Ranger Archetype: Outlaw

by Weaboomeister

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Outlaw

Where most Rangers find the wilderness to be their home away from home, their literal home, or a land filled with beasts that the civilized folk need to be protected from, an Outlaw sees a thick forest as a hiding place, an opportunity. Each journey between cities offers an Outlaw another chance to explore the woods, find a place to stash their loot, perhaps even evade the law while crossing rivers, darting between trees, perhaps using the natural predators as a distraction. Whether they use their innate connection to the wilds for good or evil, an Outlaw never stays in the same place for long, always craving a new adventure in a new forest or canyon.

Optional Rule: Firearm Proficiency

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your Outlaw has been exposed to the operation of such weapons, your Outlaw is proficient with them.

Outlaw Magic

At 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table below. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spell
3rd Compelled Duel
5th Find Steed
9th Enemies Abound
13th Hallucinatory Terrain
17th Swift Quiver

Disconcerting Presence

Additionally at 3rd level, your world-weary nature and past escapades cause people to naturally feel on edge around you. As a result, whenever you make an Intimidation or Deception check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, or Survival.

Blind Spot

Starting at 7th level, your travels across the wilderness have helped you determine how to push a creature's buttons without even being near it. As a bonus action, you can target a creature within 120 feet. The target must succeed on an Intelligence saving throw or be thrown into a mindless fit of anger. While angered, the target must use all of its movement on its turn to advance towards the closest creature, making melee attacks against them if possible. This creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can't use it again until you finish a short or long rest.




















































































































































































































































































































































































































































































































































































































Kingdom of Isolation

Starting at 11th level, your fighting abilities become otherwordly if find yourself alone. If there are no other creatures within 30 feet, you have advantage on all weapon attacks. If attacking with a melee weapon, there may be 1 creature within 30 feet without removing this bonus.

Combat Roll

When you reach 15th level, you can leap out of the way of danger at the last possible moment. As a bonus action, you can roll 5 feet in any direction. This movement does not provoke an attack of opportunity. Additionally, until the end of your next turn, 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. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.








Credit

Art by Deceadeus (https://www.reddit.com/user/Deceadeus)

 

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