Base Class: Rogue
Outlaws are rogues that have been hardened by tough jobs, generally focuses on bounties and ranged combat. As an outlaw, you learn the tricks and trades of firearms and gain the ability to maneuver around the battlefield with ease.
Most outlaws are renegades that focus on working odd jobs and bounties, as generally they are lone wolfs, or apart of closed syndicates that operate in secret, learning their techniques through technical prowess and mastery of their personal toolset.
Outlaws learn to tinker with technology and weaponry which allows them to utilize Tinkers tools proficiently and to build magic items and weapons for themselves and allies, given they have the materials and the time.
As outlaws skills increase, they develop inhuman speeds and sleight of hand that allows them to utilize various skills known as Deadeye Techs to dominate the battlefield.
Outlaws are masters of Utility, providing numerous skills that allow them to adapt to the changing momentum of combat.
Level 3: Tinker Tactics
You've learned the intricacies of your weapons allowing you to repair, and build weapons and firearms
Tinker's Tools: You gain proficiency with Tinker's Tools
Material Smith: You can build and create magical items through the use of materials found through Adventuring. (Designed by the DM)
Level 3: Outlaw Tactics
As an Outlaw you gain the following abilities;
- You gain Proficiency with Firearms
All firearms utilize the Reload, Ammunition and Misfire properties;
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).
Ammunition. The ammunition of a firearm is destroyed upon use. Renaissance and modern firearms use bullets. Futuristic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make.
Misfire. Whenever an attack is rolled with a firearm with the Misfire property, if the roll is equal or lower than the firearms Misfire score, the firearm immediately Misfires, and requires an action to be repaired to be fired again.
- You gain Proficiency in Sleight of Hand.
- Your walking speed Increases by 5ft
- You learn Deadeye Tech, but your Sneak Attack feature is Weakened
No Longer Sneaky:
As you focus on primarily on firearm combat, your forget how to use your Sneak Attack effectively. You halve the total amount of dice used for your Sneak attack Feature (rounded up BEFORE your Cunning Strike and Sneak Attack features. E.g. 3d6/4d6 becomes 2d6 before your Cunning Strikes and Sneak Attacks) You also lose the ability to use the Knock Out Cunning Strike (Lv14), as you cannot shoot someone unconscious.
Deadeye Tech:
Deadeye Tech are tricks of the trade that allow you to gain an upper hand in combat; only 1 Deadeye Tech can be used per round.
- Deadeye techs require successful Sleight of Hand skill checks to be used. A rolled 1 will always result in a fail for this particular skill check
At 3rd level you prepare 2 Deadeye Techs for combat use from your repertoire, which can be swapped out on long rests.
At 13th Level you add 3 additional Deadeye Techs to your repertoire and prepare 2 more.
Backup Plan: (Lv13)
Smoke Curtain: (Lv13)
Disruptive Blur: (Lv3)
Quick Fix: (Lv3)
Reloading Shot: (Lv3)
Scatter Shot: (Lv13)
Backup Plan
Whenever one of your firearms Misfires you can spend your reaction, to stow and ready a different firearm to the one that Misfired. Roll a Sleight of Hand check (DC25), on a success you ready another firearm, and you fire a precise quick shot using the readied weapon.. You roll to hit as normal, and you roll your readied weapons damage dice for this attack. Backup Weapon does not trigger your Sneak Attack, or your proficiency bonus for damage rolls. On a failed check, you swap weapons but also drop the Misfired weapon at your feet, and you do not ready an attack.
Disruptive Blur
During your turn you can spend a bonus action to fire a concentrated blast from your firearm to create a momentary distraction. Roll a Sleight of Hand Check (DC18), on a Success you gain both the Dash and Disengage actions as a combined Free action for this turn. Disruptive Blur uses your remaining movement for the turn for the Dash and Disengage actions. On a failed check your weapon Misfires instead
Quick Fix
You can spend a Bonus Action to attempt to swiftly repair a Misfired firearm on you. Roll a Sleight of Hand check (DC14). On a success you repair the Misfired firearm instantly, on a failed check, you mess up the repair process and nothing happens.
Reloading Shot
You can spend a Bonus action to swiftly reload your firearm before attacking. Roll a Sleight of Hand check (DC18). On a success you instantly Reload your equipped firearm, then fire at a nearby enemy within range. You roll to hit as normal and you roll your weapons damage dice for this attack. Reloading Shot does not trigger Sneak attacks or your proficiency bonus for damage rolls. On a failed check the firearm immediately Misfires instead.
Scatter Shot
You can spend a Bonus action to overflow your firearms barrel with an excessive amount of ash and gunpowder. You roll a Sleight of Hand Check (DC25). On a success you overload your firearm which causes your next attack to become Scatter Shot which shoots a scattered spread of ash and bullets.
Scatter Shot hits in a 20ft Cone in front of you, you roll to hit as normal, and you roll your weapons damage dice for this attack. You deal half of your total damage rolled (rounded down) to each target hit by this attack. Scatter Shot additionally expends all remaining bullets for the firearm, requiring a Reload after Scatter Shot is used. On a failed check you overload your firearm and it Misfires instead
Smoke Curtain
You can spend a bonus action to overload your next shot with extra ash and gunpowder. Roll a Sleight of Hand check (DC25). On a success your firearm immediately belches out a cloud of smoke, creating a heavily obscured 20ft sphere within range. On a failed check your weapon Misfires instead.
Level 9: Fine-Tuned Outlaw
Outlaws Step:
Whenever you use a Deadeye Tech or your Sneak Attack you can additionally activate Outlaws Step which allows you to move up to 10ft immediately after the action is completed by doing a swift step in a direction. This movement does not trigger opportunity attacks, and does not affect your total movement for the round. Outlaws Step gains a number of uses equal to your Dexterity Modifier per long rest.
Outlaw Disarm:
Additionally You gain the following Cunning Strike option.
Disarm (Cost 3d6): You fire a precise shot at your target, in an attempt to disarm their currently wielded weapon. The target must make a Dexterity Save (DC16), on a failed save the target immediately drops their wielded weapon in front of them and must use an action to pick it back up. On a successful save nothing happens.
Level 13: Master Outlaw
Master Tactics
- You now have unparalleled skill in utilizing your firearms allowing you fire within point blank range with accuracy. Your firearm attacks no longer have disadvantage within 5ft
- Your Outlaw Step now grants you Temporary health equal to your Level, lasting until your next long rest.
Master Deadeye
- You Master your perception and you can focus to sense your targets at close range. You now have 10ft of Blindsight
- You add 3 new Deadeye Techs to your repertoire and prepare 2 more.
Level 17: Outlaw Perfected
As a Master outlaw you gain the following abilities
Perfect Deadeye:
- You gain a 2nd reaction per round, given that one reaction is used for a Deadeye Tech
- You gain a 2nd use of your Deadeye Techs per round
Due to your technical prowess and mastery of your Deadeye Tech, you develop 2 Ultimate Techs for combat. Ultimate Techs cost both uses of your Deadeye Tech feature for the round, and can only be used twice per long rest.
You Prepare 1 Ultimate Tech of your choice:
Hellfire Shot (lv17)
Coin Flip (lv17)
Coin Flip
You fling a handful of bronze pieces (coins) above you, in which you fire at using a firearm to ricochet the shots towards nearby enemies. You must additionally Roll a Sleight of Hand Check (DC28). On a Success you fire a bullet into the coins ricocheting the bullets fired into multiple targets within range. You roll to hit as normal and you roll your weapons damage dice, but you roll each die once, and use the same result for all targets. You can select up to 5 targets within a 30ft Sphere centered on yourself, and each target takes the total rolled weapon damage as part of the attack action. On a failed check you deal no damage.
Hellfire Shot
You can spend a bonus action to attach a magma infused rifle barrel to your firearm to cause it to temporarily function as a high powered Rifle. Roll a Sleight of Hand check (DC30), on a Success you successfully attach the barrel which causes your next firearm attack to deal a guaranteed Critical hit to a single target. Hellfire Shot triggers your Sneak Attack, and magic weapon effects as normal and deals Fire damage for the weapon attack. On a failed check, the barrel falls apart and then nothing happens.
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