Outlaw
Hit Points
Hit Dice: d8 per Outlaw level
Hit Points at first Level: 8+your constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per outlaw level after 1st
Proficiences
Armor: Light Armor
Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords, firearms
Tools: Thieve's Tools
Saving Throws: Dexterity and Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception,
Insight, Intimidation, Investigation, Mechanics, Perception,
Performance, Persuasion, Sleight of Hand, and Stealth
Overview & Creation
Information is valuable, especially in combat. Outlaws
specialize in collecting as much information about their
opponents as they can while revealing as little information
about themselves as possible. They analyze their targets,
looking for weaknesses that they could exploit. Outlaws find
the metaphorical (sometimes literal) cracks in the armor of
the problems they face and dig their knives deep into them.
They also deceive and vanish from their opponents, keeping
their true intentions hidden. Outlaws thrive in the dichotomy
of being unknown to their foes while simultaneously knowing
everything about them. A Outlaw’s area of expertise falls into
three categories: the Bandito, the Cutthroat, the Desperado,
and the Knifeslinger.
The Bandito dedicates themself to being as dexterous as
possible, in all aspects. For them, it is as if time worked a
little slower. Banditos make quick work of intricate tasks that
would take much longer for ordinary people, like picking
locks, scaling buildings, or shuffling cards. A Bandito’s hands
are as swift as they are deliberate. Banditos also possess the
ability to separate themselves from their work, they could
take a bounty on their mother and chalk it up to being “just
business”.
The Cutthroat is a professional and a provider of services.
They treat bounties and the like as jobs, and they have the
right tools for it. Cutthroats are not only precise about killing,
but also every step that leads up to it. From infiltration, to
disguise, to getting the jump on their target Cutthroats do it
all (and without suspicion if they’re skilled enough). Because
bounty hunting is their profession, Cutthroats conduct their
business as so. They will not “kill some bloke who stole my
money!” but they will happily eliminate a party guilty of petty
theft, for the right price of course.
The Desperado strikes a balance between risk and reward.
For them, good fortune when they need it is very well worth
the potential bunders afterward. Desperados are able to
succeed in even the most unlikely of circumstances, using
their wit to decipher the best moment to push their luck.
They’re also well versed in the dimensions of firearms and
through their understanding are able to load and smuggle
them with ease. Desperados favor the pistol, and are able to
use them to exploit their opponents in a similar fashion to
their Outlaw siblings.
The Knifeslinger is the most specialized of the Outlaw
focuses. They do one thing and they do it very well, sling
knives. Be it at a range or up close, Knifeslingers are at their
most natural with daggers in their hands. They are equally
confident in throwing their daggers as they are in slashing
with them. The motions and techniques of close-quarters,
personal combat are second-nature to the Knifeslinger. Their
familiarity with dynamics of combat allows them to react
faster and grants them the ability to instill panic into their
enemies.
Class Features
Expertise
At 1st level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves’
tools. Your proficiency bonus is doubled for any ability check
you make that uses either of the chosen proficiencies. At 6th
level, you can choose two more of your proficiencies (in skills
or with thieves’ tools) to gain this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an
extra 1d6 damage to one creature you hit with an attack if
you have advantage on the attack roll. The attack must use a
finesse or a ranged weapon. You don’t need advantage on the
attack roll if another enemy of the target is within 5 feet of it,
that enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll. The amount of the extra
damage increases as you gain levels in this class, as shown in
the Sneak Attack column of the Outlaw table.
Thieves’ Cant
Beginning at 1st level, during your criminal training you
learned thieves’ cant, a secret mix of dialect, jargon, and code
that allows you to hide messages in seemingly normal
conversation. Only another creature that knows thieves’ cant
understands such messages. It takes four times longer to
convey such a message than it does to speak the same idea
plainly. In addition, you understand a set of secret signs and
symbols used to convey short, simple messages, such as
whether an area is dangerous or the territory of a thieves’
guild, whether loot is nearby, or whether the people in an area
are easy marks or will provide a safe house for thieves on the
run.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you
to move and act quickly. You can use a bonus action on each
of your turns in combat to take the Dash, Disengage, or Hide
action.
Outlaw Archetype
At 3rd level, you choose an archetype that you emulate in the
exercise of your Outlaw abilities: Bandito, Cutthroat,
Desperado, or Knifeslinger, all detailed at the end of the class
description. Your archetype choice grants you features at 3rd
level and then again at 9th, 13th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th,
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores o f your
choice by 1. As normal, you can’t increase an ability score
above 20 using this feature.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits
you with an attack, you can use your reaction to halve the
attack’s damage against you.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as an explosion or cannonfire.
When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead
take no damage if you succeed on the saving throw, and only
half damage if you fail.
Reliable Talent
By 11th level, you have refined your chosen skills until they
approach perfection. Whenever you make an ability check
that lets you add your proficiency bonus, you can treat a d20
roll of 9 or lower as a 10.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of
the location of any hidden or invisible creature within 10 feet
of you.
Slippery Mind
By 15th level, you have acquired greater mental strength. You
gain proficiency in Wisdom saving throws.
Elusive
Beginning at 18th level, you are so evasive that attackers
rarely gain the upper hand against you. No attack roll has
advantage against you while you aren’t incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding
when you need to. If your attack misses a target within range,
you can turn the miss into a hit. Alternatively, if you fail an
ability check, you can treat the d20 roll as a 20. Once you use
this feature, you can’t use it again until you finish a short or
long rest.
Starting Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
- (a) derringer and 20 pistol ammo or (b) two additional
daggers
- (a) a burgular’s pack or (b) an explorer's pack
Subclass Options
Outlaws usually have many features in common, including
their emphasis on perfecting their skills, their precise and
deadly approach to combat, and their increasingly quick
reflexes. But different outlaws steer those talents in varying
directions, embodied by the Outlaw archetypes. Their choice
of archetype is a reflection of their focus. Not necessarily an
indication of your chosen profession, but a description of
your preferred techniques.
Bandito
The elusive thief
Fast Hands
Starting at 3rd level, you can use the bonus action granted by
your Cunning Action to make a Dexterity (Sleight of Hand)
check, use your thieves’ tools to disarm a trap or open a lock,
or take the Use an Object action.
Second-Story Work
When you choose this archetype at 3rd level, you gain the
ability to climb faster than normal; climbing no longer costs
you extra movement. In addition, when you make a running
jump, the distance you cover increases by a number of feet
equal to your Dexterity modifier.
Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on
the same turn.
Ruthless
By 13th level, you feel no compassion for your enemies (or if
you do you don’t show it). If you don’t already have it you gain
proficiency in intimidation and you can no longer be charmed.
Along with this you’ve learned to spare no one, not even the
defenseless. When you make attack an incapacitated target
double the sneak attack dice you use for your damage roll.
Thief's Reflexes
When you reach 17th level, you have become adept at laying
ambushes and quickly escaping danger. You can take two
turns during the first round of any combat. You take your first
turn at your normal initiative and your second turn at your
initiative minus 10. You can’t use this feature when you are
surprised.
Cutthroat
The professional killer
Professional Practices
When you choose this archetype at 3rd level, you gain
proficiency with two of the following tool sets: disguise kit,
forgery kit, or poisoner’s kit.
Collecting Aces
Starting at 3rd level, your experience with bounties and deals
has netted you with the ability to collect critical information
about your targets. Spending one hour studying a target
grants you one Ace. An Ace is a potential vulnerability of your
target which you’ve taken note of. You can collect a maximum
of three Aces on a single target and you can have up to two
targets at a time. Any Aces you collect from a third target
causes you to lose all Aces on your first target. When making
an attack roll against a target which you have collected Aces
for, you can spend an Ace to grant yourself advantage on the
attack roll (the Ace you spend must have be collected from
the target of your attack). You gain additional uses for Aces at
9th, 13th, and 17th level.
Innovating Intelligence
Starting at 9th level, you can use Aces to do more than exploit
the combative vulnerabilities of your targets. When using a
disguise kit for the purposes of deceiving or emulating your
target, you can spend an Ace to gain advantage on your ability
check made in relation to the disguise kit. When using a
forgery kit for the purposes of deceiving or emulating your
target, you can spend an Ace to gain advantage on your ability
check made in relation to the forgery kit. When using a
poisoner’s kit for the purposes of poisoning your target, you
can spend an Ace to gain advantage on your ability check
made in relation to the poisoner’s kit.
Improved Aces
At 13th level, your ability to gather, document, and
comprehend the critical information that your target reveals
has vastly improved. You can now collect a maximum of five
Aces on one target and you can now have up to three targets
at a time. Additionally, you now collect two Aces on your
target per hour. You must still spend an entire hour studying
your target to collect Aces for that hour. For example, if you
had four Aces on a target, you would still need to spend an
entire hour studying your target to reach your maximum of
five Aces.
Perfectly Executed
At 17th level, your tendency for careful planning and rigorous
research has granted you the ability to land that one perfect
strike. When you successfully hit a target of whom you have
collected Aces in a way which grants you Sneak Attack, you
may spend a number of Aces (collected from that target) to
add additional Sneak Attack dice equal to the amount of Aces
spent (these dice are not doubled for critical hits).
Desperado
The swift risk-taker
Gun Smuggler
By 3rd level, you’ve learned how to conceal your weapons
well enough that those that would want to take your
weaponry (or even want to know whether your carrying a
weapon) have a hard time finding where you’ve hidden them.
You have advantage on any Dexterity (Sleight of Hand)
checks made to conceal firearms.
Speed Loader
At 3rd level, you’ve learned how to reload quickly so as not
hinder yourself in a gunfight. You can use your bonus action
to reload a firearm.
Pistolero
By 9th level, you’ve learned how to take advantage of your
ability with a pistol in order to give yourself an edge, even in
less than favorable circumstances. As long as you are using a
firearm that uses the pistol ammo type, you don't need
advantage on your attack roll to use your Sneak Attack even if
no ally is within 5 feet of the creature you are attacking, and
even if you have disadvantage on the attack roll. All the other
rules for the Sneak Attack class feature still apply to you.
Risky Gambit
By 13th level, you’ve learned how make risky decisions that
could pay off in spades, with the knowledge it may beset you
soon enough. When you make an ability check, attack roll, or
saving throw you can choose to make it with advantage. If you
use this feature, the next ability check, attack roll, saving
throw you make must be made with disadvantage. You may
use this feature a number of times equal to your Charisma
modifier and you regain all uses of this feature after you
finish a long rest.
Dark Horse
Starting at 18th level you’ve learned to pull yourself up, even
if the odds are stacked against your favor in order to come
out on top even in unlikely circumstances. When you make an
ability check, attack roll, or saving throw with disadvantage
you may add your Charisma modifier to the roll.
Knifeslinger
The sly blademaster
Knife Juggler
Starting at 3rd level, using your bonus action you can make a
ranged dagger attack against an enemy.
Tactical Instincts
Starting at 3rd level, your unmistakable confidence propels
you into battle. You can add your Intelligence modifier to your
initiative rolls. In addition, you don't need advantage on your
attack roll to use your Sneak Attack if no creature other than
your target is within 5 feet of you. All the other rules for the
Sneak Attack class feature still apply to you.
Strike of Panic
Beginning at 9th level, when you make an attack with a
dagger you can force the target to make a Wisdom saving
throw (DC 8 + your Dexterity modifier + your proficiency
bonus). On a failed save, the target has disadvantage on its
next attack roll. You can use this feature a number of times
equal to your Intelligence modifier (min. 1). You regain all
uses of this feature after a long rest.
Flurry of Blades
By 13th level, when you're wielding your blades, your hands
move in a flurry of motion. You can use your action to make
either melee or ranged dagger attacks against all enemies
within 15ft of you. You must have a separate dagger for each
ranged attack, and you make a separate attack roll for each
target.
Right Between the Eyes
By the time you’ve reached 17th level, your deadliness and
accuracy with a dagger has reached its peak. When you
successfully make a dagger attack using the Knife Juggler
feature the enemy must make a Dexterity saving throw (DC 8
+ your Dexterity modifier + your proficiency bonus). You roll a
number of dice equal to half the sneak attack dice you roll, for
damage. On a failed saving throw they take full damage, on a
successful saving throw they take half damage.