Outlaw

"When freedom is outlawed, only outlaws will be free."

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Assassin

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Signaling for her companions to wait, a wukong creeps forward through the habi-block's darkened corridors. She presses an ear to a specific door, then pulls out a set of tools and disables the lock in the blink of an eye. Then she disappears into the shadows as her friends move forward to take advantage of her work.

A human lurks in the shadows of an undercity alleyway while his accomplice prepares for her part in the ambush. When their target - a slumming corpo bastard - passes the alleyway, the accomplice cries out. The corpo comes to investigate, and the assassin's knife cuts the man's throat before he can utter a sound.

Suppressing a giggle, a gobbo uses her implants to warp space around the guard's belt, pulling his identicard from its lanyard and floating it to her waiting hand. In a moment, the cell door is open, and she and her companions are free to make their escape.

Outlaws rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any group of freelancers.

Skilled Criminals

Outlaws devote as much effort to mastering a variety of useful skills as they do perfecting their combat abilities, giving them a broad expertise and situational versatility that few others can match. While many outlaws focus on stealth and deception, others are skilled ruin delvers, social chameleons, free runners, getaway drivers, or guerilla fighters.

When it comes to combat, outlaws prioritize cunning and speed over brute strength. Their fighting style tends to focus on making single, highly-precise strikes rather than attrition battles to wear down an opponent with a multitude of blows. Outlaws have an uncanny knack for avoiding danger - a sort of sixth sense about when to hold them, when to fold them, when to walk, and when to run.

A Shady Lifestyle

Every mega-city and corpo-state has its share of outlaws. Many of them live up to the worst stereotypes that execs have of the poor, making their living as burglars, assassins, con artists, and scammers. Not a small number of them are members of gangs or organized crime "families" that survive with the forbearance (or active involvement) of the corporations. A small number of outlaws make an "honest" living as private investigators, white hat hackers, or exterminators - which is more dangerous than it sounds, given the existence of flesh-eating roaches the size of a child.

As freelancers, outlaws live on the fringes of the law even when they're not explicitly working outside of it. Some are hardened criminals who just want that one big score, while others are hoping to clear their name or get a bounty off their head. Regardless of their motivations, all outlaws are street-smart operators who know how to perform at their best in tough situations.

Outlaw Table

Proficiency Sneak

Level Bonus Attack Features

1 +2 1d6 Expertise, Scumslang, Sneak Attack

2 +2 1d6 Cunning Action

3 +2 2d6 Outlaw Archetype, Steady Aim

4 +2 2d6 Ability Score Improvement

5 +3 3d6 Uncanny Dodge

6 +3 3d6 Expertise

7 +3 4d6 Evasion

8 +3 4d6 Ability Score Improvement

9 +4 5d6 Outlaw Archetype Feature

10 +4 5d6 Ability Score Improvement

11 +4 6d6 Reliable Talent

12 +4 6d6 Ability Score Improvement

13 +5 7d6 Outlaw Archetype Feature

14 +5 7d6 Blindsense

15 +5 8d6 Slippery Mind

16 +5 8d6 Ability Score Improvement

17 +6 9d6 Outlaw Archetype Feature

18 +6 9d6 Elusive

19 +6 10d6 Ability Score Improvement

20 +6 10d6 Devil's Own Luck

Class Features

As an outlaw, you have the following class features.

Hit Points

Hit Dice: 1d8 per outlaw level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per outlaw level after 1st

Proficiencies

Armor: Light armor

Weapons: Civilian weapons, long sword, dueling sword, machete, heavy pistol

Tools: Hacker's tools or locksmith's tools, one vehicle of choice

Saving Throws: Dexterity, Intelligence

Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

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

- (a) a dueling sword or (b) a machete

- (a) a light pistol and 20 bullets or (b) a machete

- (a) a vandal's pack, (b) a delver's pack, or (c) a hobo's pack

- (a) hacker's tools or (b) locksmith's tools

- Nanofilm armor and two knives

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with a tool or vehicle of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (with skills, tools, or vehicles) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Outlaw table.

Scumslang

During your time on the streets, you have learned scumslang - a constantly shifting mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows scumslang understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret hobo signs and tagger symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a crime family, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for criminals on the run.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Outlaw Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your outlaw abilities. Choose one of the Outlaw Archetypes presented at the end of this class. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Steady Aim

As a 3rd-level outlaw, you learn to steady yourself for precise attacks. As a bonus action, you can grant yourself advantage on the next attack roll you make during the current turn. You can only use this ability if you have not moved during the current turn. When you use this ability, your speed becomes 0 until the end of the current turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

You can forgo taking this feature to take a feat of your choice instead.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Expertise

At 6th level, choose two more of your proficiencies (skill, tool, or vehicle). Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a kaiju's atomic breath or the explosion from a grenade. 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.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have learned how to turn your sheer stubbornness into a potent mental defense. You gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Devil's Own Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

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

Outlaw Archetypes

Outlaws tend to have a wide array of skills and abilities - consummate generalists. Still, all of them eventually develop their own specialty as well, typically tapping into a particular sort of crime or an approach to the criminal underworld.

Archetypes

- Assassin [Assassin]

- Gambler [Inquisitive]

- Hacktivist [Arcane Trickster]

- Investigator [Mastermind]

- Rebooted [Phantom]

- Scout [Scout]

- Shard [Soulknife]

- Swashbuckler [Swashbuckler]

- Thief [Thief]

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