Rogue
Base Class: Rogue

Stalking the backroads, outriders strike fear into the heart of every traveler and penny-pinching merchant. They run down their prize astride a swift and loyal steed - and then make a quick getaway. Finding freedom in the saddle and companion in a mount, some rogues believe a headlong charge into combat is a blunt instrument for oafs. They instead prefer mobility and range, opting to find advantageous positions that allow them to deal with foes at full gallop while evading the most dangerous threats.

Bonus Proficiencies

3rd-level Outrider feature

When you choose this archetype, you gain proficiency with firearms and tinker's tools. You also gain proficiency in the Animal Handling skill. You may use your tinker's tools to craft ammunition at half the cost and repair damaged firearms at no cost as a part of a long rest or as a downtime activity, provided you have access to your tinker's tools and sufficient materials.

Faithful Steed

3rd-level Outrider feature

As part of a long rest, you can call to yourself a Faithful Steed to serve as your companion and mount. The steed is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Faithful Steed stat block, which uses your proficiency bonus (PB) in several places. You determine the appearance and nature of your Faithful Steed, though it has no impact on its abilities.

FAITHFUL STEED

Armor Class 12 + PB (natural armor)

Hit Points 4 + four times your rogue level (the steed has a number of Hit Dice [d6s] equal to your rogue level)

Speed 50 ft.

STR
14 (+2)
DEX
15 (+2)
CON
14 (+2)
INT
6 (-2)
WIS
13 (+1)
CHA
10 (+0)

Senses passive Perception 11

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Trampling Charge. If the steed moves at least 20 feet straight toward a target and then hits it with a stomp attack on the same turn, the target must succeed on a Strength saving throw (DC 10 + PB) or be knocked prone.

Bond of Faith. You can add your proficiency bonus to any ability check or saving throw that the steed makes.

Actions

Stomp. Melee Weapon Attack: +2 + PB to hit, reach 5 ft., one target. Hit: 2d6 + 2 + PB bludgeoning damage.

 

In combat, the steed shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the steed can take any action of its choice, not just Dodge.

In addition, the steed can act as a willing mount, in which case the steed acts under the rules of a controlled mount as described in chapter 9 of the Basic Rules.

A Faithful Steed you summon remains until it is reduced to 0 hit points, until you use this feature to summon the steed again, or until you die.

Quick Trigger

3rd-level Outrider feature

Your practice in the trade of outriding has granted you a lightning-quick draw. As a reaction when you roll initiative, you can immediately move up to half your speed, or half your mount's speed (if mounted) without provoking opportunity attacks, and make one firearm attack, using Sneak Attack against the target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

Once you use this reaction, you can’t use it again until you finish a short or long rest.

Deadeye Shooter

9th-level Outrider feature

Attacks you make with firearms score a critical hit on a roll of 19 or 20, and you can roll one additional weapon damage die when determining the extra damage for a critical hit with a firearm attack.

Shared Cunning

13th-level Outrider feature

Your natural cunning has extended to your Faithful Steed, allowing it to take an additional action once on each of its turns. This action can be used only to take the Dash, Disengage, or Dodge action, and can be taken without your command and while the steed acts as a mount.

Desperado

17th-level Outrider feature

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and immediately make one firearm attack, using Sneak Attack against the target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. Once you use this feature, you can’t do so again until you finish a long rest.

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