Ryota | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ryota

Outlaw 3 Class & Level
Spacer Background
Forlun/Cyborg Race
xp 1036 Alignment

Strength 10
+0
Dexterity 16
+3
constitution 14
+2
intelligence 10
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice 2
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+5 Dexterity
+2 Constitution
+2 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
+3 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+5 Insight
+2 Intimidation
+4 Investigation
+3 Medicine
+0 Nature
+5 Perception
+0 Performance
+0 Persuasion
+0 Religion
+3 Sleight of Hands
+5 Stealth
+3 Survival
skills Spacer: Acrobatics Science   Ruthless: Intimidation   Outlaw: Insight Perception Investigation Stealth   Expertise: Investigation Security Tools proficiencies

 
16
Armor Class
24
Hit Points
+3
Initiative
30
Speed
Weaponto hitDamageTypeRangePropertiesAmmo
pistol+52d6Piercing40/120Reload 2017
sawed off shotgunDex 152d4Piercing10Spray 10ft, Reload 1010
laser pistol+52d6Fire40/120Reload 2017
shotgunDex 152d6piercing15Spray 15ft, Reload 10, two-handed10
Bola+3N/ANA10/30Special, Thrown10
Unarmed (spikes)+21d6+0slashingmelee--
Attacks
Armor: All armors
Weapons: Simple weapons, pistols, shotguns, and vehicle weapons
Tools: security tools, flying vehicles
Languages: Common, Forlarian,Scrakin
Proficiences
Save: 8 + 2 + 3 = 13
Gambit attack modifier: 2 + 3 = 5

Tricks:
Mobile Shot (Action): Disengage and shoot at target while in range
Freeze Ray (Action) - 60 feet: Make a ranged gambit attack against the target. On hit - 1d8 cold damage and speed reduced by 10 feet
Never Lost (Action): Learn location in relation to known landmarks including planetary polls.

Level 1:
Flame Blast (Action): 15 ft cone 3d6 fire damage. Dex save for half
Seeker Missiles (Action): 3 missiles auto-hit (no roll, no save). 1d4+1 concussion dmg per missile. 1 additional missile per gambit level used.
Observation (Action) - requires Survival pack, Science pack or sensors: Learn resistances and vulnerabilities of target
Spellcasting
Pistol (kinetic)
4 clips of kinetic pistol ammo
2 clips rubber bullets for kinetic pistol
2 flash bang grenades
Pistol (laser)
1 additional laser pistol energy pack
Shotgun
Bounty Hunter Armor (Hidden Weapon)
cat suit armor,
a life suit - 1 power cell,
a chronometer,
a gambling set,
a picture of your spacer family,
Credstick - 2 credits
Advanced Medpack
Binoculars
two knives
security tools
a spacer’s pack
a catsuit

Equipment
Rough, often considered uncouth
Suspicious of members of his own clan
Prefers traveling over staying in place. Tends to get antsy if he's in one place too long.
Loves the hunt
Personality Traits
Thermal Vision - You gain Darkvision up to a distance of 30 feet and have advantage on tracking rolls.
Improved Senses (hearing) - Double your proficiency bonus when making skill rolls utilizing that sense, such as tracking, investigation, or perception.
Retractable Spikes - Your unarmed attacks may deal 1d6 + Strength modifier slashing damage. Doing so reveals your hidden weapons to onlookers.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Outlaw


Hit Points

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

Proficiences

Armor: Light armor
Weapons: Simple weapons, pistols, shotguns, and either noble swords or vehicle weapons (your choice)
Tools: Choose one from either security tools or ying vehicles
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Overview & Creation

The Outlaw is the class of rebels, turncoats, and underworld dealers. The scum of the galaxy and the enemies of law and order. Empires and star alliances crack down upon these renegades, forcing them to the outskirts of civilized society. Forced to live by their wits, the Outlaw takes advantage wherever they can.
The Outlaw class is based on the rogue class from the Player’s Handbook.

Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Outlaws’ Code
2nd +2 1d6 Cunning Action
3rd +2 2d6 Outlaw Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Outlaw Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Outlaw Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Outlaw Archetype feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

 


Class Features

Expertise


At 1st level, choose either two of your skill proficiencies or one of your skill proficiencies and your proficiency with security tools. 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 (in skills or with security tools) to gain this benefit.

Sneak Attack


Beginning at 1st level, you know how to strike subtly and exploit your foes’ 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 (1 square) of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. This also applies to attacks using vehicle weapons. You don’t need advantage on the attack roll if another enemy of the target is within 1 square 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.

Outlaw’s Code


During your time among the scum of the galaxy you’ve learned Outlaws’ Code, a secret mix of jargon and subtle looks that allows you to hide messages in seemingly normal conversation. Only another creature that knows the Outlaws’ Code fully understands such messages. It takes twice as long to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages. Some examples include whether an area is dangerous or the territory of a crime lord or gang, whether loot is nearby, and whether the people in an area are easy marks or will provide a safe house for Outlaws 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 when exercising your Outlaw abilities: Bounty Hunter, Gunslinger, or Saboteur. All are detailed at the end of the class description. Your Archetype choice grants you features at 3rd level and again at 9th, 13th, and 17th level.

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.

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 that attack’s damage against you.

Evasion


Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a fiery thermal grenade or a personal gravity-well generator. Whenever you are allowed to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed and take 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. If you are at a sensors battle station of a vehicle, you are aware of invisible vehicles within 2 squares.

Slippery Mind


By 15th level, you’ve seen some things and now you’re generally prepared for the worst. You gain proficiency in Wisdom saving throws, now that you’ve been around the block a few times.

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 so long as you are not incapacitated.

Stroke of 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.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:
• (a) a noble sword or (b) a pistol
• (a) a pistol or (b) a shotgun
• (a) a scavenger’s pack or (b) a spacer’s pack
• (a) a catsuit. (b) a flightsuit, or (c) a scavenger armor set
• two knives, and security tools


Spellcasting

Bounty Hunter and Saboteur Gambits


Level Known Tricks Known Gambits 1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 4 6 4 2
9th 4 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

 


Subclass Options

Outlaw Archetypes


The Outlaw’s dedication to following their own rules and defying the will of the state grants them a core set of abilities related to getting into and out of trouble. However, every Outlaw has a story to tell; a way of life only they truly understand. There are many paths that the outcast may travel. These are only a few of them.

Bounty Hunter


Crime lords and law enforcers of the fringe regions of space often have need of third parties, willing to put their special set of skills to the task of taking down the baddest of the bad. You have honed your instincts and developed a set of reliable tools for this singularly dangerous job. Some call you mercenary or assassin. You like to think of yourself as a skillful opportunist supplying a vital service to wealthy and influential parties.

Pulling Gambits


Upon reaching 3rd level you gain the ability to pull gambits. See the Gambits chapter for the general rules of doing so.
Tricks. You learn a total of three Tricks from the Arsenal and Survival schools. You learn another Trick of your choice from any school at 10th level.
Gambit Slots. The Bounty Hunter Gambits table shows how many gambit slots you have with which to pull your gambits of 1st level and higher. To pull one of these gambits you must expend a slot of its level or higher. You regain all expended gambit slots when you finish a long rest.
Gambits Known of 1st-Level or Higher. You know three 1st-level gambits of your choice, all of which must be from the Arsenal and Survival schools. The Gambits Known column of the Bounty Hunter and Saboteur Gambits table shows when you learn more gambits. Each of these gambits must be an Arsenal or Survival gambit of your choice, and must be of a level for which you have Gambit slots.
The gambits you learn at 8th, 14th, and 20th level can come from any school.
Whenever you gain a level in this class, you can replace one of your known gambits with another gambit of your choice from any school, so long as it is of a level you have access to.
Gambit Pulling Ability. Wisdom is your gambit pulling ability, since you wield your abilities through your wits, attention to detail, and sense of what lies ahead.
Gambit save DC = 8 + your proficiency bonus + your Wisdom modifier.
Gambit attack modifier = your proficiency bonus + your Wisdom modifier.

Custom Armor


Starting at 3rd level, you become proficient with all armors. At this time you find or craft a suit of bounty hunter armor with an Improvement of your choice from the Genius Engineer Improvements table.

Lie in Wait


Beginning at 9th level, if you are hidden from a creature when you pull a gambit against it, the creature has disadvantage on any saving throw it makes against the gambit this turn.

Custom Weapon


At 13th level you become proficient with all weapons. One weapon you possess gains an Improvement of your choice from the Genius Engineer Improve ability.

Persistence


Starting at 17th level, once per combat you may designate a creature or vehicle within 20 squares as your “hunt target.” For the rest of the encounter you have advantage on attacks against this target.

Gunslinger


Some live by their own code, wandering from outpost to outpost getting into trouble and cultivating a fearsome reputation for themselves. Others are lost, former followers of a now defunct path or dead ruler and with nothing left but memories and time. But their solitude only hardens their skill, and begets infamy and challengers to boot.
Gunslingers are constantly honing their reflexes to deal with the law, their fellow Outlaws, and the galaxy at large. In time, they become masters of ranged weaponry, hitting nearly impossible targets with shots that barely make sense.
Becoming infamous has its perks. A Gunslinger of note can expect offers of jobs from criminal networks, heist teams, merchant spacers in need of muscle, as well as members of the law looking to recruit. A capable Gunslinger is seen as a force to be reckoned with. They shift the odds of any tense situation in their favor, but in doing so potentially up the stakes of any standoff. It’s not that the Gunslinger seeks trouble; it’s that trouble follows her.

Fighting Style


Beginning at 3rd level, when you select this Archetype, choose one of the following Fighting Styles:
Dual Gunner. When you engage in two weapon fighting with a pistol in each hand, you do not suffer disadvantage on the offhand attack.
Hunter. You gain a +2 bonus to damage with shotguns and rifles.
Long Shot. You do not suffer disadvantage on attacks due to firing a ranged weapon at long range. This applies to both vehicle weapons and personal weapons.
Pistoleer. You gain a +2 bonus on attack rolls with pistols when you have nothing in your off hand.

Quick Shot

 
At 3rd level you have advantage when rolling for initiative. In addition, you may make opportunity attacks with ranged weapons.

Pistol Whip

 
Starting at 9th level you may add your proficiency bonus to your attack roll when using a ranged weapon as an improvised melee weapon. When successfully making a melee attack in this way you may choose to either deal 1d4 + Dexterity modifier damage, or deal no damage and instead cause a living target of medium size or smaller to suffer the stunned condition for one round.

Trick Shot

 
At 13th level you learn to bounce ranged shots off of nearby objects and surfaces, allowing you to ignore cover penalties for those attacks. You also double the ranges on pistols and rifles you fire. You may likewise double the range of mounted vehicle weapons you fire, so long as there is appropriate terrain to bounce shots, such as asteroids or canyon walls.

Called Shot

 
By 17th level you have become such a marksman that you can target a specific part of a target, such as a limb or ship system. Whenever you make a successful ranged attack you may choose one of these areas. If you deal one quarter or more of the target’s total Hit Points on a single hit, the chosen limb or system is disabled for ten minutes. If the head is chosen on a creature that isn’t wearing a helmet, the target is incapacitated for the ten minute duration.

Saboteur


The Saboteur works to subvert and destroy the current regime of governance. Theirs are the tools needed to throw a spanner in the works. They are most likely agent provocateurs of some rebellious movement, but some are lone malcontents or terrorists with very personal reasons for bucking the system. Most hone their abilities through constant struggle against tyranny. All learn on their feet, as they encounter new tricks of the trade and new holes in the walls of oppression.
To operate as they do they must learn to blend in, see the weaknesses in structures and organizations, and exploit them. It takes a sharp mind, calm demeanor, and a capacity for improvisation. Saboteurs play the most dangerous game.

Blending In


At 3rd level, when you select this Archetype, you gain the basic training needed to infiltrate areas you are not supposed to enter. You are proficient in the disguise kit. So long as you are wearing appropriate clothing for a location you are sneaking into, rolls made to see through your disguise are made at disadvantage.

Pulling Gambits


Upon reaching 3rd level you gain the ability to pull gambits. See the Gambits chapter for the general rules of doing so.
Tricks. You learn a total of three Tricks from the Engineering and Splicing schools. You learn another Trick of your choice from any school at 10th level.
Gambit Slots. The Bounty Hunter and Saboteur Gambits table shows how many gambit slots you have to pull your gambits of 1st level and higher. To pull one of these gambits you must ex-pend a slot of its level or higher. You regain all expended gambit slots when you finish a long rest.
Gambits Known of 1st-Level or Higher. You know three 1st-level gambits of your choice, all of which must be from the Engineering and Splicing schools. The Gambits Known column of the Bounty Hunter and Saboteur Gambits table shows when you learn more gambits. Each of these gambits must be an Engineering or Splicing gambit of your choice, and must be of a level for which you have gambit slots.
The gambits you learn at 8th, 14th, and 20th level can come from any school.
Whenever you gain a level in this class, you can replace one of your known gambits with another gambit of your choice from any school, so long as it is of a level you have access to.
Gambit Pulling Ability. Intelligence is your gambit pulling ability, since you wield your abilities through penetrating analysis of systems of control.
Gambit save DC = 8 + your proficiency bonus + your Intelligence modifier.
Gambit attack modifier = your proficiency bonus + your Intelligence modifier.

Explosives Training


Beginning at 6th level, you are proficient in throwing grenades. Additionally, your gambits benefit from your Sneak Attack damage bonus when pulling Engineering gambits involving explosives.

Escape Plan


Starting at 9th level you have developed a habit of planning exit routes from the dangerous situations you tend to get into. As an action you may spend one gambit slot of any level to escape an area; even a locked room.
The DM decides where you end up, so this generally may not be used to gain access to high security areas, but your escape will lead you somewhere where you’ll be safe for at least 10 minutes.

Eye for Weakness


Upon reaching 13th level you have gained enough experience finding and exploiting weaknesses that your Sneak Attack damage bonus applies when attacking objects and structures with weapons or explosives. You have advantage (and thus the Sneak Attack damage bonus) on this attack so long as you spend one action before the attack sizing up the weaknesses of the object.

Stealth Team


At 17th level, you may make a Stealth skill roll collectively on behalf of any of your friendly allies while they remain within 5 feet of you and moving at no more than half their speed. All of your personal hiding bonuses apply to this roll. When someone attempts to perceive any of the allies you are hiding in this way, your passive stealth score is used if it is higher than that ally’s.

 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Spacer

Some venture into space. Others were born there, aboard colony ships and transports. Some were parented by pirates and smugglers. A few left in spaceports to be raised among the space lanes. Spacers are those who feel most at home in the dark between the stars, floating weightless and eating what passes for food on a starship. Though you often make landing and spend time planetside, you define your existence by your time aboard ship and starbase. Nothing beats being free of gravity and drifting where the solar winds take you.

Skill Proficiencies Acrobatics, Science
Tool Proficiencies Flying Vehicles
Languages One of your choice
Equipment cat suit armor, a life suit, a chronometer, a gambling set, a picture of your spacer family, and 10 credits. At the DM’s discretion you may begin with a starting vehicle, such as a light freighter.

Features

Weightless Acrobatics
When in zero-gravity, you do not suffer disadvantage on ability rolls due to the disorienting nature of the environment. Creatures in zero-g may not make attacks of opportunity against you, and you may pass through the space of any weightless creature.

Cyborg

Ability Score Increase Your Constitution score increases by 2, as does one additional ability score of your choice (maximum 20).
Size Medium
Speed Your base walking speed is 30 feet.

You are a member of a biological species but have been heavily augmented with technological parts. Even your mind is somewhat robotic, enhanced by interplay between the machine and the living creature you once were. It’s possible this condition is not unique to you. Some species supplant culture with technological integration and their original physiology with mechanical augmentation.
Ability Score Increase. Your Constitution score increases by 2, as does one additional ability score of your choice (maximum 20).
Age. You likely age just as a member of your origin species would.
Half Robotic Frame. You have resistance to slashing damage, but suffer vulnerability to electricity damage.
Size. You are the shape of a member of your origin species.
Speed. Your base walking speed is 30 feet.
Implants. You begin with 3 cybernetic benefits from the following list:
Computer Interface. You may plug directly into computer systems, doubling your proficiency bonus on tool use rolls for accessing information stored within that system.
Database. Select one Intelligence skill. Double your proficiency bonus when using this skill to recall information.
Improved Sense. Select one of your senses (hearing, vision, smell, taste, touch). Double your proficiency bonus when making skill rolls utilizing that sense, such as tracking, investigation, or perception.
Mechanical Chassis. Your base armor rating is 15 + your Dexterity modifier. You may no longer wear armor.
Nightvision. You gain Darkvision up to a distance of 60 feet.
Replacement Limb. Increase your Strength score by 1, to a maximum of 20. Your unarmed attacks may deal 1d4 + Strength modifier bludgeoning damage if you use your replacement limb.
Retractable Claws and Spikes. Your unarmed attacks may deal 1d6 + Strength modifier slashing damage. Doing so reveals your hidden weapons to onlookers.
Subdermal Sheath. You gain resistance to one of the following damage types (choose one each time you select this benefit): bludgeoning or piercing.
Thermal Vision. You gain Darkvision up to a distance of 30 feet and have advantage on tracking rolls.

Languages. You know the language of your species.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Mobile Shot

0-level (Cantrip) Evocation

Range/Area: Self
Materials: Ranged Weapon
Duration: Immediate
Take a Disengage action then make a ranged attack against a target with the weapon's range.
Available for: Outlaw (Bounty Hunter) Genius

Never Lost

0-level (Cantrip) Divination

Range/Area: Self
Duration: Immediate
You learn your location relative to known landmarks, including planetary polls.
Available for: Outlaw (Bounty Hunter), Genius

Freeze Ray

0-level (Cantrip) Evocation

Range/Area: 60 ft
Materials: Chemical
Make a ranged gambit attack. On hit, target takes 1d8 cold damage and speed is slowed by 10 feet.
Available for: Outlaw (Bounty Hunter), Genius

Level 1 Spells

Flame Blast

1-level Evocation

Range/Area: 15 ft
Materials: Chemical
Creatures within a 15 foot cone must make a Dexterity save or take 3d6 fire damage; half on success.
Available for: Outlaw (Bounty Hunter), Genius

Seeker Missile

1-level Evocation

Range/Area: 25 squares
Materials: Explosives
You launch 3 missiles each dealing 1d4+1 concussion damage to a target within range. Missiles may hit 1 or several targets.
At higher levels: 1 additional missile per slot above 1.
Available for: Outlaw (Bounty Hunter), Genius

Observation

1-level Evocation

Range/Area: 20 squares
Materials: Science tools, survival kit, or sensors
You learn the vulnerabilities and resistances of the target
Available for: Outlaw (Bounty Hunter), Genius

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

yaspn81.

Statblock Type

Character Sheet (Legacy)

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