Desperado (5e Subclass)
Desperado[edit]
Ranger Subclass
Since the discovery of gunpowder, there has been an explosion of interest in its efficacy on the battlefield. Some may spend many long days and nights carefully studying its properties and experimenting with it in careful, controlled environments, while others may take a more fast-and-loose approach.
This subclass uses the rules for firearms made by Matt Mercer for the Gunslinger subclass
- Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
- Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with tinker's tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
- Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of Weapon Properties. Some properties are followed by a number, and this number signifies an element of that property. These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
- Fan the Hammer
You fire your guns with wild abandon. At 3rd level, you may use an action to make a number of ranged attacks with a firearm equal to your proficiency bonus, provided that the firearm you are using is loaded with enough ammunition. Each of these attacks may be targeted at a different creature, or at the same creature. In addition, each attack is made with disadvantage. You regain use of this feature after a short or long rest.
- Dynamite
Your knowledge of gunpowder grants you more unorthodox methods of attack. At 3rd level, over the course of a short or long rest, you may use tinker's tools to craft a number of sticks of Dynamite equal to your Wisdom modifier (minimum of 1). Each stick costs 25 gp worth of materials to make, and they count as light and thrown weapons. Use a bonus action to ignite and throw a stick at any point within 60 feet of you. At the start of your next turn, the Dynamite explodes and each creature within 15 feet of it must make a Dexterity saving throw with a DC equal to your spell save DC. On a failed save, the creature takes 2d12 fire damage. On a successful save, the creature takes half as much damage. The number of damage dice for this attack increases as you level up, equal to your proficiency bonus.
You may bind sticks of Dynamite together for an even more powerful blast. Each extra stick raises the damage dealt by the attack by 1d12, and increases the burst radius by 5 feet. You can also set an extended fuse on your Dynamite, changing the detonation time to anything up to a minute after ignition. However, if you wish to set an extended fuse during combat, you must roll initiative for the Dynamite, then roll a d10 to determine how many rounds the fuse will burn before it detonates.
Due to their volatile nature, any unused sticks of dynamite deteriorate after you finish a long rest.
- Fastest Hands in the Realm
When the going gets tough, you always shoot first. When you reach 7th level, you add your Wisdom modifier to your initiative.
- Aim With Your Heart
No one can escape your gaze. Starting at 11th level, you have advantage on ranged attacks against targets under the effects of your hunter's mark spell, and you ignore half cover for those targets.
- Burnt Fingertips
Finally, at 15th level, you can reload any firearm as a bonus action. You may also spend your bonus action to attempt to repair a misfired (but not broken) firearm.
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