Outlaws are literally outside the protection of the law and can be victimized by anyone without legal consequence. They are also marked for their crimes, be it theft, arson, murder or something more dastardly. Outlaws frequently have the Exiled background. Outlaws can reduce the negative aspects of this archetype by moving to a community distant from their own, where their mark (see below) is not recognized for what it is. More often, they live among other outlaws at bandit camps, gang hideouts, or pirate seaports. Outlaws have contacts in the underworld, providing them access to stolen goods and contraband. At higher levels, they can call upon these comrades in crime, summoning others to aid them. Since the outlaws rough, lawless lifestyle is filled with violence, they develop skills that improve their combat abilities.

Bonus Proficiencies

Upon taking this archetype at 3rd level, you gain proficiency with Deception, Intimidation, improvised weapons, unarmed attacks, and one gaming set of your choice.


Upon taking this archetype at 3rd level, you gain the mark of a criminal. This might be a tattoo, a brand, a scar, or some other obvious mark that indicates you are an outlaw. It might be deserved, it might be in error, or perhaps you’ve been framed. Regardless of the circumstances, the authorities have deemed you an outlaw and marked you accordingly. This mark has several negative effects and a few positive ones.

  • Law enforcement may recognize the mark and harass you, detain you, or worse.
  • Citizens do not trust you, take your word, or lend you credit. Most refuse to associate with you.
  • Citizens can abuse you, take advantage of you, and victimize you with little consequence.
  • You have disadvantage on all Persuasion checks made against law abiding citizens who recognize the mark. Conversely, you gain the following benefits.
  • You have advantage on all Intimidation checks made against creatures that recognize the mark.
  • You have advantage on Persuasion checks made to influence criminals, deviants, and oath breakers who recognize the mark.

Black Market Access

Also at 3rd level, you automatically have access to the black market in your hometown. If you travel to a new town, you must spend 1d4 days and 5 gp to familiarize yourself with the local underworld and establish a contact. Once you have access to the local black market, you gain the following benefits: Discount Prices. Standard equipment costs you 50% less than the listed price. These are stolen goods and may lack duty stamps or have an identifying mark of the rightful owner. Illicit Goods. You also have access to items that are illegal, exotic, or otherwise unavailable. The prices are determined by the DM, but should range from high to very high, depending on demand and availability. Dirty Fighting Upon reaching 9th level you have learned to fight in an opportunistic, unfair, and exploitative way. You might strike your opponent’s vitals, use an object, or slam them against a hard surface. Your melee attacks inflict an additional 1d4 damage.

Summon Gang

Starting at 13th level, you can call upon a group of thugs and criminals who will aid you in combat. You can only raise this gang in an area where you have established underworld connections. You must spend at least 1 hour raising them. You do this by dispatching messengers or going yourself to gather them. Choose one the following options of thugs, bandits, and pirates to join you:

  • One outlaws of challenge rating 2
  • Two outlaws of challenge rating 1
  • Four outlaws of challenge rating ½
  • Eight outlaws of challenge rating ¼

These outlaws aid you for 2 hours. Each outlaw is a humanoid, and it falls unconscious and begins dying when it drops to 0 hit points. The summoned outlaws are friendly to you and your companions. Roll initiative for the summoned outlaws as a group, which has its own turns. They follow any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The outlaws you summon are usually the same individuals. If they are reduced to 0 hit points, they are recovered when you summon them again. If they are killed, they are replaced the next time you summon them. You can use this feature once per long rest.


Also at 13th level, you become an expert at laying ambushes. When your opponents are surprised, you can attack twice, instead of once, with the Attack action. Brutal Strike Upon reaching 17th level, your lawless and unjust lifestyle has taught you strike with debilitating effect. When you damage a creature with your Sneak Attack feature, that creature must also make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). If the save fails, the creature suffers an additional effect determined with the table below.

d6 Result
1 The target is blinded for 1 round
2 The target is knocked prone
3 The target has disadvantage on its next attack
4 You have advantage on your next attack against the target
5 The target’s speed is reduced by 10 feet for 1 round
6 The target takes an additional 3d6 damage
Section 15: Copyright Notice

Amazons vs Valkyries: Rogue Archetypes, Copyright 2022, Bloodstone Press

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