Killman (5e Class)

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Killman[edit]

You are a futuristic combatant specialized in all possible weapons, utilizing technological equipment and modifications on your body and weapon to become more versatile. You were created or modified to kill and fight, and this is your sole purpose.

Killman's Kit[edit]

The Killman's Kit is used to make modifications to your body and your Linked Weapon. It has a value of 100 GP. It's important to consider that depending on the world you are in, this kit may be scarce or not available for purchase. Please consult your DM (Dungeon Master) regarding the availability of this item.

Creating a Killman[edit]

Quick Build

You can make a Killman quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Inteligence and Constitution. Second, choose the Soldier background.

Class Features

As a Killman you gain the following class features.

Hit Points

Hit Dice: 1d4 per Killman level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Killman level after 1st

Proficiencies

Armor: All armors and shields
Weapons: Simple Weapons, Martial weapons, Firearms
Tools: Killman’s Kit.
Saving Throws: Dexterity and Intelligence.
Skills: Choose Four from Acrobatics, Athletics, History, Intimidation, Insight, Medicine, Perception, Performance, Stealth, and Survival

Equipment

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

  • (a) a Futuristic Ranged Weapon and 20 Energy Cell or (b) a Renaissance/Modern Ranged Weapon and 20 Bullets or (c) a Ranged Weapon and 20 Ammunitions
  • (a) Any Weapon of your choice or (b) Two Simple Weapons and a Shield.
  • an Studded Leather armor, a Explorer's Pack and a Killman’s Kit.

Table: The Killman

Level Proficiency
Bonus
Features Pressure Points
1st +2 Pressure Points, Linked Weapon, Augmentations 1d6
2nd +2 Expertise, Killman's Archetype 1d6
3rd +2 Bloodlust 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Killman's Archetype Feature, Energy Absorption 3d6
6th +3 Evasion 3d6
7th +3 Killman's Archetype Feature 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Neural Network 5d6
10th +4 Travel Mode 5d6
11th +4 Radar 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Killman's Archetype Feature 7d6
14th +5 Extra Life 7d6
15th +5 Flawless Aim 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Killman's Archetype Feature 9d6
18th +6 Blood for Blood 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Automatic Defense 10d6

Pressure Points[edit]

At 1st level, you can scan the pressure points of the human body and know that striking them will inflict additional damage on your opponent. Once per turn, when you hit a creature with an attack for which you had advantage, you deal an extra 1d6 points of damage. You don't need this advantage if another enemy of the target is within 5 feet of it, and you don't have disadvantage on the attack roll.

Linked Weapon[edit]

At 1st level, you choose a type of weapon, from this point onward, you can only attack with that type of weapon. For example, if you choose a longbow, you can only attack with longbows from that point onward. If you happen to lose your weapon in any way, you can reconstruct it using your Killman's Kit. To do so, you must spend 8 hours of service and an amount of GP equal to the value of the weapon.

• You gain a +2 bonus to attack and damage rolls you make with this weapon. These bonuses each increase by 1 at 6th level (+3), at 12th level,(+4) and again at 17th level (+5)

• Your weapon becomes an extension of your body, making it impossible to be disarmed while you have it. This weapon is always equipped in your hands, and with an action, you can activate or deactivate it. It automatically activates when you enter combat unless you are surprised.

• Through a combination of salvaging stolen pieces of arcane technology and sheer rakish ingenuity, you can customize your weapon with various upgrades. To install these upgrades on your weapon, you must spend 50 GP for each minor upgrade, along with 4 hours of service. For each major upgrade, it requires 8 hours of service and 100 GP. You must use your Killman’s Kit to perform this upgrade. Firearm Upgrade save DC = 8 + your proficiency bonus + your Inteligence modifier. You can choose a number of Upgrades equal your proficiency bonus, and for every two Minor Upgrades you install, you can choose one Major Upgrade from the list (The total number of upgrades cannot exceed your proficiency bonus).

Minor Upgrades Description
Blade and Gun Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Additionally, when you use your action to shoot you can use your bonus action to strike at a creature within melee weapon. Make a melee attack with any weapon you have in your inventory, provided that it is light and one-handed.
Restriction As an action, choose a creature within range of your Weapon The creature must succeed on a Strength saving throw or be restrained. At the end of each of its turns, the target can repeat this saving throw, ending the effect on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
Collateral Damage When you hit a target with a successful attack, all creatures within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 damage equal to that of your weapon. This damage increases by an additional 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Crosshairs If you haven't moved this turn, you have advantage on all attacks you make using your weapon until the end of your turn.
Multiattack You can make two attacks during a single action, instead of one. The attacks can target the same creature or different creatures. Make a separate attack roll for each attack.
Smoke Screen As an action, you alter the firing mechanism of your weapon to release a burst of ash and smoke. This cloud forms a 10-foot cube centered on a point of your choice within the firearm’s range, spreading around corners, and the area covered by this cube is considered heavily obscured. This smoke lasts for 10 minutes and cannot be dispersed. Once you use this feature, you cannot use it again until you finish a short or long rest.
Reinforcement You modify your weapon, causing it to deal an additional damage die of the type it already possesses. Additionally, your weapon ignores the target's resistances and immunities.
Major Upgrades Description
Barrage As an action, you can unleash a barrage of attacks. Every creature within a 15-foot cone originating from you must make a Dexterity saving throw. On a failure, they take damage equal to 3d10, and half that damage on a success. The damage type is the same as your weapon. Once you use this ability, you cannot use it again until you finish a short or long rest. This damage increases by 1d10 when you reach 5th level (4d10), 11th level (5d10), and 17th level (6d10).
Double Up When you hit a creature with a successful attack, you can immediately cause the attack to hit another creature within 15 feet of the original target. The second target takes half the damage of the initial attack (minimum of one). You can redirect an attack in this way a number of times equal to your Inteligence modifier and regain all uses after a short or long rest.
Lightning Round You equip your weapon with a volatile piece of stolen technology, allowing you to unleash a piercing bolt of electricity as an action on your turn. The bolt shoots out from a creature of your choice in a straight line that is 1 foot wide and 30 feet long. Each creature in the line must make a Dexterity saving throw, taking 3d8 lightning damage on a failure and half as much on a success. Once you use this ability, you cannot use it again until you complete a short or long rest. This damage increases by 1d8 when you reach 5th level (4d8), 11th level (5d8), and 17th level (6d8).
Trial by Fire As a bonus action, you can charge your weapons with blazing force. Until the start of your next turn, whenever you make a successful attack, you deal extra damage equal to half your level, rounded up. You can charge your weapons this way a number of times equal to your inteligence modifier, and regain all uses after a short or long rest.
Double Pressure You can use the Pressure Points trait twice in one turn.

Augmentations[edit]

From 1st level onward, you have the ability to modify your body for your own benefit. These augmentations must be installed using a Killman's kit and require at least 8 hours of work, as well as a cost in GP equal to 100 multiplied by your proficiency bonus (to represent the amount of materials used during the installation). You can make a number of augmentations equal to your proficiency bonus, and none of them can be chosen more than once, unless stated otherwise. You must choose among the following augmentations:

Augmentation Description
Armor Integration Whenever you are wearing armor for which you are proficient, you add your Dexterity modifier and your Constitution modifier to your Armor Class (the total sum of both bonuses cannot exceed your level). Whenever you change armor, you must undergo the 8-hour process again, using a Killman's kit. The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing. You can doff or don the armor as an action.
Enhanced Scanning You upgrade your scanning ability, allowing you to identify your opponent's weaknesses even more effectively. From this point forward, the Pressure Points deal d8 damage instead of d6.
Robotic Versatility You gain a feat. (This augmentation can be installed multiple times.)
Enhancement: You modify a part of your body, 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. (This augmentation can be installed multiple times.)
Upgraded Mind Your brain has the capacity to be modified to incorporate new information. You can choose one of the following options: learn a new language, gain proficiency in a saving throw, gain proficiency in a skill, or gain proficiency with a set of tools. (This augmentation can be installed multiple times.)
Integrated Weapon You choose any weapon and integrate it into your body. At the end of your turn, the integrated weapon automatically makes two attacks. You must roll these attacks normally using the rules for the chosen weapon and add any bonuses it possesses. These attacks are automatic and you have limited control over them. The integrated weapon always targets the last hostile creature you hit, the last creature that attacked you, or the nearest creature (whichever occurred last). The integrated weapon follows specific rules based on its range and the location where it was implanted:

Range:

  • Ranged Weapon: It won't attack if the target is within 5 feet of you.
  • Melee Weapon: In addition to being used in melee combat, it can also be thrown. The weapon's range is 30/120 feet for weapons with the light property, 20/60 feet for weapons without both the heavy and light properties, and 10/30 feet for weapons with the heavy property. After throwing the weapon, you must use a bonus action to retrieve it.

Location of Implantation:

  • Back: It always targets creatures that are behind your character.
  • Shoulder: It only attacks targets within your character's front field of vision.
  • Arms: It attacks only the last creature you hit with an attack.

To perform this modification, in addition to the required service time, you must possess the weapon in your inventory or possess the amount of GP equal to its price (representing the materials used to construct it). You can swap this weapon at any time, but you must spend twice the amount of time to complete the process, in addition to meeting the other requirements.

Thrusters You install thrusters on your body, which can be located wherever you desire. From this moment on, you gain an additional 20 feet of movement speed of any type you choose. (This augmentation can be installed multiple times.)
Shielded Integration You can attach a shield to your body, allowing you to have it without needing to hold it in your hands. You can activate it during your turn or deactivate it again as an action. When you do so, it creates a shield-shaped barrier of a color of your choice, capable of deflecting incoming attacks. When activated, it remains active for one minute, and you can do this a number of times equal to your proficiency bonus modifier. While it is activated, you gain the bonus provided by this shield and have immunity to damage from the magic missile spell. Additionally, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can add the shield's AC bonus to your saving throw.

To perform this modification, in addition to the required service time, you must possess the shield in your inventory or possess the amount of GP equal to its price (representing the materials used to construct it). You can swap this shield at any time, but you must spend twice the amount of time to complete the process, in addition to meeting the other requirements.

Modified to Kill You can ignore the "two-handed" property of weapons, allowing you to wield two-handed weapons with just one hand. Additionally, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack, and you are no longer limited to using only light and melee weapons.

Expertise[edit]

At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies to gain this benefit.

Killman's Archetype[edit]

At 2nd level, you choose an archetype that reflects the way you have been modified. Choose between the following options: Hitman and Vanguard. Your choice grants you features at 2nd level and again at 5th, 7th, 13th and 17th level.

Bloodlust[edit]

Starting at 3rd level, due to being modified for killing, whenever you deal damage to a hostile creature, you regain 1d4 + your Constitution modifier in hit points. If you are already at your maximum hit points, you gain temporary hit points that last until the end of the combat.

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.

Energy Absorption[edit]

Starting at 5th level, your body is capable of absorbing a portion of the harmful energy you receive. Whenever an enemy that you can see hits you with an attack, you can spend your reaction to reduce the damage by half.

Evasion[edit]

Beginning at 6th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Neural Network[edit]

At 9th level, you gain access to the Neural Network ability. Your mind is intricately connected to a vast network of information. By devoting 1 minute of focused attention to a creature or object and succeeding on a skill check with a DC of 10 (the skill is determined by your DM), you acquire valuable information about what you observed. This ability can be used repeatedly, allowing you to gather insights and knowledge from various sources.

Travel Mode[edit]

At 10th level, you gain the ability to enter and exit a travel mode as an action. During this mode, you no longer need to breathe, and your movement speed is quintupled. However, during this mode, you cannot make attacks, and any attack that hits you causes you to revert to your normal form. While traveling, you don't need to stop to eat or rest, but doing so reduces your speed by half. You still need to eat regularly and rest. Additionally, starting from this level, you only need to rest for 4 hours per night. You can carry a creature of your size, two creatures of a smaller size, or four creatures of an even smaller size, and so on.

Radar[edit]

Starting at 11th level, you can use your action to ascertain the location of any hidden or invisible creature within a radius of up to 30 feet from you.

Extra Life[edit]

At 14th level, you gain the ability to construct a new body for yourself. Whenever you die, you will respawn in a body that you have created of your choice. To create this body, you must use your Killman's Kit and choose a race as a base (there are no initial limitations on the body you can create, consult your DM for details). The amount of GP and the time required to create the body depend on the following aspects:

  • Size:

Medium: 1d4 days and 10,000 GP / Small or Large: 1d6 hours and 15,000 GP / Tiny or Huge: 1d8 days and 20,000 GP / Gargantuan: 1d12 days and 25,000 GP

  • Ability Score Increase:

You must spend 5,000 GP and 1d6 days for each +1 in an attribute of your choice.

  • Movement Speed:

You must spend 5,000 GP and 1d6 days of service for 30 feet of movement speed. The cost and time double for each additional 30 feet of movement speed.

  • Feats and Racial Features:

For each feat or racial feature, you must add 1d10 days to the production time and 10,000 GP.

  • Languages and Proficiencies:

For each language or proficiency, you must spend an additional 1d4 days and 5,000 GP.

After summing up all your choices, you can begin the creation of your new body. However, in addition to the costs you have already calculated, you must also add the value and time for any upgrades to your linked weapon and any augmentations you possess. Additionally, you should include the price of the items and equipment your new body will have. For every 8 hours you spend constructing your new body, you can make a proficiency test using your Killman's Kit. The DC of this test is initially 10, plus 5 for each chosen item (such as movement speed, languages, ability score increase, proficiencies, etc.). Passing the test reduces the total crafting time by 12 hours, but a critical failure increases it by 24 hours. The DC of this test decreases by 5, and the crafting time is reduced by 12 hours for each creature proficient in the Killman's Kit that assists you in the project.

Flawless Aim[edit]

At 15th level, your character develops an inexplicable connection between their mind and their modified body, enabling them to always aim at the exact target. As a bonus action, you can activate this ability. Once activated, whenever you make an attack, you roll the attack normally, applying all possible bonuses. However, your opponent must make a Dexterity saving throw with a DC equal to your attack roll in order to defend themselves. This ability lasts until you are out of combat, after which you must take a short rest to use it again.

Blood for Blood[edit]

Starting at 18th level, whenever you deal damage to an opponent, you can spend all of your extra life to deal damage equal to that amount multiplied by one-fourth (rounded down) of your Killman's level. When using this ability, you must take a long rest before you can do it again.

Automatic Defense[edit]

At 20th level, your body is so extensively modified that in certain cases, you don't even need to attempt to defend yourself. You can choose to succeed on a failed saving throw. You can use this ability twice per long rest.

Hitman[edit]

The Hitman archetype is a specialist in long-range combat, trained to eliminate specific targets with lethal precision.

Marked Target

When choosing this archetype at 2nd level, you gain the ability to mark a target. You can mark any creature you can see as a free action. By marking a target, you can only attack that specific target. You can do this once per long rest. At 7th level, you gain an additional use (2 uses), and at 17th level, you gain another use (3 uses). Additionally, whenever you kill your marked target, you can choose a new target to mark. During combat, you can also choose a new target, but it requires spending an action to do so. When marking a target, you gain the following benefits:

  • Your attacks ignore the target's resistances.
  • You do not provoke opportunity attacks.
  • Once per turn, you deal additional damage to your target equal to 1 hit die of their creature type multiplied by half of your proficiency bonus, rounded down (minimum of one).
  • You have advantage on attacks against your target. Additionally, the first attack you make before your target's turn is a critical hit.
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