Hassan (5e Class)

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Hassan[edit]

A shadow slipping through the night. A body dropping to the floor. A dagger flying silently across a room. Gone before a sound was made. These are all things that make up a Hassan, one of the greatest Assassins to ever live. Through intense training and focus they become more than they could ever be. Becoming a Hassan as opposed to just one's self is the pinnacle of mastering their techniques most importantly the destructive Zabaniya, a destructive ability that every Hassan develops themselves that sets their assassination apart from the rest.


Creating a Hassan[edit]

Hassan is a title for the most deadly of assassins to wield and only for those willing to give up part of themselves to gain it. With their training they become like shadow and remain unseen. Why did you choose this lifestyle? Why train to this extreme level of this skill?

Quick Build

You can make a Hassan quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Criminal background.

Class Features

As a Hassan you gain the following class features.

Hit Points

Hit Dice: 1d8 per Hassan level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Hassan level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons and all weapons with the finesse property
Tools: Thieves Tools
Saving Throws: Dexterity, Intelligence
Skills: Stealth and any two of the following Acrobatics, Animal Handling, Arcana, Deception, History, Insight, Investigation, Slight of Hand

Equipment

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

  • 3 Daggers
  • Leather Armor
  • (a) A Burglars Pack or (b) A Dungeoneers Pack
  • Thieves Tools
  • If you are using starting wealth, you have Same as Rogue in funds.

Table: The Hassan

Level Proficiency
Bonus
Features
1st +2 Assassin Fledgling, Dagger Expert
2nd +2 Angled Attack, Targeted Attack
3rd +2 Hassan Specialization
4th +2 Ability Score Improvement
5th +3 Presence Concealment
6th +3 Legacy
7th +3 Hassan Specialization Feature
8th +3 Ability Score Improvement
9th +4 Zealotry
10th +4 Hassan Specialization Feature
11th +4 One With Shadow
12th +4 Ability Score Improvement
13th +5 Seeing Beyond Seeing
14th +5 Deadly Strikes
15th +5 Hassan Specialization Feature
16th +5 Ability Score Improvement
17th +6 Hassan Mask
18th +6 Hassan Specialization Feature
19th +6 Ability Score Improvement
20th +6 Man of the Mountain

Assassin Fledgling[edit]

At 1st level, you have just began your journey to become the greatest assassin of your time. You can use the Hide action as a bonus action. Also when you hit a creature with an attack that you had advantage on you can add your proficiency bonus to the damage and if you critically hit the target you can double your proficiency bonus on the damage roll.

Dagger Expert[edit]

The dagger is the optimal weapon for an assassin and thus the best weapon for your hands. When engaged in two-weapon fighting with daggers, you can add your ability modifier to the damage of the bonus action attack. At 1st level, when you throw a dagger to make an attack roll you can ignore long range penalties to the attack. Additionally you learn to use a dagger even more perfectly. You can add an additional d4 to your damage rolls with daggers. This amount increases as you take levels in this class as follows, 2d4 at 5th level, 3d4 at 10th level, 4d4 at 15th level, and 5d4 at 20th level.

Angled Attack[edit]

Starting at 2nd level you learn how to strike in different ways at your target. If you throw a dagger and miss the target the dagger ricochets and returns to your hand. Additionally when you land a melee attack with a dagger you may recover all thrown daggers that hit the target of your melee attack. At 10th level, if you have advantage on a creature your abilities in fight with daggers allow you to inflict the damages and the effects of your attacks a second time with your melee attack when you recover all thrown daggers that hit the target before your angled melee attack.

Targeted Attack[edit]

At 2nd level you learn to strike subtle weak points of your enemies when you strike them. Once per turn when you hit with an attack you can make it a targeted attack. If a Targeted Attack requires a saving throw the DC equals 8 + your proficiency bonus + your intelligence modifier. You can only use each Targeted Attack once during each encounter.

Arm Strike

You target a creature's arm or appendage to throw off their attacks. The target must make a Constitution Saving Throw, at disadvantage if they are holding a weapon. On a failure the target has disadvantage on all attacks it makes before the end of its next turn and takes an additional 1d6 of damage. On a success they only take the additional damage. Arm Strike's damage increases by 1d6 at 5th level (2d6), 10th level (3d6), and 15th level (4d6).

Eye Strike

You target a creature's eyes, blinding them temporarily. The target must make a Dexterity Saving Throw, at advantage if they have more than 2 eyes or see without their eyes. On a failure the target is blinded until the end of your next turn and takes an additional 1d8 of damage. On a success they are not blinded. Eye Strike's damage increases by 1d8 at 5th level (2d8), 10th level (3d8), and 15th level (4d8).

Leg Strike

You target a creature's leg or other part of their body they use to move. The target must make a Strength Saving Throw, at advantage if they have multiple different types of speed. On a failure the target's speed is reduced by a number of feat equal to your proficiency bonus x5 and they take an additional 1d6 damage. On a success they do not have their movement speed reduced. Leg Strike's damage increases by 1d6 at 5th level (2d6), 10th level (3d6), and 15th level (4d6).

Lethal Strike

You target a creature with everything you have to deal the most damage possible. The Target must make a Dexterity Saving Throw, at advantage if their size is smaller than yours. On a failure you double your damage dice for the attack, however on a success you roll no damage dice for the attack and only deal modifier damage instead.

Torso Strike

You target the largest part of almost every creature's body, their torso. The target must make a Constitution Saving Throw. On a failure they have disadvantage on the next Saving Throw they make and they take an additional 1d8 damage. On a success they do not take the additional damage. Torso Strike's damage increases by 1d8 at 5th level (2d8), 10th level (3d8), and 15th level (4d8).

Weakness Strike

A creature that you can already take advantage of can even be taken advantage of even more. If you already have advantage on an attack you can deal an additional 2d6 damage on the attack and the creature must make a Wisdom Saving Throw. On a failure you may make an additional attack against them immediately. Weakness Strike's damage increases by 1d6 at 5th level (2d6), 10th level (3d6), and 15th level (4d6). Weakness strike can only be used once per round.

Hassan Specialization[edit]

At 3rd level, you chose a Specialization for your type of Assassination. Choose between Curse Specialization, Copy Specialization, Multiplication Specialization, and Serenity Specialization detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

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, you can increase two ability scores of your choice by 1, or you may take a Feat. As normal, you can't increase an ability score above 20 using this feature.

Presence Concealment[edit]

Starting at 5th level you become even more able to hide even when you have no cover. If a creature is not directly focused on you, you may hide as if you had cover to hide behind until you attack them or a creature they can see . Missing a ranged attack no longer reveals your location.

Legacy[edit]

Starting at 6th level, you gain the ability to use the teachings of past Hassan to grant you some benefits. At the end of a Short or a Long Rest you may choose one of the following features:

- When you would be hit with a melee attack and are holding a dagger with one hand you can use your reaction to add your proficiency to your AC to that attack potentially causing it to miss.

- After you make an attack against a creature that creature cannot make opportunity attacks until the start of its next turn.

- When striking foes while in stealth, gain the ability to lower their armor class by a predetermined amount. This amount is determined by a 1d6 and does not stack.

- You may add your Intelligence modifier to all skills you are not proficient in.

Zealotry[edit]

Starting at 9th level your desire to become one of the great Hassan is so strong it makes you more resistant to interference. You become immune to the Frightened and Charmed conditions. Anyone trying to persuade, deceive, intimidate or performe must do so with disadvantage (all charisma based skils), even the greatest bard will not be able to steal all of your attention

One With Shadow[edit]

Starting at 11th level your ability to use the Shadows to hide grown close to the perfection. You can take the Hide action while in plain sight, if you are within 5 feet of an area of dim light or darkness, you have advantage on Dexterity (Stealth) checks and attack rolls. In addition, while you are in an area of dim light or darkness you become invisible if you stay immobile. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Seeing Beyond Seeing[edit]

At 13th level you learn to see even better in worse conditions. You are immune to the Blinded condition. You gain 10 ft of Blind sight and you can no longer be surprised while not incapacitated.

Deadly Strikes[edit]

Your attacks become even more deadly at 14th level. The damage dice of your Targeted Attacks increase by one size. Additionally when you strike with a dagger you critically strike on a 19-20.

Hassan Mask[edit]

At 17th level you craft a skull like mask and truly become one with the title of Hassan. While you wear this mask you gain the following benefits:

-All your attacks are counted as magical for the purposes of overcoming damage resistances and immunities.

-When you use an action to throw a dagger, you now may throw up to 2 daggerss at up to 2 creatures of your choosing..

-All magic used to read your mind, discern your location, or reveal information about you fails automatically and if applicable the caster is treated as if the target did not exist.

-You gain the following skill, as a reaction you may disppear in the Shadows to moove in another area of dim light or darkness that you can see within 30ft. After you have used this feature, you must finish a long rest to regain expended uses. You may use One With Shadow even if you are not in dim light or darkness.

You may only have one mask at a time and it cannot be removed against your will.

Old Man of the Mountain[edit]

At 20th level you have become as strong as the First Hassan who was said to be a manifestation of death. Your Targeted Attacks are no longer limited to once per turn. A creature you hit with an attack cannot regain hit points until the end of your next turn.

Curse Specialization[edit]

If you choose the Curse Specialization you work darker magics into your assassination techniques.

Demonic Arm

You replace your arm with a powerful curse that warps it beyond being able to be called a human arm. At 3rd level, you can use all one handed weapons as if they had the reach property. Additionally if you throw a weapon you may add an additional number of feet to the distance equal to your proficiency bonus x 10.

Protection From Wind

Starting at 7th level your body becomes resilient to outside interference due to the dark magic in your body. You can no longer be forced or prevented to move. You are immune to the Restrained and Grappled conditions unless you are unconscious. Your speed increases by 10 feet.

Dark Magic Resistance

Starting at 10th level your body becomes resistant to even magic due to the darkness permeating your flesh. You have advantage against spells and other magical effects cast against you.

Zabaniya: Delusional Heartbeat

At 15th level the magic in your arm grows to a new level. On a hit you create a connection between the targets organs and your curse. Every time you hit the target with an attack the target suffers on stack of exhaustion for as long as this connection exists. Additionally, as a bonus action, you can crush the connection and destroy your opponents internal organs. The target must make a constitution saving throw. On a failure they take 10d10 necrotic damage and fall prone. On a success they take half as much damage and do not fall prone. You can use this last feature once and regain it on a long rest

Delusional Destruction

At 18th level the magic of your arm allows you to surpass moral limitations. After you use Zabaniya you can treat yourself as if you were under the effects of the haste spell and you do not have to concentrate on it. During the duration of this Haste you may switch the target of your Zabaniya as a bonus action each turn.

Copy Specialization[edit]

If you choose the Copy Specialization you do not create your own way of killing but instead learn the unique ways of those who came before you. Due to this you master each of their ultimate skills, their Zabaniya.

Zabaniya: Meditative Sensitivity

Starting at 3rd level you gain the ability to copy a Hassan who had honed their senses to the ultimate degree. As a bonus action you can enter a meditative battle trance for 1 minute. While in this trance you can make a perception (Intellegence) check as a bonus action against a creature within 30 ft of you contested by that target's deception check. On a success you gain advantage on attacks against the target until the end of your next turn and you can add your proficiency bonus to your AC when the target attacks you. If you already have the advantage against the target you add your Intelligence modifier to your damages. You may use this feature a number of times equal to your proficiency bonus and regain all uses on a long rest.

Zabaniya: Unfeeling Patrolling Spirits

Starting at 7th level you learn to copy a Hassan who was able to capture spirits and command them. When a creature within 30ft of you dies you can use your reaction to turn its spirit into a Jinniya. The Jinniya's statistics and appearance are equal to that of one Beast of CR 1 or less. You can command the Jinniya on your turn (no action required) otherwise it does nothing on its turn. The Jinniya last for 1 hour or until it is reduced to 0 hit points. You can use this feature a number of times equal to your proficiency bonus and regain all uses on a long rest.

Zabaniya: Raving Shadow Flash

Starting at 10th level you learn the techniques of a Hassan who truly mastered shadow, even as a weapon. You can create daggers out of shadow, no action required, that instantly disappear after they hit a target if you throw them. These daggers have a +1 to attack and damage rolls, +2 at level 15th and +3 at level 20th. In bright light attacks with these daggers are made at disadvantage. These weapons have the statistics of daggers.

Zabaniya: Febrile Inspiration

Starting at 15th level you gain the skill to copy a Hassan who honed their body to the highest degree. As a reaction when you would take damage you can cast Stoneskin on yourself. You must concentrate on this spell as normal. You can use this ability a number of times equal to your Intelligence modifier and regain all uses on a long rest.

Zabaniya: Ichor of Reverie

At 18th level you gain the ability to copy one of the most destructive Hasan techniques. As an action in a 20ft cone you release a destructive wave of sound in front of you. All creatures that can hear you in the cone must make a wisdom saving throw, at disadvantage if they have the ability to cast a spell. On a failure they take 10d10 Thunder damage and making them unable to cast spells until the end of their next turn. On a success they take half as much damage and are deafened instead.

Multiplication Specialization[edit]

If you choose this Specialization you choose to become many in one. Where there was one you will make many.

All Kinds of Specializations

At 3rd level you split your mind into compartments to aid your knowledge. When you finish a long rest you gain expertise in one skill and proficiency in another skill of your choice. You can change these choices each time you finish a long rest. In addition your memory grows stronger as well and you can accurately recall anything you have seen and heard in the last month.

Zabaniya: Delusional Illusion

Starting at 7th level you gain the ability to take this compartmentalization even further and even divide your minds across forms. As an action you can split your form, creating two of you with varying features. Each feature retains all of your class levels and abilities but cannot use any subclass features again. Each form has your statistics but your hit points are halved. Each form has its own turn in initiative. You can disable any form as you wish, remain like this for one hour or until one form drops to 0 hit points. If both forms are not within 60 ft of each other one form vanishes and you take 1d10 force damage for each additional 10 ft they were away. This damage cannot kill you but can reduce you to 0 hit points. You remain at your current points after merging but can now be healed to your maximum. You can use this ability once and regain all uses on a long rest.

Library of Knowledge

At 10th level you gain the ability to call on information that not even you knew at one point but is somewhere in the subconscious of a creature. You can cast legend lore once per long rest without material components. The DM can choose that no one has ever known this knowledge and thus the spell fails.

Zabaniya Improvement

Starting at 15th level you have improved your ability to split. When you use your Zabaniya: Delusional Illusion you can become 1d4+1 versions of yourself. All versions still retain half of your hit points and all restrictions still are in place from the previous feature. However if both forms are not within 120 ft of each other one form vanishes and you take 1d10 force damage for each additional 20 ft they were away.

Zabaniya Mastery

At 18th level you fully master your ability to split yourself into many. You now roll 1d6+2 and split into that many versions of yourself. All previous restrictions still apply. However if both forms are not within 1200 ft of each other one form vanishes and you take 1d10 force damage for each additional 200 ft they were away.

Serenity Specialization[edit]

If you choose this specialization you become a master of poisons and manipulation even to the detriment of turning yourself into poison.

Zabaniya: Delusional Poison Body

At 3rd level you have transformed your own body into deadly poison. You can anything that comes from your body as any type of poison (Contact, Ingested, Inhaled, Injury). A creature subjected to your poison must succeed on a DC 8 Constitution saving throw or the target takes poison damage of a number of d8s equal to your proficiency bonus and are poisoned for one minute. On a success they take half as much damage and are not poisoned. Any creature that directly touches you is forced to make this saving throw. The DC saving throw against your poison increase by +3 at levels 5th, 10th, 15th and 20th In addition you are immune to poison damage and the poisoned condition.

Poison Strengthening

At 7th level you make your poison stronger. When you subject a creature to your poison you can ignore resistances and immunity to the poisoned condition.

Posion Expert

At 10th level you are more skilled at striking if you are doing so with poison. When you make an attack that would deal poison damage you gain advantage on the attack, if you already have the advantage your may add your Intelligence modifier to your damages. In addition you can now recreate poisons by spending 10 gp per DC above 10 of the save you can spend an hour recreating one from the DMG.

Unstoppable Poison

At 15th level your poison harms the very being of what it hits. All poisoned creatures wishing to use magic must succeed on a Constitution saving throw.

Widespread Poisonous Destruction

At 18th level you create the perfect poison. Creatures you have poisoned have to make their constitutions saving throw against your poison with disavantage, if they fail they take damages of a number of d10s equal to your proficiency bonus.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Hassan class, you must meet these prerequisites: Dexterity and Intelligence 13

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Stealth, Thieves Tools

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