Base Class: Rogue
The Murderer rogue subclass is a chilling embodiment of calculated lethality, a master of ranged light weapon combat. They are not mere assassins, but artists of swift, brutal efficiency, capable of orchestrating a storm of blades with terrifying precision. Their focus on ranged attacks allows them to engage enemies from a safe distance, delivering devastating "Volleys of Blades" that overwhelm defenses and sow chaos. They are not content with simple strikes; they seek to exploit every weakness, fracturing defenses and maximizing the impact of each attack. Their training hones their reflexes and tactical awareness, allowing them to move with unsettling speed and reposition with a "Quick Step" after each strike.
The Murderer's arsenal is designed for maximum impact, ensuring a swift and merciless end for their targets. Their ability to "Fracture Defense" leaves foes vulnerable, their guards shattered and their movements hampered, setting them up for a lethal follow-up. They are masters of critical strikes, their "Ripper's Precision" ensuring that even a single lucky shot can turn the tide of battle. And at the pinnacle of their deadly art, they unleash the "Death Strike," a devastating blow that doubles the damage of their initial Sneak Attack. This ability transforms them into a terrifying force in the opening moments of combat, a harbinger of swift and inescapable doom. They are the shadows that stalk the unwary, the whispers that precede a storm of steel, the epitome of calculated, deadly precision.
The fog-choked streets of Whitechapel became a hunting ground. A figure, shrouded in darkness, moved with chilling purpose, a flurry of daggers hidden beneath his coat. Each victim, found in the dim gaslight, bore the marks of a swift and merciless assault, a storm of precise wounds that left no room for escape. This was the work of a Murderer, a rogue who had embraced the art of the kill with terrifying efficiency. He moved with a "Quick Step" after each flurry of attacks, vanishing into the fog like a phantom. His victims, their defenses "Fractured" by his cunning strikes, never saw the final blow coming. The whispers named him "The Ripper," a shadow that haunted the night, a master of the "Volley of Blades" and the chilling "Death Strike." His name became synonymous with terror, a legend whispered in fear, a testament to the deadly precision of the Murderer.
Level 3: Volley of Blades
The Murderer's arsenal begins with a terrifying display of ranged prowess.
When you take the Attack action, you can choose to make a ranged attack with multiple light weapons (daggers, darts, handaxes, light hammers, or sickles) instead of a single attack. You can throw a number of light weapons equal to your Dexterity modifier (minimum of 2). You make a separate attack roll for each weapon. All targets must be within 10 feet of each other.
Level 3: Quick Step
Mobility is key to the Murderer's deadly dance.
When you use your action to use the volley of blades feature, your movement speed is increased by 10 feet until the start of your next turn.
Level 9: Mutilate
The Murderer's strikes are not merely wounds, but acts of brutal mutilation, designed to cripple and incapacitate.
When you successfully deal Sneak Attack damage to a creature, you can attempt to mutilate them. The target must make a Constitution saving throw. (DC= 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the target's movement speed is halved until the start of your next turn, and they have disadvantage on attack rolls. A creature that succeeds on this saving throw is immune to this feature for 24 hours.
Level 13: Rippers Precision
The Murderer's precision is legendary, turning even lucky strikes into devastating blows.
When you make a ranged attack with a light weapon and score a critical hit, you can choose to maximize the damage dice of the critical hit. If you use the Volley of Blades feature, this can be applied to each successful critical hit.
Level 17: Death Strike
At their pinnacle, the Murderer delivers a crippling blow that shatters defenses and ends lives.
When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 + your Dexterity modifier + your Proficiency Bonus), or the attack’s damage is doubled against the target.
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