Base Class: Rogue
While the majority or the world thinks of rogues as sneaky thieves who use poison and stealth to do their dirty work, Outlaws prefer wetwork. An outlaw can be as precise as a lightning strike or as devastating as a hurricane. They employ not only lightning fast reflexes but also surgical precision. They are fiercely intelligent and extremely dexterous. They tinker, build, and perfect a new form of scientific magic, the gun.
This archetype focuses on the ability to tinker with and effectively wield the unruly power of guns. Through your technical skill and deft handling of such volatile weapons you are able to become an overwhelming force. Be wary of this dangerous path however, for firearms are an untamed beast which is as likely to get you killed as it is to kill your enemies.
If you dare head the call of smoke and fire, if you feel the need to take what you want, then the Outlaw archetype may be for you. Always pay attention to where the barrel of your gun is pointed, things on the end of it tend to wind up dead.
Gunfighter
Upon choosing this archetype at 3rd level, you gain proficiency with Firearms as well as Tinker’s Tools. You may use your Tinker's Tools 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 (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Firearms
Name | Cost | Ammo | Damage | Weight | Range | Properties |
---|---|---|---|---|---|---|
Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) |
Light, reload 1, misfire 1
|
Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) |
Reload 4, misfire 1
|
Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
Two-handed, reload 1, misfire 2
|
Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) |
Reload 6, misfire 2
|
Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) |
Reload 1, misfire 2
|
Hunting Rifle | 350g | 5g (20) | 2d10 piercing | 8 lb. | (80/240) | Reload 1, misfire 3 |
Point Blank
Starting at 3rd level, your guns are exceptionally lethal at close range. When you make an attack against a creature with your firearms and you are within 5 feet of the target, you may choose to reroll a damage die once per attack. However, when you use this feature you must use the result of the second roll.
Quick Hands
Starting at 3rd level, your hands are well practiced in lightning fast movements and you don’t like to give up your guns, so you have become adept at concealing them. You gain proficiency in the Sleight of Hand skill. Additionally, you can stow and draw a firearm as a free flourish once per round. You have advantage on Charisma (Deception) skill checks to conceal your firearms.
Devastating Blast
Upon reaching 9th level, you have begun experimenting with larger loads of powder in your shot to become more lethal. When you make an attack against a creature with your firearm, you may choose to increase the volatility of your next shot to increase the damage dealt by the shot. While rolling to hit with a firearm, you may choose to increase the damage of the shot by adding 1 or more additional damage die, however you must increase the misfire score by +4 for each additional damage die.
Marksman
Starting at 13th level. You've become a deadly assassin, you have honed your skills greatly and when attacking from a distance you leave your enemies helpless. Your attacks with firearms now ignore partial and half cover. You can reload any firearm as a bonus action. Finally you gain an extra attack, allowing you to attack twice instead of once, whenever you take the attack action.
Sniper: If you are hidden while you shoot a creature with a firearm and hit, you force the target to make a wisdom saving throw or remain unaware of your position and your next attack against that creature has advantage. You may use this feature once per long rest.
Saving Throw DC = 8 + Proficiency + Dex Modifier
Legendary Outlaw
At 17th level, your firearm attacks score a critical hit on a roll of 19-20. Your base misfire score is lowered by 1 for all weapons.
Critically Injured
Upon reaching 17th level, when you score a critical hit on an attack with a firearm, the target must spend its next turn digging out the round or take half damage. There is no DC to remove the round, however it forfeits a turn. Failure to remove the round will result in the creature taking the damage each turn until it reaches 0 HP.
I know I'm a bit late, but this looks great! I'll definitely consider this for my next rogue. The only thing I'm confused about is the point of the free flourish to draw and stow a weapon. I'd say that you could just change that to allowing you to make an additional attack with your bonus action, provided your weapon still has ammo. But it's a great subclass!
Cheers SkillCheck.
I love the work you put into this, this subclass is brilliant and I'm very happy to know that people are using this (with 2.5k views as of writing).
I will definitely talk to my DM about the following change. If I get the chance to play test I will 100% tell you how it goes
Thank you again.
Bob... Wait
Hey Lachlan, SkillCheck here.
First off, I thank you immensely for trying out my subclass and for your review. I appreciate it a lot. This class was a labor of love and it is nice to see so many people enjoying it. My friends at the table love taking 3 level dips into rogue just for Outlaw. I love this subclass so much and can’t help but play it during the few sessions I get to be a player in.
I agree with your assumption regarding “Devastating Blast”. I think that 4 or even 3 is too much. I would ask your DM if you could homebrew in the following changes to the feature to use instead of the +4.
“By doubling the misfire value, on the weapon you are wielding, you are able to add an extra damage die to your next attack. You may choose to double the misfire as many times as you like for additional damage die, but beware, this power may blow up in your face. You may only use this feature on one attack per turn.”
I would love to put this change into the class myself but for reasons out of my control it would be a bad idea to update the class on DnDBeyond right now. I may add this in at a later date when the homebrew revamp rolls out. Thanks again for your support and keep on slinging lead!
After a fair amount of play testing, I feel as though the +4 to misfire makes Devestating blast a bit underpowered for level 9. +2 or +3 makes sense to me, as your only adding 1 damage die. +4 on a standard gun gives it a 1/4 chance of misfiring for ONE extra damage die. Even in the levels up to level 13 I found that I wasn't using that ability as it seemed to burden my character more than help. Other than that this subclass IS ABSOLUTELY AMAZING! It's balanced (somewhat) and has so much flavour. I love playing my character when using this subclass. Changes up the Rogue completely and I love it :)
Kind regards.
Me
Hey there, SkillCheck here.
After a very long wait I am proud to let you all know that the newest version of the Outlaw class is finally here! I have made minor changes to the wording and I have changed the gunfighter perk (with the permission of DDB staff) to use the same wording as the newly released Gunslinger class.
The Outlaw as well as my feats are now fully compatible with the official Gunslinger. I encourage you to subscribe to this version as it is much better than the older ones. Thank you for your continued support and have fun slingin lead!