Hitman (5e Class)
Hitman[edit]
A shadow moves through the rooftops, and only the moon's light shines down to reveal a finely dressed man. As he watches the crowd below he sees his target. He moves for his hunting rifle, already placed on the rooftop, ass he watches he attaches his scope, and lowers himself to the floor. Not caring about taking life, only the money he gets from it, he draws his breath..."1....2........3"
A Hitman is a master of the art of assassination, trained to eliminate targets with ruthless precision, whether through stealth or sheer force. They are professionals, silent as shadows, and their skills are honed for one purpose: to execute a job efficiently and disappear without a trace. Whether they're slipping through the shadows unnoticed, blending into a crowd with an impeccable disguise, or tearing through their enemies with overwhelming force, Hitmen are adaptable killers who can adjust to any situation with deadly efficiency.
These operatives are trained in a wide range of tactics—ranging from stealth and subterfuge to firearms and melee combat—making them versatile and dangerous in any environment. Their expertise extends to a variety of tools, from poisons to explosives, and they are capable of slipping past even the tightest security unnoticed. A Hitman's approach is never hasty; they spend time analyzing their targets, identifying weaknesses, and finding the most effective way to eliminate them, often without leaving a single trace behind.
Whether contracted by the highest bidder or working for their own cause, Hitmen live by a strict code: precision, discretion, and execution. Their training allows them to engage targets from a distance, striking unseen from the shadows, or up close, delivering a swift, lethal blow. At the pinnacle of their skill, they become untouchable—leaving no evidence, no witnesses, and no chance for their enemies to retaliate.
Hitmen are often solitary figures, who prefer to work alone, relying on their skills, intellect, and tools to get the job done. However, they can also work in tandem with others when the mission calls for it, using their talents to infiltrate, sabotage, and eliminate with the precision of a true professional.
In a world where danger lurks around every corner, the Hitman stands ready to do what needs to be done. After all, the perfect job leaves no trace—only results.
Creating a Hitman[edit]
When creating a Hitman, you’ll want to think about the nature of your assassin and how they approach their work. Are they a shadowy figure who strikes from the darkness, or a bold, decisive killer who leaves destruction in their wake? The choices you make in terms of background, training, and equipment will help define how your Hitman approaches each job.
Class Features
As a Hitman you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Hitman level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Hitman level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
- Leather armor, two daggers, and thieves' tools
Level | Proficiency Bonus |
Features | Marked For Death |
---|---|---|---|
1st | +2 | Agent’s Training, Marked for Death | 2 |
2nd | +2 | Precision Strike | 2 |
3rd | +2 | Infiltration Specialist, Agent Archetype | 2 |
4th | +2 | Ability Score Improvement | 2 |
5th | +3 | Death's Precision, Agent Archetype Feature | 3 |
6th | +3 | Untraceable | 3 |
7th | +3 | Silent as the Grave | 3 |
8th | +3 | Ability Score Improvement | 3 |
9th | +4 | Agent Archetype Feature | 4 |
10th | +4 | Thousand Faces | 4 |
11th | +4 | Death from Above | 4 |
12th | +4 | Ability Score Improvement | 4 |
13th | +5 | Agent Archetype Feature | 5 |
14th | +5 | No Witnesses | 5 |
15th | +5 | Silent Execution | 5 |
16th | +5 | Ability Score Improvement | 5 |
17th | +6 | Agent Archetype Feature | 6 |
18th | +6 | The Perfect Kill | 6 |
19th | +6 | Ability Score Improvement | 6 |
20th | +6 | Agent’s Masterstroke | 6 |
Agent’s Training[edit]
At 1st level,you have been trained in the arts of stealth, combat, and infiltration. You gain the following benefits:
- Stealth Proficiency
- You gain proficiency in Stealth if you don't already have it. If you are already proficient in Stealth, your proficiency bonus doubles.
- Tool Proficiency
- You gain proficiency in one of the following: Thieves’ tools, Disguise kit, Tinker’s tools, or Poisoner's kit. If you are already proficient in the chosen one, your proficiency bonus with it doubles.
- Firearm Proficiency (Optional)
- You gain proficiency in firearms.
Marked for Death[edit]
At 1st level, you can assess your target’s weaknesses, giving you an edge when facing them. As a bonus action, choose a creature you can see within 60 feet of you. This lasts for 1 hour or until you use it again. You gain the following benefits:
- You deal an extra 1d6 damage to the target whenever you hit it with an attack.
- You have advantage on checks made to track the target or gather information about them.
- The target cannot gain resistance or immunity to your damage.
You have a number of uses of this feature equal to the number shown on the Marked for Death column, regaining uses after a long rest. You also regain 1 use of this feature if you kill a creature marked by it.
Precision Strike[edit]
At 2nd level, your training in eliminating targets allows you to strike with deadly accuracy. As a Bonus Action you can give yourself Advantage on the next attack made until the end of this turn.
To use this feature, you must have not moved on this turn in order to use this feature, and when you do so, your movement speed is reduced to 0 until the end of your next turn. Ranged attacks ignore disadvantage for the long range when using this Bonus Action.
Infiltration Specialist[edit]
At 3rd level, your ability to blend into any environment becomes unparalleled. You gain the following features:
- Disguise Mastery
- You can use your bonus action to don a disguise that will allow you to impersonate a person you've seen before, with advantage on checks to maintain the disguise.
- Silent Movement
- If you haven't moved on this turn, you can use a Bonus Action to move silently. When you do so, your movement is halved for the rest of the turn, and you have Advantage on Dexterity (Stealth) checks, and your movement doesn't provoke opportunity attacks. You can make a Precision Strike with a melee weapon when you take this Bonus Action, without losing your movement.
Agent Archetype[edit]
At 3rd and again at 5th, 9th, 13th and 17th levels, you gain features from your chosen Hitman Archetype. You can choose between the Silent Assassin and the Contract Killer, shown at the end of the class description.
Ability Score Improvement[edit]
When you reach 4th level, you can increase one ability score by 2 or two ability scores by 1, or you can take a feat.
Death's Precision[edit]
At 5th level, your skill at making clean, efficient kills has become unparalleled. When you hit a target that is below half of its maximum hit points, you score a critical hit. This feature can’t trigger more than once per turn.
If you roll a critical on the attack rolls, the damage dice is tripled rather than doubled.
Untraceable[edit]
At 6th level, your ability to disappear after a job is completed becomes second nature. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
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.
Silent as the Grave[edit]
At 7th level, your ability to be unseen and unheard is unmatched. When you take the Hide action, you can do so even when you are in plain sight of your target. Additionally, if you make an attack while hidden and miss, your position is not revealed.
Thousand Faces[edit]
At 10th level, you can use your bonus action to change your appearance in any way you wish, as if under the effects of a disguise self spell, without using any material components. This lasts for 1 hour, and you can change your disguise at will.
Death from Above[edit]
At 11th level, when you are in a position at least 10 feet higher than a target, when you take the Attack action, you can choose to leap on top of it and make a single attack with advantage as part of the same action. If the target is surprised or unaware of your presence, the attack is a critical hit.
No Witnesses[edit]
At 14th level, when you eliminate a target, you can cause all creatures within 30 feet to forget you were ever there. This effect lasts for 10 minutes and allows you to move undetected, as if you were invisible until you make an attack or cast a spell.
Silent Execution[edit]
At 15th level, you’ve developed a signature method of dispatching your targets. As an action, you can target a creature within 30 feet and execute a perfect lethal strike. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be instantly reduced to 0 hit points. Once you use this feature, you can't do it again until you finish a long rest.
The Perfect Kill[edit]
At 18th level, your attacks have become so finely tuned that you can hit any weakness. Your weapon attacks now bypass resistance to non-magical damage. Additionally, you can apply your Marked for Death feature to two targets at once, and both targets gain the full effect.
Agent’s Masterstroke[edit]
At 20th level, you become the epitome of the perfect assassin. Once per use of Marked for Death, you can make an attack with a weapon, and if it hits, the target takes 20d10 extra damage. You can only use this ability on a target you’ve marked for death.
Agent Archetype[edit]
Silent Assassin[edit]
The Silent Assassin archetype focuses on precision, stealth, and discretion, favoring non-lethal and stealthy takedowns. Those who follow this path strive for the perfect kill without leaving a trace.
- Subtle Kill
At 3rd level, your silent approach to eliminating targets becomes unrivaled. When you make a successful attack with a melee weapon that deals damage against the target of your Marked for Death feature, you can choose to forgo the damage dealt to the target and instead apply a poison or tranquilizer. This attack causes the target to become unconscious for 1 minute (or until they take damage). Additionally, the target cannot be awakened until the end of this duration unless magical healing is applied.
- Methodical Approach
At 5th level, you’ve mastered patience. When you are hidden, you can take the Dodge or Disengage action as a bonus action. Additionally, when hidden, you can move in plain sight of other creatures without revealing your position, as long as you end your movement in another hiding spot.
Finally, attacks made from a hidden position deal an additional 1d6 damage.
- Silent Takedown
At 9th level, your training allows you to eliminate targets silently with a single, swift action. As a bonus action, you can attempt to incapacitate or subdue a surprised target by strangling or knocking them out. The target must make a Constitution saving throw (DC = 8 + proficiency bonus + Dexterity modifier), or be reduced knocked unconscious. The target remain unconscious for 1 minute, until another creature uses an Action to awaken them or until the creature takes damage.
- Unseen Predator
At 13th level, you become a master of subtlety. When you score a critical hit against a humanoid target that is unaware of your presence, you can instantly end combat with that target, killing it. This does not apply to creatures that are under the effect of certain magic like True Seeing or See Invisibility. You can only use this feature against a target under your Mark of Death feature effect.
- Ghost of the Shadows
At 17th level, your stealth is now so refined that you can blend seamlessly into the environment. As an action, you can become completely invisible for up to 10 minutes. While invisible, you leave no trace, and enemies cannot track your movements by either mundane or magical means. Any action that would reveal your position also causes you to immediately become visible. During this time, you cannot be affected by illusions or magical detection effects.
Contract Killer[edit]
The Contract Killer archetype embraces a more direct, confrontational approach to target elimination, focusing on powerful, lethal strikes and making quick work of their marks. This subclass is ideal for players who prefer to fight their way through enemies and create mayhem when required.
- Executioner’s Edge
At 3rd level, you have honed your combat skills to perfection. When you deal damage to a creature that is below half of its hit points, you deal an extra 1d6 damage. This bonus damage increases to 2d6 at 9th level and 3d6 at 13th level.
Additionally, you gain proficiency with medium armor, allowing you to engage in a more direct combat.
- Merciless Pursuit
At 5th level, you have become relentless in tracking down your targets. Whenever you hit a target with an attack, you can move up to half your speed immediately after the attack as a Reaction, without provoking opportunity attacks. This movement must end with you closer to your target than when you started.
- Killer’s Intuition
At 9th level, your honed senses allow you to read your targets with uncanny accuracy. You can use your action to study a creature you can see within 30 feet of you for 1 minute. After this time, you learn one of the following: the creature's weaknesses, a hidden vulnerability, or any resistance/immunities they have.
- Aggressive Assault
At 13th level, when you hit a creature with a weapon attack, you can choose to make an additional attack as part of the same action. This extra attack is made with Disadvantage (or normally if you would have advantage on that attack) but deals an additional 1d8 damage on a hit.
You can use this feature a number of times equal to your proficiency bonus, regaining uses after a short or long rest .
- Adrenaline Rush
At 17th level, you can activate your inner fury in a critical moment. As a reaction when you are hit by an attack, you can channel your adrenaline to gain Advantage on your next attack roll made until the end of your next turn. Additionally, if you score a critical hit after activating this feature, your weapon attacks deal an extra 5d10 damage for the duration of the turn.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Hitman class, you must meet these prerequisites: Dexterity Score of 13 or higher
Proficiencies. When you multiclass into the Hitman class, you gain the following proficiencies if you dont have them already: Stealth and Deception
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