The Outlander (Ing)
The Outlander (Ing)
The Outlander
v1.0 Wise and Stubborn
Careful in intent, yet reckless in attitude, a tabaxi hides
himself in the shadow of a far off cave. He quietly draws his Although an outlander might help local towns, guide
bow and notches an arrow as he focuses on the jackals that travelers, or take small jobs involving the daily goings, an
had been ruining nearby farms. He holds his breath before, in outlander is constantly moving and seeking the next place to
quick succession, firing arrow after arrow towards the pack, go. They ultimately know it would be smarter and safer to
killing each beast in a single thudding hit. He then fades into find a place to call home, but their blood calls for the
the shadows of the mountains, and the town never sees him adventure. By their choosing or not. In extremely rare cases,
again. outlanders may join together for a mission or two, However,
they're independent even when it harms them. They're wise
A half-orc finds her footing after precisely dodging a ball of enough to know they need help, but stubborn enough to do it
crackling flames and purposefully draws her swords. themselves, often succeeding out of pure will.
Skeleton after skeleton, she makes devastating strikes - all
the while watching how the undead thrall and the cultists The wise and cunning nature of the outlander makes them
move and claw. Soon she finds the source - a necromancer. a perfect adventurer, as they understand not only the
She dances her way around the carnage, nimbly avoiding his deadliest of terrain and monsters, but also the burdens of
spells. Eventually, her swords make contact and the cult is helping those who need it. Warriors, guards, and mages that
left in ruins. cannot handle the brisk wind or humid jungles are seen as
privileged to an outlander. These are burdens one cannot
Waving down a raven, a tall elf whispers to the bird and afford. Sometimes there are folk who can hold themselves up
asks if it had seen a caravan of goblins go by in the past few in a stand storm, and those are the individuals an outlander
hours. After giving the raven some hard bread, the short can stand.
conversation ends and the man collects his things and runs
off into the forests. There are monsters to hunt. Creating an Outlander
As you create your outlander character, consider why your
Far away from the noise and chaos of towns and cities, past adventures have gave you your particular abilities. Are you
the luxuries and comforts of average folks, there lies the self exiled or have you done something so heinous that
outlander. In the harsh and devastating terrain of far away deserved draconian punishment? Did you leave a mentor at a
lands, doing the work no one wishes. Without thanks. young age who taught you fundamental skills or perhaps was
your mentor slaughtered by a band of monsters? You might
Talented Outcasts be completely self-taught as your time in the wild has forced
Travelers and outcasts, outlanders are wanderers that involve you to adapt or be devoured by the land itself. You could have
themselves with the problems of small towns and isolated been taken in at a young age by an outlander who witnessed
locations. They will fight the largest and most threatening of the downfall of your home.
predators: ancient dragons, undead thralls, elementals, or
even simple beasts. Sometimes for coin, but often as routine Luna's Notes
or a kind act. Outlanders vary greatly, they do not function as
a collective; however, they all have unique skills that reflect Outlander began as a revised ranger, way back
their time aboard. Outlanders use their wisdom of time and before the revised ranger, or revised ranger 2, or
even Tasha's. It's been a passion project off an on
travel to get the upper hand against the deadliest of foes. for literal years. I've reworked it at least a half
dozen times at this point.
Thanks to their diversity and unique skills, outlanders gain My intent is for the outlander and ranger to
a number of natural knacks that augment their combative coexist together. It's very much a paladin vs fighter
prowess and skill set. Their abilities emphasize stealth, in design. They share things, but outlander is more
careful planning, and deadly blows. An outlander's skills and focus on odd and unique skills of far away lands vs
abilities are focused upon helping those that cannot help simply the wilderness in the case of the ranger.
themselves. Outlander obviously doesn't have spells or highly
magical abilities, but the abilities are similar. There
Quick Build are still remnants of ranger in outlander, however
as time goes on I plan on slowly removing them so
You can make an outlander quickly by following these the class feels fully separate. I think there will
suggestions. First, make Dexterity or Strength your highest always be overlap between them for sure, or at
ability score, followed by Wisdom. Second, choose the far least in theme.
traveler background. Any and all feedback is greatly appreciated, and
check the end for the artists(show them some love!),
changelog, and a small Q&A.
2
The Outlander
Level Proficiency Bonus Features Focus Die Knacks Known
1st +2 Traveler, Focus d4 ─
2nd +2 Outlander Knacks, Gimmicks d4 2
3rd +2 Outlander Teachings d4 2
4th +2 Ability Score Improvement, Hustle d4 2
5th +3 Extra Attack d4 3
6th +3 Outlander Teachings Feature d6 3
7th +3 Insightful Defense d6 4
8th +3 Ability Score Improvement d6 4
9th +4 Walk In The Tracks d6 5
10th +4 Built Fortitude d6 5
11th +4 Outlander Teachings Feature) d8 6
12th +4 Ability Score Improvement d8 6
13th +5 Additional Gimmicks d8 7
14th +5 Grounding Practice d8 7
15th +5 Outlander Teachings Feature d8 8
16th +5 Ability Score Improvement d10 8
17th +6 Sixth Sense d10 9
18th +6 Outlander Teachings Feature d10 9
19th +6 Ability Score Improvement d10 10
20th +6 Planted Blows d10 10
3
These dice fuel various focus features. Some features may Gimmicks
have you use a focus die and add its roll as a bonus, while
other features may spend a focus die to gain a flat benefit. Upon reaching 2nd level, your abilities allow you to get to the
You start knowing four such features: Poised Aim, Dirty Hit, upper hand in battle, allowing you to perform various
To The Front, and Practiced Skill. You learn more focus maneuvers that you have practiced and mastered. You gain
features as you gain levels in this class. one the following abilities, and choose an additional one at
When you spend a focus die, it is unavailable until you 13th level:
finish a long rest, at the end of which you are able to regain
your mental clarity. Patient Counter
Some of your focus features require your target to make a When a creature within 5 feet of you hits or misses you with
saving throw to resist the feature’s effects. The saving throw an attack, you can use your reaction to attack that creature
DC is calculated as follows: immediately after its attack, provided that you can see the
Focus save DC = 8 + your proficiency bonus + your creature. You can add a focus die to the attack roll, and if the
Wisdom modifier attack kills the creature, regain a focus die.
Poised Aim Attack While They're Down
You can use a focus die and add its roll to an attack roll Your tenacity can wear down the most potent foes. When you
before the outcome is determined. You can only use this hit a creature with a weapon attack, you can spend a focus
feature once per attack. die and the creature takes extra damage equal to 2x the
result rolled, if it’s below its hit point maximum. You can deal
Dirty Hit this extra damage only once per turn. If the attack kills the
As a bonus action, you can use a focus die and add its roll to creature, regain a focus die.
the damage of your next attack that hits.
Wild Strike
To The Front Once on each of your turns when you make a weapon Attack,
Upon entering combat, you can use a focus die and add its you can make another Attack with the same weapon against a
roll to your initiative. different creature that is within 5 feet of the original target
and within range of your weapon. You can add a focus die to
Practiced Skill the attack roll, and if the attack kills the creature, regain a
You can use a focus die and add its roll to an ability check focus die.
that you are proficient in, before the outcome is determined.
Outlander Teachings
Outlander Knacks At 3rd level, you choose a style that you strive to emulate:
From 2nd level onward, you learn a series of knacks which Choose between the Skirmisher, Shade Walker, and
reflect your skills that you have developed as your time as an Brimstone Traveler. Your choice grants you features at 3rd
Outlander. At level 2, you gain two outlander knacks of your level and again at 6th, 11th, and 15th level.
choice. Your knack options are detailed at the end of the class
description. When you gain certain outlander levels, you gain
additional knacks of your choice, as shown in the Knacks
Known column of the Outlander table.
If an outlander knack has prerequisites, you must meet
them to learn it. You can learn the knack at the same time
that you meet its prerequisites. A level prerequisite refers to
your level in this class.
4
Ability Score Improvement Planted Blows
When you reach 4th level, and again at 8th, 12th, 16th, and Upon reaching 20th level, you are a master of combat and can
19th level, you can increase one ability score of your choice exploit every weakness of your enemy. You gain a bonus to
by 2, or you can increase two ability scores of your choice by damage with all weapons equal to your Wisdom modifier.
1. As normal, you can’t increase an ability score above 20
using this feature.
Using the optional feats rule, you can forgo taking this
feature to take a feat of your choice instead.
Hustle
Beginning at 4th level, you have mastered the art or either
running towards or away from conflicts, as you are wise
enough to know when to run. As a bonus action, you can use
a focus die to increase your movement by the result x 5ft.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Insightful Defense
Beginning at 7th level, you can read your enemy and all their
attacks. As a reaction, when you fail a saving throw or are hit
by an enemy, you can use a focus die to gain the upper hand.
If an attack hits you, you may add the result of the focus die to
your AC, possibly turning a hit into a miss. If you fail a
Dexterity or Constitution saving throw, you may add the
result of the focus die to the saving throw, possibly turning a
failure into a success.
Walk In The Tracks
Upon reaching 9th level, you are a master at getting the drop
on your enemies. As an action you can spend a focus die and
heighten your Stealth abilities, granting you advantage to
stealth rolls until the start of your next turn. You can use an
action on your following turns in order to maintain this effect
up to 10 mins, costing no additional focus die.
Built Fortitude
At 10th level, your reckless attitude has caused you to take
the brunt of most poison and diseases. You gain immunity to
poison and disease.
Grounding Practice
At 14th level, you have learned a technique to regain your
composure when you need it the most. When you enter
combat and have no focus die left, you may regain a number
of focus dice equal to your Wisdom modifier. You cannot use
this feature again until you finish a long rest.
Sixth Sense
At 17th level, when you attack a creature you can't see, your
inability to see it doesn't impose disadvantage on your attack
rolls against it. You gain blindsight with a range of 30ft.
5
Far Traveler
Outlander Knacks Your time traveling has brought you to many cultures and
At 2nd level, you gain two outlander knacks of your choice. taught you main valuable skills. You gain proficiency in
When you gain certain outlander levels, you gain additional Perception, Insight, or Medicine, and learn two additional
knacks of your choice, as shown in the Knacks Known languages of your choice.
column of the Outlander table.
If an outlander knack has prerequisites, you must meet Fast Crack
them to learn it. You can learn the knack at the same time You can easily use a whip to disarm the quickest of foes.
that you meet its prerequisites. A level prerequisite refers to When you hit a creature with a weapon attack using a whip,
your level in this class. There are also special categories of you can use a focus die to attempt to disarm the target,
knacks, such as Path Knacks or Stance Knacks listed at the forcing it to drop one item of your choice that it’s holding. You
end of the knacks list. These knacks are often more potent add the focus die to the attack’s damage roll, and the target
than the average knack, but you may only gain one from each must make a Strength saving throw. On a failed save, it drops
category. You cannot take a knack twice unless stated the object you choose. The object lands at its feet.
otherwise.
Fireside Tales
Beast of the Dark Prerequisite: 3rd level
Prerequisite: Shade Walker Subclass, 5th level Upon completing a short or long rest, your tales of far away
While in dark or dim light, you gain advantage on lands energize your allies. You may use a focus die and
Charisma (Intimidation) checks. choose a number friendly creatures, equal to 2x your Wisdom
Additionally, when you reach 9th level and activate the modifier(which can include yourself), and are within 30 feet
Walk In The Tracks outlander feature, or at 11th level the of you. They gain temporary hit points equal 2x the result of
Shadowy Sway shade walker feature, you may expand its your focus die. All creatures must be able to hear and
effect to an additional creature besides yourself. They must understand you to gain this benefit.
also use their action to maintain this effect.
Great Bow Fighting
Blade Dance Prerequisite: 3rd level
Prerequisite: 3rd level When you make an attack with a ranged weapon, you can
You dance without care when most would fight. When you choose to use your Strength instead of Dexterity for the
engage in Two Weapon Fighting, you may use a focus die, in bonus to hit and damage.
order to make the off hand attack as a part of your attack Additionally, you have found more purposes for a bow than
action. You may add the result of the roll to the damage of the average ranger. You can make a melee attack with a
that attack. You cannot make the off hand attack during your shortbow or longbow, it deals 1d6 bludgeoning damage and
bonus action when you use this feature. has the finesse property.
Additionally, you gain advantage on any Dexterity (Sleight
of Hand) checks in order to conceal melee weapons on Heightened Reflexes
yourself. Prerequisite: 11th level
You may spend a focus die in order to take an additional
Body of the Conqueror reaction. This feature cannot be used again until the start of
Prerequisite: Skirmisher Subclass, 5th level your next turn.
You may use a focus die and add the result to any Strength,
Dexterity or Constitution ability checks and saving throws. Master Tracker
You are a keen tracker and seemingly always can hunt your
Breath of the Wild prey. You gain the following features:
Your time in the wild has granted you an ability to speak with Your proficiency bonus is doubled for any Wisdom
animals in a rudimentary manner. Choose a number beasts (survival) checks made in order to track a creature.
or monstrosities, equal to 2x your Wisdom modifier, which If you successfully track a creature, you also learn their
you have spent time with. You are able to communicate and exact number, their sizes, and how long ago they passed
understand these creatures. Communication in this way through the area.
takes 4 times as long and is limited in its scope.
Additionally, you gain advantage in Wisdom (Animal Additionally, you gain proficiency in Cartographer's and
Handling) and Charisma (Persuasion) checks in order to Calligrapher's Tools, as your time tracking has not only made
persuade a beast or monstrosity to help you. you a master map reader, but a creator yourself.
Careful Footing Masterful Skill
Prerequisite: 7th level You have used a skill so often that you rival some of the
Even with the heaviest of armor, you can carefully plan greatest adventurers. When you select this knack, choose one
your footsteps to ease the rattling of your armor. When of your skill or tool proficiencies. Your proficiency bonus is
wearing armor that normally imposes disadvantage on doubled for any ability checks using the skill or tool.
Dexterity (Stealth) checks, you no longer suffer from
disadvantage.
6
Muscle Memory
When you enter combat, you can move up to half your Companion Variant Rules
movement speed at the start of the round. You can use this Upon agreement from your DM, you may use these two variant
feature only once per combat. rules.
Also, when you are surprised, you can still move and use Desired Creature
your reaction when you normally wouldn't, but not your When a player rolls a 6-10 on their Wisdom (Animal Handling)
check as a part of this knack, they can then choose the
action or bonus action. You can choose to spend a focus die creature they would like to tame the next time they use this
and you cannot be surprised. knack, from the list. If they score a 16-20, they gain that
creature as a companion.
Nature's Companion
Your time traveling has given you a knack for gaining the trust Random Creature
If a player rolls a 16-20 on their Wisdom (Animal Handling)
of beasts in order to aid you on your journey. As part of a long
rest, you can make a Wisdom (Animal Handling) ability check check as a part of this knack, the companion gained is random.
to commune with a critter. Based upon your roll, you gain the Roll a d20 and gain the companion listed on the table below:
following results:
Random Companion
1-5: Nothing. Result Creature
6-10: You gain a rough understanding of the types of
animals around. 1 Octopus
11-15: The next time you attempt this knack, gain a +5 to 2 Quipper
the check.
16-20: You bond with a companion. 3 Frog
4 Sea Horse
You or your DM may choose one of the following
companions upon a result of 16-20: frog, sea horse, badger, 5 Crab
bat, cat, crab, eagle, hawk, lizard, octopus, owl, quipper, rat, 6 Lizard
raven, or weasel.
Your companion acts independently of you, but it obeys 7 Rat
your commands to the best of its abilities. In combat, it takes 8 Weasel
its turn after yours and you can verbally command it during 9 Badger
your turn.
Its hit point maximum increases by an amount equal to 10 Bat
your outlander level, and it may add your proficiency as a 11-12 Owl
bonus to any attack rolls, damage rolls, saving throws, and
AC. During a short rest, it regains half of its hit points. 13-14 Cat
You are able to communicate and understand this creature. 15-16 Eagle
Communication in this way takes 4 times as long and is 17-18 Hawk
limited in its scope. The knowledge and awareness of your
familiar are limited by its intelligence, but at a minimum, it 19-20 Raven
can give you information about anything it has perceived in
the last day such as the number of monsters in the next room
or report there is a trap it can see in the next corridor. Natural Explorer
If the companion dies, you can attempt to tame another You are a master of exploring terrain. You gain the following
creature, repeating the process again. You cannot have more features:
than one companion at a time.
Non-magical difficult terrain doesn't slow your group's
travel.
Even when you are engaged in another activity while
traveling, you remain alert to danger.
If you are traveling alone, you can move stealthily at a
normal pace.
When you forage, you find twice as much food as you
normally would.
Additionally, your skills of traversing terrain also can aid
you in combat. When getting up from being prone, you only
require 5ft of movement, rather than half.
Outsider Empathy
When you spend at least 10 minutes in the presence of a
humanoid, monstrosity, or beast you are able to discern their
current emotion.
7
Additionally, if your DM uses the variant flanking rule,
creatures gain no benefit from flanking you while you are
wielding a bow.
Survival of the Fittest
Prerequisite: Hereafter Subclass, 11th level
When you roll a death saving throw, you gain a bonus to the
roll equal to your Wisdom modifier.
Additionally, if the result of the save is 20 or above on a
death saving throw, you automatically stabilize and gain 1 hit
point.
Traveler's Rest
You have mastered the art of quick and safe resting when in
the most dangerous of places. You can spend 4 hours to gain
the benefits of a long rest instead of 8. However, an outlander
cannot consistently do this and does require a proper rest
from time to time.
Additionally, when resting, you are still roughly aware of
your surroundings. If another creature moves within 60ft of
you, you can sense its presence based on your passive
Perception. This ability is not active if you are put to sleep by
magical means.
Traveling Artisan
You gain proficiency in a tool and instrument of your choice.
In addition, you become proficient in the Performance skill.
Untrackable
Prerequisite: 9th level
Creatures have disadvantage when attempting to track you
and your party.
You also are immune to the effects of spells attempting to
locate you, your group, or any items they are holding while
within 60ft of you.
Tongue of the Parrot
Peace and Quiet You can mimic the speech of another person or the sounds
Sometimes success allows an outlander to regain made by other creatures. You must have heard the person
themselves. When you roll a 20, on an attack, ability check, or speaking, or heard the creature make the sound, for at least 1
saving throw, regain a focus die. You cannot gain more focus minute. A successful Wisdom (Insight) check contested by
dice than your maximum amount with this feature. your Charisma (Deception) check allows a listener to
determine that the effect is faked.
Predator's Eyes
You can see in dim light within 60 feet of you as if it were Tongue of the Thief
bright light, and in darkness as if it were dim light. You can’t You gain proficiency in the Deception skill, and learn Thieves
discern color in darkness, only shades of gray. Cant.
Quick Undercover Trap Rigger
Prerequisite: 5th level Prerequisite: 3rd level
You can hide as a bonus action. Moreover, when you are You have a certain skill set that lends itself to setting traps
hidden from a creature and miss it with a ranged weapon for your prey. You may spend a bonus action to set a hunting
attack, making the attack doesn't reveal your position. trap, rather than an action. Also, when you use your action to
throw caltrops, you may cover a 10ft x 10ft area, using 4x the
Ranger amount of caltrops.
Prerequisite: 5th level
You have mastered the art of the bow in close quarters,
using all materials at hand to your advantage. Being within 5
feet of a hostile creature doesn’t impose disadvantage on your
ranged attack rolls. Moreover, when 2 or more hostile
creatures are within 5ft of you, you gain advantage on one of
your ranged attack rolls. You cannot benefit from this
advantage more than once per turn.
8
Stance Knacks Path of the Crag
Stance knacks are a collection of unique fighting styles that Prerequisite: 13th level
promote a particular style of combat. You may only choose a The terrain you are most accustomed to is the
single knack from this list, and may choose one at any level of mountainous crag. You gain the following benefits reflecting
your choice or not at all. You can’t take a Stance Knack option your time in the mountains:
more than once, even if you later get to choose again. You take half damage from falling.
You gain advantage in all Wisdom (Perception) checks
Stance of the Arbalest while in the wilderness.
You gain a +2 bonus to attack rolls you make with ranged When making an Acrobatics or Athletics check or
weapons. Dexterity saving throw, in order to maintain your balance
or footing, you can treat any roll below 8 as an 8.
Stance of the Berserker All difficult terrain, that does not cause damage to you,
When you roll a 1 or 2 on a damage die for an attack you does not impede your movement.
make with a melee weapon that you are wielding with two You gain resistance to Lightning Damage.
hands, you can reroll the die and must use the new roll. The
weapon must have the two-handed or versatile property for Path of the Desert
you to gain this benefit. Prerequisite: 13th level
The terrain you are most accustomed to is the blazing
Stance of the Brawler desert. You gain the following benefits reflecting your time in
Your unarmed strikes can deal bludgeoning damage equal to the desert:
1d6 + your Strength modifier on a hit. If you aren’t wielding You do not leave behind footprints and your gait is careful
any weapons or a shield when you make the attack roll, the enough that you can walk over hazardous terrain like
d6 becomes a d8. quicksand. Additionally, you do not set off traps that
At the start of each of your turns, you can deal 1d4 trigger based upon weight like pitfalls, bear traps, and
bludgeoning damage to one creature grappled by you. pressure plates.
Stance of the Dancer
You gain advantage in all Wisdom (Survival) checks in
When you engage in two-weapon fighting, you can add your order to find food, water or shelter when in the
ability modifier to the damage of the second attack. Also, You wilderness.
can draw or stow two one-handed weapons when you would You cannot be surprised while in the wilderness.
normally be able to draw or stow only one. Getting up from prone requires no movement.
You gain resistance to Fire Damage.
Stance of the Dweller Path of the Forest
You have blindsight with a range of 10 feet. Within that range, Prerequisite: 13th level
you can effectively see anything that isn’t behind total cover, The terrain you are most accustomed to is the lush forest.
even if you’re blinded or in darkness. Moreover, you can see You gain the following benefits reflecting you time in the
an invisible creature within that range, unless the creature woods:
successfully hides from you.
You always know which way is North.
Stance of the Fencer You gain advantage in all Wisdom (Survival) checks to
When you are wielding a melee weapon in one hand and no navigate in the wilderness.
other weapons, you gain a +2 bonus to damage rolls with that When you take the dash action while climbing, your
weapon. movement speed is tripled instead of doubled.
Plant based difficult terrain and spells do not impede your
Stance of the Jester movement.
You can draw a weapon that has the thrown property as part You gain resistance to Acid Damage.
of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a Path of the Ocean
thrown weapon, you gain a +2 bonus to the damage roll. Prerequisite: 13th level
The terrain you are most accustomed to is the wild ocean.
Stance of the Knight You gain the following benefits reflecting your time at sea:
While you are wearing armor, you gain a +1 bonus to AC. You can hold your breath for 5x as long as normal. Also,
when suffocating, you can survive for double the time you
Path Knacks normally would.
Path Knacks are a high level collection of knacks that allow You gain advantage in all Wisdom (Animal Handling)
you to gain characteristics of a biome that you are most checks for water related creatures.
accustomed with. You may only choose a single knack from When you take the dash action while swimming, your
this list beginning at 13th level, and may choose one at any movement speed is tripled instead of doubled.
level of your choice going forward or not at all. Water related difficult terrain and spells do not impede
your movement.
You gain resistance to Cold Damage.
9
Path of the Tundra Redirect
Prerequisite: 13th level When a Hostile creature misses you with a melee Attack, you
The terrain you are most accustomed to is the frigid can roll a focus and use your Reaction to force that creature
tundra. You gain the following benefits reflecting your time in to repeat the same Attack against another creature (other
the tundra: than itself) of your choice. You add the result of your focus die
to the damage roll.
You can sleep in any armor type and still gain the benefits
of a rest. Robust
You gain advantage in all Wisdom (Survival) checks in
order to find food, water or shelter when in the At 11th level, you have proven your physical talents and ability
wilderness. to get back up no matter what when there is a fight. You gain
You cannot be moved against your will. additional max hit points equal to your outlander level. Each
Weather based difficult terrain and spells do not impede additional level you take in this class, you gain an additional
your movement. hitpoint.
You gain resistance to Cold Damage.
Grit Your Teeth
Outlander Teachings At 15th level, you are ready for battle no matter the situation.
An outlander can be a flexible adventurer who varies greatly When you enter combat and are at or below half of your
from others of his kind. You learn the teachings of someone maximum HP (rounded down), you may use up to half your
before you, or you're simply self-taught by sheer will to hit dice (rounded down) and regain hit points equal to the
survive. amount rolled.
Play Dead
The Skirmisher At 18th level, you are a master at keeping even the most
The skirmisher focuses on besting their opponent by using deadly opponents on their toes. When you are reduced to 0
everything they can: dirty tricks, tactical maneuvers, or by Hit Points but not killed outright, you can drop to 1 hit point
combative prowess. instead. You can use this feature a number of times equal to
your Wisdom modifier. You regain all uses when you finish a
Peak Physique Long Rest.
When you take this archetype at level 3, you're a hardened Additionally, upon using this ability you can use your
combatant who embodies an athlete. You gain proficiency in reaction to immediately make a weapon attack against the
the Athletics skill. If you were already proficient, you instead creature that triggered this ability. This attack roll is made
add double your proficiency bonus to any checks. with advantage.
Additionally, your jump distance is doubled.
Nimble Warrior
Starting at 3rd level, you excel at moving through a battlefield.
Enemies have disadvantage on opportunity attacks against
you and your movement speed increases by 5 feet.
Weapon Expertise
At 6th level, you have mastered the art of using any weapon at
the ready to assist you in combat. You gain a free Outlander
Knack of the Stance Knack category. This knack does not
count towards your total knacks known.
Additionally, you gain the following abilities to heighten
your combative abilities:
Follow Up
On your turn, when you make a ranged attack and hit, you
can spend a focus die as part of the same action, and you can
move up to half your movement speed (rounded down). If you
have not drawn or stowed a weapon this turn, you may swap
weapons to a melee weapon and attack the same creature if
within range. This attack does not count towards the total
number of attacks you can make with the Attack action.
10
The Shade Walker Screams of the Dark
The shade walker is an outlander who has spent extensive At 18th, you have embraced the dark to levels which would
time in the dark and has embraced the foreign feeling of scare even the deadliest of predators. When you kill an
darkness. enemy in dim light or darkness, you can spend a focus die
and force all hostile creatures within 30 feet of the target who
could see it die to make a Wisdom saving throw or be
Eyes of the Shadow frightened of you until the end of their next turn.
At 3rd level, you gain darkvision out to a range of 60 feet. If
you already have darkvision, its range increases by 30 feet. The Hereafter
Your darkvision is also more advanced than most, allowing
you to discern color as normal. The hereafter is an outlander who was once considered dead,
Additionally, you gain advantage to any Perception checks but had the skills and wits in order to escape an afterlife
while in dark or dim light. realm to the land of the living once again.
Predatory Attack Body of the Survivor
Beginning at 3rd level, you are able to act faster than most Starting at 3rd level, your body begins to reflect your time in
when conflict arises. On your first turn each combat, you can the afterlife granting you benefits unknown to most. You do
make additional attacks as a part of the attack action. The not require food, water, or sleep, although you still require
number of extra attacks equals your half of your proficiency rest to reduce exhaustion and still benefit from finishing
bonus (rounded down). short and long rests.
Additionally, you gain advantage in Intelligence (History)
Embrace the Shadows checks to recall information about other planes.
At 6th level, you have a familiarity with the shadows and can Continuing the Chain
trick those who aren't as keen. When you start your turn in
dim or dark light, your movement speed increases by 10ft At 3rd level, you know all must die and only the strongest can
and you can spend a focus die to gain a bonus damage to move forward. You gain advantage on any saving throws to
attacks. Roll a focus die and add the result to all damage rolls resist being frightened. Also, when you kill a creature, you
that turn. may use a focus die, and gain temporary hit points equal to
the amount rolled. These hit points disappear at the end of a
Shadowy Sway long rest.
At 11th level, you have learned to manipulate those who rely Sever Soul
on darkvision to see in the darkness. When a creature with
darkvision attacks you while standing in dim light or Upon reaching 6th level, you have the innate ability to see the
darkness, they make the attack at disadvantage. An attacker souls of creatures. A faint tendril of colored magic appears
is immune to this effect if it doesn’t rely on sight, as with above their head. Once per turn, when you hit a creature, you
blindsight. can use a focus die and reduce that creature's movement by
Additionally, when you use the Walk In The Tracks an amount equal to the roll x 5ft as you momentarily
outlander feature, you also turn invisible as long as you disconnect the soul from the body.
remain in dark or dim light.
Luck of the Damned
The Shaded Path At 11th level, you have honed the skills that allowed you to
At level 15, you can teach your allies how to use the shadows escape from your afterlife. When you fail a saving throw, you
to their advantage. As a bonus action, you can spend a focus may use a focus die to reroll the saving throw and you must
die and all allies within 30 feet of you who are in dim light or use the new roll. Your maximum hit points are reduced by an
darkness gain a bonus to their AC equal to half your Wisdom amount equal to the result of your focus die until you finish a
modifier (rounded up). This effect lasts for 1 minute or until long rest.
you lose your concentration (as if you were concentrating on Additionally, you gain resistance to necrotic damage as
a spell). A creature loses the benefit of this ability if they move your time wandering has taught your body to adapt.
into a space where the light is bright.
Seeing Red
At 15th level, you have seen the magic of multiple realms and
the power that connects all forms of life. As an action, you
can spend a focus die and gain truesight with a range of 30ft.
This effect lasts for 1 hour.
11
Form of the Hereafter Changelog
When you reach 18th level, you partake of some of the true
secrets of other realms. On your turn as a bonus action, you V0.1
can use a focus die to regain hit points equal to the result + Began as a revised ranger
your outlander level. Additionally, if you put a severed body Core class acting as a replacement to the ranger in home
part of yours back in place when you use this feature, the part games for balance purposes.
reattaches.
V0.2
The Titan Hunter UA Revised Ranger released
Still unhappy with the state of the ranger
The titan hunter is an outlander who has gone after the Development continues with the core philosophy being to
biggest and baddest of foes. They are a brutal combatant remove concentration on Hunter's Mark, fix beastmaster,
when it comes to these monsters. and give ranger a proper lane.
Spot The Weakness V0.3
Starting at 3rd level when you take this teaching, you are able UA Revised Ranger #2 Released
to discern a vast amount of information when hunting a Liked the initial idea and direction but the class was still
creature. If you spend at least 10 minutes observing a too DM dependent and niche.
creature outside of combat, you may learn of any damage Began incorporating a mix of homebrew ranger and UA
weaknesses, resistances, and immunities it may have. ranger
Precise Strikes V0.4
At 3rd level, you can use a creature's weak points to gain the TCoE releases, giving ranger a fair amount of straight
upper hand. Once per turn, when you hit a creature of Large buffs making the class feel much better than it did before.
or larger, you may use your Dirty Hit focus feature without Officially change directions from recreating the ranger, to
using a bonus action. now creating a seperate class.
Outlander is created as a non-spellcaster version of the
Toppling Blow ranger, feeding into a more Aragorn type character
Upon reaching 6th level, you are able to use a creature's large V0.5
and lumbering size against them. Once per turn, when you Focus and Knack Systems added
hit a creature of Large or larger with a weapon attack, you Removed all previously ranger subclasses to establish the
can expend one focus die to attempt to knock the target class further as its own thing.
down. You add the focus die to the attack’s damage roll, and Added Skirmisher subclass, only subclass as a baseline
the target must make Strength saving throw. On a failed save,
you knock the target prone. V0.6
Evasion Proofreading
Balancing of knacks based off feedback
At 11th level, your instinctive agility lets you dodge out of the Limited damage stacking with focus dice
way of certain area effects, such as a blue dragon’s lightning Focus die and knacks now were integrated systems within
breath or a fireball spell. When you are subjected to an effect the class
that allows you to make a Dexterity saving throw to take only
half damage, you instead take no damage if you succeed on v0.7
the saving throw, and only half damage if you fail.
Further proof reading
Master of Tactics Categories of knacks organized for balance
Multiple knacks reworked to not be abusable
When you reach 18th level, you have finely polished your The Shade Walker and Hereafter subclasses added
combat techniques. When using your 3rd or 13th level More flavor!
Gimmicks outlander feature, you do not expand a focus die Some art!
upon use.
v1.0
Ending Notes Released to public for further testing and feedback.
Flavor text and how to added.
I don't know if anyone will read the changelog or Q&A but More knacks added, knacks rebalanced. Nature's
wanted to include it just in case someone does! There's also Companion being the biggest new knack.
links to all the artists, and please please please go support Art!
them! Titan Hunter subclass added.
12
Please Read! Q&A
This is a list of all artists, and links to them. Please Q: Is this just a better martial ranger?
go check them out and send them some love! A: I don't think so. There's obviously a much longer answer
Cover Art: than that. The Outlander is in a similar space to ranger
09.08一小时速涂, Liu Pengcheng thematically, probably more so than most other classes but I
https://mobius.artstation.com/projects/OKQQ6 do think it does enough of its own thing to justify existing.
Page 3
Rangers are magical, a d10 hit die, have shields(if that
Blankets Of A Winter Night, Akajork matters to you), and are more rigid in design. While the
https://www.deviantart.com/akajork/art/Blankets- Outlander is a martial, d8, no shields, and is much more akin
Of-A-Winter-Night-175389613 to a warlock in design.
I think Tasha's has really pushed martials into a space
Page 4 where they are meant to be more versatile. They gained a lot
Amarnath, Akajork more optional features than spellcasters, and I think that idea
https://www.deviantart.com/akajork/art/Amarnath- of customization is where martials are heading in 5e to keep
379833637 up with the utility of spellcasters.
Regardless of the above, I know there is an undoubtable
Page 5 comparison to ranger or a slough of other classes/subclasses.
11.11午休一小时, Liu Pengcheng I personally think Outlander and Ranger are distinct enough
https://mobius.artstation.com/projects/bb80o in design to allow them to coexist, especially as I slowly
Page 7
remove the reskins of ranger abilities from outlander.
Eagle, Wizards of the Coast
Q: Why d8 hit die?
Raven, Wizards of the Coast A: It was a way to move away from ranger. Making the
Hawk, Wizards of the Coast outlander less beefy in terms of HP but giving them damage
resistances and such depending on the path you take felt
Page 8 right. They don't have as many defensive options as rangers,
Personal practice, Liu Pengcheng as Insightful Defense is their main one. It uses a resource
https://mobius.artstation.com/projects/LadyR and reaction to use, plus there's RNG there. It felt much
better for a normal person who just ramshackled abilities and
Frog, Wizards of the Coast skills together than a ranger who has been granted magical
Badger, Wizards of the Coast abilities.
Q: Do you intend for stance knacks to stack with
Page 10 fighting styles?
11.11午休一小时, Liu Pengcheng A: No, not at all. The stances were a way of giving an
https://mobius.artstation.com/projects/bb80o optional fighting style to this martial class, but sometimes
Page 11
you simply don't need one. I would not allow double dipping
Sword Png of Defense and Stance of the Knight, etc.
https://davidbaptistechirot.blogspot.com/2017/04/png- Q: Why the choice to make it Str or Dex based?
hathiyar.html A: Again, diversifying from ranger. Also thematically it feels
better. If you've just been wandering the wilderness for
months or years I could see a valid argument that you are
extremely resilient, dexterous, and/or strong. Plus we need
Copyright Notice & OGL more strength classes in 5e! It's almost always a dump stat...
Outlander by Luna_Os_Longscape (or Evan Johnson) is Q: Why did you choose an invocation style system for
unofficial Fan Content permitted under the Fan Content Knacks instead of creating discrete subclasses?
Policy. Not approved/endorsed by Wizards. Portions of the A: I think a lot of homebrew fall into the pit of having a
materials used are property of Wizards of the Coast. subclass for every possible character, even if it clashes with
©Wizards of the Coast LLC. the class's main design. Knacks felt like a good way to give a
Open Game License v 1.0a Copyright 2000, Wizards of the lot of freedom and honestly hard choices, but not have 15+
Coast, LLC. subclasses and trying to keep them all balanced. It means if
System Reference Document 5.1 Copyright 2016, Wizards you wanna play that nature going outlander, there's knacks, if
of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, you wanna play a battle hardened outlander, there's knacks,
Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, or if you wanna be a more utility martial, there's knacks.
Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Q: Do you think it fills any gaps of the current classes?
Townshend, based on original material by E. Gary Gygax and A: Besides loving my bladesingers, I'm always looking to
Dave Arneson. help martials feel awesome in this fantastical dnd world.
When in a party of spellcasters, they can often feel
underpowered, boring, or very strict in design. So I do think
outlander fills that gap of a highly diverse martial with some
weird skills.
13
Q: Do you feel like it steps on the toes of other classes
since it is so diverse?
A: I think it does a lot of things, but worse. It's a semi-battle
master, bard ranger thing. I'm happy with how Wisdom is
needed as a secondary class and how focus die scale to say I
don't think it takes anyone's lane and does it better. It's
flexible, and that was a big design principal I held while
making it. I think I very much still am in the process of
finding its exact "lane" but I do not think it fully ruins any
subclasses/classes in the game. It just does some different
things.
Q: Will there be any major changes coming to the
class?
A: Absolutely! I'm playing the class in a campaign at the
moment, I have a player in one of my games playing it, and
I'm getting a lot of feedback from people reading. There are
100% changes coming. If I think I'll entirely overhaul the
class itself, probably not, however edits need to be done,
things need to be changed/added, and we'll iron out the bugs
as we go along!
Q: Is this class difficult for beginners? Both for new
players or new DMs with players that want to use it?
A: That depends from player to player I think. There's a lot
here for a DM to learn, mostly in terms of knacks, but there
are similar enough to pre-existing mechanics that it feels
somewhat intuitive. That may just be me coming at it from a
design standpoint, but my friends have given me a similar
reaction. I'd just tell your DM in advance what knacks you
have taken so they can read and double check them. You can't
switch knacks like a warlock, so you're stuck with them and
thus I think it's easier to grab as a DM.
Player wise, I don't think it's more involved than a
spellcaster, or even half-caster, but it is for sure more
complicated than the average martial. It's new and I think
there's a learning curve to that. Warlocks have a lot of
invocations, but we've seen them so much that we know what
they do. If a player was planning on doing a spellcaster or
even warlock, I don't think outlander is more complicated
than those. However, outlander is a WIP and things need to
be clarified, so if a weird situation comes up, I could see it
being hard for a new player and DM. I'm working my hardest
to fix those bits and bobs going forward!
Q: Has this class been tested with multiclasses? If so,
are there any broken combinations that a DM should be
on the lookout for?
It has not been tested for multiclass in a game yet (if you do
let me know!!!) but it has been theory crafted pretty heavily.
When thinking about it, I don't think there's anything broken
about the combinations that a normal class wouldn't have.
Action surge breaks things, cleric is OP and uses Wisdom,
etc. If you do think of something game breaking or abusable,
please do let me know as I want to iron out those wrinkles!
Q: Can I give feedback?
A: Yes! Please do! I've got a long road ahead of me to
making the class where I want it for sure. Any and all
feedback is greatly appreciated! Thanks for reading my Q&A!
14