Hitman (5e Class)
[edit]
The 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 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"
Money made, client served, and back to the shadows where you lay dormant till your next contract
Creating a Hitman[edit]
Class Features
As a Hitman you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Hitman level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Hitman level after 1st
- Proficiencies
Armor: Light
Weapons: Firearms
Tools: Poisoner's Kit, Disguise Kit
Saving Throws: Dexterity, Intelligence
Skills: Deception, Stealth, Insight
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dagger or (b) Hidden Blade
- (a) Hunting Rifle and 50 bullets or (b) Heavy Crossbow and 50 bolts
- (a) Poisoner's Kit or (b) Disguise Kit
- (a) Fedora Hat or (b) Bowler Hat or (c) Cowboy Hat
- If you are using starting wealth, you have 3d10+10 Gold Pieces in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | <!-Class Feature1-> |
2nd | +2 | <!-Class Feature2-> |
3rd | +2 | <!-Class Feature3-> |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
<!-Class Feature->[edit]
<!-Class feature game rule information->
- <!-Use semi-colons for subheaders->
Subclass Feature[edit]
At level 3, you chose an Archetype. Choose between Stone Cold Killer and The Do Gooder detailed at the end of the class description. Your choice grants you all features once you have selected it
Ability Score Improvement[edit]
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.
<!-Class Feature->[edit]
<!-Class feature game rule information->
Stone Cold Killer[edit]
Hesitation in for the Weak, the sooner my target dies, the sooner I get paid
- Dead Shot
Everytime you roll a Natural 20 on shooting a target you will add an additional 1d20 after multiplying your original damage roll
- Breathless
You must hold your breath to get the perfect shot, this has made your lungs be able to hold your breath for a minute more than usual, along with keep your heartbeat slow and low.
- Reputation
You are ruthless, a killing machine, you are so proficient in your work that your name has spread far through the underworld, you get an additional 10 Platinum Pieces with every contract
The Do Gooder[edit]
You wont just kill anybody, you kill the people that need killing, you investigate both the Target, and the Client, then you choose who deserves to die
- A Detective
You gain an additional +3 to your investigation
- Kind Hearted
People seem to enjoy your company +1 to all Charisma skills
- Elite
Your study of the craft often goes unnoticed, which is precisely what you wanted, you have +3 to hit all ranged attacks
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
Back to Main Page → 5e Homebrew → Classes