Outlaw (5e Class)

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Outlaw[edit]

A glass falls, clattering to the floor, and the tavern grows silent. A dwarf with a deep scowl, dripping with freshly spilled beer, leers at a drunken nearby orc and fingers for a pair of revolvers at his waist.

High on a hillside, carefully concealed beneath foliage and stones, a rifleman steadies his breathing and adjusts his scope, acquiring his target and patiently awaiting his moment to strike.

Risk is in an outlaw’s blood. They are bold renegades, bucking tradition and forging a new path with dangerous and inelegant firearms. Outlaws are infamous for surviving by their wits, relying on split-second timing and a considerable amount of luck to survive.

Guts and Gunpowder[edit]

Black powder is not for the faint of heart. Its thunderous applause is volatile and imprecise; a barely controlled explosion directed at an enemy. Only the truly fearless seek to master it, for one must be mad or have nerves of steel to weather the risk of its use. But those who call themselves outlaws are fearless combatants, hurling death from their guns in a roaring cacophony. Adapted for shootouts, outlaws are mobile and daring, knowing that life or death hangs on snap decision making and one’s own mettle.

Dangerous Outsiders[edit]

An outlaw’s explosive lifestyle lends well to wandering and adventuring. Outlaws will often shoot first and ask questions later, an attitude which earns them few friends and bountiful enemies. In their travels, most outlaws are secretive and take lengths go unnoticed, lest they be spotted by old foes with scores to settle.

Yet, their skills are not unneeded. Anyone requiring protection or revenge of their own can count on an outlaw to be in need of an odd job when they roll into town. After all, skill with a gun is always in demand somewhere.

Creating an Outlaw[edit]

When creating your outlaw, consider where firearms fit in the world and the common perceptions of those who use them. If firearms are the norm, outlaws might be mercenaries or militiamen. If firearms are rare, your outlaw might be one of a kind, a trailblazer in new types of warfare.

It’s also not unusual for a outlaw to be haunted by their past. Did some event drive you to the gun and motivate you to travel? Is there a bounty on your head in one or more areas? Do you have any old enemies that seek you for revenge?

Quick Build

To make an outlaw quickly, follow these suggestions. Make Dexterity and Constitution your highest ability scores. If you plan to choose the Pistolero creed, make Constitution higher, or if you plan to choose the Sharpshooter, make Dexterity higher.

Class Features

As a Outlaw you gain the following class features.

Hit Points

Hit Dice: 1d8 per Outlaw level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Outlaw level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, simple firearms, martial firearms
Tools: Gunsmithing kit, one type of gaming set
Saving Throws: Dexterity, Charisma
Skills: Choose three from the following: Acrobatics, Arcana, Athletics, Animal Handling, Deception, Insight, Intimidation, Medicine, Perception, Persuasion, Sleight of Hand, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Leather armor with a long coat
  • (a) A dagger and handgun and 20 bullets or (b) A dagger and revolver and 10 bullets
  • Any two-handed firearm that isn’t heavy and 30 bullets or shells
  • (a) An explorer’s pack or (b) One kit you're proficient with

Table: The Outlaw

Level Proficiency
Bonus
Features Exploit Known Exploit Die Exploit Dice
1st +2 Fighting Style, Quick Draw, Gunsmith, Upgrades - - -
2nd +2 Critical Shot, Poker Face, Daring Exploits 2 d4 2
3rd +2 Outlaw’s Creed 2 d4 2
4th +2 Ability Score Improvement 2 d4 2
5th +3 Extra Attack 3 d6 3
6th +3 Gut Shot 3 d6 3
7th +3 Creed Feature, Evasion 4 d6 3
8th +3 Ability Score Improvement 4 d6 3
9th +4 Critical Shot improvement 5 d6 3
10th +4 Creed Feature 5 d6 3
11th +4 Mankiller 6 d8 4
12th +4 Ability Score Improvement 6 d8 4
13th +5 Dire Gambit 7 d8 4
14th +5 Creed Feature 7 d8 4
15th +5 Cheat Death 7 d8 4
16th +5 Ability Score Improvement 7 d8 4
17th +6 Critical Shot improvement 8 d10 5
18th +6 Maverick 8 d10 5
19th +6 Ability Score Improvement 8 d10 5
20th +6 Head Shot 8 d10 5

Fighting Style[edit]

You adopt a particular style of gunfighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Akimbo. When you engage in two-weapon fighting with firearms, you do not take a penalty to the damage of the second attack.
  • Bullseye. You gain a +2 bonus to attack rolls you make using firearms. Finally, you ignore half and three-quarters when making a ranged weapon attack. This effect does not stack with the Archery fighting style.
  • Duelist. While you are wielding a firearm in one hand and nothing in the other, if you make a weapon attack and exceed the target's AC by 5 or more, you deal an additional die of weapon damage. You can only use this ability once per round.
  • Shotgunner. You no longer attack at disadvantage when you use a ranged attack within 5ft of a creature. Additionally, if an enemy miss you with a melee attack, as a reaction you may make a ranged attack against that enemy.
  • Gun-Fu. Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Dexterity modifier. When you make a weapon attack using a one-handed firearm you may make an unarmed strike as a bonus action. This effect also works vice versa when using an unarmed attack, allowing you to make one weapon attack with your firearm. Additionally, when using a firearm, you no longer attack at disadvantage when within 5ft of a creature.
  • Dual Wielding. When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack. You may still attack with the offhand weapon as a bonus action. However, you will not add your ability modifier or any additional modifiers, including your preferred weapon bonus, regardless of if the weapon has the light property.
  • Blind Fighting. Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you. You have blindsight to a range of 10 feet and can see invisible creatures within range unless the creature successfully hides from you.
  • Rider. You gain the benefits of the Mounted Combatant feat.

Quick Draw[edit]

Outlaws have twitch reflexes and can pull a gun in the blink of an eye. You have advantage on initiative rolls.

Additionally, you can draw or stow up to two weapons when you roll initiative and whenever you take an action on your turn.

Gunsmith[edit]

Starting at 1st Level, you have the capability of making and repairing your own Firearms as well as their ammunition. You can craft bullets and mix gunpowder for all types of firearms for half the cost and repair damages with your Tinker's Tools. You can also use your Tinker's tools to create new ones from the list below and others (DM’s discretion). Repairing a firearm takes 1 hour and requires material at the cost of 1/4 of the listed price of the firearm, the process counting as light activity for the purposes of resting.

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. An alternative list of Older Modeled Firearms can also be used and are detailed at the end of the page.

Reloading

Some ranged weapons take a time to reload, expressed in types of game actions. These game actions represent the time it takes to reset a weapon and prime it for another attack. From fastest to slowest, these are; Free Action, Object Interaction, Reaction, Bonus Action, Attack Actions, Action.

  • Reload weapons require two hands to Reload unless otherwise stated.
  • Reloading attack means you use an Attack action and one of your main hand attacks is used to Reload. If you have 2 attacks, you attack once, use your second attack to Reload. If you do not wish to attack, then reloading your weapon takes an action.
  • Reload free has no action economy cost and reloads as quickly as a bow.
  • You must always Reload your weapon before using it for a ranged weapon attack again. If your weapon is empty at the end of your turn, it must be reloaded before you can use it again.
  • Anything which grants an action or special set of extra actions, such as the haste spell or Action Surge, can be used to Reload. Furthermore, anything which grants a use object action as a bonus action, such as Rogue Thief's Fast Hands, can shorten Reload to a bonus action.
  • You have the choice of reloading your weapon with any of the options that are slower. For example, a crossbow master using a light crossbow is able to Reload using an object interaction, but can Reload with a reaction, a bonus action, an attack, or an action.
Misfire

On a natural roll of 2 or 3, the gun misfires making the gun useless until it cleared, taking an action to clear it out. On a natural 1 the gun breaks and must be mended out of combat at a quarter of the cost of the firearm.

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. Crafting ammunition for firearms would usually cost 4GP's worth of materials for 30 rounds of ammunition.

Pocket

Firearms of this make are quite small in size, making them easy to conceal, but at the cost of range and firepower. You have advantage on any Stealth or Sleight of Hands checks to hide the firearm on your person.

Rapid Fire

Firearms of this make are capable of firing its entire magazine, but at the cost of accuracy. As an action, you may attack a number of times equal to your proficiency modifier, of which all attack rolls will be made at disadvantage, but you may add your ability modifier to all damage rolls. You may only use this action if you have two or more rounds in the magazine.

Semi-Auto

Firearms of this make uses the excess energy made from firing the firearm to automatically load a bullet into the chamber with no need of help from the user, allowing the firearm to possess a high rate of fire that nothing before it can achieve. Firearms with this property can do the following unique action. As an attack, you may instead fire a three round burst instead of a single round, granting advantage on the attack. You may only use this attack once per turn and may only do so if you have three or more rounds in the magazine.

Puncture

These piercing weapons deal significantly more damage if they hit a vital weak spot in the enemy. When you roll a maximum value with any of your weapon's piercing damage dice, you can roll that dice again and add the result to the total damage dealt. This can keep happening as many times as you roll maximum values on damage dice, even on the new rolls. New dice generated by the Puncture property are not affected by any other property except Puncture itself.

Hipshot

This ranged weapon is extremely nimble and maneuverable. When you make a ranged weapon attack, you ignore the disadvantage from a hostile creature within 5ft of you.

Knockback

When you hit with a Knockback attack your enemy must succeed on its choice of a Strength or Dexterity saving throw or be pushed 5 feet in a direction of your choosing. Creatures one size category larger than you gain advantage on this save. Creatures two sizes larger than you are immune to being pushed this way.

Sighted

This ranged weapon has sights designed to aid the wielder with precise aiming. At the start of your turn, you can spend 20 ft. of movement. If you do so, you can roll this weapon's damage twice and take the highest value for all attacks during that turn. You cannot use this property if your speed has been reduced to 0.

Sunder

This weapon is designed to tear at armor and flesh, rendering even dragonhide less effective. When you hit with a Sunder attack, you deal damage equal to your Strength modifier, minimum of 1, and force your enemy to roll its choice of a Strength or Dexterity saving throw plus any magical bonus to AC it can have. If it fails, you reduce the target's AC by 1 if you wield your weapon with one hand, and by 2 if you wield it with two hands. Sunder cannot reduce the AC bonus provided by spells or magic items.

Mounted

This weapon is normally used while attached to a tripod, vehicle, or other bracing mount. You can mount or unmount this weapon as an action. While it is mounted, it can't be moved. It can only be used to make an attack while unmounted if held by a medium or larger creature with a Strength score of at least 15.

Special

Firearms with special rules are described here.

  • Gatling Gun. As an action, you can rapidly fire at an area rather than a single target. Select a 15-foot cube within the weapon's range. Each creature in that area must make a DC 15 Dexterity saving throw or take damage as if hit by this weapon's attack, or half as much on a successful saving throw. This action uses 10 rounds of ammunition.
  • Light Cannon. When a cannonball hits a target, it explodes in a 5-foot radius. The cannonball can be fired at an unoccupied space within its range. Each creature other than the target within the blast radius must succeed on a DC 14 Dexterity saving throw, taking half the damage rolled on a failed save or no damage on a successful one.
Firearms
Name Type Cost Dmg Range Reload Weight Properties Special
Single-Action Revolver Handgun 185 gp 1d8 Piercing 60/120 6 4 lb. Ammunition, Light, Rapid Fire, Hipshot
Hunting Rifle Rifle 250 gp 1d12 Piercing 200/600 2 9 lb. Ammunition, Two-Handed, Sighted
Double Barrel Shotgun Shotgun 250 gp 2d6 Piercing 40/150 2 9 lb. Ammunition, Two-Handed, Knockback
Sawn-Off Double Barrel Shotgun Shotgun 200 gp 2d8 Piercing 10/30 2 6 lb. Ammunition, Light, Knockback
Derringer Handgun 150 gp 1d8 Piercing 50/100 2 2 lb. Ammunition, Light, Pocket, Hipshot
Pocket Revolver Handgun 220 gp 1d6 Piercing 50/100 5 3 lb. Ammunition, Light, Pocket, Hipshot
Double-Action Revolver Handgun 550 gp 1d8 Piercing 60/120 6 4 lb. Ammunition, Light, Semi-Auto, Hipshot, Sunder
Bolt Action Rifle Rifle 600 gp 2d8 Piercing 200/600 5 9 lb. Ammunition, Two-Handed, Sunder, Sighted
Pump-Action Shotgun Shotgun 600 gp 2d10 Piercing 40/150 5 9 lb. Ammunition, Two-Handed, Knockback, Sunder
Semi-Auto Pistol Handgun 1000 gp 1d8 Piercing 60/120 13 5 lb. Ammunition, Light, Pocket, Semi-Auto, Hipshot, Puncture
Semi-Auto Rifle Rifle 1200 gp 2d6 Piercing 200/600 10 10 lb. Ammunition, Two-Handed, Semi-Auto, Sighted, Puncture
Semi-Auto Shotgun Shotgun 1200 gp 2d8 Piercing 40/150 10 11 lb. Ammunition, Two-Handed, Semi-Auto, Knockback, Puncture
Gatling Gun 3000 gp 3d10 Piercing 80/240 40 125 lb. Ammunition, Two-Handed, Heavy, Rapid Fire, Mounted, Sunder, Special Gatling Gun
Light Cannon 3000 gp 4d12 Bludgeoning 80/240 1 225 lb. Ammunition, Two-Handed, Heavy, Knockback, Mounted, Sunder, Special Light Cannon

Upgrades[edit]

Starting at 1st Level, you can now craft upgrades to further improve the lethality of your firearms. At Level 1 you will have access to Tier I Upgrades. You'll gain more access as you level up to Levels 5 (Tier II), 10 (Tier III), 14 (Tier IV), and 18 (Tier V). You can use your Tinker's tools to craft these upgrades on to a firearm, of which the DC is 10 + Upgrade Tier. You may remove these upgrades once applied to a firearm, of which it is stored into your inventory.

All upgrades have their own specific Categories and Limitations. Only one upgrade of each category can be applied to a firearm at any time, of which it can only be applied to a certain type of firearm if it has a limitation. You may though replace an upgrade with a new one, with the old one being stored in your inventory. Crafting an upgrade count as light activity for the purposes of resting. A failure at an attempted modification wastes the time and materials but does not damage the firearm. A critical failure breaks the firearm, requiring it to be repaired.

Tier 1 Upgrades
Name Category Cost Effect Limitation
Trigger Safety Safety 50 gp Misfires now only happen on natural rolls of 2.
Heavy Receiver Receiver 125 gp Increases Damage rolls by +1. Increases Weight by +2 lbs.
Improved Magazine Magazine 125 gp Increases Reload by +2.
Iron Sights Sight 125 gp Increases Attack rolls by +1.
Long Barrel Barrel 100 gp Increases Range by +50ft. Pistol and Rifle
Choke Barrel 50 gp Increases Range by +20ft. Shotgun
Bayonet Barrel 50 gp Allows firearms to be used as a Spear. Rifle and Shotgun.
Tier 2 Upgrades
Name Category Cost Effect Limitation
Safety Mechanism Safety 350 gp The gun would not break on a natural roll of 1 but would instead Misfire.
Hardened Receiver Receiver 400 gp Increases Damage rolls by +2.
Expanded Magazine Magazine 400 gp Increases Reload by +3.
Scoped Sights Sight 400 gp Increases Attack rolls by +2.
Magnum Rounds Ammo 500 gp Increases the firearm's damage tier by 1. Handgun
8 Gauge Pellets Ammo 500 gp Increases the firearm's damage tier by 1. Shotgun
7.62 mm. Ammo 500 gp Increases the firearm's damage tier by 1. Rifle
Tier 3 Upgrades
Name Category Cost Effect Limitation
Incendiary Ammunition Ammo 650 gp Adds an additional +1d4 Fire damage to damage rolls.
Tactical Grip and Stock Stock 650 gp Reduces Weight by 2 lbs. Increases Attack rolls by +1.
Tier 4 Upgrades
Name Category Cost Effect Limitation
Powerful Receiver Receiver 800 gp Increases Damage rolls by +3.
Improved Expanded Magazine Magazine 800 gp Increases Reload by +5.
Improved Scoped Sights Sight 800 gp Increases Attack rolls by +3.
Tier 5 Upgrades
Name Category Cost Effect Limitation
Powerful Magnum Rounds Ammo 950 gp Increases the firearm's damage tier by 2. Handgun
4 Gauge Pellets Ammo 950 gp Increases the firearm's damage tier die by 2. Shotgun
50 Calibur Ammo 500 gp Increases the firearm's damage tier die by 2. Rifle

Critical Shot[edit]

At 2nd level, your firearm attacks score a critical hit on a roll of 19 or 20.

Starting at 9th level, your firearm attacks score a critical hit on a roll of 18 to 20, and at 18th your firearm attacks score a critical hit on a roll of 17 to 20.

Poker Face[edit]

Starting at 2nd level, you have advantage on ability checks and saving throws made to prevent others from sensing your motives, perceiving your emotions, or reading your thoughts.

Daring Exploits[edit]

At 2nd level, you learn to utilize various tricks that enhance your particular set of skills, both on and off the field of battle.

Exploit Dice.

The Outlaw table shows the number of Exploit Dice you have to perform any Exploits you know. Most Exploits require you to expend these Dice in order to use them. You can only use one Exploit per attack, ability check, or saving throw, and you regain all Exploit Dice when you finish a short or long rest.

Your Exploit Dice begin as d4s and increase in size as you gain levels in this class, as indicated in the Rogue table.

Exploit Dice.

At 2nd level, you know two Exploits of your choice from the list at the end of this class. The Exploits Known column of the Outlaw table shows when you learn more Exploits of your choice. In order to learn an Exploit, you must meet any prerequisites it may have.

When you gain an Outlaw level, you can replace one Daring Exploit you know with another Exploit of your choice.

Saving Throws.

If one of your Exploits requires a creature to make a saving throw, your Exploit saving throw DC is calculated as follows:

Deed save DC= 8 + your proficiency bonus + your Dexterity modifier.

Outlaw’s Creed[edit]

By the time outlaws reach 3rd level, they embrace a way of living, known as their creed, which guides their judgements and their unique brand of outlawing. Your choice grants you features at 3rd level and again at 7th, 10th, and 14th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Gut Shot[edit]

Starting at 6th level, whenever you score a critical hit on a large or smaller creature using a firearm, the target of that attack is incapacitated until the beginning of your next turn. Elementals, oozes, and undead are immune to this effect.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. 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.

Quick Movement[edit]

Starting at 11th level, your base walking speed increases by 30 feet, and you may take the Disengage and Dash action as a bonus action.

Dire Gambit[edit]

Starting at 13th level, whenever you score a critical hit, you regain one expended exploit die.

Cheat Death[edit]

Starting at 15th level, you have a knack for escaping the reaper. When you would be reduced to 0 hit points, you can use your reaction and expend one exploit die to avoid being incapacitated and instead be reduced to a number of hit points equal to the number rolled on the die.

Once you use this ability, you must finish a short or long rest before using it again.

Maverick[edit]

Starting at 18th level, you are unshakable. You have advantage on Constitution checks and saving throws.

Head Shot[edit]

Finally at 20th level, when you score a critical hit against a creature using a firearm, you can choose for this shot to be a head shot. If the creature has less than 100 hit points, it dies. Otherwise, it takes 12d10 additional damage. Elementals, oozes, and creatures which lack nervous systems or vital organs take no additional damage from this ability.

Once you use this ability, you must finish a short or long rest before using it again.


Pistolero[edit]

Bullets are power, and you have long believed that more bullets equal more power. Your expertise is in delivering a hail of deadly fire to pulverize your enemies. Not every bullet needs to be accurate to make a difference.

Point Blank Shot

Starting at 3rd level, you don't suffer disadvantage from making a ranged attack with a firearm while you are within 5 feet of a hostile creature.

Fan the Hammer

At 3rd level, when you take the Attack action on your turn to attack with a firearm, you can use your bonus action to make two additional firearm attacks with disadvantage. These additional attacks always have disadvantage, regardless of circumstance. This weapon can’t have the Automatic or Two-Handed property.

The number of extra attacks you can make with disadvantage increases as you gain levels in this class. At 10th level, you can make 3 additional attacks and at 14th level you can make 4 additional attacks.

Speed Loader

Starting at 7th level, you have mastered the art of quickly reloading your weapon. On your turn, you can reload a single one-handed firearm without using an action or bonus action.

Bullet Time

At 10th level, when you make a firearm attack with a one-handed firearm on your turn, you can use your bonus action to gain advantage on the attack roll. Once you use this ability, you can’t use it again until you finish a short or long rest.

Swift Vengeance

At 14th level, when you take damage from a creature within 15 feet of you, you can use your reaction to make a firearm attack targeting that creature.

Sharpshooter[edit]

A well-placed bullet is more powerful than a sword, arrow, or spell. Indeed, you believe that every violent conflict should sound like a single loud crack followed by a long silence. Such shots need to be delivered perfectly, even at range, for when they are done right, they are as deadly for the target as they are stupendous for the audience.

Aim

Starting at 3rd level, as a bonus action on your turn, you can take the Aim action. When you take this action, your next firearm attack suffers no penalty for long range and ignores half and three-quarters cover.

Eagle Eye

At 3rd level, you can see better from far away. You gain proficiency in in the Perception skill, if you did not have it already, and you can add twice your proficiency modifier to Wisdom (Perception) checks you make that rely on sight.

Camouflage

By 7th level, you’ve learned to expertly conceal yourself with foliage and leaves. You can spend one minute to prepare camouflage for yourself. Until you move, you have advantage on Dexterity (Stealth) checks you make to hide among vegetation.

Utility Shot

At 10th level, you can quickly and precisely shoot objects. As an action, you can make a firearm attack targeting a tiny object within the firearm’s range which isn’t being worn or carried, such as a rope, chain, belt, wooden rod, candle, bottle, or lock. This object is considered to have an AC of 10. On a hit, a nonmagical object is destroyed instantly and a magical object is flung 15 feet away.

Focus

Starting at 14th level, whenever you take the Aim action on your turn followed by the Attack action, you can choose to make only one firearm attack. This attack is made with advantage and deals critical damage on a hit.

Black Powder[edit]

Regarded by traditional outlaws as insufferable yahoos at best and dangerous charlatans at worst, the 'students' of the School of Black Powder prefer to see themselves as visionaries paving the way of the future. They seek to integrate the newest weapons into their magical techniques, so as to be able to stand toe-to-toe with the gunslingers and cowboys who populate the frontier. In this way, they find employment in adventuring parties and as bounty hunters, using their magical skills to set themselves apart from the crowd.

Black Powder
Level Cantrips Known Spells Known Spell Slots per Spell Level
1 2 3 4 5
3 2 2 3
4 2 3 3
5 2 3 4 2
6 2 4 4 2
7 3 4 4 3
8 3 5 4 3
9 3 5 4 3 2
10 4 6 4 3 2
11 4 6 4 3 3
12 4 7 4 3 3
13 4 7 4 3 3 1
14 5 8 4 3 3 1
15 5 8 4 3 3 2
16 5 9 4 3 3 2
17 5 9 4 3 3 3 1
18 5 10 4 3 3 3 1
19 5 10 4 3 3 3 2
20 5 12 4 3 3 3 2
Gun Mage

At 3rd level, you treat a firearm as your arcane focus. In addition, the following spells are added to your spellbook without cost and count as wizard spells for you:

Spell save DC= 8 + your proficiency bonus + your Charisma modifier.
Spell Attack= 8 + your proficiency bonus + your Charisma modifier.
Outlaw Leve Spells
3rd Bullet Storm, Chromatic Bullet
7th Jam Weapon, Protection from Ballistics
10th Conjure Cannonball
14th Detonate Ammunition
17th Flaming Death
Guided Shot

At 3rd level, you can use your arcane power to bend your shots around corners, so that your firearm attacks ignore half cover and three-quarters cover.

Silver Bullet

Beginning at 7th level, ammunition for your firearms always counts as magical for the purposes of overcoming resistance and immunity to nonmagical damage.

Spellslinging

At 10th level, if you use your action to cast a spell that does not involve making a weapon attack, you can make a ranged attack with a firearm as a bonus action.

Arcane Shooter

When you reach 14th level, you add your Charisma modifier (minimum of +1) to the damage of attacks from firearms with which you are proficient.

Medic[edit]

With bandage in hand and an assortment of drugs in their packs, Medics make their mark on the battlefield by keeping their allies alive long enough to continue fighting, whether it be through patching up their wounds or giving them drugs to better their combat abilities, it is no secret that they're well beloved by those under their care and those who harm them would find the wrath of their patients.

Medical Training

Starting at 3rd level, you gain a pool of healing that you can use to increase the effectiveness of your treatments. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Outlaw level × 5. You gain proficiency in Medicine if you haven't already, and you double your proficiency bonus on any ability check that uses it.

In addition, you can now spend any 5 gp in materials and as part of a short rest to make a Healer's Kit. When using your Healer's Kit, you gain the following benefits:

  • As an action, you can now spend one use of your healer's kit to stabilize a dying creature, that creature also regains a number of hit points equal to you spending any amount of healing points from this pool and the targets regain the same amount of hit points.
  • As an action or bonus action, you can now spend one use of your healer's kit to tend to a creature and restore two exploit die + you can spend any amount of healing points from this pool and the targets regain the same amount of hit points.
Battlefield Curing

Starting at 7th Level, you've come to add additional tools and reagents to your healer's kit, allowing you to cure and aid in the treatment of the ailing and diseased. When using your healer's kit, you gain the following additional benefits:

  • As an action, you can now spend one use of your healer's kit to cure yourself or a creature of the Poisoned condition or grant a creature resistance to Poison damage and the Poisoned condition for the next 24 hours.
  • As a bonus action, you can now spend one a use of your healer's kit to cure yourself or a creature of one disease or grant a creature resistance to catching a disease for the next 24 hours.

A creature can only benefit from these effects once per long rest.

Combat Stimulants

Starting at 10th Level, you've come to gain access to potent stimulants and drugs for your use, allowing you to further bolster the capabilities of yourself and your allies. When using your healer's kit, you gain the following benefits:

  • As an action, you can now spend two uses of your healer's kit to grant yourself or a creature the effects of the Haste spell for one minute (no Concentration required).
  • As an action, you can now spend two uses of your healer's kit to raise yourself or a creature's Ability score to 20, the effect lasting for one minute.

A creature can only benefit from these effects once per long rest.

Revival

Starting at 14th Level, you're experience and expertise in the medical field has come to reach the point that through various dubious methods and copious amounts of combat stimulants, you can revive a creature to life.

  • As an action, you can now spend six Grit Points and ten uses of your healer's kit to use the Raise Dead spell, of which it isn't considered a spell or magical. A creature can only be revived this way once per 24 hours.

You can only make use of this feature once, of which you regain use after a long rest.

Cavalryman[edit]

In the Weird West, fewer bonds are stronger than that between a man and his steed. People may double-cross and lie to you, demons will trick you, angels will scorn you, and monsters will just try to eat you, your mount will always be you friend. Not just a boon companion, on the battlefield, a good mount allows you to move faster, push harder, and scout further. A skilled rider can accomplish much that even the best foot-soldiers and infantry cannot, and he knows that winning a battle may require nothing more than one good charge.

Bonus Proficiencies

When you take this archetype at 3rd level, you gain proficiency with the Handle Animal skill if you haven't already, and you double your proficiency bonus on any ability check that uses it and with one musical instrument (usually the cavalry bugle).

Cavalier

Starting at 3rd level, you can mount and dismount a creature without spending any movement.

You can also use your action to command your mount to take the Charge Action. When a mount makes a Charge, it moves at least 10 feet in a straight line and can make one melee attack against a creature within its reach.

Additionally, when you command your mount to Charge, you can take the attack action as a bonus action.

Dragoon

Starting at 7th level, you forge a bond with a particularly hardy mount, and your bond allows you greater freedom of action in the saddle. You learn the Find Steed spell and can cast it as a ritual.

Additionally, when you command your mount to Charge and you use your bonus action to make a weapon attack, you can make either a ranged or melee weapon attack and you do not suffer disadvantage against the target of your ranged weapon attack if you are within 5 feet of it.

Lead the Charge

Starting at 7th level, you can use a bonus action to sound an inspiring call, either with your voice or with an appropriately loud instrument such as a war horn or a bugle. Each friendly creature within 60 feet that can hear this call can use its reaction to move up to its movement speed and gains a bonus on its next attack roll equal to your Charisma modifier.

Once you use this ability, you must take a short or long rest before you can do so again. At 18th level, you may use this ability twice between rests.

Saddle Sure

Starting at 10th level, while mounted, you can command your mount to take the Dash or Disengage action as a bonus action.

Master Dragoon

Starting at 14th level, you can attack three times, instead of twice, when you command your mount to Charge, and you use your bonus action to take the attack action.


Daring Exploits[edit]

Older Modeled Firearms[edit]

The following list is an expanded list meant for older modeled firearms. These firearms are primarily single-shot muzzleloaders that are the ancestors of the modern firearms, primarily used from the early Renaissance until the late Industrial period where the advent of breechloaders would make these firearms obsolete. They are clunky and quite unwieldy compared to their modern counterparts but are still deadly in the right hands.

Blackpowder Firearms
Name Type Cost Dmg Range Reload Weight Properties Special
Flintlock Pistol Handgun 50 gp 1d8 Piercing 30/100 1 4 lbs. Ammunition, Light
Flintlock Musket Rifle 150 gp 1d12 Piercing 100/400 1 9 lbs. Ammunition, Two-Handed
Blunderbuss Shotgun 150 gp 2d4 Piercing 30/50 1 9 lbs. Ammunition, Two-Handed
Pepperbox Handgun 400 gp 1d6 Piercing 30/100 4 4 lbs. Ammunition, Light -
Rifled Musket Rifle 550 gp 2d6 Piercing 150/500 1 9 lbs. Ammunition, Two-Handed
Volley Gun Shotgun 550 gp 3d4 Piercing 30/50 1 11 lbs. Ammunition, Two-Handed
Blackpowder Revolvers Handgun 800 gp 1d8 Piercing 30/100 6 6 lbs. Ammunition, Light, Rapid Fire -
Flintlock Repeaters Rifle 950 gp 1d12 Piercing 100/400 4 9 lbs. Ammunition, Two-Handed, Rapid Fire
Blackpowder Double Barrel Shotgun Shotgun 950 gp 2d4 Piercing 40/100 2 9 lbs. Ammunition, Two-Handed


Black Powder Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

Cantrips

Bursting Shot, Concealed Shot, Finger Guns

1st Level

Bullet Storm, Chromatic Bullet, Speak with Cacti

2nd Level

Heat Barrel, Jam Weapon, Perforating Smite, Protection from Ballistics, Stranger

3rd Level

Desiccate

4th Level

Detonate Ammunition

5th Level

Flaming Death

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Awakened class, you must meet these prerequisites: 13 Dexterity or more and 13 Charisma or more.

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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