The Murder Hobo Level Proficiency Bonus Features Blood Thirsty 1st +2 Street Rat ─ 2nd +2 Blood Thirsty 1d4 3rd +2 Lifestyle Choice 1d4 4th +2 Ability Score Improvement 1d4 5th +3 Extra Attack 1d6 6th +3 ─ 1d6 7th +3 Bribe the Guards 1d6 8th +3 Ability Score Improvement 1d8 9th +4 Lifestyle Choice feature 1d8 10th +4 Ability Score Improvement 1d8 11th +4 ─ 1d10 12th +4 Ability Score Improvement 1d10 13th +5 Lifestyle Choice feature 1d10 14th +5 Natural Born Predator 1d12 15th +5 ─ 1d12 16th +5 Ability Score Improvement 1d12 17th +6 Lifestyle Choice feature 2d8 18th +6 ─ 2d8 19th +6 Ability Score Improvement 2d8 20th +6 Serial Killer 3d6 Created by u/nerds_corner and u/stefantheconquerer Murder Hobo When the going gets tough, the tough get killing. The murder hobo belongs to a class of people that kill for personal gain. This can be anything from obtaining goods to the thrill of the kill. Either way, murder hobos are not to be messed with. Class Features As a murder hobo, you gain the following class features. Hit Points Hit Dice: 1d10 per murder hobo level

1d10 per murder hobo level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st Proficiencies Armor: All armor, shields

All armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None Saving Throws: Choose two from Strength, Dexterity, and Charisma

Choose two from Strength, Dexterity, and Charisma Skills: Choose two from Acrobatics, Athletics, Perception, Sleight of Hand, and Stealth Equipment You start with the following equipment: Common Clothes Street Rat You have adapted to the rough ways of the city streets. At 1st level, you have advantage on Constitution saving throws to prevent disease. You also can recall city scapes that you have been in before. Blood Thirsty Beginning at 2nd level, your innate desire to shed blood has hightened. Once per turn, you can deal an extra 1d4 damage to one creature you hit with a melee 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 extra damage increases as you gain levels in this class, as shown in the Blood Thirsty cloumn of the Murder Hobo table. Lifestyle choice At 3rd level, you choose a lifestyle choice that you emulate in the exercise of your murder hobo ways: Dipsomaniac, Nymphomaniac, Psychomaniac, or Pyromaniac, all detailed at the end of the class description. Your lifestyle choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase on 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. Extra Attack Beginning at 5th level, you can melee attack twice, instead of once, whenever you take the Attack action on your turn.

Bribe the Guards As a murder hobo, you have learned how to get out of sticky situations by simply by talking your way out. At 7th level, you gain proficiency in a Charisma skill check of your choice. Choose one from Deception, Intimidation, and Persuassion. Natural Born Predator You hide in the shadows waiting for the perfect opportunity to attack your prey. Starting at 14th level, if your Initiative roll is higher than 24, you receive a bonus round of combat prior to regular combat. Serial Killer You have become a master killer, and the more, the better. When you reach 20th level, when you are in combat, and you knock a hostile creature unconcious, you receive a free Attack action. This feature may be used once per round. Lifestyle Choice The murder hobo comes in a variety of flavors: the Dipsomaniac, the Nymphomaniac, the Psychomaniac, and the Pyromaniac. Dipsomaniac Following the Dipsomaniac lifestyle means you have accepted the choice to drink your days away. You allow the alcohol to take over your decission making process, may that be falling asleep at the bar, or punching the person nearest to you. Liquid Courage Drinking has made you into a fearless warrior. When you reach 3rd level, you have advantage on Charisma (Intimidation) checks, and Charisma saving throws against being frightened. Drunken Rage In battle you fight with blind alcoholism. Starting at 9th level, on your turn, you can enter a drunken rage as a bonus action. While drunkenly raginig, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws.

When you make a melee weapon attack using Strength, you gain bonus to the damage roll that increases as you gain levels as shown in the Drunken Rage table.

You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while drunkenly raging. Your drunken rage lasts for 1 minute. It ends early if you are knocked unconcious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your drunken rage on your turn as a bonus action. The number of times that you can use this feature increases as you gain levels as shown in the Drunken Rage table. When you have expended all uses of this feature, you must finish a long rest before you can drunkenly rage again. Drunken Rage Dipsomaniac Level Drunken Rages Bonus Damage 3rd 3 +2 4th 3 +2 5th 3 +2 6th 4 +2 7th 4 +2 8th 4 +2 9th 4 +3 10th 4 +3 11th 4 +3 12th 5 +3 13th 5 +3 14th 5 +3 15th 5 +3 16th 5 +4 17th 6 +4 18th 6 +4 19th 6 +4 20th Unlimited +4 Booze Breath You have taken your body's way of rejecting alcohol, and turned it into a dangerous weapon. Starting at 13th level, you can emit a rancid burp as a bonus action. Creatures within 5 feet of you take 1d6 acid damage. At 18th level, this damage increases to 2d6. This feature lasts for 1 minute, or until you dismiss it as a bonus action, and may be used once per long rest. Blackout You live a life of constant drunkeness, where blacking out can actually save you. At 17th level, if you drop to 0 hit points and don't die outirght, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead, and you gain a +2 AC bonus for 1 minute. Each time you use this feature after the first, the DC increases by 5. The AC bonus does not stack with each use. When you finish a long rest, the DC resets to 10. Nymphomaniac As a Nymphomaniac, you act on your sexual desires without thinking. Sex is on your mind all the time. Friends with Benefits You can inspire others through sexual favors. To do so, you use a bonus action on your turn to choose one creature other than yourself within 5 feet of you that you can touch. The creature gains one Friends with Benefits die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability chekc, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Friends with Benefits die, but must decide before the DM says whether the roll succeeds or fails. Once the Friends with Benefits die is rolled, it is lost. A creature can have only one Friends with bnefits die at a time. You can use this feature a number of times equal to your Charisma modifier (a miniumum of once). You regain any expended uses when you finish a long rest. Your Friends with Benefits die changes when you reach certain levels. This die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Sex Magic Select a category: Seduction, Sexual Healing, or Temptation. Your choice grants you category spells when you choose it at 9th level, as shown in the Seduction, Sexual Healing, and Temptation tables. See chapter 10 for the general rules of spellcasting. Spell Slots. The Sex Magic table shows how many spell slots you have to cast your Sex Magic of 1st-level or higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell charm person and you have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot. Spellcasting Ability. Charisma is your spellcasting ability for your spells. You can use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Sex Magic Nymphomaniac Level 1st 2nd 3rd 4th 5th 9th 4 3 2 ─ ─ 10th 4 3 2 ─ ─ 11th 4 3 3 ─ ─ 12th 4 3 3 ─ ─ 13th 4 3 3 1 ─ 14th 4 3 3 1 ─ 15th 4 3 3 2 ─ 16th 4 3 3 2 ─ 17th 4 3 3 3 ─ 18th 4 3 3 3 ─ 19th 4 3 3 3 1 20th 4 3 3 3 1 Seduction Nymphomaniac Level Spells 9th charm person, command, detect thoughts, suggestion, sending, tongues 13th compulsion, confusion 19th dominate person, modify memory Sexual Healing Nymphomaniac Level Spells 9th spare the dying, mending, cure wounds healing word, lesser restoration, prayer of healing 13th aura of life, death ward 19th greater restoration, mass cure wounds Temptation Nymphomaniac Level Spells 9th minor illusion, thaumaturgy, disguise self, silent image, mirror image, phantasmal force, hypnotic pattern, major image 13th hallucinatory terrain, polymorph 19th dream, mislead Full Frontal Nudity Nudism is nothing new to you. Starting at 13th level, you can reveal your body as a bonus action. Creatures within 5 feet of you take 1d6 radiant damage. At 18th level, this damage increases to 2d6. This feature lasts for 1 minute, or until you dismiss it as a bonus action, and may be used once per long rest. Harder Daddy Your S&M fetish has made combat an orgasmic dream. At 17th level, if you drop to 0 hit points and don't die outirght, you can make a DC 10 Constitution saving throw. If you succeed, your drop to 1 hit point instead, and you gain damage resistance to bludgeoning, piercing, and slashing from nonmagical weapons for 1 minute. Each time you use this feature after the first, the DC increases by 5. When you finish a long rest, the DC resets to 10. Psychomaniac Clinical insanity is an understatement. As a Psychomaniac, your need to kill has come as a result of your mental state of mind. Trigger Happy As a Psychomaniac, you kill as much as you can, as quickly as you can. Starting at 3rd level, you gain weapon proficiency in firearms and explosives.

Interchangeable Parts Beginning at 9th level, you can spend a bonus action to apply one of the following attachments to your firearm from the Interchangable Parts table. As a bonus action, you can remove or change the attachment. Interchangable Parts Attachment Properties Silencer Adavantage on attack rolls against unaware creatures, -2 to damage Scope Increase range by 100 ft., firearm must have two-handed property Laser sights Increase range by 60 ft., firearm cannot have two-handed property Extended clip Doubles clip size, firearm must have reload property Armor piercing rounds +4 to hit, -2 damage Contagious Hysteria Your mental deterioration can be quite contagious. Starting at 13th level, you can go into a state of hysterical laughter as a bonus action. Creatures within 5 feet of you take 1d6 psychic damage. At 18th level, this damage increases to 2d6. This feature lasts for 1 minute, or until you dismiss it as a bonus action, and may be used once per long rest. Multiple Personalities One body holding multiple personalities, you're a surprise waiting to happen. At 17th level, if you drop to 0 hit points, and don't die outright, you can make a DC 10 Constitution saving throw. On a successful save, you drop to 1 hit point, and you gain a +2 damage bonus for 1 minute. Each time you use this feature after the first, the DC increases by 5. The damage bonus does not stack with each use. When you finish a long rest, the DC resets to 10. Pyromaniac Fire burns within your soul, and the best way to show it is through arson. When you choose the Pyromaniac lifestyle, setting flame to everything is more than a desire, it's a necessity. Spellcasting When you reach 3rd level, you put your murderous ways into the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for spell lists. Cantrips. You learn two cantrips of your choice that produce fire, deal fire damage, or give you resistance to fire damage. You learn an additional cantrip of these requirements at 10th level, and again at 17th level. Spell Slots. The Pyromaniac Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a short or long rest. For example, if you know the 1st-level spell burning hands and you have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level spells that produce fire, deal fire damage, or give you resistance to fire of your chocie. The Spells Known column of the Pyromaniac Spellcasting table shows when you learn more spells of 1st level or higher under these requirements. Each of these must be of a level for whihc you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace of the spells you know with another spell of your choice under these requirements. The new spell must be of a level for which you have spell slots. Spellcasting Ability. Intelligence is your spellcasting ability for your spells. You can use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Pyromanaic Spellcasting Pyromaniac Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 3rd 2 5 3 ─ ─ ─ ─ 4th 2 6 3 ─ ─ ─ ─ 5th 2 6 4 2 ─ ─ ─ 6th 2 6 4 2 ─ ─ ─ 7th 2 7 4 3 ─ ─ ─ 8th 2 8 4 3 ─ ─ ─ 9th 2 8 4 3 2 ─ ─ 10th 3 9 4 3 2 ─ ─ 11th 3 10 4 3 3 ─ ─ 12th 3 10 4 3 3 ─ ─ 13th 3 11 4 3 3 1 ─ 14th 3 12 4 3 3 1 ─ 15th 3 12 4 3 3 2 ─ 16th 3 13 4 3 3 2 ─ 17th 3 13 4 3 3 3 ─ 18th 4 13 4 3 3 3 ─ 19th 4 14 4 3 3 3 1 20th 4 15 4 3 3 3 1