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, Terronians fall into different categories, between MEGABLASFEMI ("blasphemous dudes") and thieves. All Terronis comes from Terronia.
Creating a Murder[edit]
- Quick Build
You can make a Terrone quickly by following these suggestions. First, Constitution and Dexterity should be your highest ability score, followed by Strength. Second, choose the Farmer background.
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, shields
Weapons: Simple weapons, firearms
Tools: Cook's Utensils
Saving Throws: Constitution, Strength
Skills: Choose two from Athletics, Acrobatics, Deception, Intimidation, Perception, Sleight of Hand and Survival or choose only Religion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one simple weapon or (b) two firearms or (c) studded leather armor
- (a) two simple weapons or (b) one firearm or (c) studded leather armor
- If you are using starting wealth, you have 1d10 in funds.
Death Silence[edit]
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 in this class, as shown in the Sneak Attack column of the Rogue table.
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.
Pizzo[edit]
At 2nd level,
Smoker[edit]
At 2nd level,
Terrone Attitude[edit]
When you reach 3rd level,
Alcoholic[edit]
Beginning at 3rd level,
Drug Addict[edit]
Beginning at 3rd level,
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.
Bonus Pizza[edit]
When you reach 4th level,
True Rapper[edit]
When you reach 4th level,
Uncanny Panz[edit]
Starting at 5th 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.
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.
Beaten to a bloody pulp[edit]
Starting at 6th level,
Domestic Violence Jutsu[edit]
Starting at 7th level, your unarmed attacks and spitting do 1d4 bludgeoning damage. Your belches and burps under the influence of alcohol do 1d4 poison damage. You can spit, fart or burp as a bonus action but you can't do it at the same time, to spit, fart or burp you need to roll 1d20 + your Dexterity modifier over the enemy's AC. You have advantage to hit the opposite sex.
Distraction[edit]
Starting at 7th level, you can use your bonus action to distract the enemy by telling him that he has shoes in his feet in such a way as to have an accumulative advantage to hit him. It only works the first time you say it.
Spaccatimpani Whistle[edit]
Starting at 8th level, you can whistle so strong as to do 1d20 non lethal thunder damage to all those who are 300 feet from you. Once you use this feature, you must finish a short or long rest before you can use it again.
Tifo[edit]
Starting at 8th level, when you make an aid action to someone, you do so by cheering for him as if you were at the stadium. The helped creature can add your Charisma modifier as bonus modifier to his roll.
Brutal Critical[edit]
Starting at 9th level, you can 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.
Carbonara Convert[edit]
Starting at 9th level, you can convert coal to carbonara only by touching it.
Carbonara Healing[edit]
Starting at 10th level, Each pound of carbonara eaten, you will heal up to 1d6 hp. You can eat a pound of Carbonara also as a bonus action.
Belt Whip[edit]
Starting at 11th level, you gain proficiency in using belts to whip the enemies causing 1d10 slashing damage at a distance of up to 10 feet more than your normal melee range.
Identification of the illegal[edit]
Starting at 11th level, you can identify any illegal action to 300 feet from you. This identification scale exponentially based on how immoral this illegal action is; for this reason, it'll be much easier for you to find yourself in crime scenes or inside black markets.
Drug Dealing[edit]
Starting at 13th level, you will become capable of producing and selling any type of drug using real ingredients or the ones dictated by your DM, also earning Proficiency in doing it. When you sell a drug to someone, that person will have to make a Wisdom saving throw of DC 8 + your Proficiency Bonus. If failed, it will make him an habitual customer.
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.
Ciabattmageddon[edit]
Starting at 15th level, you can throw a flip flop dealing 2d6 bludgeoning damage. You can use both Strength and Dexterity for the attack roll. You can throw it up to 600 feet away from you.
Upgrade[edit]
Starting at 16th level, if you had competence in land vehicles, you lose it.
Terrontype[edit]
Starting at 18th level, you can choose one between the following benefits:
- Sprinter Footballer. Your movement speed doubles.
- Telegrammo Gigachad. Your Constitution increases by 5 up to a maximum of 25.
- Pusynerd. Your Intelligence increases by 5 up to a maximum of 25.
Sunglasses[edit]
Starting at 19th level, you wear sunglasses. Your charisma modifier increases by 1.
Sicilione[edit]
- Sicilioni are those who choose to have the attitude of Sicilione, and there is no way to describe a Sicilione without repeating the word Sicilione.
- Modified Cinquantino
Starting at 3rd level, you can summon your modified Cinquantino from nowhere that will come from beyond the horizon, you can drive it to move 80km/h skidding and exploding instantly as soon as you touch hard ground taking 8d8 nonlethal fire damage to you as well as any individual within 5 feet of the explosion. If you run over someone while traveling then you render them prone by doing 1d6 + your character's level blunt damage to them, with no chance of receiving an attack of opportunity against them. The Cinquantino has 20 hp, is equal to the first motorcycle you can think of, and returns whole whenever called upon.
- Expert
Starting at 3rd level, You are able to recognize the difference between an Arancino and an Arancina. You also learn how to smoke the cannoli. You can smoke a cannolo as a bonus action and when you do so is equal of casting Darkness.
- All with the night
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.
- Omertà
Starting at 11th level, you become immune to every attempt by the enemy to extort information from you, ignoring magic such as an area of truth etc. Even if you become charmed or even if you are under effects of potions or curses you cannot communicate what you want to omit.
- 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.
Calabrose[edit]
- Calabrosi are those who choose to have the attitude of Calabrose, and there is no way to describe a Calabrose without repeating the word Calabrose.
- Monkey King
Starting at 3rd level, you can summon from nowhere, in a unoccupied space near you, an amount of monkeys [1] equal to your character level, who will go into battle for you by carrying out your every order. The attack roll of your monkeys is only one, it is collective for everyone.
- High Temperatures
Starting at 6th level, you and your monkeys become resistant to fire damage, if you already had fire resistance then it becomes immunity. Each of your monkey unlocks the Master Peeler ability and can use it as an action.
- Monkey Arciking
Starting at 11th level, your monkeys learn to use all the weapons and can add their Proficency Bonus in all of them.
- Monkey God
Starting at 17th level, you can evoke gorillas [2] instead of monkeys. You can also turn into a giant ape [3] as many times as your proficiency bonus; the charges refresh every long rest.
False Polent[edit]
- False Polents are those who choose to have the attitude of a False Polent, and there is no way to describe a False Polent without repeating the word False Polent.
- Rich
Starting at 3rd level, any job or mission you do on behalf of a guild or a similar association, even criminal it is, you will earn twice the pay.
- Polenta Master
Starting at 6th level, any Polenta you cook will have the same effects as a magical potion of your choice, different for each polenta. Consuming a polenta requires a whole action.
- Big Stipend
Starting at 11th level, you will earn a free magical object daily decided by the DM in addition to your salary. This object can be useless as it can be very strong, however it must not contain curses or hidden negative effects. If you don't like the object received, you can choose to receive a common object instead.
- Pay to win
Starting at 17th level, you can pay the DM to resurrect yourself if you die and to instantly kill an NPC that is unpleasant to you.
Venetone[edit]
- Venetones are those who choose to have the attitude of a Venetone, and there is no way to describe a Venetone without repeating the word Venetone.
- Bestemmia
Starting at 3rd level, you can cast Vicious Mockery by blaspheming. You deal 1 additional damage for every god and saint you name in 6 seconds.
- Blasphemous
Starting at 6th level, you will cause double the damage to celestials and infernals, including any type of demon, angel or divinity. (It also works on cultists, clerics and those who are obsessed with religion). Also unlock immunity to radiant damage.
- Flying Porks
Starting at 11th level, once per day, you can make 2d20 pigs [4] rain from the sky dealing 1d8 Bludgeoning damage to anyone who isn't under cover in an area of 90 feet. If you can save a few pigs, you can domesticate them and ride them tirelessly without having to roll any dice. Pigs can also be cooked and eaten. There's a 10% possibility to spawn the variant Truffle Pig among the common ones.
- Flying Madonnas
Starting at 17th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the higher skies in the middle of a Madonna rain. The creature disappears and hurtles through a corrupted heaven landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. It takes 10d12 psychic damage as it reels from its horrific experience.
Once you use this feature, you can't use it again until you finish a long rest.
Kebab Master[edit]
- Kebab Masters are those who choose to have the attitude of a Kebab Master, and there is no way to describe a Kebab Master without repeating the word Kebab Master.
- Kebab Sword Art
Starting at 3rd level, when you use a kebab like weapon, your kebab will do the same damage that you would do your level and your competence bonus with bare hands. Becoming in over an excellent kebabbaro capable of cooking any kebab.
- Kebab Smite
Starting at 6th level, you can deal a lethal blow of kebab capable of disarming and making anyone prone (as long as it is not more than one size bigger than you), the affected enemy will have to do a Dexterity or Constitution saving throw, both of DC equal to your Terrone level + your proficiency bonus at any attack immediately at the hands of your kebab. Failing the save will make you drop anything you had in hand and apply the Prone condition.
- Kebab Warlord
Starting at 11th level, your Proficiency Bonus when using Kebab doubles, your skills make you able to parry the attacks using the kebab giving you an increase of 2 to the Armor Class.
- Kebab Overlord
Starting at 17th level, you can have your small secret ingredients, made up of the corpses of the enemies killed. The kebabs cooked with the corpses of the enemies killed, will make you get their skills for 3 shifts once eaten. Obviously you can eat them as a bonus action, you can also eat 2 by occupying both the action and the bonus action.
Multiclassing[edit]
You can only multiclass with classes that are not based on intelligence.
When you multiclass into this class, you gain everything in that class.
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