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HOTLINE KILLER

Hit Die: d6
Starting Life Total: 6+CON
At Higher levels: d6+CON

Saving Throws: DEX, STR

Armor: Light
Weapons: Unarmed, Simple
Tools: Leatherworking Kit
Skills: Choose 2 from the following: Athletics, Acrobatics, Stealth, Investigation, Insight,
Medicine, Intimidation

Starting Equipment: A Simple Weapon of your choice, Leather Armor, Leatherworking Kit

Level Proficiency Bonus Features Gained

1 +2 Weapon Throw, Disarming


Strike

2 +2 In the Moment

3 +2 Masked Killer I

4 +2 Ability Score Improvement

5 +3 Fists of Fury

6 +3 Tenth of a Second

7 +3 Masked Killer II

8 +3 Ability Score Improvement

9 +4 Three Questions

10 +4 Masked Killer III

11 +4 You’re No Guest of Mine

12 +4 Ability Score Improvement

13 +5 On the House
14 +5 Washroom Surgeon

15 +5 Masked Killer IV

16 +5 Ability Score Improvement

17 +6 Masked Killer V

18 +6 Do You Enjoy Hurting Other


People?

19 +6 Ability Score Improvement

20 +6 Part of Our Nature

WEAPON THROW
At level one, you have the ability to throw weapons without the thrown property. If you hit a
creature with a thrown weapon without the thrown property, flip a coin. If you win the flip, you
deal the normal damage of that weapon. If you lose the flip, you hit with the handle of the
weapon, and deal 1d6+STR bludgeoning damage. Use STR as the modifier for these thrown
attacks.

DISARMING STRIKE
At level one, you have learned not to become too attached to any one weapon, and how to
forcefully inflict this lesson on others. As an attack action, you may perform an unarmed strike
on a creature holding a weapon. If you hit, they roll a STR save against your spell save DC
(STR). On a failed save, they drop their weapon.

IN THE MOMENT
At level two, you have begun to use your surroundings as a means for laying waste to your
enemies. You may pick up a weapon as a bonus action, and until your next turn, you may add
your proficiency bonus to attack rolls with that weapon. This stacks if you are already proficient
in that weapon.

MASKED KILLER I
At level three, the hotline has chosen you as a conduit to carry out their violent acts. While
fighting, you may wear animal masks to hide your identity. Each mask has a blessing from a
spirit of the hotline, and will grant you a special power when you don it. You may only wear one
mask at a time. Fucker. These masks can be worn by anyone, but can only grant powers to you.
You may not change masks in the middle of combat, and while wearing a mask, you have
disadvantage on rolls to communicate verbally. To craft a mask, you need 50gp of leather,
leatherworking tools, and 4 hours of time. You may carry up to three masks with you at a time,
and only one of each kind. If you craft an additional mask, choose a mask to discard. That mask
will turn to dust upon completion of the new mask. At level three, you can craft the following
masks.
Animal Spirit Ability

Rooster Richard Add your proficiency bonus to


non-verbal Intimidation rolls.

Owl Rasmus Add your proficiency bonus to


Perception rolls that aim to
find hidden items.

Tiger Tony Add your proficiency bonus to


damage rolls with unarmed
strikes. These deal piercing
damage.

Pig Aubrey Subtract your proficiency


bonus from enemies’ saves
against dropping their ranged
weapons

Horse Don Juan Add your proficiency bonus to


rolls that aim break doors.

Rabbit Graham +10 to speed

Wolf Dennis If you successfully use


disarming strike against a
creature, you may instead
have them drop a holstered
or sheathed weapon you can
see.

Elephant Rufus +3 AC

Camel Rami If you successfully use


disarming strike against a
creature holding a ranged
weapon, they drop an
additional shot for that
weapon.

Monkey Willem If you successfully grapple a


creature, you may take the
disengage action as a bonus
action. If you do, you may
take a weapon they are
holding with you.

ABILITY SCORE IMPROVEMENT


When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. 

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice 
instead. 

FISTS OF FURY 

Beginning at fifth level, you may perform an extra attack action, as long as at least one of them 
is an unarmed attack. 

TENTH OF A SECOND
Beginning at the 6th level, you have familiarized yourself with reaction times and how to beat
them. Once per half your Hotline Killer level rounded up, you may, as a bonus action, use this
feature, and creatures cannot take reactions until the end of your turn, and cannot make
legendary actions after your turn.

MASKED KILLER II
At level seven, you may now craft the following masks
Animal Spirit Ability

Frog Zack Once per day, when you


deliver a killing blow, you may
spend a bonus action and
10% of your total hp to regain
all of your attack actions. This
mask requires an additional
50gp to make, and at the end
of combat, turns to ash.

Mole Oscar Blindsight 30

Fox Rick +3 to hit with ranged


weapons you don’t own
Panther Brandon +15 Speed, you may only
make melee attacks

Chameleon Louie +3 Stealth

Fish Phil Once per day, you may cast


Comprehend Languages

Bat Nigel +5 to saving throws involving


traps

Walrus Earl Twice per day, you may cast


shield.

Alligator Jones You may add your STR


modifier to coup de etats.
This mask costs 100gp more
to craft.

Locust Carl Twice per day, you may cast


Spiritual Weapon as a 4th
level spell. Use STR as a
spellcasting modifier for this.
The weapon is a power drill.

THREE QUESTIONS
At level nine, the uncanny nature of your being can instill terror in anyone who stands in your
way. If a creature is badly wounded and alone, you may spend two attack actions to perform a
CHA (Intimidation) check. They roll a WIS saving throw against it. On a failed save, the creature
is terrified, and begins bargaining for its life. You may enter its thoughts and ask it three
questions. The creature will answer aloud with any answer that it believes will allow you to spare
it its life.

MASKED KILLER III


At level ten, you may craft the following masks.

Animal Spirit Ability

Zebra Corey You may use the Rogue


feature Uncanny Dodge

Swan (1) Alex If you and an ally are wearing


the Alex and Ash masks, you
both gain the feature of a
third mask you have in your
inventory. After 1 hour of both
of you receiving the benefits
of the third mask, all three
masks turn to ash.

Swan (2) Ash If you and an ally are wearing


the Alex and Ash masks, you
both gain the feature of a
third mask you have in your
inventory. After 1 hour of both
of you receiving the benefits
of the third mask, all three
masks turn to ash.

Bear Mark You may add your proficiency


bonus to your off-hand
weapon when you dual wield
two identical weapons.

Cobra Jake You may add your proficiency


bonus to damage rolls with
thrown weapons. Multiply this
by the quantity of damage die
this weapon has.

Viper Irvin You may take the disengage


and dash actions as free
actions after performing
sneak attacks.

Black Mamba Dallas You deal an additional 2d4


poison damage on your
unarmed strikes. Once per
turn, you may have a
creature hit with your
unarmed strikes roll a CON
saving throw against your
spell save DC (STR). On a
failed save, they gain the
poisoned condition.

Rat Richter If you would make an attack


of opportunity, you may
instead make two attacks of
opportunity, if both of those
attacks would be unarmed
strikes.
YOU’RE NO GUEST OF MINE
At level 11, you’ve learned to punish those who stand in your way. When you make an attack
with a melee weapon you don’t own against its owner, if it’s a nonmagical weapon, you may
choose to break it over their head. If you do, perform a STR check. If both your check and your
attack pass, you break their weapon over their head. This attack deals the weapon’s maximum
damage and is destroyed if it breaks.

ON THE HOUSE
At level 13, you’ve begun to see a little bit of a friend in each and every person you interact with.
You may add your proficiency bonus to non-hostile CHA checks when you are not wearing a
mask.

WASHROOM SURGEON
At level 14, you’ve learned a thing or two about patching yourself up after particularly bad fights.
you may add your proficiency bonus to all healing you do to yourself and others. You can use
medical kits.

MASKED KILLER IV
At level 15, you can craft the following masks.

Animal Spirit Ability

Dog Ted Canine enemies do not attack


you or allies within 5 feet of
you.

Giraffe George +10ft. Range to all ranged


and thrown weapon attacks.

Octopus Charlie +5 to STR checks to grapple


enemies.

Bloodied Rooster Richard Reborn A manifestation of the original


Richard mask. This mask
comes with a handheld tape
deck. Using the robotic voice
of the tape deck, you may
cast vicious mockery up to
five times a day. If the tape
deck is lost or destroyed, the
mask will turn to ash.

Bloodied Tiger Tony Reborn A manifestation of the original


Tony mask. Your unarmed
strikes deal Xd4 piercing
damage, where X is your
STR modifier plus your
proficiency bonus. Add your
proficiency bonus to damage
rolls with your unarmed
strikes. If you pick up a
weapon, the mask will turn to
ash.

Bloodied Panther Colonel A manifestation of the original


Brandon mask. If you hit a
creature with a thrown
weapon attack, you never hit
with the handle. If you
perform a melee weapon
attack, this mask turns to ash.
MASKED KILLER V
At level 17, you may craft the following masks.

Animal Spirit Ability

Crayfish Brooke You get +1 to all attack rolls


for each attack you’ve hit in a
row. This stacks up to 9 times
until end of combat. If you
miss three attacks in a row,
this mask turns to ash.

Cthulhu Cooper If you hit a creature with the


handle of a melee weapon on
a thrown weapon attack, you
may have it ricochet to
another creature within 5 feet
of that creature. Roll to hit
that creature as a thrown
weapon attack. If you go an
entire combat phase without
dealing damage, this mask
turns to ash.

Retriever Katie Allies get +2 to attack rolls for


each attack action you’ve
delayed since the beginning
of your last turn.
Kitten Kirsten You and allies get +1 to AC
for each attack action you’ve
delayed since the beginning
of your last turn.

Comedy Dave You may cast Tasha’s


Hideous Laughter 5 times per
day. Use your spell save DC
(STR) for the DC. If a mask
you own turns to ash, this
mask turns to ash as well.

Penguin Amani You get +5 to attack rolls that


aim to cripple the legs of a
creature.

Spider Sammie Twice per day, you may


spend an action to make a
CHA (Intimidation) check.
Target creature rolls a WIS
save against it. On a failed
save, that creature is
frightened until a creature
deals damage to them, or 3
minutes, whichever comes
first. If two saves are
successfully passed in a row,
this mask turns to ash.

Centipede John You may cast Cause Fear


once per combat. Use your
spell save DC (STR) for the
DC. If you fail an intimidation
roll, this mask turns to ash.

DO YOU ENJOY HURTING OTHER PEOPLE?


At level 18, you’ve proven your determination to rise to the top ranks of the mysterious
organization that are the hotline killers. You gain the following features as a result.
● When you hit a creature with a thrown weapon, hit them with a door, or hit them with a
shield, you may have them roll a CON saving throw against your spell save DC (STR).
On a failed save, they are knocked prone.
● Up to once per day, a phone will ring that only you can see/hear. A voice will tell you the
location of enemies. At the end of the day, if you did not kill those enemies, one of the
masks you are carrying will turn to ash, determined at random.
● It now takes 25gp of leather and 2 hours to craft a mask, rather than 50gp and 4 hours.
PART OF OUR NATURE
At level 20, the animalistic instincts of the masks have overtaken you, and you now see yourself
as you truly are; an animal, lurking in the shadows, being sent out to kill or be killed. Choose
one of the following:
● Animal
○ If you take your first turn during combat before any enemies, you can make two
additional attack actions during your first turn.
○ Once each turn, you can choose to roll the damage of your next attack at
advantage.
● Human
○ All of your masks turn to ash, and you cannot make masks anymore.
○ Choose another class. Gain one level of that class. You lose all of your xp.
○ Note: you keep all of this class’s features.

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