Outrider (5e Class)

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<!-Introduction Leader->


Creating a


Quick Build

You can make an Outrider quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Outrider you gain the following class features.

Hit Points

Hit Dice: 1d6 per Outrider level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Outrider level after 1st

Proficiencies

Armor: Simple Armor
Weapons: Simple Weapons, Ranged Weapons
Tools: Choose one of Navigator's Tools or Tinker's Tools
Saving Throws: Dexterity, Wisdom
Skills: Choose any three

Equipment

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

  • (a) Two Hand Crossbows and 20 Bolts or (b) A Heavy Crossbow and 40 Bolts or (c) Lance
  • (a) A Dagger or (b) A Sickle or (c) 20 Darts
  • (a) Leather Armor and 3 Hunting Traps or (b) Studded Leather Armor
  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • If you are using starting wealth, you have 5d4x10gp in funds.

Table: The Outrider

LevelProficiency
Bonus
Ability PointsFeatures
1st+21Stealthy, Outrider Archetype
2nd+21Skilled Tracker, Adaptable Fighter
3rd+21Familiar land
4th+22Ability Score Improvement
5th+32Outrider Archetype Feature
6th+32Dungeoneer
7th+33
8th+33Ability Score Improvement
9th+43Outrider Archetype Feature
10th+44Extra Attack
11th+44
12th+44Ability Score Improvement
13th+55Outrider Archetype Feature
14th+55Second Chance
15th+55
16th+56Ability Score Improvement
17th+66Outrider Archetype Feature
18th+66
19th+67Ability Score Improvement
20th+67Outrider Archetype Feature

Stealthy

Thanks to your training as an outrider you have learned to be extraordinary stealthy. When at least 15 feet away from a creature that you are not interacting with you get +4 to hide from it.

Outrider Archetype

There are many types of outriders but most fall into two categories: the pathfinder and the mechanic.

The Pathfinder

Pathfinders are animalistic hunters with magic powers and remarkable human skill, honing their power in on fighting enemies with their stealth, speed, and magical ability.

Feral Magic

Your spell casting ability focuses on your physical prowess and ability to scout out locations to help your party. The amount of spells you can cast per day equals your ability points which refill after a long rest. Wisdom is your spell casting modifier.

Spell save DC = 8 + your proficiency bonus + your wisdom modifier Spell attack modifier = your proficiency bonus + your wisdom modifier

Beast Master

One of your best strengths as a pathfinder is your connection with animals. As a pathfinder you start out with a horse companion with a saddle and proficiency in mounted animals. Your horse companion will obey your commands but will not attack or put itself in obvious harm.

Aware

At 5th level you can not be surprised by an enemy under non-magical circumstances even when asleep.

Eagle Eye

At 9th level you learn to control your magic to help you see your surroundings. Once every short or long rest you can expend one feral magic slot to see up to one mile ahead of you for 5 minutes.

Dagger Savvy

At 13th level you become an expert in one handed fast combat. Once per turn you can attack a creature with a light simple weapon as a bonus action.

Heat Seeking

At 17th level your strong sense of the area around you has allowed you to perceive nature better than anyone else. At any time you can sense the location and species of any creature within 15 feet of you.

The Mechanic

An expert in creation and destruction, the mechanic can build, rebuild, or destroy technology to help them defend city walls and break through enemy defenses.

Mechanics

Your knowledge of mechanics allow you create and rebuild many mechanical machines. You can build things using scrap metal. Your scrap metal equals your ability points and refills after a long rest.

Mechanical Mount

As a mechanic your best friend is your motorized bike with a top speed of 50. In addition to being a means of transportation, your motorized bike can do 1d6+speed/10 damage if it runs into a creature. If broken you can repair the bike with 3 scrap metal.

Skeleton Key

Your prowess with technology not only allows you to create, but it allows you to destroy. At level 5 you can spend one scrap metal to open a non-magically locked door.

Resourceful

Your knowledge of mechanics now extends to forgery as well. Beginning at level 9 you can convert light weapons into 1 scrap metal, medium weapons into 2 scrap metal, and heavy weapons into 3 scrap metal once every long or short rest.

Scrap Crossbow

Not only is your scrap metal useful for crafting, but it is surprisingly deadly. At level 13 you can use scrap metal as ammo for a crossbow. Each point of scrap metal used as ammo deals the same amount damage as a regular crossbow bolt and deals the creature 1d6+3 bleeding damage every turn for 1d4+2 turns.

Scraps

You find yourself being extremely lucky in the worst situations. At level 17, if you enter battle without full scrap metal you gain one scrap metal.

Ability Score Increase

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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