##### The Desperado
| Level | Proficiency Bonus | Features | Deeds Known |
|:---:|:---:|:---|:---:|:---:|
| 1st | +2 | Ranged Specialty (+1), Mark Target | — |
| 2nd | +2 | Focus, Deeds | 2 |
| 3rd | +2 | Desperado Trail | 2 |
| 4th | +2 | Ability Score Improvement | 2 |
| 5th | +3 | Extra Attack | 3 |
| 6th | +3 | At The Ready,
Crack Shot | 3 |
| 7th | +3 | Trail feature | 3 |
| 8th | +3 | Ability Score Improvement | 3 |
| 9th | +4 | Ranged Specialty (+2) | 4 |
| 10th | +4 | Clear Head | 4 |
| 11th | +4 | Trail feature | 4 |
| 12th | +4 | Ability Score Improvement | 4 |
| 13th | +5 | Impromptu | 5 |
| 14th | +5 | Crack Shot Improvement | 5 |
| 15th | +5 | Trail feature | 5 |
| 16th | +5 | Ability Score Improvement | 5 |
| 17th | +6 | Ranged Specialty (+3) | 6 |
| 18th | +6 | Can't Miss | 6 |
| 19th | +6 | Ability Score Improvement | 6 |
| 20th | +6 | Dead Set | 6 |
You can spend a minute concentrating (as if you were concentrating on a spell) to gain 1 focus point. Once you gain a focus point in this manner, you can't do it again for 1 hour or until you roll initiative. When you roll initiative, your number of focus points is set to 1.
#### Reliance
You are reliant on something to produce your intense level of focus. Choose one of the following options.
- **Discipline**. Your reliance ability is Wisdom.
- **Moxie**. Your reliance ability is Charisma.
- **Wit**. Your reliance ability is Intelligence.
When a desperado feature refers to your reliance ability, you use the corresponding ability from this feature (such as Charisma, if you chose Moxie).
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### 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 or allow you to make more; if you spend focus points on such a deed, that attack does not grant you a focus point like normal.
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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 reliance ability modifier
### Desperado Trail
At 3rd level, you choose your trail, which determines how you apply your desperado skills. Choose from the Deadeye, the Duelist, the Engineer, the Falconer, the Malefactor, the Mountebank, the Pioneer, the Renegade, the Tactician, or the Vanguard, 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 can add your reliance ability modifier to 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 Head
At 10th level, your mind is sharper than ever. You now gain a focus point the second time you make a ranged weapon attack on your turn during combat, and the amount of focus points you gain by spending a minute concentrating is now 2.
### 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 that 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. You have unlimited uses of your Mark target feature, and you gain 1 focus point at the start of each of your turns in combat, which is in addition to any you might gain by making attacks.
##### Pistols
| Name | Damage | Range | Reload | Misfire | Properties | Cost |
|:---:|:---:|:---:|:---:|:---:|:---|:---:|
| Coachgun | 1d8 piercing | 30/90 | 1 | 2 | Scatter, Dueling | 150gp |
| Derringer | 1d6 piercing | 40/120 | 1 | 0 | Light | 50gp |
| Dragoon | 1d10 piercing | 80/240 | 2 | 3 | Dueling | 200gp |
| Pepperbox | 1d6 piercing | 50/150 | 4 | 1 | Light | 100gp |
| Flintlock | 1d8 piercing | 60/180 | 1 | 1 | Light, Dueling | 100gp |
| Lupara | 2d4 piercing | 50/150 | 1 | 2 | Dueling | 150gp |
| Revolver | 1d8 piercing | 60/180 | 6 | 2 | Salvo, Dueling | 200gp |
##### Rifles
| Name | Damage | Range | Reload | Misfire | Properties | Cost |
|:---:|:---:|:---:|:---:|:---:|:---|:---:|
| Blunderbuss | 1d12 piercing | 50/150 | 1 | 2 | Scatter, Two-handed | 300gp |
| Capegun | 2d6 piercing | 100/240 | 2 | 1 | Two-handed | 300gp |
| Falcon | 2d8 piercing | 150/450 | 1 | 2 | Sniper (15ft), Two-handed | 350gp |
| Musket | 1d10 piercing | 100/300 | 1 | 0 | Two-handed | 200gp |
| Rampart | 2d10 piercing | 200/600 | 1 | 3 | Sniper (20ft), Two-handed, Heavy | 400gp |
| Vierling | 1d10 piercing | 80/240 | 4 | 2 | Two-handed | 250gp |
| Volcan | 1d12 piercing | 100/300 | 6 | 2 | Salvo, Two-handed | 350gp |
## Optional: Firearms
These optional rules introduce firearms into your game.
### Firearm Properties
Four properties are unique to firearms: Dueling, Salvo, Scatter, and Scatter. Their effects are described below.
#### Dueling
Weapons with this property are well suited for close combat. Being within 5 feet of a hostile creature doesn't impose disadvantage on your attacks with this weapon if that creature is the target of your attack.
#### Salvo
Weapons with this property can fire rapidly. When you take the Attack action on your turn and only make attacks with this weapon, you can make an additional attack with it as part of the same action. This attack doesn't add your ability modifier to the damage roll.
#### Scatter
Weapons with this property fire in a wide spread. When you make an attack with this weapon, every object or creature within 5 feet of the target (other than you) is subjected to its scatter. If the original attack roll would hit a creature or object within 5 feet of the target, it takes damage equal to your Dexterity modifier (minimum of 1).
#### Sniper
Weapons with this property are intended for long ranges only. Next to this property is a range in parentheses; attacks made with this weapon have disadvantage against targets within that range.
### Rules for Firearms
Below are some rules for using firearms.
#### Misfire
Every firearm has a Misfire score, which represents how likely the weapon is to fire incorrectly. When you make an attack with a firearm, a roll on the d20 equal to or less than its Misfire score causes it to jam. A jammed weapon needs to be cleaned, which takes an action, or a bonus action if you have proficiency with tinker's tools.
#### Reload
Every firearm has a Reload score, which represents how much ammunition it can hold at a single time. You can make a number of attacks with a fully reloaded firearm equal to its Reload score before needed to reload it.
Reloading a firearm takes a bonus action or can be done in place of an attack. If you have a feature that allows you to ignore the Loading property, you can instead reload a firearm as a free object interaction during your move or action.
You must have a free hand to reload a firearm, unless it has the Light or Two-handed property.
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#### Noise
Firearms are loud. When a firearm is fired, the shot is audible out to a number of feet equal to twice its normal range, or three times its normal range if it has the Scatter property. For example, a musket being fired can be heard from 200 feet away, and a coachgun can be heard from 90 feet away.
#### Starting Proficiency
If you would like to give starting firearm proficiency to your players, then use or take inspiration form the following list.
- Artificers, desperados, and fighters are proficient in all firearms.
- Bards and rogues are proficient in all pistols.
- Rangers are proficient in all rifles.
There are other ways to attain proficiency in firearms, such as by taking the Gunner feat or spending downtime training. However, how proficiency in firearms can be attained is ultimately at the DM's discretion.
### Ammunition
Firearms require ammunition. The below table lists the types of ammunition, which firearms they are used by, and the amount of it you can buy with 1gp, also known as a "batch".
A character can attempt to craft a batch of ammunition on their own, rather than purchasing it. To do so, they must spend 10 minutes and make a DC 15 tinker's tools check. On a success, they craft the batch at half the cost in materials. On a failure, they waste half the batch's cost in materials.
| Name | Used By... | Amount per 1gp |
|:---:|:-----------|:---:|
| Buckshot | Blunderbuss, Coachgun, Lupara | 15 |
| Heavy Rounds | Falcon, Rampart | 10 |
| Light
##### Modifications
| Name | Requirements | Effect | Cost |
|:---:|:---|:---:|:---:|
| Arcane Ignition | *A non-magical firearm* | Attacks with this weapon count as magical. | 50gp |
| Ergonomic Grip | *A pistol that lacks the Dueling property* | This weapon gains the Dueling property. | 50gp |
| Flared Muzzle | *A firearm with the Scatter property* | Scatter damage increases to half of the attack damage. | 100gp |
| Increased Capacity | *A rifle* | This weapon's Reload score either becomes 4, or increases by 2. | 150gp |
| Iron Sights | *A firearm that lacks the Sniper and Scatter properties* | Normal and long ranges both increase by 30 feet. | 50gp |
| Lightweight Frame | *A pistol that lacks the Light property or a rifle with the Heavy property* | This weapon either gains the Light property or loses the Heavy property. | 100gp |
| Noise Suppressor | *A firearm that lacks the Scatter property* | Attacks made with this firearm are now audible to a distance equal to half its normal range. | 100gp |
| Reinforced Chamber | *A firearm with a Misfire score of 1 or higher* | This weapon's Misfire score is reduced by 1. | 100gp |
| Semi-automatic Spring | *A firearm that lacks the Salvo property and with a Reload score of 2 or higher* | This weapon gains the Salvo property. | 100gp |
| Unstable Mechanism | *A firearm* | This weapon's damage die increases one size (d6 to d8, d8 to d10, d10 to d12, d12 to 2d6) and its Misfire score increases by 1. | 150gp |
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