Murder (5e Class)

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Murder[edit]

A murderer can decide to be one for a wide variety of reasons. You can be a sadistic and psychopathic madman who enjoys seeing people suffer, as you can be a hitman by trade in order to make a living.

Murder[edit]

Generally speaking, Murderers fall into different categories, between Murderers for hire, Sadistic lunatics and the mentally ill.

Creating a Murder[edit]

Quick Build

You can make a Murderer quickly by following these suggestions. First, Constitution and Dexterity or Strength should be your highest ability score, followed by Intelligence. Second, choose whatever background fits the best for your character.

Class Features

As a Murder you gain the following class features.

Hit Points

Hit Dice: 1d12 per Murder level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Murder level after 1st

Proficiencies

Armor: Any armor
Weapons: Any
Tools: Torture Tools
Saving Throws: Constitution, Strength
Skills: Choose two from Athletics, Acrobatics, Deception, Intimidation, Perception, Sleight of Hand, Survival and Religion.

Equipment

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

  • (a) one simple weapon or (b) two improvised weapons or (c) studded leather armor or any armor at all.
  • (a) two simple weapons or (b) one improvised weapon or (c) studded leather armor or any armor at all.
  • If you are using starting wealth, you have 4d10 in funds.

Table: The Murder

Level Proficiency
Bonus
Features
1st +2 Deadly Silence, Unarmored Defense, Lurking
2nd +2 Surprise Attack, Evasive, Second Personality
3rd +2 Murder Type, Death Mock, Master of Deportation, Strangler, Relentless
4th +2 Ability Score Improvement, Lethal, Hardened Body
5th +3 Extra Attack (x1), Smell of Fear
6th +3 Ability Score Improvement, Night Vision, Murder Type Feature
7th +3 Resilient, Distraction
8th +3 Ability Score Improvement, Bloodlust, Neck Breaking
9th +4 Brutal Critical (1 die), Mask Maker
10th +4 Ability Score Improvement, Sadistic Healing, Bone Breaker
11th +4 Extra Attack (x2), Overlapping Violence, Murder Type Feature
12th +4 Ability Score Improvement, Identification of the illegal
13th +5 Brutal Critical (2 dice), Furniture Expert
14th +5 Ace up your sleeve, Improvised Killer
15th +5 Passionate Murder, Dismemberment
16th +5 Ability Score Improvement, Deal with Death, Superior Critical
17th +6 Brutal Critical (3 dice), Mantle of Fear, Warrant to Kill, Murder Type Feature
18th +6 Modus Operandi, Scaling Homicidal Fury
19th +6 Ability Score Improvement, Spine Breaker
20th +6 Extra Attack (x3)

Deadly Silence[edit]

At 1st level, enemies that observe you while you are standing motionless and silent must succeed on a Wisdom saving throw or become frightened.

Unarmored Defense[edit]

At 1st level, while you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Lurking[edit]

At 1st level, you have advantage on Stealth checks.

Surprise Attack[edit]

At 2nd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels adding half your Murderer level and at 17th level your entire Murderer level to the d6 result you use as a roll for additional damage.

Evasive[edit]

At 2nd level, at the start of each turn, whether it's your turn, an ally's turn, or an enemy's turn, if no one is looking at you, you can move without using any action or bonus action. You can't move more than your normal movement distance during your own turn. Enemies can't make opportunity attacks against you if they can't see you. If there are unknown observers outside of your knowledge, you can still move because your character is unaware of them. You must always ask the party and the DM first for confirmation if someone is watching you.

Second Personality[edit]

At 2nd level, you gain a second personality. You can use this second personality of yours to gain advantage in pretending to be someone else by assuming his or her behavior. You can have any number of personalities but the DC to succeed in pretending to be someone else in the eyes of his acquaintance is still dictated by the DM who can decide to make you fail regardless.

Murder Type[edit]

When you reach 3rd level, you chose a Murder Type. Choose between Hitman, Killer, Butcher, Dreamironaut, Dollmaker, Clown, Crooked. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th level.

Death Mock[edit]

At 3rd level, as a reaction to being hit you can play dead by collapsing prone on the ground, having to make an opposing roll between your deception and the foe's intuition, which if won by you will end up with him approaching allowing you to hurl an attack with advantage at him. The amount of attacks you can make in this way increases by 1 at 5th level taking it to 2 and by 1 at 20th level taking it to 3. You can throw prone the foe as an alternative to one of the attacks as long as he is not 2 or more sizes larger than you.

Master of Deportation[edit]

At 3rd level, you have advantage in detecting and removing any evidence of the crime and or your visit to this place.

Strangler[edit]

At 3rd level, when you hold a person down, you can choose to strangle them. When you mangle a foe, he suffers 1d6 suffocation damage. When the foe is being strangled, he will have no problem counterattacking you because you will be keeping all his limbs free by keeping busy with his neck. If the foe has no neck, you will not be able to strangle him.

Relentless[edit]

At 3rd level, difficult terrain has no effect on you.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 10th, 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.

Lethal[edit]

When you reach 4th level, the damage you cause by using improvised weapons increases to 1d8. You can add the number of your murder levels to the damage you cause with improvised weapons.

Hardened Body[edit]

Starting at 4th level, you're used to being shot, stabbed, and beaten to a bloody pulp. Starting at 6th level, you can passively absorb your character's level of bludgeoning, slashing, and piercing damage.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Smell of Fear[edit]

Beginning at 5th level, you can sense whatever being is experiencing fear 100 feet away from you. You yourself lose the ability to feel fear.

Night Vision[edit]

Starting at 6th level, you are used to blackouts and total darkness. When you are in the dark your movement speed doubles. You will also get a blindsight of 90 feet.

Resilient[edit]

Starting at 7th level, once each long rest, for a number of times equal to your Proficiency Bonus, you can give disadvantage to the foe's damage roll against you.

Distraction[edit]

Starting at 7th level, you can use your bonus action to distract the enemy in order to have an accumulative advantage against hit him. It only works the first time you do it.

Bloodlust[edit]

Starting at 8th level, when an enemy dies a maximum of 10 feet away from you and you can clearly see the light in his eyes fiebolmente extinguish, you can regenerate 1d4 hp and gain 1d4 temporary hp.

Neck Breaking[edit]

Starting at 8th level, once every short or long rest, if the enemy you are strangling is less than a quarter of his maximum life, you can break his neck killing him instantly.

Brutal Critical[edit]

Starting at 9th level, your weapon attacks score a critical hit on a roll of 19-20. You can also roll an additional weapon die when determining the extra damage of a critical hit with a melee attack. This effect increases to two additional dice at 13th level and three additional dice at 17th level.

Mask Maker[edit]

Starting at 9th level, you gain Proficiency in making masks of all types and sizes, with any material including especially human tissue such as faces. When you wear a mask your AC increases by 1.

Sadistic Healing[edit]

Starting at 10th level, for each minute of torturing a victim of your choose (it can be an animal), you will heal up to 1d4 hp.

Bone Breaker[edit]

Starting at 10th level, once every short or long rest, you can use your bonus action to shatter a bone of an enemy that is not located in the torso or head. This bone must not be made of unusual materials such as steel or diamond, and must not belong to a creature that is 2 sizes larger than you. Unless a specific effect is invented by the DM, this ability should by default disarm an enemy if hit on a limb used to wield a weapon, or even just a ring if aiming for a single finger, or even just halve their movement speed if hit on a leg.

Overlapping Violence[edit]

Starting at 11th level, you will ignore the foe's resistance to slashing, bludgeoning, and piercing damage.

Identification of the death[edit]

Starting at 11th level, you will become capable of identifying any corpse within 300 feet from you making you able to detect anyone pretending to be dead.

Forniture Expert[edit]

Starting at 13th level, you will become capable of producing any sort of forniture using body parts as components at the discretion your DM, you will also earn proficiency in doing it.

Ace up your sleeve[edit]

Starting at 14th level, you can perfectly hide a number of objects that you bring with you equal to your Proficiency Bonus. These objects cannot be detected with magic or found with a search; only you can access them.

Improvised Killer[edit]

Starting at 14th level, you gain proficiency to use Improvised Weapons and when you use one to any foe, you will deal double damage.

Passionate Murder[edit]

Starting at 15th level, whenever you kill an enemy or score a critical hit you can choose to gain one of these effects listed below:

  • Used to Dodge The Consequences

You have advantage on all saving throws until the end your next turn.

  • Adrenaline Rush

Your speed increases by 10 feet until the end of combat, up to a maximum of 30 feet.

  • Who's Next?

You gain temporary hit points equal to your Murder level, for the next minute.

Dismemberment[edit]

Starting at 15th level, twice per long rest, when you score a critical hit, you can disarm a humanoid enemy by severing its hand weapon or a chosen hand if it is not holding a weapon.

Deal With Death[edit]

Starting at 16th level, you can give yourself advantage on a death saving throw. Once you use this feature, you can't use it again until you finish a long rest.

Superior Critical[edit]

Starting at 16th level, your weapon attacks score a critical hit on a roll of 17-20.

Warrant To Kill[edit]

At 17th level, whenever you have to state a reason for killing someone resulting in a deception, intimidation or persuasion check, you do so with advantage. Being a murder comes with certain benefits.

Modus Operandi[edit]

Starting at 18th level, you can choose one between the following benefits:

  • Casually. Your movement speed doubles.
  • On Commission. Your Constitution increases by 5 up to a maximum of 25.
  • Premeditated. Your Intelligence increases by 5 up to a maximum of 25.

Mantle of Fear[edit]

At 17th level, when you are in dim light or darkness, you can choose to emanate a menacing aura until your concentration ends (as if you were concentrating on a spell). The aura extends for 10 feet centered on you. Each creature of your choice that has currently less than 50 hit points or lower is frightened by you.

Scaling Homicidal Fury[edit]

Starting at 18th level, you may keep the excess value of a roll until your next turn. It works like this:

  • When you exceed the enemy's AC, let's say by 2, during your next turn you may have kept this 2 as an additional modifier and in the case that in your next turn you would have rolled a 1 nat, this immediately increases to 3. (Does not work with crits)

Spine Breaker[edit]

Starting at 19th level, once every short or long rest, when you're grappling a foe, you can choose to break their back as a bonus action. The enemy must make a Constitution saving throw with a DC equal to your Murder level, and if they fail, they gain the paralyzed condition for the rest of their life.

Hitman[edit]

The hitmans are those who choose to kill for job
Rapid Hands

Starting at 3rd level, your attacks thrown with your bare hands will cause 1d6 damage by default. You will also gain proficiency with firearms.

Secret Identity

Starting at 3rd level, you can unfailingly create false identities to protect those you love from retaliation. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Uncanny Dodge

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Uncanny Accuracy

Starting at 11th level, once per turn when you miss an attack with a ranged weapon or a firearm (spells doesen't count), you can reroll the attack, and choose either result.

Bodies burial expert

Starting at 17th level, you will learn to bury the bodies of your victims without leaving a single trace; magic can't track it either by any means. Those you bury cannot come back to life. As an alternative to burying a body you can always jam its feet and then drop it to the bottom of the sea.

Killer[edit]

The killers are those who choose to kill for hobby or for boredoom
Bloody Hands

Starting at 3rd level, your attacks thrown with your bare hands will cause 1d6 damage by default.

Killspree

Starting at 6th level, when you kill an enemy, you can immediately attack another one within 5 feet of you as a free action.

Rampage

Starting at 11th level, once per turn when you take the Attack action and miss a creature with an attack, you can repeat the attack against a different target within 10 feet of the original target, if it is within your reach or range, without using an action.

Killing Agility

When you reach 17th level, you can add half your proficiency bonus rounded down to Athletics and Acrobatics skill checks you make even if you are already proficient with them. In addition, you can jump extra feet equal to your Strength modifier on high jumps and extra distance equal to Strength score on long jumps.

Butcher[edit]

The butchers are those who see humans as farm animals.
Heavy Hands

Starting at 3rd level, your attacks thrown with your bare hands will cause 1d6 damage by default.

Garotte

Starting at 3rd level, when you hit with a creature with a hook weapon, you may choose to deal no damage, but instead inflict a Garrote bleed effect that lasts for 1 minute. This bleed deals 2 piercing damage to the target at the start of each of its turns. If the target regains 1 or more hit points, this effect ends. (This effect does not stack with itself).

Cannibalistic

Starting at 6th level, for each pound of the flesh of your same race eaten, you will heal up to 1d6 hp. You can eat a pound of flesh as a bonus action.

Butcher's Raw Strenght

Starting at 11th level, due to continuous use of heavy weapons, you have very strong muscles. Starting at 11th level, you treat heavy weapons as weapons with the thrown property (20/60). You count as one size larger when determining the weight you can push, drag, or lift.

Brutality Hunger

Starting at 17th level, Whenever you hit the foe with a critical hit, you can start an Hemorrhage that will apply level 4 severity Bleeding. The foe is immune if he does not have or need blood to survive.

Dreamironaut[edit]

The dreamironauts are those who choose to kill safely from home, media nightmares which are a lil too real.
Nightmare World

Starting at 3rd level, you can enter the nightmares of a sleeping creature within 60 feet of you. You can cast the Sleep spell at will without expending a spell slot. Creatures that fall asleep must succeed on a Wisdom saving throw to resist.

Visions of Horror

Starting at 6th level, when you attack a creature you have affected with your Nightmare World, you can deal an additional 2d6 psychic damage once you entered in their nightmare. You will be able to modify the landscape of the nightmare of the sleeping creature doing whatever you want in the nightmare world.

Lullaby of Death

Starting at 11th level, as an action, you can sing a haunting lullaby that induces sleep in all creatures within a 30-foot radius. Affected creatures must succeed on a Wisdom saving throw (DC 10+Your Charisma Modifier) or fall asleep for 1 minute. If a creature is killed while asleep from this effect, you regain hit points equal to the damage dealt.

Worst Nightmare

Starting at 17th level, you can manipulate the nightmares of multiple creatures at once. You may target up to three creatures within 60 feet at once, forcing them into a shared nightmare. Each creature must make a Wisdom saving throw (DC 10+Your Charisma Modifier) or become frightened for 1 minute. A creature that fails this save takes 8d12 psychic damage, and if it is reduced to 0 hit points, they are unconscious.

Never Ending Nightmare

Starting at 20th level, when you die your soul will inhabit forever the dream world entering into the nightmares of random people, creatures and gods if still alive somewhere around the world)

Dollmaker[edit]

The dollmakers are those who choose to inhabit the body of a doll to deal with their killspree.
Dollcrafting

Starting at 3rd level, you gain the ability to create a doll that can act as a conduit for your homicide instincts. The doll's size is small, it has an AC of 10 + your Dexterity modifier, 1d20 hit point, and it can only healed by 1d4 hp for each foe slayed. If the doll is destroyed, you can create a new one after a long rest. All of his base stats (Str, Dex, Con, Int, Wis, Cha, Speed) are based on your own base stats, movement included. You will be able to control its every movement. The doll has the same Proficiency Bonus and Mastery that you have.

Doll's Eyes

Starting at 6th level, once you create or have created a doll, you will be able to see through its eyes and hear through its ears as if you were there.

Protect your Creator!

Starting at 11th level, When you are reduced to 0 hit points, your doll can make an immediate movement and/or attack against the attacker as a reaction. If the doll isn't summoned, you can immediately create one to perform this action.

Not that Big of a Doll

Starting at 17th level, when you die your soul will now inhabit the nearest doll you have made. When you lock your soul in a doll you immediately unlock Dollcrafting wich will now be able to support an amount of dolls equal to your ability score improvement, and all your previous Murder Abilities from Lurking to Murder Type untill you level up and unlock the last ones (Your hp as a fresh doll with a soul will allways be the 1d4 by default, you can't use Bone Breaker or Spine Breaker while you are in doll form. If you get resurrected you will abandon the doll's body returning to your old body)

Clown[edit]

The Clowns are those who feel joy with each grain of pain they make feel to their victims.
Cheap Tricks

Starting at 3rd level, you will learn to make balloons filled with air or helium come out of your mouth, possibly even water balloons, but instead of being filled with water, they will be filled with acid, dealing 1d4 acid damage if thrown at an enemy (1d20+Dexterity+Proficiency Bonus). You can also produce long strings of colored handkerchiefs tied together, up to 60 feet long, you can even get out of your mouth sharp objects such as knives, nails or razor blades that can deal 1d6 piercing or slashing damage, and if you decide to swallow some other thematic object, you can expel it from your mouth in the same way, allowing you to swallow keys and then produce them at the right moment.

Sadistic Playfull Clown

Starting at 3rd level, if the target can hear you (though it need not understand your doings), it must succeed on a Wisdom saving throw or take 1d8 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Wide Mouth

Starting at 6th level, you will be able to open your mouth up to 4 feet, your teeth will become extremely sharp, and your bites will deal 1d8 piercing damage.

Mime's Language

Starting at 6th level, you gain the ability to imitate the sounds, and movements of another creature. A successful Insight Skill check contested by your Deception Skill check allows a creature to determine that the effect is faked. You can use sign language in a language you know. A creature must be looking at your character to understand if you say anything to them.

Mimicry

Starting at 11th level, you are able to use stuff you mime as improvised weapon. When you do, the weapon uses Charisma for attacks and damage rolls, and deals 1d4 + your Murder's Level. If it has a higher base damage dice, it can retain that, but will still use Charisma to attack with if it qualifies as a Mime Weapon.

Sharp Balloons

Starting at 11th level, if you mime a balloon sword, it will deal 2d8 slashing damage.

Copy

Starting at 18th level, once per day you gain the ability to become a different creature. On your turn, you can transform into a creature you can see within your relative Sizewith a flexibility of 1 size smaller or bigger, if you succeed on an Investigation Skill roll against its creature save DC as your action. Your game statistics are replaced by the statistics of the new form. You retain your alignment, personality, Intelligence, Wisdom, Charisma, hit points, and Hit Dice. When dropping to 0 hit points you revert back to your original form and are knocked unconscious. You are limited in the actions you can perform by the nature of your new form, and you can’t speak, cast spells, or take any other action that requires hands or speech unless your new form is capable of such actions. During transformation, your gear melds into the new form, and you can’t activate, use, wield, or otherwise benefit from any of your equipment. You remain in this form for the next 1d4 hours, until you drop to 0 hit points, or until you use your action to dismiss it. It requires concentration.

Crooked[edit]

The Crookeds are those who's body is Aberrantly malformed, crooked and distorted.
Wide Mouth

Starting at 3rd level, you will be able to open your mouth up to 5 feet, your teeth will become extremely sharp, and your bites will deal 1d8 piercing damage.

Extended Arms

Starting at 3rd level, when you make a melee attack on your turn, your reach for it is 10 feet greater than normal, 5 if you already had the Long-Limbed feature.

Contorted Body

Starting at 6th level, You are proficient or you gain mastery in the Stealth Skill. In addition, you can move through and stop in a space large enough for a creature that counts two Sizes smaller than you. You will also become immune to Bludgeoning damage.

Elongated Toughness

Starting at 11th level, you can add 2 points or twice 1 point to a stat of your choice up to a maximum of 22 choosing from this list: Strength, Dexterity or Constitution. You're also adding 1 point to your AC and 1 point to your Proficiency Bonus.

Crooked Grip

Starting at 11th level, your strangling damage will deal double damage.

Crooked Touch

Starting at 17th level, whenever you hit the target, if it fails a Constitution saving throw with a DC of 10 + your Charisma Mod + your Proficiency Bonus, then it will suffer Paranoia and Level 1d4 Bleeding.

Multiclassing[edit]

You can only multiclass with evil inclined classes.

When you multiclass into the Murder, you must meet these prerequisites: Constitution 13, not good lineage.

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