Constable's Deeds

Also at 3rd level, you gain two additional deeds, which don't count against your number of deeds known and can't be replaced. The deeds are as follows.

Focus Fire. When you make a ranged weapon attack, you can spend a number of focus points equal to half your proficiency bonus (rounded up) to have your allies attack the same target. Whether the attack hits or misses, choose a number of allied creatures within 60 feet of you equal to the number of focus points expended. Each chosen ally can use their reaction to make a weapon attack against the target. You can only use this deed once per round.

Constable's Order. As an action, you can expend 2 focus points to force a creature to make a Wisdom saving throw. On a failed save, you may command the creature to do something, as if you had cast the Command spell on it.





























Talk of the Town

At 7th level, your reputation precedes you—and you can take advantage of that. As an action, you can choose a number of creatures that can see or hear you up to your proficiency bonus. Those creatures must make a Charisma saving throw against your deed save DC. On a failed save, a creature is either charmed by you or frightened of you (you chose for each creature) for 1 minute. You cannot charm a hostile creature or frighten an allied creature using this feature.

Whether charmed by you or frightened of you, a creature under the effects of this feature is inclined to listen to your commands. You have advantage on any Intimidation checks you make against a creature frightened in this manner.

The effect ends early on a creature if you harm it (if it is charmed in this manner). A creature affected by this feature can repeat the saving throw at the end of each of its turns for the duration, ending the effect early on a success.

Once you use this feature, you can't use it again until you finish a short or long rest.

Backup

At 11th level, you know how to support your allies in a fight. When you gain advantage on an attack roll or saving throw, you can grant an ally that can see or hear you advantage on the next roll they make of the same type (attack roll or saving throw, respectively) before the end of their next turn.

A creature can only benefit from this feature once, and may not do so again until 10 minutes have passed. You cannot give yourself advantage using this feature.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a short or long rest.

Not On My Watch

At 15th level, your foes can't get away with anything. When a creature within range of a weapon you are holding takes an action, bonus action, or reaction, you can make a weapon attack against that creature as a reaction. If the attack hits, that creature must make a Constitution saving throw against your deed save DC. On a failed save, the triggering action is wasted.

You can use this feature a number of times equal to half your proficiency bonus (rounded down), and you regain all expended uses when you finish a short or long rest.

Deadeye

Other desperados may focus on other skills and fill other roles, but a deadeye chooses to perfect the art of ranged combat. All they need is a good rifle, crossbow, or bow to get the job done; no need to diversify their skillset when good enough aim will get the job done just as well.

Deadeye Features
Desperado
Level
Feature
3rd Eagle Eye, Deadeye's Deeds
7th Vantage Point
11th Upper Hand
15th Deadly Intent

Eagle Eye

When you choose this trail at 3rd level, your vision becomes incredibly sharp. You gain proficiency in the Perception skill if you don't have it already. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

Additionally, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.

Deadeye's Deeds

Also at 3rd level, you gain two additional deeds, which don't count against your number of deeds known and can't be replaced. The deeds are as follows.

One Shot, One Kill. As an action, you can spend 2 focus points to concentrate on a single shot. Make a ranged weapon attack; if it hits, it becomes a critical hit. You can only use this deed if you haven't made any attacks this turn, and once you use this deed, you can't make any attacks until end of the current turn.

Suppressive Fire. As an action, you can spend 1 focus point to lay down suppressive fire. Choose a point within range of one ranged weapon you're holding; all hostile creatures within 15 feet of that point suffer a penalty to all attack rolls and saving throws equal to half your proficiency bonus (rounded down) until the start of your next turn.

Vantage Point

At 7th level, you know how to maintain an advantageous position. When you have disadvantage on an attack roll or saving throw, you can choose to roll without the disadvantage. Once you use this feature, you can't use it again until you finish a short or long rest.

Upper Hand

At 11th level, you are a master of utilizing your advantages to the fullest. If you have advantage on a ranged weapon attack, you roll 3 d20's, instead of 2, and take the highest result.

Deadly Intent

At 15th level, choose a deed you know that has a level prerequisite of 9th level, 5th level, or has no level prerequisite. When you use that deed, you can expend 1 less focus point to do so. When you gain a level in this class, you can choose a different deed you know to gain this benefit.

Desperado: Duelist

One crossbow, bow, or rifle is not enough for some. Duelists do what many think is far too impractical and attempt to use two weapons in a fight. While many prefer to wield two hand crossbows or pistols, a few replace one of those with a sword or something similar for even greater versatility.

Duelist Features
Desperado
Level
Feature
3rd Hand In Hand, Duelist's Deeds
7th One On One
11th Clear A Path
15th Neverending Assault

Hand In Hand

When you choose this trail at 3rd level, your fighting style incorporates the use of two separate weapons. You gain the following benefits.

  • You can treat light ranged weapons with which you are proficient as light melee weapons for the purposes of two-weapon fighting. They do not count as melee weapons in any other way, however.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged weapon attacks against that creature.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • If you are engaging in two-weapon fighting using a melee weapon and a ranged weapon, the melee weapon you are wielding is treated as a ranged weapon for the purposes of features from this class, including deeds.

Duelist's Deeds

Also at 3rd level, you gain two additional deeds, which don't count against your number of deeds known and can't be replaced. The deeds are as follows.

Tandem Strike. If you are engaging in two-weapon fighting, when you make an attack with one of the weapons you are wielding, you can spend 1 focus point to strike with both weapons, provided the target is within range of both weapons. If the attack hits, you roll the damage dice of both weapons when dealing damage to the target. You can only use this deed once per turn.

Ten Paces. At the start of your turn, you can spend 1 focus point (no action required). Until the end of the turn, whenever you make a weapon attack, you can move up to 10 feet before making the attack.

One On One

At 7th level, you have further perfected your dueling technique. While you are engaging in two-weapon fighting, you gain the following benefits.

  • When you hit a creature with a weapon attack, that creature can't make opportunity attacks against you for the rest of the turn.
  • You can add your ability modifier to the damage of the bonus attack.




















































Clear A Path

At 11th level, you can attack all nearby foes. While engaging in two-weapon fighting, you can use your action to make a weapon attack against each creature of your choice within 5 feet of you, with a separate attack roll for each target. These attacks can be made using either weapon you are wielding.

Neverending Assault

At 15th level, you never stop shooting or slashing at your enemies. You can make three attacks, instead of two, when you take the Attack action on your turn.






















Munitionist

Tinkering with their weapons and ammunition, munitionists bring a little more to the battlefield than a rifle and their wits. While many use scientific means to enhance their weapons, some dabble in magic to achieve these ends. However a given munitionist accomplishes it, their creations are sure to wreak havoc wherever they do battle.

Munitionist Features
Desperado
Level
Feature
3rd Weapon Tinkering, Munitionist's Deeds
7th Elemental Ammunition
11th Charged Shot
15th Arcane Ammunition

Weapon Tinkering

When you choose this trail at 3rd level, you learn how to tinker with weapons and other devices. You gain proficiency with tinker's tools, thieves' tools, and another kind of artisan's tools of your choice.

Additionally, choose one of the proficiencies you gained from this feature. Your proficiency bonus is doubled for any ability check you make that uses the chosen tool.

Munitionist's Deeds

Also at 3rd level, you gain two additional deeds, which don't count against your number of deeds known and can't be replaced. The deeds are as follows.

Explosive Shot. When you make a ranged weapon attack, you can spend a number of focus points up to half your proficiency bonus (rounded up) to fire an explosive shot. Whether the attack hits or misses, the target of the attack and every creature within 5 feet of the target must make a Dexterity saving throw. Roll 1d10 per focus point spent; a creature takes fire damage equal to the result on a failure, or half as much on a success. If the attack hits, the target has disadvantage on this saving throw.

Smoke Screen. When you make a ranged weapon attack, you can spend 1 focus point to instead create a smoke screen. Choose a point within range of your weapon; smoke fills a 20-foot-radius sphere centered on that point, causing the area to be heavily obscured. The smoke lingers for 1 minute or until wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Elemental Ammunition

At 7th level, when you make a ranged weapon attack, you can choose to load a piece of elemental ammunition. Choose from the options below.

  • Corrosive Round. If the attack hits, the target of the attack takes 1d6 acid damage, and its AC is reduced by an amount equal to half your proficiency bonus (rounded down) until the start of your next turn.
  • Electric Round. If the attack hits, the target of the attack takes 1d6 lightning damage, and it cannot take reactions until start end of your next turn.
  • Freezing Round. If the attack hits, the target of the attack takes 1d6 cold damage, and its speed is halved until the start of your next turn.
  • Incendiary Round. If the attack hits, the target of the attack takes 1d6 fire damage, and it takes an additional 1d6 fire damage at the start of its next turn.
  • Thundering Round. If the attack hits, the target of the attack takes 1d6 thunder damage, and all other creatures within 5 feet of the target also take 1d6 thunder damage.
  • Venomous Round. If the attack hits, the target of the attack takes 1d6 poison damage, and is poisoned until the start of your next turn.

You can use this feature a number of times equal to half your desperado level (rounded down), and you regain all expended uses when you finish a short or long rest.

Charged Shot

At 11th level, you can charge one of your attacks. When you make a ranged weapon attack, you can choose to expend a use of your Mark Target feature. When you do so, the attack gains one of the following effects.

  • You can treat the attack's weapon damage dice as having rolled their maximum value (such as 10 for a d10).
  • You can spend up to 2 fewer focus points total to use deeds that modify the attack.
  • You can ignore resistance to the weapon's damage type(s), and treat immunity as resistance.
  • You can use your Elemental Ammunition feature without expending a use of it.
  • You can grant yourself a bonus to the attack roll equal to your proficiency bonus.

Once you use this feature, you can't use it again until you roll initiative.

Arcane Ammunition

At 15th level, you improve the power and efficacy of your elemental ammunition. All damage dealt by your Elemental Ammunition feature increases to 1d8, and any effect caused by your Elemental Ammunition feature that lasts until the start of your next turn now lasts until the end of your next turn.

Pioneer

Explorers and scouts, pioneers take to the frontier and choose to explore everything beyond the civilized society they know. They protect the townspeople who do not dare venture past the safety of civilization, keeping the dangers of the outside world at bay. Pioneers are adventurers in every sense of the word.

Pioneer Features
Desperado
Level
Feature
3rd Lay of the Land, Pioneer's Deeds
7th Well-Travelled
11th Reposition
15th Fog of War

Lay of the Land

When you choose this trail at 3rd level, you have learned the necessary skills to explore beyond the bounds of civilization. You gain proficiency in two of the following skills of your choice: Survival, Animal Handling, and Nature.

Additionally, choose one of the proficiencies you gained from this feature. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

Pioneer's Deeds

Also at 3rd level, you gain two additional deeds, which don't count against your number of deeds known and can't be replaced. The deeds are as follows.

Exposing Shot. When you make a ranged weapon attack, you can spend 1 focus point to expose your target's position. Whether the attack hits or misses, the target can't benefit from being hidden, and any cover it is benefiting from, except full cover, is reduced by one stage (three-fourths becomes half cover, and half becomes no cover). Both of these effects last until the end of your next turn.

Scout's Sprint. You can spend 1 focus point to take the Dash action as a bonus action on your turn.

Well-Travelled

At 7th level, your walking speed increases by 10 feet, and you gain a climbing speed or a swimming speed (your choice) equal to your walking speed.

Additionally, when you take the Dash action, you ignore non-magical difficult terrain and can move through other creature's spaces, but you cannot end your movement in the space of another creature.

Reposition

At 11th level, you are a master of positioning in combat. Once per round at the start of any creature's turn, you can move up to half your movement speed or direct an allied creature within 30 feet of you to move up to half their movement speed. In order to take this movement, the creature must be able to see or hear you.

Fog of War

At 15th level, you know how to obscure and obfuscate yourself or your allies through clever strategy. When you make an attack on your turn, you can choose a number of creatures equal to half your proficiency bonus (rounded down), including possibly yourself. Each of those creatures can choose to gain the benefits of being lightly obscured or having half cover until the end of their next turn.

You can use this feature once, and regain the ability to do so when you finish a short or long rest or when you roll initiative.


Renegade

Taking the stealthy approach, a renegade strikes when their foes least expect it. Be they highwaymen and cutpurses or private detectives and spies, they employ both a desperado's focus and subterfuge. You'll be taken out by a renegade before you're even aware that they're there.

Renegade Features
Desperado
Level
Feature
3rd Sly Talents, Renegade's Deeds
7th Out of Sight
11th Blindside
15th Now You Don't

Sly Talents

When you choose this trail at 3rd level, you become an expert at the unsavory skills of the underworld. You become proficient in two of the following skills of your choice: Stealth, Deception, and Sleight of Hand.

Additionally, choose one of the proficiencies you gained from this feature. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

Renegade's Deeds

Also at 3rd level, you gain two additional deeds, which don't count against your number of deeds known and can't be replaced. The deeds are as follows.

Concealed Shot. When you make a ranged weapon attack against a target from which you are hidden, you can spend 1 focus points to turn it into a concealed shot. Whether the attack hits or misses, your position isn't revealed to the target, only to other creatures.

Infiltrate. You can spend 1 focus point to take the Hide action as a bonus action on your turn.

Out of Sight

At 7th level, your enemies can never see your attacks coming. Once per round when you make an attack, you can choose to move 5 feet and Hide immediately before doing so.

You can do this a number of times equal to half your proficiency bonus (rounded up), adn you regain all expended uses when you finish a short or long rest.

Blindside

At 11th level, when your foes don't know you're there, you can aim for their weak spots without effort. When you are hidden from a creature and you make a ranged weapon attack against them, you can forgo the advantage on the attack roll. When you do so, you can add your desperado level to the damage dealt on a hit.

Now You Don't

At 15th level, even when your enemies can see you, you can find a way to surprise them. You can use your Out of Sight feature to Hide even if there is nothing that would allow you to Hide, such as cover or a heavily obscured area. This feature doesn't allow you to Hide from creatures that can't be hidden from, such as a rogue with the Blindsense feature.

The Desperado

A rough and rugged martial class that fights at range. Take down your foes with shots from afar! Harness your focus and perform daring deeds! Walk one of six Trails and become a living legend!

Created by: u/KaiTries5

Artist Credits:
Cover - Hazardous Docks, by Igor Artyomenko
Page 1 - Old West Wallpaper, by Samantha Thompson
Page 1 - Elf Gunslinger, by Xandra
Page 3 - Mae the Gunslinger, by kyliemanogue
Page 4 - Metra, by Daniel Denova
Page 5 - Elven Archer, by Anna Lakisova
Page 6 - Horror at Headstone Hill, by Pinnacle Entertainment
Page 7 - Assassin of the Silver Flame, by Tikos
Page 8 - The Dock's Attack, by Felipe Prest
Page 9 - Gunsmith, by Privateer Press
Page 10 - Araxis, by Iromonik
Page 11 - Assassin, by Kim Junghun
Back - Cowboy Assassin, by notboobies

Other Credits:
Page Stains by Jared Ondricek
Desperado Icon by Game-icons.net