Base Class: Fighter
Desperados are vigilantes, sellswords, and members of the city watch who embrace all manner of firearms. They are armed to the teeth with a variety of guns and ammunition to take out any threat. They use high-tech, specialized firearms and ammunition to replicate magical effects and increase damage. Their mastery of guns and technology make them one of the most lethal ranged combatants in the world.
Master Blaster
3rd-level Desperado feature
You gain proficiency with firearms and specialized firearms that are fueled by special dice called ammo dice.
Specialized Firearms. You learn two specialized firearms of your choice, which are detailed under “Specialized Firearms” below. Many specialized firearms provide area of effect damage or inflict status conditions. You can use only one specialized firearm per attack.
You gain one additional specialized firearm of your choice at 7th, 10th, 15th, and 18th levels. Each time you gain a new specialized firearm, you can also replace one specialized firearm you know with a different one.
Ammo Dice. You have two ammo dice, which are d6s. An ammo die is expended when you use it. You regain all of your expended ammo dice when you finish a short or long rest.
You gain another ammo die at 7th, 10th, and 15th levels. Your ammo dice increase to d8s at level 7, d10s at level 10, and d12s at level 18
Saving Throws. Some of your specialized firearms require your target to make a saving throw to resist the firearm’s effects. The saving throw DC is calculated as follows:
Firearm save DC = 8 + your proficiency bonus + your Dexterity modifier
Close Combatant
7th-level Desperado feature
You excel at close combat with your firearms. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with firearms.
Sidearm
7th-level Desperado feature
You excel at ranged combat with light firearms. When you use the Attack action and attack with a one handed weapon or use special ammo, you can use a bonus action to attack with a one-handed ranged firearm.
Ricochet
10th-level Desperado feature
Your masterful aim allows you to make seemingly impossible shots. Before making a ranged attack with a firearm, you can choose to roll 1d8. You add the 1d8 to your attack roll and ignore cover, but reduce your damage by the same amount. You are able to ignore full cover only if there is enough space for the firearm's ammunition to reach the target (from any angle).
Infinite Ammo
15th-level Desperado feature
You are able to quickly reload your firearms in combat from an endless supply. You can ignore the reload property of firearms and your firearms do not consume ammunition (with the exception of ammo dice or magical ammunition).
Quick Load
18th-level Desperado feature
You are able to quickly recharge your special ammunition At the start of combat, you can regain up to half of your ammo dice (rounded down). You may use this ability once and regain all expended uses on a long rest.
Specialized Firearms
3rd-level Desperado feature
The specialized firearms are presented in alphabetic order.
Armor Piercing Rounds
When you hit a creature with a weapon attack with a firearm, you can expend one ammo die to add it to attempt to damage other creatures with the same attack. All creatures other than the target in a 60 foot line must make a Dexterity saving throw. On a failure, the creatures take damage equal to the number you roll on your ammo die. The damage is of the same type dealt by the original attack.
Contingency Vest (7th Level or Higher)
You can expend an ammo die as a reaction after being hit with a melee attack to set off an explosive vest. You and all creatures in 15 feet of you takes 5d8 force damage and must make a Strength saving throw. On a failed save, the creature is knocked prone.
This damage increases to 5d10 at level 10 and 5d12 at level 18.
Elemental Rounds
When you hit a creature with a weapon attack using a firearm, you can expend one ammo die to change the type of damage you deal. You choose fire, cold, lightning, acid, or thunder to replace the attack's damage type and add the ammo die to the damage roll.
Flamethrower
You can expend an ammo die to use an action to pull out a powerful flamethrower. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
The damage increases to 5d8 at level 7, 5d10 at level 10, 7d10 at level 15, and 7d12 at level 18.
Flashbang (15th Level or Higher)
When you take the Attack action, you may expend an ammo die to replace one of your attacks with a flashbang. You target a point within 60 feet and create a 15-foot-radius sphere of light centered on that point. Each creature in that area must make a Constitution saving throw or be blinded until the start of your next turn.
Fragmentation Grenade (15th Level or Higher)
You can expend an ammo die to use an action to pull out a fragmentation grenade. You target a point within 60 feet that you can see. Each creature in a 15-foot radius sphere must make a Strength saving throw. A creature takes 5d10 bludgeoning damage on a failed save and be knocked prone, or half as much damage on a successful one and not knocked prone.
The damage increases to 6d12 at level 18.
High Caliber Rounds
When you hit a creature with a weapon attack using a firearm, you can expend one ammo die to attempt to drive the target back. You add the ammo die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 10 feet away from you. The damage is of the same type dealt by the original attack.
Rocket Launcher (7th Level or Higher)
You can expend an ammo die to use an action to pull out a powerful rocket launcher. You target a point within 120 feet that you can see. Each creature in a 20-foot radius sphere must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites any flammable objects in the area that aren't being worn or carried.
The damage increases to 5d10 at level 10 and 5d12 at level 15 and 6d12 at level 18.
Scope
When you make a weapon attack roll with a firearm, you can expend an ammo die to increase the range of your attack. You add the ammo die to the attack’s damage roll. The short range of your firearm is replaced with the long range and your long range is doubled.
Shock Grenade (7th Level or Higher)
You can expend an ammo die to use an action to pull out a high-tech electric grenade. You target a point within 60 feet that you can see. Each creature in a 15-foot radius sphere must make a Dexterity saving throw. A creature takes 5d8 lightning damage on a failed save, or half as much damage on a successful one.
The damage increases to 5d10 at level 10, 6d10 at level 15, and 6d12 at level 18.
Smoke Bomb (7th Level or Higher)
When you take the Attack action, you may expend an ammo die to replace one of your attacks with a smoke bomb. You target a point within 60 feet and create a 20-foot-radius sphere of smoke centered on that point. The sphere spreads around corners, and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Sniper Rifle
When you make a weapon attack roll with a rifle against a creature, you can expend one ammo die to add it to the roll. You can use this specialized firearm before or after making the attack roll, but before any effects of the attack are applied. You ignore half and three-quarters cover with this attack.
Stun Gun (7th Level or Higher)
When you hit a creature within 15 feet of you with a weapon attack, you can expend one ammo die to fire two barbed darts from your firearm in an attempt to disable your opponent. The target must make a Constitution saving throw or be stunned until the start of your next turn.
Vortex Grenade (15th Level or Higher)
You can expend an ammo die to use an action to pull out a vial containing swirling black energy. You target a point within 60 feet that you can see. Each creature in a 15-foot radius sphere must make a Strength saving throw. A creature takes 7d10 force damage on a failed save and pulled up to 15 feet towards the center of the vortex on a failed save, or half as much damage on a successful one and is not pulled.
The damage increases to 8d12 at level 18.
Comments