Desperado

The sound of the cylinder spins as gunshots roar from the skies. The Desperado is a gunslinger, who does exactly what you think they do. Their skills make them deadly at range, though generally vulnerable up close. Their expertise in firearms allow them to deliver pain from afar, as well as debilitate their foes in a variety of ways.

Key Stats
DEX
WIL
Hit Die
D8d8
HP
13
Saves
STR–
DEX+
Armor
Leather
Weapons
DEX / Ranged
Gear:Revolver, Cheap Hides
LVL 1
Risky Shot

You gain the Risky Shot Trickshot.

Duck For Cover

(1/Round) When a ranged attack would damage you, you can drop prone and cause the attack to miss instead.

LVL 2
Showoff

Whenever you deal damage using a Trickshot ability or action, you deal additional LVL damage.

Dramatic Showdown

When you roll initiative, you gain 1 Desperado's Focus. Additionally, when you roll initiative, you can expend 1 Desperado's focus to grant you an additional action, up to a maximum of three total actions.

LVL 3
Subclass

Choose a Desperado Subclass.

Risky Shot (2)

Your Risky Shot becomes 1d8.

LVL 4
Combat Roll

When you use your Duck For Cover feature, you may expend 1 Desperado's Focus to move half your speed and immediately stand up from prone.

Trickshot

Choose a Trickshot ability.

Key Stat Increase

+1 DEX or WIL.

LVL 5
Debilitating Shot

Choose a Debilitating Shot ability.

Secondary Stat Increase

+1 STR or INT.

LVL 6
Take Aim

When you make an Assess check to Create an Opening, if you have not moved during your turn, you automatically succeed on the check.

Risky Shot (3)

Your Risky Shot becomes 2d6.

LVL 7
Subclass

Gain your Desperado subclass feature.

LVL 8
Trickshot (2)

Choose a 2nd Trickshot ability.

Key Stat Increase

+1 DEX or WIL

LVL 9
Debilitating Shot (2)

Choose a 2nd Debilitating Shot ability.

Secondary Stat Increase

+1 STR or INT

LVL 10
Lay Low

After using Duck for Cover, you can expend 1 Desperado's Focus to become invisible until you move or attack.

Risky Shot (4)

Your Risky Shot becomes 2d8.

LVL 11
Subclass

Gain your Desperado subclass feature.

LVL 12
Trickshot (3)

Choose a 3rd Trickshot ability.

Key Stat Increase

+1 DEX or WIL

LVL 13
Debilitating Shot (3)

Choose a 3rd Debilitating Shot ability.

Secondary Stat Increase

+1 STR or INT

LVL 14
Keen Eye

When you reduce a creature to 0 hp, you gain 1 Desperado's Focus.

Risky Shot (5)

Your Risky Shot becomes 3d6.

LVL 15
Subclass

Gain your Desperado subclass feature.

LVL 16
Trickshot (4)

Choose a 4th Trickshot ability.

Key Stat Increase

+1 DEX or WIL

LVL 17
Debilitating Shot (4)

Choose a 4th Debilitating Shot ability.

Secondary Stat Increase

+1 STR or INT

LVL 18
Stabilized Aim

When you succeed on an Assess check to Create an Opening, you gain a +2 instead of a +1 to the primary die result

Risky Shot (6)

Your Risky Shot becomes 3d8.

LVL 19
Epic Boon

Choose an Epic Boon.

LVL 20
Deadeye

+1 to any 2 of your stats. When you make an attack, you can apply two different debilitating shots to the attack.

Trickshots

When a Desperado deals damage with a critical hit from a Trickshot action or ability, they generate 1 Desperado's Focus, which can be used to fuel other abilities. Desperado's can have a max of WIL Desperado's Focus at a time, and lose all Desperado's Focus when combat ends.

Risky Shot.

Action: Make an firearm attack with advantage. On a crit, the attack deals an additional 1d6 damage. On a miss, you take the 1d6 damage instead.

Fan The Hammer.

2 Actions: (Req Revolver) Make 3 attacks with your revolver against a target within Range 3 with Disadvantage 1.

Quickdraw.

When you roll initiative, make an firearm attack against a target within your weapon's range.

That was my REAL target!

(1/Round) When you miss an attack with a firearm, you may attempt to reroll the attack roll against a different target within Range 2 of the original target.

Double Tap.

Whenever you critically hit a bloodied target, you deal additional damage to that target equal to half of the original attack's damage.

Intentional Misfire.

When you miss with a firearm attack while in melee reach of an enemy, you can deal 1d10 fire damage to all adjacent enemies.

Collateral Damage.

Two Actions: (Req Rifle) Fire a piercing bullet in a 6 line. On a failed DEX save (DC 10+DEX), targets take 2d10+DEX piercing damage, half as much on a success.

Bullet Time.

Action: Become slowed until the start of your next turn. While slowed in this way, all ranged attacks you make are considered Trickshots, and have advantage 1.

Debilitating Shots

1/attack, each Debilitating Shot expends 1 Desperado's Focus.

Salt In The Wound.

On critical hit: Apply bleed to the target (Bleed causes the target to take 1d6 typeless damage for every action the creature takes. Bleed lasts until the creature spends an action to end the condition.)

Poisoned Shot.

On hit: Deal an additional 1d6 poison damage and apply the poisoned condition to the target until the start of your next turn.

I Said Stay Down!

(1/Round. Req target prone). Set the primary die to any result. On critical hit: Target is slowed until the start of your next turn.

Eyes on Me!

On hit: Target is taunted by you until the start of your next turn. While taunted in this way, the target takes a -1 to their primary die on any attack that doesn't involve you.

Headshot.

2 Actions: If this attack reduces a target below 20 HP, they are slain. If the target is a solo or boss monster, it triggers their last stand ability instead.

You're Next!

When you reduce a creature to 0 hp, another creature you can see makes a WIL save (DC10+WIL). On failure, the target is frightened and their speed is reduced to 0.

Suppressing Fire.

2 Actions: Expend the rest of the ammo in your magazine to fire in a 5 Cone. All enemies in the cone make DEX saves (DC10+DEX). On a failure, creature is Dazed.