Hitman A young man is attending to his daily routine, when he's suddenly attacked by a group of gangsters. In an instant, he's out, but his dying will is not that of weakness. An orange flame lights on his forehead as he jumps to his feet with enough force to rip through his clothes. He yells out, "I'M GOING TO BEAT YOUR ASSES LIKE MY LIFE DEPENDS ON IT!!!" A group of mafioso are attacked by a rival family. The leader of the enemy group steps forward and begins shooting orange-red flames from his fists, blasting holes in members of the group. The leader of the group steps out with very ornate gloves on, both with the letter "I" on the back. In an instant, he freezes the rival leader and his family, leaving them there frozen for the rest of time. The tenth-generation boss of the Vongola Family encounters the trials of the Arcobaleno. While his Storm Guardian distracts the opponent, he is able to charge up his special gloves, both with the letter "X" on the back. With the Arcobaleno distracted, the Vongola Boss fires off his special technique, "X-Burner", melting the opponents weapon and achieving victory over the first Arcobaleno trial. The Hitman is a class that understands that true strength comes from a desire to die for one's will. Once the barrier of despair is broken, there is nothing a Hitman won't do to achieve their goals. This Dying Will is the source of their power, and from it a large margin of combat potential arises. Flames of a Dying Will Time waits for no man. It will continue to move forward, with or without someone to notice, and it is because time is finite that the Hitman can understand the true meaning of life. One's will is their strongest weapon. Whether their will be to change the world or to save a particular person, the Hitman can exert their will by any means necessary, shrugging off all obstacles until their will is done. Flames of Creation The Hitman is a class with a lot of creativity behind it. In order to play it properly, you should use your imagination and discuss ideas with your DM. This class is playable without any sense of creativity, but masters of this class will realize that, like D&D itself, much of it is made by the players themselves.

The Hitman Level Proficiency Bonus Features Deathperation Uses 1st +2 Dying Will Flame, Deathperation Mode 2 2nd +2 Vongola Ring 2 3rd +2 Deathperation Weapon 2 4th +2 Ability Score Improvement 2 5th +3 ─ 3 6th +3 Dying Will Flame Feature 3 7th +3 Hyper Deathperation Mode 3 8th +3 Ability Score Improvement 3 9th +4 ─ 4 10th +4 Dying Will Flame Feature 4 11th +4 Box Weapon 4 12th +4 Ability Score Improvement 4 13th +5 ─ 5 14th +5 Dying Will Flame Feature 5 15th +5 Cambio Forma 5 16th +5 Ability Score Improvement 5 17th +6 ─ 6 18th +6 Vongola Gear 6 19th +6 Ability Score Improvement 6 20th +6 Ultimate Deathperation Mode 6 Creating a Hitman Quick Build You can make a hitman quickly by following these suggestions. First, make Charisma your highest Ability Score, followed by Constitution. Second, choose the Far Traveler background. At 3rd level, begin experimenting with your Flame to create a fighting style that compliments your playstyle.

Class Features As a hitman, you gain the following class features. Hit Points Hit Dice: 1d8 per hitman level

1d8 per hitman level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 + your Constitution modifier Proficiencies Armors: Light Armor

Light Armor Weapons: All Simple Weapons

All Simple Weapons Tools: None Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two from Acrobatics, Athletics, Investigation, Persuasion, Perception, and Deception Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial melee weapon, or (b) two simple weapons

(a) a dungeoneer's pack, or (b) an explorer's pack

(a) a component pouch, or (b) an arcane focus

Leather armor Dying Will Flame At 1st level, you determine the type of Dying Will Flame you posess. You have a choice between the Sky, Storm, Rain, Lightning, Mist, Cloud, or Sun Flames. Your Choice will grant you features at 1st, 6th, 10th and 14th level. It is possible to have more than one Flame type if you obtain the Dying Will feat. Deathperation Mode Starting at 1st level, you gain the ability to go into Deathperation Mode. Deathperation is a state of absolute willpower. While in Deathperation Mode, you gain the following features. All damage you take will be applied once Deathperation Mode ends.

+3 to all physical damage

You rip out of your clothing and any non-metallic armor

Deathperation lasts until the player's stated objective is completed, the character is unconcious, or until 5 minutes has passed. The player must do whatever necessary to complete the given objective as quickly as possible You may go into Deathperation Mode twice before needing to finish a Long Rest to regain all expended uses. The total number of Deathperation uses increases at 5th, 9th, 13th, and 17th levels. Vongola Ring At 2nd level, you obtain your first ring, the legendary Vongola Ring (This ring will match your selected flame and there is only one of each type in any given campaign). The Vongola ring will allow you to control your Dying Will Flames easier. While equipped, You are able to create Dying Will Flames from your ring and use them for various purposes, such as covering a weapon in them or creating a source of light. The Vongola ring, specifically, will allow certain features from your Flame type to be used twice before needing to recharge. You may come across various rings that may or may not be attuned to your Flame type. If your Flame type matches, these rings will allow you to create Dying Will Flames, but will not grant the bonus of the Vongola rings. Deathperation Weapon At 3rd level, you gain a gift to assist you in your journey; a weapon specialized for your playstyle. You have Proficiency with this weapon, and it can be upgraded at Blacksmiths to further personalize it's compatiblity to it's user. Because this feature will vary from character to character, you should speak with your DM about specialized attacks or skills based on your Deathperation weapon to maximize it's potential and decide any limitations. Ability Score Increase At 4th level, you get an Ability Score Increase. You get additional increases at 8th, 12th, 16th, and 19th level. Hyper Deathperation Mode Starting at 7th level, you gain the ability to enter Hyper Deathperation Mode. This mode lasts for 5 minutes or until the character is knocked unconcious. When in this mode, you will gain the following features. Resistance to non-magical damage

+3 to attack

You gain a flight speed of 60ft You may go into Hyper Deathperation Mode three times when you obtain this feature, however, using Hyper Deathperation Mode takes away from your total Deathperation uses. You will need to finish a Long Rest to regain all expended uses. Box Weapon At 11th level, you will obtain a Box Weapon, a tool capable of turning the tides of combat. Full of mystery and variance, a matching Box Weapon will use the Dying Will Flames of its owner to activate. The Box Weapon you obtain is entirely up to the DM's discretion. You may take an Action to activate a Box Weapon. A Box Weapon can stay active for up to 5 minutes and can be dismissed using a Bonus Action. There is no limit to the number of box weapons you can have active at one time.

Cambio Forma At 15th level, You must choose a partner Animal Box Weapon. This Box Weapon will gain the ability to enter Cambio Forma. As an Bonus Action, you can change your Animal Box Weapon into Cambio Forma, transforming it into a piece of equipment (Armor or Weapon). The equipment and its effects can be discussed with your DM as each Cambio Forma is unique. Cambio Forma lasts for 5 minutes or until you revert the Box Weapon to normal using a Bonus Action. Vongola Gear Once you reach 18th level, your Vongola ring will combine with your Animal Box Weapon, creating the Vongola Gear. The Vongola Gear is capable using Cambio Forma directly, or summoning your Animal Box Weapon using a Bonus Action. The Vongola Gear provides the same bonuses as the Vongola Ring, but also upgrades your Animal Box Weapon and your Cambio Forma. Unlike the Vongola Ring, the Vongola Gear cannot be removed. Ultimate Deathperation Mode At 20th level, you obtain the strongest form of Deathperation, Ultimate Deathperation Mode. You may use an Action to activate Ultimate Deathperation Mode. This mode lasts until it is dismissed using a Bonus Action or the character is knocked unconcious, and while in this mode, you gain the following features. Resistance to all incoming damage

You may double your Charisma Modifier to all damage

+2 to AC

+3 to Attack and Damage Rolls

You gain a flight speed of 60ft You may go into Ultimate Deathperation Mode once before needing to finish a Long Rest to use it again. Using Ultimate Deathperation Mode does not take away from your total Deathperation uses. Dying Will Flames Sky Flame Sky Flames are the most comparable to actual flames, as it can burn objects and release heat. Bearers of the Sky Flame are said to be exceptionally rare, and most of the known ones commonly possess great insight. The Harmony characteristic allows it to combine with other types of Dying Will Flames to create a new one. Two different types of Sky Flames are known to exist. "Soft" Sky Flames, the normal type that Sky Flame users can produce. It is suitable for hovering or maintaining a stance. The soft Sky Flames have an orange core with pale orange to bright yellow-orange body. The second type are the "Hard" Sky Flames. They are released by an increase in explosive energy and are used for a straight burst of speed or simply raw power. Its core has a reddish shade of orange and the parts closer to its edges are colored by varying shades of orange with sparkling crystal-like particles. Harmony Factor Starting at 1st level, when an ally is within 10 feet of you, you and that ally gain advantage on Attack, and +2 to Charisma based checks. Your Flames act like actual fire and can be used for movement or light. You are also capable of increasing the density of your flames, making them Hard Flames capable of dealing damage and lighting things on fire. If you have the Dying Will feat, you are capable of combining the effects of the Sky Flame and other Flames to create new types of Flames. Hyper Intuition Starting at 6th level, you gain the ability to read situations more precisely and can react to them in a more effective way. You will automatically succeed Insight checks, have advantage on Perception and Investigation checks, and have Truesight up to 30ft. while in Deathperation Mode. Minus State Starting at 10th level, while in Deathperation Mode, you can temporarily rest your flames and render yourself unconcious using a Bonus Action. After one round, you will regain conciousness and reset the timer on your Deathperation Mode. This feature can be used to reset Hyper Deathperation Mode as well. Once you use this feature, you must complete a Short or Long rest before you can use it again. Zero-Point Breakthrough Starting at 14th level, you may use your Reaction when you are hit by a weapon attack to attempt to nullify it. When you do so, the damage you take is reduced by 1d10 + your Charisma modifier + your hitman level. If you don't reduce the damage to 0, the damage reduced will be added to your next attack. If you reduce the damage to 0 in this way, you will freeze the attack and the attacker if they are within 5 feet of you. The target will be Petrified until they are freed using Dying Will Flames. This feature can be used twice per combat if the Vongola Ring(Gear) is equipped. Storm Flame Storm Flames are highly offensive, primarily used for attacking. With its Disintegration characteristic, it causes anything that it touches to decay and break apart, including other Dying Will Flames. It can also minimize the effect of other Flame-enhanced attacks or break through other Flames. The core of a Storm Flame is an ordinary red shade. Its inner layer is pale red, almost pink-like. The outer edges of the Flame are deep crimson. Disassembly Factor Starting at 1st level, any nonmagical object made of metal or wood that is hit by your flame corrodes. After taking damage, the object takes a permanent and cumulative -1 penalty (This applies to Damage Rolls if the object is a weapon). If its penalty drops to -5, the object is destroyed.

Extra Attack Beginning at 6th level, you can attack twice whenever you take the Attack action on your turn. Storm Guardian Starting at 10th level, your Flame has reached its highest potential. It is now capable of disassembling other Dying Will Flames that come into contact. If another Dying Will Flame is hit by Storm Flames, it takes a -1 penalty. If its penalty drops to -3, the Flame will dissapate. Extra Attack Starting at 14th level, you can attack three times whenever you take the Attack action on your turn. Rain Flame “To square away conflict and wash away the blood spilled. The Requiem of Rain.” Rain Flames are mostly passive with its Tranquility characteristic allowing it to weaken anything it touches. It can be used to slow down the opponent's movements or attacks, and even pacify strong emotions. Rain Flames are mostly blue with shimmering particles that seem to "flow" though them, giving them an appearance similar to rippling water. The core is cerulean blue and the outer sections are a lighter tone of blue. Tranquility Factor Starting at 1st level, you can attempt to suppress the strong emotions of any creature that comes into contact with your flame. The creature must make a Charisma Saving Throw (DC = 8 + Charisma modifier + Proficiency Bonus + Any Special modifiers). If the creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. Extra Attack Starting at 6th level, you can attack twice whenever you take the Attack action on your turn. Rain Guardian Starting at 10th level, your Flame has reached its highest potential. When attacking with your Flame, you have two new optional effects to choose from. You can weaken the target creature, by putting a -1 penalty to their AC. This penalty lasts until the end of the target creature's next turn.

Alternatively, you can reduce a creature's speed temporarily. The creature will go last in Initiative order until the end of their next turn. If the creature has already taken a turn before this effect was applied, it will go last in the subsequent round. Barriera Medusa Starting at 14th level, you can use an Action to create a 5ft by 40ft wall of Rain Flames within 30 feet of you that lasts for 1 minute with concentration. Any creature that attempts to pass through the wall must make a successful Constitution saving throw or gain 1 level of exhaustion. Storm Flames are capable of breaking down the Barriera Medusa. Once you use this feature, you must complete a Short or Long rest before you can use it again. Lightning Flame The Lightning Flame is known as the toughest flame due to its characteristic, Hardening. Lightning Flames can be employed to solidify and increase the firmness of objects. By themselves, the Flames can be used defensively by projecting a solid barrier and offensively by cutting like a sharp blade. It can also be used to electrocute like actual electricity. Lightning Flames are in many ways more similar to electricity than actual flames. They have a light green core with extremely sharp dark neon-green electricity-like "spikes". When a Lightning Flame is "lit", a buzzing sound similar to that of electricity is heard Hardening Factor Starting at 1st level, when not wearing armor, your AC is 10 + Charisma modifier + Constitution modifier, and you gain resistance to lightning damage. Your Flames act like actual lightning and can deal lightning damage if an object or creature comes into contact with them. Elettrico Cornata Starting at 6th level, you can use an Action to charge yourself with Lightning Flames. On your next turn, you may move up to your movement speed, but the only Action you may take is the Attack action. When Attacking in this way, you may add your Charisma modifier + your hitman level to damage. This feature can be used twice per combat if the Vongola Ring(Gear) is equipped. Lightning Guardian Starting at 10th level, your Flame has reached its highest potential. When attacking with your Flames, you can now attempt to paralyze a single target. The target must make a successful Constitution saving throw, and on failure, they will be paralyzed until the end of their next turn. Scudo Fulmine Starting at 14th level, you may take an Action to create a 5 foot by 10 foot wall of Lighting Flames within 5 feet that lasts for 1 minute with concentration. As a Bonus Action, you can move the Scudo Fulmine up to 30 feet. Any attack that passes through the Scudo Fulmine will be negated, however, it can be disassembled using a Storm Flame. Once you use this feature, you must complete a Short or Long rest before you can use it again.

Sun Flame The Sun Flame is mostly supportive due to its Activation characteristic that makes it difficult to use Sun Flames in direct combat, as the user must spend his energy and Flames for healing in addition to attacking. Also, overusing the Activation characteristic can lead to cellular death. Sun Flames possess a whitish core with layers of yellow enveloping it. Their most distinct characteristic are the small dot-shaped sparkles it beams, which are somewhat similar to small stars. They appear to be constantly in motion, spiking in some places and flowing in others. Activation Factor Starting at 1st level, when a creature comes into contact with your flame, their cells will accelerate and repair. You can choose to heal creatures for 1d8 + Charisma modifier. You can stimulate plant or hair growth, and even make creatures age with enough time. Sunshine Counter Starting at 6th level, you can use your Reaction to absorb an incoming attack. Half of the damage absorbed will be added to your next Attack. This feature can be used twice per combat if the Vongola Ring(Gear) is equipped. Sun Guardian Starting at 10th level, your Flame has reached its highest potential. You learn to condense your Flames into specific focal points, giving them more strength and potency. You can now heal creatures for 1d10 + Charisma modifier + your Hitman level. Additionally, when attacking with your Flames, you can fire them off in concentrated bursts that travel up to 10-feet. These count as Ranged Attack rolls, and on hit, they deal 1d10 force damage. Chaos Shot Starting at 14th level, you can take an action to charge up a ball of Sun Flames. It takes concentration to charge up the ball. On your next turn, you must use your Action to release the stored energy in a volley of 10 Ranged Attacks consisting of bolts of energy that can target one or more target. Each bolt deals 1d4 force damage on hit. Once you use this feature, you must complete a Short or Long rest before you can use it again. Cloud Flame The Cloud Flame is more offensive than many other Flame types. Its characteristic, Propagation, carries the ability of increasing and multiplying. As such, it is suited for anything that involves increase of size and multiplication of numbers. It is highly advantageous when performing techniques involving a large area, such as creating a cyclone or an impervious force field. Coincidental or not, a number of Cloud-attribute Box Weapons have the ability to pull out and/or absorb the Flames of an enemy. Cloud Flames' primary color is purple. The core is purple, and the rest of the Cloud Flame has a very pale tone of violet. The Cloud Flame's shape is more oblique and somewhat unstable-looking, randomly flickering and spewing particles similar to how smoke disperses. Propagation Factor Starting at 1st level, when an object or creature comes into contact with your flame, you may choose to attempt to expand it or multiply it. If the creature is not willing, it must make a Constitution check (DC = 8 + Charisma modifier + Proficiency Bonus). If it fails, it will become one size larger, and will be unable to do anything until the end of it's next turn. This transformation lasts for 1 minute or until you undo it using a Bonus Action. Extra Attack Starting at 6th level, you can attack twice whenever you take the Attack action on your turn. Cloud Guardian Your Flame has reached its highest potential. When fighting it seems that the lone nature of the cloud enhances your abilities. Starting at 10th level, if there are no allies within 5-feet of you, you gain advantage on Attack, and +2 to damage. For every enemy within 15-feet of you, you gain +1 to Attack and Damage rolls. Expansive Cloud At 14th level, as an Action, you may now use your flames to expand a creature or object until it explodes. An unwilling creature must make a successful Constitution saving throw to prevent exploding. A creature that explodes will die and it's equipment and held items will be scattered within 30 feet of it's origin. Nearby creatures within 5-feet of the explosion will take 5d10 force damage. Once you use this feature, you must complete a Short or Long rest before you can use it again. Mist Flame The Mist Flames characteristic, Construction, makes it optimal to be used in conjunction with illusions. Stronger illusions can also affect bodily functions. Mist flames generally possess a relatively weak density level, and, consequentially, a weak offensive power. Like Sky Flames, there are two types of Mist Flames. Soft Mist Flames do not have a core and are indigo with lighter tones going to almost white the closer it is to the source. Hard Mist flames also do not have a core and are dark indigo with gray particles. Softer Mist Flames are easier to use and control in activation rate and effectivity. Hard Mist Flames are of a greater level of density, resulting in a more compact appearance. All illusionists seem to have access to both types of these Flames.

Construction Factor At 1st level, you can take an Action to make your Flame appear as an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for 1 minute or until you dismiss it using a Bonus Action. The image is accompanied by sound, but no other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature with a successful Investigation check (DC = 8 + Charisma modifier + Proficiency Bonus + Any Special modifiers) discerns the illusion for what it is, allowing the creature to see through the image. Cortina Nebbia Starting at 6th level, you may spend an Action to create a 10-foot by 15-foot barrier of mist within 20 feet of you, blinding any creatures within it. This barrier lasts for 1 minute with concentration. The Cortina Nebbia can be disassembled using a Storm Flame. This feature can be used twice per combat if the Vongola Ring(Gear) is equipped. Mist Guardian Starting at 10th level, your Flame has reached its highest potential. As an Action, you can create illusions to alter the perception of one or more targets within 30-feet of you. The target(s) must make a successful Investigation check or be trapped in your illusions for 1 minute. You must concentrate on the illusion to maintain it, and each turn, the target(s) may attempt another Investigation check to break free. The DC lowers by 2 for every target after the first. Real Illusions Starting at 14th level, your illusions have become so authentic, that even truesight cannot see through them. You can use an Action to activate Real Illusions. Once activated, your Flame illusions will be accompanied by every sensory effect, and cannot be passed through. They are capable of affecting the real world and can deal damage if you make them attack. They are indistinguishable from real creatures, and because of which, they are capable to acting on their own. Real Illusions will have the same initiative and number of hit points as you and do not take your Actions or Bonus Actions to do anything, rather they have their own Actions, Bonus Actions, Reactions, etc. Real Illusions last for 5 minutes with concentration, and cannot be disassembled using Storm Flames. Once you use this feature, you must complete a Short or Long rest before you can use it again.