Mark of The Outsider (5e Class)
The Outsider's Chosen
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Creating a The Outsider's Chosen
- Quick Build
You can make a The Outsider's Chosen quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Either Constitution, Intelligence, Wisdom, or Charisma. Second, choose the Marked by The Outsider background.
Class Features
As a The Outsider's Chosen you gain the following class features.
- Hit Points
Hit Dice: 1d10 per The Outsider's Chosen level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per The Outsider's Chosen level after 1st
- Proficiencies
Armor: Light and Medium
Weapons: Simple weapons, martial weapons, firearms
Tools: choose two from Gunsmith’s Kit, Thieves’ Tools, Poisoner's Kit, Forgery Kit, and Disguise Kit
Saving Throws: Dexterity and (View Subclasses)
Skills: Choose four from Acrobatics, Arcana, Athletics, History, Intimidation, Medicine, Perception, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any Mundane Light Armor or (b) Any Mundane Medium Armor
- (a) Longsword or (b) Shortsword or (c) Two Daggers
- (a) Hand Crossbow & Case, Crossbow Bolt or (b) "Simple Pistol" & 18 Bullets
- If you are using starting wealth, you have 1d6 x 10gp in gold in funds.
Level | Proficiency Bonus | Essence | Void Points | Features |
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1st | +2 | 2 | 2 | Fighting Styles, Essence, The Mark |
2nd | +2 | 3 | 2 | <!-Class Feature2-> |
3rd | +2 | 4 | 4 | <!-Class Feature3-> |
4th | +2 | 5 | 4 | Ability Score Improvement |
5th | +3 | 6 | 6 | — |
6th | +3 | 7 | 6 | — |
7th | +3 | 8 | 8 | — |
8th | +3 | 9 | 8 | Ability Score Improvement |
9th | +4 | 10 | 10 | — |
10th | +4 | 11 | 10 | — |
11th | +4 | 12 | 12 | — |
12th | +4 | 13 | 12 | Ability Score Improvement |
13th | +5 | 14 | 14 | — |
14th | +5 | 15 | 14 | — |
15th | +5 | 16 | 16 | — |
16th | +5 | 17 | 16 | Ability Score Improvement |
17th | +6 | 18 | 18 | — |
18th | +6 | 19 | 18 | — |
19th | +6 | 20 | 20 | Ability Score Improvement |
20th | +6 | 20 | 20 | — |
Fighting Style
- Burst Fire
The DC of Dexterity saving throws made against your burst fire attacks is 20 (not 15). When you roll damage for a burst fire attack and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage.
- CQC
You are proficient with improvised weapons. Your unarmed strikes use a d6 for damage, and you can roll a d6 in place of the normal damage of an improvised weapon, club, dagger, or shortsword. When you hit a creature with an unarmed strike, improvised weapon, club, dagger, or shortsword on your turn, you can use a bonus action to attempt to grapple a target. You roll 2d8 for damage with this feature once you reach 9th level, and 3d8 for damage with this feature once you reach 17th level.
- Critical Striking
Your weapon attacks and unarmed strikes score a critical hit on a roll of 19 or 20 and Your score a critical hit on a roll of 18-20 once you reach 9th level.
- Grenade Thrower
The range you can throw a grenade doubles, and Dexterity saving throw DC of fragmentation grenades you throw increases by 5. When you roll damage for a grenade and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage.
- Marksmanship
You gain a +2 bonus to attack and damage rolls you make with ranged weapons. These bonuses each increase by 2 at 9th level (+4), and again at 17th level (+6).
- Mobility
You gain a +1 bonus to AC, and your walking speed increases by 10 feet. Your AC improves by 1 and your walking speed increases by 10 more feet at 9th level (+2/+20 feet), and again at 17th level (+3/+30 feet).
Essence
Void Points
The Mark
At 1st level, you chose a type of Mark that shows your power over the Void. Choose between Mark of The Infiltrator, Mark of The Assaulter, Mark of The Sorcerer, Mark of the Rune Forger. All detailed at the end of the class description. Your choice grants you features at levels 1, 6, 10, and 14.
Ability Score Improvement
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.
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Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
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- 2nd Level
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- 3rd Level
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- 4th Level
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- 5th Level
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Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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