Outlaw (5e Subclass)

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Outlaw[edit]

Rogue Archetype

Most rogues develop their skills in order to benefit themselves. Outlaws, however, do what they do to benefit others who need what they take more than they do. While only keeping enough to get by, they give the rest to those who need it.


Survival Instinct

Starting at 3rd level, your need to be able to survive and hide has made adept at Survival. You gain proficiency in the Survival skill, or expertise if you already had proficiency with this skill.

Additionally, you gain proficiency with medium armor, and you don't have disadvantage on Dexterity Stealth checks from wearing armor that would normally impose it.

Hidden in Plain Sight

At 3rd level, you are able to hide in plain sight, whether you are surrounded by people or not. You can hide even when only lightly obscured (such as in a crowd of people, in dim light, or in moderate foliage). Also, at 5th level, you can use a disguise kit to cast the spell Disguise Self without needing a spell slot or components. Everything about the disguise is physical, nonmagical, and not an illusion, and the effect does not end until the disguise is removed. A disguise kit can be used this way a number of times equal to half your rogue level (round down) before it is consumed.

Silent Contribution

At 9th level, you are able to help your allies damage a target even further. When an ally hits a target within 5 feet of you with an attack, you can use your reaction to make an attack against the target with advantage.

Helping Hands

At 13th level, you are able to help your allies in whatever pursuit they take. You can use the Help action as a bonus action. Additionally, when you are out of combat and Help someone, they add your ability modifier for whatever score the check is based on (minimum 0).

Recognition

At 17th level, people begin to repay you for the things you have done. You gain the following benefits while in combat:

  • When you and an ally are within 5 feet of each other, each of you gains a bonus to AC equal to the other's Dexterity or Wisdom modifier (minimum of 1, whichever is higher), as you watch each other's backs. Only the highest modifier applies to a single creature.
  • When an ally is within 30 feet of you, and you make a melee attack against a hostile target, your ally can use their reaction to move up to their speed towards the target. If they end their movement within 5 feet of the creature, you gain advantage on the attack roll.

While out of combat, you gain the following benefits:

  • You gain advantage on Charisma (Persuasion) checks
  • You can ask favors of people as though they were a friend, so long as it doesn't pose a serious cost with nothing to gain.
  • You can find a place to hide, rest, or recuperate among most communities, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
  • While in a particular town, city, or other similarly sized community (DM's discretion), you and your companions can stay for free in safe houses. These safe houses provide a moderate lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.
  • People assisting you in some way will not do anything that puts them in serious danger, or obviously goes against their moral beliefs.
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