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, Improvisation 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, creatures that observe you while you are standing motionless and silent must succeed on a Wisdom Saving Throw of DC 8 + your Charisma modifier or become Frightened.

Unarmored Defense[edit]

At 1st level, while you are not wearing any Armor, your AC 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, if you are Attacking a creature from behind while not being seen, you can add 1d6 extra Damage to the Attack's Damage Roll.

The amount of the extra Damage increases as you gain levels adding half your Murderer level until you reach 17th level where you can add your entire Murderer level as an 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. 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 to confirm no one 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 behavior. You can have any number of personalities but you need to make a Intelligence Saving Throw of DC equal to the creature's Passive Charisma in order to succeed in pretending to be that creature. The DM can decide to make you fail regardless when an NPC who knows very well the Creature you're trying to impersonate stares at you or asks you something personal to the Creature you're trying to impersonate without you having a correct response.

Murder Type[edit]

When you reach 3rd level, you chose a Murder Type. Choose between Torturer, Hitman, Killer, Butcher, Nightmare Architect, Dollmaker, Clown, Crooked One. Your choice grants you features at 3rd level and again at 6th, 11th, 17th, and sometimes even at 20th 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 Opposed Check between your Deception and the foe's Insight, which if won by you will end up with him approaching allowing you to hurl an Attack with Advantage against 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 in removing any evidence of your crimes and/or visits done in 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 by 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]

Starting at 5th level, you can Attack twice, instead of once, whenever you take an Attack 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 creature is experiencing fear within 100 feet away from you. You yourself lose the ability to feel fear becoming immune to being Frightened.

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, adding them to your own Blindsight if you already had it.

Resilient[edit]

Starting at 7th level, once every Long Rest, for a number of times equal to your Proficiency Bonus, you can give Disadvantage to the foe's Damage roll once he attacks you.

Distraction[edit]

Starting at 7th level, you can use your Bonus Action to distract the enemy in order to have an accumulative Advantage to hit him. It only works the first time you do it for each creature you want to distract.

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 gently fading away, 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 currently strangling has less than a quarter of his maximum HP, 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 human tissue such as entire 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 only disarm an enemy if hit on a limb used to wield a weapon, or even just a ring if aiming for a single finger, even halving their movement speed if hit on a leg. (This last one does not work on creatures with many legs such as centipedes)

Overlapping Violence[edit]

Starting at 11th level, once every Short or Long Rest, for a number of times equal to your Proficiency Bonus, you will be able to ignore the creature'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 recognizing if a creature is really dead or if it is just faking his death.

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.

Improvisation Killer[edit]

Starting at 14th level, you gain Proficiency in Improvised Weapons, also making them deal double Damage.

Passionate Murder[edit]

Starting at 15th level, whenever you kill a creature 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 HP 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 Attacks score a critical hit on a roll of 17-20.

Warrant To Kill[edit]

Being a murder comes with certain benefits. Starting 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.

Modus Operandi[edit]

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

  • 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 HP 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 you exceed it by 2, during your next turn or attack, you may have kept this 2 as an additional modifier. In the case that in your next turn you would have rolled a 1 nat, this 1 immediately increases to a 3 making it no longer count as an 1 nat but just as a normal failed throw.

Spine Breaker[edit]

Starting at 19th level, once every Short or Long Rest, when you're Grappling or Strangling a foe, you can choose to break his back as a Bonus Action. The enemy must make a Constitution Saving Throw of DC equal to your Murder level, and if they fail, they get Paralyzed for the rest of their life.

Torturer[edit]

The Torturers are those who choose to kill through prolonged suffering, using brutality, dirty tricks, and humiliation.
Prolonged Agony

Starting at 3rd level, your Attacks with slashing or piercing Weapons deal an additional 1d4 psychic Damage but become non lethal by default unless you decide to end the victim's life. You no longer heal by killing creatures but by keeping them alive at 0 HP. You also gain a stackable Advantage on Intimidation checks. (For example if you get helped with an Aid Action, you can add this Advantage on top of the other Advantages)

Dirty Tricks

Starting at 6th level, you can use your Bonus Action to make a Shove or Grapple attack. You can also throw Sand and/or Dust at the opponent's eyes as an Attack Action or as a Bonus Action. Once every Short or Long Rest, you can role any brutal dirty trick that comes in your mind and count your roll as an automatic success. The effects of roled dirty tricks must be decided by the DM, otherwise here's a list of some tricks with precise effects you can use: Click here to get to the list of Tricks

Battle of Attrition Master

Starting at 11th level, for every minute you stay alive during a battle, the enemies you have hit will be afflicted with a level 1d2 Bleeding and you will gain 1d20 Temporary HP, 2d20 at 17th Murder Level.

Torturous Precision

Starting at 11th level, you gain double the Proficiency in Torture Tools.

Master of Pain

Starting at 17th level, all the Damage you deal can be converted into Psychic Damage if the creature have a Resistance or an immunity to it.

Eviscerate

Starting at 20th level, when you finish the creation of a blood eagle, or other brutal deed at the DM's discretion, you can place it down and anyone who sees it within 100 feet will have to make a DC 20 Intelligence Saving Throw, suffering being Frightened for 1 minute when failed. On a critical failure, he will also be Paralysed for 1 minute.

Hitman[edit]

The hitmans are those who choose to kill for job and/or necessity
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 a creature that you can see hits you with an Attack, you can use your Reaction to halve the Attack's Damage against you.

Dirty Tricks

Starting at 6th level, you can use your Bonus Action to make a Shove or Grapple attack. You can also throw Sand and/or Dust at the opponent's eyes as an Attack Action. Once every Long Rest, you can role any brutal dirty trick that comes in your mind and count your roll as an automatic 10+mod (the modifier is decided depending on how you'll perform your trick). The effects of roled dirty tricks must be decided by the DM, otherwise here's a list of some tricks with precise effects you can use: Click here to get to the list of Tricks

Unknown Orders

Starting at 11th level, You start receiving orders from an unknown individual. He will be proud of the progress you have made into killing people. The DM will have to tell you simple actions that you have to do, but they will all lead to the death of an individual.

(It may be that by moving a simple vase a few centimeters near a flight of stairs, a passer-by trips over it and dies by falling and breaking the bone of his neck. It may be that by taking a package hidden inside a bush, it turns out that it contained drugs, and now because of you criminals will kill each other to find the culprit.)

In return, He can reveal to you any details you ask Him about the movements and location of enemies, the location of any weapon, or any place you need to go. You can not ask him right away what you need to know and save the questions for later so that you can ask many at once.

Uncanny Accuracy

Starting at 17th 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. Once every Long Rest you can score an automatic critical hit when making a Ranged Attack.

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, burn it or just throw it in space.

Killer[edit]

The killers are those who choose to kill for hobby, for boredoom or for any reason at all
Bloody Hands

Starting at 3rd level, your attacks thrown with your bare hands will cause 1d6 Damage by default and your attacks thrown with piercing and slashing Weapons will inflict level 1 Bleeding. (This effect does not stack with itself and the foe is immune if he does not have or need blood to survive).

Psychotic

Starting at 6th level, when you kill an enemy, you can immediately Attack another one within 5 feet of you as a free action. Nonmagical knives and other small bladed weapons will double the base Damage.

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. You are adding 1d4 Damage for every creature you killed before with the same Rampage Attack.

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 adding 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 and other intelligent creatures as farm animals and so they kill, butcher and eat them like if it was an ordinary thing.
Heavy Hands

Starting at 3rd level, your Attacks thrown with your bare hands will cause 1d8 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 lvl 1d2 Bleeding effect that lasts for 1 minute. This bleed deals additional 2 bleeding Damage to the target at the start of each of its turns. If the target regains 1 or more HP, this effect ends. (This effect does not stack with itself and the foe is immune if he does not have or need blood to survive).

Cannibalistic

Starting at 6th level, for each pound of the flesh eaten, you will heal up to 1d6 HP. You can eat up to a pound of flesh as a Bonus Action. You also become immune to poisons and common Diseases.

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 they had 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 Bleeding. (This effect does not stack with itself and the foe is immune if he does not have or need blood to survive).

Nightmare Architect[edit]

The nightmare architects are those who choose to kill from the safety of the nightmare world., Media nightmares which are often revealed to be a little 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 Sleep at will without expending a spell slot. Creatures that fall asleep must succeed on a Wisdom Saving Throw of DC 8 + your Charisma to resist. A sleeping creature will always experience a nightmare, and will have to redo the Saving Throw to get back to reality for every time you hit it. You can freely enter the creature's nightmare without changing or doing anything, leaving whenever you want. Once you enter a creature's nightmare, if the creature is hit with psychic Damage from outside, you too will get hurt., if the creature's memory is being deleted or modified with a spell, you too will be deleted or modified. You can be damaged in the nightmare world but only taking half Damage. For now, you can't physically kill the creature from within its nightmare, you will become able of doing so at 6th level.

Visions of Horror

Starting at 6th level, when you Attack a creature you have affected with your Nightmare World from inside of his nightmare, you can deal 2d6 psychic Damage to the sleeping creature from inside their nightmare. You will be able to modify the landscape of the nightmare, doing and shaping whatever you want in the nightmare world. When the creature wakes up, he will get the Frightened Condition for 1 turn.

Lullaby of Death

Starting at 11th level, once every Long Rest as an Action, you can sing a haunting lullaby that induces Sleep spell in all creatures within a 30-foot radius. Affected creatures must succeed on a Wisdom Saving Throw of 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. Also now your Long Rests will last for only 4 hours.

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 which is waking up from the Nightmare, must make a Wisdom Saving Throw of (DC 10 + your Charisma Modifier) or become Frightened for 1 minute. A creature that fails this save, also takes 8d12 psychic Damage caused by a heart attack, but you can only cause a heart attack once every Long Rest, and if creatures are reduced to 0 hit points after the heart attack, they will become 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, officially becoming a creature sign of an omen of tragedy, disappearing only once destroyed or once the world ends.

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 HP, 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 (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma) are based on your own base stats, Movement Speed included. You will be able to control its every movement. The doll has the same Proficiency Bonus and Masteries 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 HP, your doll can make an immediate Movement and/or Attack against the attacker as a Reaction.

a Doll With a Soul

Starting at 17th level, when you die your soul will now inhabit the nearest doll you have made. Flesh, blood and bones will grow inside the doll, resembling your past ones. When you lock your soul in a doll you immediately unlock Dollcrafting which will now be able to support an amount of dolls equal to your Proficiency Bonus, and as a doll you unlock all your previous Murder Abilities, your HP as a fresh doll with a soul will always be the 1d4 HP 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 modifier + Proficiency Bonus). You can also produce long strings of colored handkerchiefs tied together, up to 60 feet long being able to Strangle with, you can also take out of your mouth sharp objects such as knives, nails, small hammers and razor blades that can deal 1d6 piercing, bludgeoning or slashing Damage (Up to 10 per day), and if you decide to swallow some other small object, you can expel it from your mouth in the same way, allowing you to do stuff such as swallowing keys just to throw them up when you need them, or swallowing closed heal potions without digesting them, just to throw them up when you need to heal. You can throw up as a Bonus Action.

Sadistic Playfull Clown

Starting at 3rd level, as an Action, you can mock a creature, if the target can hear you (though it need not understand your doings), it must succeed on a Wisdom Saving Throw of DC 10 + your Charisma modifier 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.

Mimicry

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.

War Mime

Starting at 11th level, you are able to use the imaginary stuff you mime as Improvised Weapons. When you do, the Weapons you mime use Charisma for Attack Rolls and Damage Rolls, dealing 1d4 + your Murder's Level Damage by default. If the mimed Weapon has a higher base Damage, it can retain that, but still, it will use Charisma to Attack.

Sharp Balloons

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

Nightmare Fuel

Starting at 11th level, once every Long Rest, you will become able to take the form of the worst fear of the targetted creature that stands in up to 10 feet of distance from your character. The creature will have to pass a Wisdom Saving Throw of DC 10 + your Charisma modifier, becoming Frightened for up to 1 minute when failed. The creature can reroll the Saving Throw on each start of his turn. Transforming into a creature's worst fears can only be done as a Ready Action since it will not be possible to transform while the targeted creature is already looking at you.

Copy

Starting at 17th level, once per day you gain the ability to become a different creature. On your turn, you can transform into a creature you saw or you can see within your relative Size with a flexibility of 1 Size smaller or bigger than yours, but only once you succeed or have succeeded 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, HP, Racial Abilities 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 hour, until you drop to 0 hit points, or until you use your action to dismiss it.

Crooked One[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, your reach is 10 feet greater than normal, only 5 if you already had the Long-Limbed feature.

Contorted Body

Starting at 6th level, you are Proficient in the Stealth Skill, you gain mastery if you already were Proficient 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.

Smiling Ear to Ear

Starting at 6th level, your dazzling smile will grant you a bonus of +3 on Intimidation.

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 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.

Tricks[edit]

  • Concussion:

The target cannot take Reactions until the start of its next turn.

  • Ear Smash:

The target must make a Dexterity Saving Throw of DC 5 + your Murder Level, or become Deafened until the end of its next turn.

  • Eye Poking:

The target must make a Dexterity Saving Throw of DC 5 + your Murder Level, or become Blinded until the end of its next turn.

  • Headbutt:

The target has a Disadvantage on the next Attack roll it makes before the end of its next turn. Additionally, if this Attack provokes a Concentration check, he must add half your Murder Level to the DC.

  • Exportation:

You and the target move half your Movement Speed to a location you choose and can travel to. The target must be your Size or smaller.

  • Groin Hit:

The target must make a Constitution Saving Throw or fall Prone. The target must be no more than one Size larger than you and have a discernible anatomy.

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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