{"name":"Outlaw","overview":"Information is valuable, especially in combat. Outlaws\r\nspecialize in collecting as much information about their\r\nopponents as they can while revealing as little information\r\nabout themselves as possible. They analyze their targets,\r\nlooking for weaknesses that they could exploit. Outlaws find\r\nthe metaphorical (sometimes literal) cracks in the armor of\r\nthe problems they face and dig their knives deep into them.\r\nThey also deceive and vanish from their opponents, keeping\r\ntheir true intentions hidden. Outlaws thrive in the dichotomy\r\nof being unknown to their foes while simultaneously knowing\r\neverything about them. A Outlaw\u2019s area of expertise falls into\r\nthree categories: the Bandito, the Cutthroat, the Desperado,\r\nand the Knifeslinger.\r\n\r\nThe Bandito dedicates themself to being as dexterous as\r\npossible, in all aspects. For them, it is as if time worked a\r\nlittle slower. Banditos make quick work of intricate tasks that\r\nwould take much longer for ordinary people, like picking\r\nlocks, scaling buildings, or shuffling cards. A Bandito\u2019s hands\r\nare as swift as they are deliberate. Banditos also possess the\r\nability to separate themselves from their work, they could\r\ntake a bounty on their mother and chalk it up to being \u201cjust\r\nbusiness\u201d.\r\n\r\nThe Cutthroat is a professional and a provider of services.\r\nThey treat bounties and the like as jobs, and they have the\r\nright tools for it. Cutthroats are not only precise about killing,\r\nbut also every step that leads up to it. From infiltration, to\r\ndisguise, to getting the jump on their target Cutthroats do it\r\nall (and without suspicion if they\u2019re skilled enough). Because\r\nbounty hunting is their profession, Cutthroats conduct their\r\nbusiness as so. They will not \u201ckill some bloke who stole my\r\nmoney!\u201d but they will happily eliminate a party guilty of petty\r\ntheft, for the right price of course.\r\n\r\nThe Desperado strikes a balance between risk and reward.\r\nFor them, good fortune when they need it is very well worth\r\nthe potential bunders afterward. Desperados are able to\r\nsucceed in even the most unlikely of circumstances, using\r\ntheir wit to decipher the best moment to push their luck.\r\nThey\u2019re also well versed in the dimensions of firearms and\r\nthrough their understanding are able to load and smuggle\r\nthem with ease. Desperados favor the pistol, and are able to\r\nuse them to exploit their opponents in a similar fashion to\r\ntheir Outlaw siblings.\r\n\r\nThe Knifeslinger is the most specialized of the Outlaw\r\nfocuses. They do one thing and they do it very well, sling\r\nknives. Be it at a range or up close, Knifeslingers are at their\r\nmost natural with daggers in their hands. They are equally\r\nconfident in throwing their daggers as they are in slashing\r\nwith them. The motions and techniques of close-quarters,\r\npersonal combat are second-nature to the Knifeslinger. Their\r\nfamiliarity with dynamics of combat allows them to react\r\nfaster and grants them the ability to instill panic into their\r\nenemies.","hitdice":"d8","hitpointsfirstlevel":"8+your constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your constitution modifier per outlaw level after 1st","armorproficiencies":"Light Armor","weaponproficiences":"Simple Weapons, hand crossbows, longswords, rapiers, shortswords, firearms","tools":"Thieve's Tools","savingthrows":"Dexterity and Intelligence","skills":"Choose four from Acrobatics, Athletics, Deception,\r\nInsight, Intimidation, Investigation, Mechanics, Perception,\r\nPerformance, Persuasion, Sleight of Hand, and Stealth","equipment":"You start with the following equipment, in addition to the\r\nequipment granted by your background:\r\n[ul][li]a duster[\/li][\/ul]\r\n[ul][li]revolver[\/li][\/ul]\r\n[ul][li]20 pistol ammo[\/li][\/ul]\r\n[ul][li]two daggers[\/li][\/ul]\r\n[ul][li](a) derringer and 20 pistol ammo or (b) two additional\r\ndaggers[\/li][\/ul]\r\n[ul][li](a) a burgular\u2019s pack or (b) an explorer's pack[\/li][\/ul]","spellcasting":"","features":"[h2]Expertise[\/h2]\r\nAt 1st level, choose two of your skill proficiencies, or one of\r\nyour skill proficiencies and your proficiency with thieves\u2019\r\ntools. Your proficiency bonus is doubled for any ability check\r\nyou make that uses either of the chosen proficiencies. At 6th\r\nlevel, you can choose two more of your proficiencies (in skills\r\nor with thieves\u2019 tools) to gain this benefit.\r\n[h2]Sneak Attack[\/h2]\r\nBeginning at 1st level, you know how to strike subtly and\r\nexploit a foe\u2019s distraction. Once per turn, you can deal an\r\nextra 1d6 damage to one creature you hit with an attack if\r\nyou have advantage on the attack roll. The attack must use a\r\nfinesse or a ranged weapon. You don\u2019t need advantage on the\r\nattack roll if another enemy of the target is within 5 feet of it,\r\nthat enemy isn\u2019t incapacitated, and you don\u2019t have\r\ndisadvantage on the attack roll. The amount of the extra\r\ndamage increases as you gain levels in this class, as shown in\r\nthe Sneak Attack column of the Outlaw table.\r\n[h2]Thieves\u2019 Cant[\/h2]\r\nBeginning at 1st level, during your criminal training you\r\nlearned thieves\u2019 cant, a secret mix of dialect, jargon, and code\r\nthat allows you to hide messages in seemingly normal\r\nconversation. Only another creature that knows thieves\u2019 cant\r\nunderstands such messages. It takes four times longer to\r\nconvey such a message than it does to speak the same idea\r\nplainly. In addition, you understand a set of secret signs and\r\nsymbols used to convey short, simple messages, such as\r\nwhether an area is dangerous or the territory of a thieves\u2019\r\nguild, whether loot is nearby, or whether the people in an area\r\nare easy marks or will provide a safe house for thieves on the\r\nrun.\r\n[h2]Cunning Action[\/h2]\r\nStarting at 2nd level, your quick thinking and agility allow you\r\nto move and act quickly. You can use a bonus action on each\r\nof your turns in combat to take the Dash, Disengage, or Hide\r\naction.\r\n[h2]Outlaw Archetype[\/h2]\r\nAt 3rd level, you choose an archetype that you emulate in the\r\nexercise of your Outlaw abilities: Bandito, Cutthroat,\r\nDesperado, or Knifeslinger, all detailed at the end of the class\r\ndescription. Your archetype choice grants you features at 3rd\r\nlevel and then again at 9th, 13th, and 17th level.\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 4th level, and again at 8th, 10th, 12th, 16th,\r\nand 19th level, you can increase one ability score of your\r\nchoice by 2, or you can increase two ability scores o f your\r\nchoice by 1. As normal, you can\u2019t increase an ability score\r\nabove 20 using this feature.\r\n[h2]Uncanny Dodge[\/h2]\r\nStarting at 5th level, when an attacker that you can see hits\r\nyou with an attack, you can use your reaction to halve the\r\nattack\u2019s damage against you.\r\n[h2]Evasion[\/h2]\r\nBeginning at 7th level, you can nimbly dodge out of the way of\r\ncertain area effects, such as an explosion or cannonfire.\r\nWhen you are subjected to an effect that allows you to make a\r\nDexterity saving throw to take only half damage, you instead\r\ntake no damage if you succeed on the saving throw, and only\r\nhalf damage if you fail.\r\n[h2]Reliable Talent[\/h2]\r\nBy 11th level, you have refined your chosen skills until they\r\napproach perfection. Whenever you make an ability check\r\nthat lets you add your proficiency bonus, you can treat a d20\r\nroll of 9 or lower as a 10.\r\n[h2]Blindsense[\/h2]\r\nStarting at 14th level, if you are able to hear, you are aware of\r\nthe location of any hidden or invisible creature within 10 feet\r\nof you.\r\n[h2]Slippery Mind[\/h2]\r\nBy 15th level, you have acquired greater mental strength. You\r\ngain proficiency in Wisdom saving throws.\r\n[h2]Elusive[\/h2]\r\nBeginning at 18th level, you are so evasive that attackers\r\nrarely gain the upper hand against you. No attack roll has\r\nadvantage against you while you aren\u2019t incapacitated.\r\n[h2]Stroke of Luck[\/h2]\r\nAt 20th level, you have an uncanny knack for succeeding\r\nwhen you need to. If your attack misses a target within range,\r\nyou can turn the miss into a hit. Alternatively, if you fail an\r\nability check, you can treat the d20 roll as a 20. Once you use\r\nthis feature, you can\u2019t use it again until you finish a short or\r\nlong rest.","subclasses":"Outlaws usually have many features in common, including\r\ntheir emphasis on perfecting their skills, their precise and\r\ndeadly approach to combat, and their increasingly quick\r\nreflexes. But different outlaws steer those talents in varying\r\ndirections, embodied by the Outlaw archetypes. Their choice\r\nof archetype is a reflection of their focus. Not necessarily an\r\nindication of your chosen profession, but a description of\r\nyour preferred techniques.\r\n[hr]\r\n[h1]Bandito[\/h1]\r\nThe elusive thief\r\n[h2]Fast Hands[\/h2]\r\nStarting at 3rd level, you can use the bonus action granted by\r\nyour Cunning Action to make a Dexterity (Sleight of Hand)\r\ncheck, use your thieves\u2019 tools to disarm a trap or open a lock,\r\nor take the Use an Object action.\r\n[h2]Second-Story Work[\/h2]\r\nWhen you choose this archetype at 3rd level, you gain the\r\nability to climb faster than normal; climbing no longer costs\r\nyou extra movement. In addition, when you make a running\r\njump, the distance you cover increases by a number of feet\r\nequal to your Dexterity modifier.\r\n[h2]Supreme Sneak[\/h2]\r\nStarting at 9th level, you have advantage on a Dexterity\r\n(Stealth) check if you move no more than half your speed on\r\nthe same turn.\r\n[h2]Ruthless[\/h2]\r\nBy 13th level, you feel no compassion for your enemies (or if\r\nyou do you don\u2019t show it). If you don\u2019t already have it you gain\r\nproficiency in intimidation and you can no longer be charmed.\r\nAlong with this you\u2019ve learned to spare no one, not even the\r\ndefenseless. When you make attack an incapacitated target\r\ndouble the sneak attack dice you use for your damage roll.\r\n[h2]Thief's Reflexes[\/h2]\r\nWhen you reach 17th level, you have become adept at laying\r\nambushes and quickly escaping danger. You can take two\r\nturns during the first round of any combat. You take your first\r\nturn at your normal initiative and your second turn at your\r\ninitiative minus 10. You can\u2019t use this feature when you are\r\nsurprised.\r\n[hr]\r\n[h1]Cutthroat[\/h1]\r\nThe professional killer\r\n[h2]Professional Practices[\/h2]\r\nWhen you choose this archetype at 3rd level, you gain\r\nproficiency with two of the following tool sets: disguise kit,\r\nforgery kit, or poisoner\u2019s kit.\r\n[h2]Collecting Aces[\/h2]\r\nStarting at 3rd level, your experience with bounties and deals\r\nhas netted you with the ability to collect critical information\r\nabout your targets. Spending one hour studying a target\r\ngrants you one Ace. An Ace is a potential vulnerability of your\r\ntarget which you\u2019ve taken note of. You can collect a maximum\r\nof three Aces on a single target and you can have up to two\r\ntargets at a time. Any Aces you collect from a third target\r\ncauses you to lose all Aces on your first target. When making\r\nan attack roll against a target which you have collected Aces\r\nfor, you can spend an Ace to grant yourself advantage on the\r\nattack roll (the Ace you spend must have be collected from\r\nthe target of your attack). You gain additional uses for Aces at\r\n9th, 13th, and 17th level.\r\n[h2]Innovating Intelligence[\/h2]\r\nStarting at 9th level, you can use Aces to do more than exploit\r\nthe combative vulnerabilities of your targets. When using a\r\ndisguise kit for the purposes of deceiving or emulating your\r\ntarget, you can spend an Ace to gain advantage on your ability\r\ncheck made in relation to the disguise kit. When using a\r\nforgery kit for the purposes of deceiving or emulating your\r\ntarget, you can spend an Ace to gain advantage on your ability\r\ncheck made in relation to the forgery kit. When using a\r\npoisoner\u2019s kit for the purposes of poisoning your target, you\r\ncan spend an Ace to gain advantage on your ability check\r\nmade in relation to the poisoner\u2019s kit.\r\n[h2]Improved Aces[\/h2]\r\nAt 13th level, your ability to gather, document, and\r\ncomprehend the critical information that your target reveals\r\nhas vastly improved. You can now collect a maximum of five\r\nAces on one target and you can now have up to three targets\r\nat a time. Additionally, you now collect two Aces on your\r\ntarget per hour. You must still spend an entire hour studying\r\nyour target to collect Aces for that hour. For example, if you\r\nhad four Aces on a target, you would still need to spend an\r\nentire hour studying your target to reach your maximum of\r\nfive Aces.\r\n[h2]Perfectly Executed[\/h2]\r\nAt 17th level, your tendency for careful planning and rigorous\r\nresearch has granted you the ability to land that one perfect\r\nstrike. When you successfully hit a target of whom you have\r\ncollected Aces in a way which grants you Sneak Attack, you\r\nmay spend a number of Aces (collected from that target) to\r\nadd additional Sneak Attack dice equal to the amount of Aces\r\nspent (these dice are not doubled for critical hits).\r\n\r\n[hr]\r\n[h1]Desperado[\/h1]\r\nThe swift risk-taker\r\n[h2]Gun Smuggler[\/h2]\r\nBy 3rd level, you\u2019ve learned how to conceal your weapons\r\nwell enough that those that would want to take your\r\nweaponry (or even want to know whether your carrying a\r\nweapon) have a hard time finding where you\u2019ve hidden them.\r\nYou have advantage on any Dexterity (Sleight of Hand)\r\nchecks made to conceal firearms.\r\n[h2]Speed Loader[\/h2]\r\nAt 3rd level, you\u2019ve learned how to reload quickly so as not\r\nhinder yourself in a gunfight. You can use your bonus action\r\nto reload a firearm.\r\n[h2]Pistolero[\/h2]\r\nBy 9th level, you\u2019ve learned how to take advantage of your\r\nability with a pistol in order to give yourself an edge, even in\r\nless than favorable circumstances. As long as you are using a\r\nfirearm that uses the pistol ammo type, you don't need\r\nadvantage on your attack roll to use your Sneak Attack even if\r\nno ally is within 5 feet of the creature you are attacking, and\r\neven if you have disadvantage on the attack roll. All the other\r\nrules for the Sneak Attack class feature still apply to you.\r\n\r\n[h2]Risky Gambit[\/h2]\r\nBy 13th level, you\u2019ve learned how make risky decisions that\r\ncould pay off in spades, with the knowledge it may beset you\r\nsoon enough. When you make an ability check, attack roll, or\r\nsaving throw you can choose to make it with advantage. If you\r\nuse this feature, the next ability check, attack roll, saving\r\nthrow you make must be made with disadvantage. You may\r\nuse this feature a number of times equal to your Charisma\r\nmodifier and you regain all uses of this feature after you\r\nfinish a long rest.\r\n[h2]Dark Horse[\/h2]\r\nStarting at 18th level you\u2019ve learned to pull yourself up, even\r\nif the odds are stacked against your favor in order to come\r\nout on top even in unlikely circumstances. When you make an\r\nability check, attack roll, or saving throw with disadvantage\r\nyou may add your Charisma modifier to the roll.\r\n\r\n[hr]\r\n[h1]Knifeslinger[\/h1]\r\nThe sly blademaster\r\n[h2]Knife Juggler[\/h2]\r\nStarting at 3rd level, using your bonus action you can make a\r\nranged dagger attack against an enemy.\r\n[h2]Tactical Instincts[\/h2]\r\nStarting at 3rd level, your unmistakable confidence propels\r\nyou into battle. You can add your Intelligence modifier to your\r\ninitiative rolls. In addition, you don't need advantage on your\r\nattack roll to use your Sneak Attack if no creature other than\r\nyour target is within 5 feet of you. All the other rules for the\r\nSneak Attack class feature still apply to you.\r\n[h2]Strike of Panic[\/h2]\r\nBeginning at 9th level, when you make an attack with a\r\ndagger you can force the target to make a Wisdom saving\r\nthrow (DC 8 + your Dexterity modifier + your proficiency\r\nbonus). On a failed save, the target has disadvantage on its\r\nnext attack roll. You can use this feature a number of times\r\nequal to your Intelligence modifier (min. 1). You regain all\r\nuses of this feature after a long rest.\r\n[h2]Flurry of Blades[\/h2]\r\nBy 13th level, when you're wielding your blades, your hands\r\nmove in a flurry of motion. You can use your action to make\r\neither melee or ranged dagger attacks against all enemies\r\nwithin 15ft of you. You must have a separate dagger for each\r\nranged attack, and you make a separate attack roll for each\r\ntarget.\r\n[h2]Right Between the Eyes[\/h2]\r\nBy the time you\u2019ve reached 17th level, your deadliness and\r\naccuracy with a dagger has reached its peak. When you\r\nsuccessfully make a dagger attack using the Knife Juggler\r\nfeature the enemy must make a Dexterity saving throw (DC 8\r\n+ your Dexterity modifier + your proficiency bonus). You roll a\r\nnumber of dice equal to half the sneak attack dice you roll, for\r\ndamage. On a failed saving throw they take full damage, on a\r\nsuccessful saving throw they take half damage.","tabledata":"","tags":"Snakes and Saloons","isShared":"1","templateId":"25","blockId":"183691"}