Hitman (5e Subclass)
The Hitman
You are the shadow in the corner of the room that puts 4 arrows in your mark and walks away. You are the unassuming man in the crowd who just stabbed the constable with no witnesses. You are the killer who slaughters a man's guards in front him before issuing a threat. You are the Hitman.
Sudden Strike
When you choose this subclass at 3rd level, you learn how to stay hidden, unassuming and mundane, striking first no matter the situation. You gain advantage on Initiative rolls. During your first turn of combat you have advantage on attack rolls against creatures that have not yet acted.
When striking a target who is unaware of you or believes you to not be hostile, add 1d10 + proficiency precision damage to your first attack.
Unassuming Guise
You have learned how to go unnoticed, you can blend in anywhere you go.
Starting at 3rd level, your knack for catching on to gestures, accents, and customs helps you blend in with your surrounding locals. You gain advantage on any stealth check when using a disguise to blend in. Becoming like a local yourself, you gain advantage on any checks towards collecting information from people who fall for your disguise.
Precision Strike
You have learned how to strike where it is most deadly.
Starting at 6th level, reduce your weapons critical threat range to 19-20. Increase your precision damage from Sudden Strike to 2d10 + proficiency bonus on your first attacks damage roll. This increases to 3d10 at 10th level, 4d10 at 15th level and 5d10 at 18th level.
If the target believes you to be friend or family the shock is overwhelming, they make a Wisdom saving throw dc 8 + proficiency + half your Fighter level. on a fail they become stunned for 1 round and frightened for 3 rounds there after. on a success they are Frightened for 1 round.
Deeper connections
You have gained Deep connections to those who are in need of your skills.
Starting at 10th level, you gain proficiency in Investigation. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. When searching for clues on a target you gain advantage on all investigation checks to find them.
Once per day you may call in a favor from one of your connections. Roll a persuasion check dc 15 to determine if you succeed in placing the request. On a hit choose one.
• Request Funding: You may request a small boon from a previous employer or partner. Roll 1d10x10 to determine an amount of gold they are willing to loan you, on a 10 roll again and add half to the total. You cannot use this request again until you have paid back the loan at 20% flat interest, you have 1 month.
• Request Information: You contact a guild or business you once had dealings with, requesting them to use some of their manpower to investigate for you. The GM rolls an investigation check with advantage adding +10 to the roll. The information will be delivered 1d4-1 days later. You cannot use this request again until you receive the information.
• Request Backup: Using your connections to those who worked with you in the past you call in a temporary ally. The GM will give you a list of 5 random NPC's all of different classes to choose from, all being half your level. This new ally will help you until the job is done, but may ask for something in return. You cannot use this request again until the current job is complete.
• Request Healing: Using your connections to the underworld you can find a back-ally doctor to work on your wounds. You and your allies can take an uninterrupted long rest and are fully healed, the wounds are dressed and covered up with makeup to conceal any long lasting scars or effects. The GM rolls a Disguise check with advantage adding +10 to the roll to determine the dc to spot the scars or effects.
When you reach 15th level, you may choose the same request twice by taking disadvantage on your persuasion check. This increases to three times at 18th level.
Intimidating Presence
You have learned to turn your killing experience as a hitman into a presence felt by others. Starting at 15th level, you can use a bonus action to turn your killing intent upon a creature within 60 ft. The creature must make a Wisdom saving throw vs your Intimidation roll or become frightened for 1 minute. If they roll a natural 1 they are instead stunned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You have advantage on the Intimidation roll if you just killed a creature within eyesight of the target.
Lethal Blow
You've learned how to deal the killing blow to any enemy.
Starting at 18th level, you may use a bonus action as part of your first attack to deal them a lethal blow. If the attack hits, deal damage as normal before multiplying the total damage dealt by 3. If the attack fails you slip up granting the target an attack of opportunity on you with advantage.
you may also use a bonus action as part of any attack to apply Sudden strike. Such attacks will incur attacks of opportunity if failed.
You can use this feature a number of times per long rest equal to your Constitution modifier. When you finish a long rest, you regain all expended uses. If the long rest is interrupted you regain only 1 use.
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