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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 O
quick on their feet and able to adapt to any situation. A good T
desperado has a variety of tricks up their sleeve, and the s
right amount of skill to be able to pull off these tricks. Both of y
these traits combined make desperados quite deceptively w
dangerous. D
a
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the c
Player's Handbook, here's what you need to know if you fa
choose desperado as one of your classes. a
Ability Score Minimum. As a multiclass character, you d
must have at least a Dexterity score of 13 to take a level in a
this class, or to take a level in another class if you are already G
a desperado. th
Proficiencies Gained. If desperado isn't your initial class, s
here are the proficiencies you gain when you take your first n
level as a desperado: light armor, simple weapons, and
martial weapons.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You can use focus points to fuel various deeds, which you
Class Features learn as described by your Deeds feature.
As a desperado, you gain the following class features. The
Hit Points
Hit Dice: 1d8 per desperado level Leve
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution 1st
modifier per desperado level after 1st
2nd
Proficiencies
Armor: Light armor 3rd
Weapons: Simple weapons, martial weapons
Tools: None 4th

Saving Throws: Dexterity, Strength 5th


Skills: Choose two from Acrobatics, Stealth, Perception,
Survival, Persuasion, Deception, Intimidation 6th
Equipment 7th
You start with the following equipment, in addition to the
equipment granted by your background: 8th
(a) a longbow and 20 arrows or (b) a heavy crossbow and
20 bolts or (c) a hand crossbow and 20 bolts 9th
(a) a shortsword or (b) any simple melee weapon 10th
An explorer's pack and leather armor 11th
Ranged Specialty 12th
Desperados are experts at fighting from afar. You gain a +1
bonus to attack and damage rolls with ranged weapons, 13th
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 14th
Archery fighting style). This bonus increases to +2 at 9th
level and +3 at 17th level. Additionally, you can ignore the 15th
loading property of ranged weapons that you are proficient
in. 16th

Mark Target 17th


You can focus all your efforts on taking down one foe. When 18th
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 19th
this feature again.
While a creature is marked by you, you have advantage on 20th
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 Dee
the target, gaining advantage on the attack. This attack still
benefits from Mark Target's damage bonus if it hits. Also a
You can use this feature a number of times equal to your You le
proficiency bonus, and you regain all expended uses when the en
you finish a short or long rest. despe
show
Focus Wh
the d
At 2nd-level, your concentration becomes one of your most could
useful tools. You have 2 focus points, and you gain more as to you
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.

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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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.
Propulsive Shot
Deeds When you make a ranged attack roll, you can spend 1 focus
The following deeds are available to all desperados. point to attempt to propel the target. If the attack hits, the
target must make a Strength saving throw or be pushed 15
Brace Yourself feet away from you in a straight line.
As a bonus action, you can expend a number of focus points
up to your proficiency bonus. For each focus point expended, Provoke
roll a d12; you gain temporary hit points equal to the total As a bonus action, you can spend 1 focus point to taunt a
rolled. These temporary hit points last until the end of your creature within 60 feet of you that can hear or see you. The
next turn. target must make a Wisdom saving throw or have
disadvantage on all attack rolls against targets other than you
Combat Roll until the end of your next turn.
When a creature hits you with an attack, you can spend 1
focus point as a reaction to add your proficiency bonus to Rapid Fire
your AC for that attack, potentially causing it to miss. Immediately after you take the Attack action, you can spend 1
focus point to make an attack with one ranged weapon you
Fan the Hammer are holding as a bonus action.
When you take the Attack action, you can spend 2 focus
points to make a number of attacks using a ranged weapon Retort
you are holding equal to your proficiency bonus, instead of When a creature misses an attack against you, you can
the normal number of attacks you can make with the Attack spend 1 focus point as a reaction to make a weapon attack
action. You do not add your Dexterity modifier to the damage against that creature using one weapon you are holding.
rolls of these attacks.
Trip Up
Harrowing Shot When you make a ranged weapon attack against a creature,
When you make a ranged attack roll, you can spend 2 focus you can spend 1 focus point to attempt to trip them. If the
points to attempt to frighten the target. Whether the attack attack hits, the target must make a Strength saving throw or
hits or misses, the target must make a Wisdom saving throw be knocked prone.
or be frightened of you until the end of your next turn.
Vital Shot
Long Shot When you make a ranged weapon attack against a creature,
When you make a ranged attack roll, you can spend 1 focus you can spend a number of focus points up to half your
point to double the normal and long ranges of your weapon proficiency bonus (rounded up) to aim for a weak point. If the
for the attack. attack hits, you roll an additional weapon damage die for each
focus point expended.
Overwatch
When a creature within range of a ranged weapon you are Withdraw
wielding makes an attack against a creature other than you, As a bonus action, you can spend 1 focus point to move up to
you can spend 1 focus point as a reaction to make an attack half your speed. This movement does not provoke
against that creature using that weapon. 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 Penetrative Shot
Prerequisite: 5th level Prerequisite: 9th level
When you miss with a weapon attack, you can spend 1 focus When you make a ranged weapon attack, you can spend 2
point to turn it into a glancing blow. Roll the damage for the focus points to attempt to pierce through your target. If the
attack as normal; the target of the attack takes damage equal attack hits, choose a creature in a straight line behind the
to half the result. This does not count as a hit. target within range of your weapon. If the original attack roll
would hit the second creature, it takes the same amount of
Hemorrhage damage the original target took from the attack.
Prerequisite: 5th level
Ricochet
When you make a ranged weapon attack against a creature, Prerequisite: 9th level
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 When you miss with a ranged weapon attack, you can spend
next turn equal to half the damage the attack dealt. 1 focus point to reroll the attack against a different target
within 60 feet of the original target.
Quick On the Trigger
Prerequisite: 5th level Stand Your Ground
Prerequisite: 9th level
When you roll initiative and aren't surprised, you can spend 1
focus point to immediately make a weapon attack. When you are subjected to an effect that allows you to make
a Strength, Dexterity, or Constitution saving throw to take
Distracting Shot only half damage, you can spend 1 focus to instead take no
Prerequisite: 9th level damage if you succeed on the saving throw, and only half
damage if you fail.
When you make a ranged weapon attack against a creature,
you can spend 2 focus points to distract the target. Whether Cheat Death
the attack hits or misses, the target must roll a d6 and Prerequisite: 13th level
subtract the result from the next skill check, attack roll, or
saving throw it makes before the end of its next turn. When you are reduced to 0 hit points, you can spend 1 focus
point (no action required) to have 1 hit point instead.
Keep Your Cool
Prerequisite: 9th level Lightning Reflexes
Prerequisite: 13th 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 Once per round, if you've already taken your reaction, you
you to be charmed or frightened. can spend 1 focus point to take an additional reaction.

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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Constable Talk of the Town
At 7th level, your reputation precedes you—and you can take
Usually standing in the back line and directing their allies advantage of that. As an action, you can choose a number of
from afar, the constable is a leader through and through. creatures that can see or hear you up to your proficiency
They have a strong presence on the battlefield, and often bonus. Those creatures must make a Charisma saving throw
draw the attention of the enemy due to their commanding against your deed save DC. On a failed save, a creature is
role—disable the constable, and the entire team will be either charmed by you or frightened of you (you chose for
thrown into disarray. each creature) for 1 minute. You cannot charm a hostile
Constable Features
creature or frighten an allied creature using this feature.
Whether charmed by you or frightened of you, a creature
Desperado under the effects of this feature is inclined to listen to your
Level Feature commands. You have advantage on any Intimidation checks
3rd Authoritative Presence, Constable's Deeds you make against a creature frightened in this manner.
The effect ends early on a creature if you harm it (if it is
7th Talk of the Town charmed in this manner). A creature affected by this feature
11th Backup can repeat the saving throw at the end of each of its turns for
the duration, ending the effect early on a success.
15th Not On My Watch Once you use this feature, you can't use it again until you
finish a short or long rest.
Authoritative Presence
When you choose this trail at 3rd level, you have learned the Backup
necessary skills to explore beyond the bounds of civilization. At 11th level, you know how to support your allies in a fight.
You gain proficiency in the Persuasion and Intimidation When you gain advantage on an attack roll or saving throw,
skills. you can grant an ally that can see or hear you advantage on
Additionally, choose one of the proficiencies you gained the next roll they make of the same type (attack roll or saving
from this feature. Your proficiency bonus is doubled for any throw, respectively) before the end of their next turn.
ability check you make that uses the chosen skill. A creature can only benefit from this feature once, and
may not do so again until 10 minutes have passed. You
Constable's Deeds cannot give yourself advantage using this feature.
Also at 3rd level, you gain two additional deeds, which don't You can use this feature a number of times equal to your
count against your number of deeds known and can't be proficiency bonus, and regain all expended uses when you
replaced. The deeds are as follows. finish a short or long rest.
Focus Fire. When you make a ranged weapon attack, you
can spend a number of focus points equal to half your Not On My Watch
proficiency bonus (rounded up) to have your allies attack the At 15th level, your foes can't get away with anything. When a
same target. Whether the attack hits or misses, choose a creature within range of a weapon you are holding takes an
number of allied creatures within 60 feet of you equal to the action, bonus action, or reaction, you can make a weapon
number of focus points expended. Each chosen ally can use attack against that creature as a reaction. If the attack hits,
their reaction to make a weapon attack against the target. You that creature must make a Constitution saving throw against
can only use this deed once per round. your deed save DC. On a failed save, the triggering action is
Constable's Order. As an action, you can expend 2 focus wasted.
points to force a creature to make a Wisdom saving throw. On You can use this feature a number of times equal to half
a failed save, you may command the creature to do your proficiency bonus (rounded down), and you regain all
something, as if you had cast the Command spell on it. expended uses when you finish a short or long rest.

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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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.
Clear A Path
One On One At 11th level, you can attack all nearby foes. While engaging
At 7th level, you have further perfected your dueling in two-weapon fighting, you can use your action to make a
technique. While you are engaging in two-weapon fighting, weapon attack against each creature of your choice within 5
you gain the following benefits. feet of you, with a separate attack roll for each target. These
When you hit a creature with a weapon attack, that attacks can be made using either weapon you are wielding.
creature can't make opportunity attacks against you for Neverending Assault
the rest of the turn. At 15th level, you never stop shooting or slashing at your
You can add your ability modifier to the damage of the enemies. You can make three attacks, instead of two, when
bonus attack. you take the Attack action on your turn.

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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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
Munitionist start of your next turn.
Incendiary Round. If the attack hits, the target of the
Tinkering with their weapons and ammunition, munitionists attack takes 1d6 fire damage, and it takes an additional
bring a little more to the battlefield than a rifle and their wits. 1d6 fire damage at the start of its next turn.
While many use scientific means to enhance their weapons, Thundering Round. If the attack hits, the target of the
some dabble in magic to achieve these ends. However a given attack takes 1d6 thunder damage, and all other creatures
munitionist accomplishes it, their creations are sure to wreak within 5 feet of the target also take 1d6 thunder damage.
havoc wherever they do battle. Venomous Round. If the attack hits, the target of the
Munitionist Features
attack takes 1d6 poison damage, and is poisoned until the
start of your next turn.
Desperado
Level Feature You can use this feature a number of times equal to half
your desperado level (rounded down), and you regain all
3rd Weapon Tinkering, Munitionist's Deeds expended uses when you finish a short or long rest.
7th Elemental Ammunition
Charged Shot
11th Charged Shot At 11th level, you can charge one of your attacks. When you
15th Arcane Ammunition make a ranged weapon attack, you can choose to expend a
use of your Mark Target feature. When you do so, the attack
Weapon Tinkering gains one of the following effects.
When you choose this trail at 3rd level, you learn how to You can treat the attack's weapon damage dice as having
tinker with weapons and other devices. You gain proficiency rolled their maximum value (such as 10 for a d10).
with tinker's tools, thieves' tools, and another kind of artisan's You can spend up to 2 fewer focus points total to use
tools of your choice. deeds that modify the attack.
Additionally, choose one of the proficiencies you gained You can ignore resistance to the weapon's damage type(s),
from this feature. Your proficiency bonus is doubled for any and treat immunity as resistance.
ability check you make that uses the chosen tool. You can use your Elemental Ammunition feature without
expending a use of it.
Munitionist's Deeds You can grant yourself a bonus to the attack roll equal to
Also at 3rd level, you gain two additional deeds, which don't your proficiency bonus.
count against your number of deeds known and can't be
replaced. The deeds are as follows. Once you use this feature, you can't use it again until you
Explosive Shot. When you make a ranged weapon attack, roll initiative.
you can spend a number of focus points up to half your Arcane Ammunition
proficiency bonus (rounded up) to fire an explosive shot. At 15th level, you improve the power and efficacy of your
Whether the attack hits or misses, the target of the attack elemental ammunition. All damage dealt by your Elemental
and every creature within 5 feet of the target must make a Ammunition feature increases to 1d8, and any effect caused
Dexterity saving throw. Roll 1d10 per focus point spent; a
creature takes fire damage equal to the result on a failure, or by your Elemental Ammunition feature that lasts until the
half as much on a success. If the attack hits, the target has start of your next turn now lasts until the end of your next
disadvantage on this saving throw. turn.

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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Pioneer Pioneer Features
Explorers and scouts, pioneers take to the frontier and Desperado
choose to explore everything beyond the civilized society they Level Feature
know. They protect the townspeople who do not dare venture
past the safety of civilization, keeping the dangers of the 3rd Lay of the Land, Pioneer's Deeds
outside world at bay. Pioneers are adventurers in every 7th Well-Travelled
sense of the word.
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

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