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3 +2 Uncouth Behavior
5 +3 Extra Attack
7 +3 Master Looter
9 +4 Lack of Self-Preservation
15 +5 Pocket Sand
20 +6 Refusal to Die
must murdered to obtain their fancy hat, well,
A drunken half-orc, dressed in accrue such a high body count is their notorious
mismatched armor, smashes a man through a lack of foresight: while some murder-hobos are
table, shattering it in the process, before possessed of a degree of low cunning, most care
barrelling towards the other patrons. A skinny little for plans or preparations, preferring
halfling walks through a marketplace, slender instead to face all challenges head-on. This, as
fingers lifting the purses and pouches of one might expect, leads to many murder-hobos
everyone around. A richly made-up tiefling lies running afoul of fairly minor entities such as
These are all murder-hobos, a unique changed in their ways, and so most just accept
brand of adventurer renowned for their the reckless adventurers as a part of life - one
foolishness, hardiness, and disregard for their that should be sent out of town by any means
noble goal, but nearly all have but a single of three backgrounds: their upbringing involved
master: loot. A murder-hobo will kill anyone and incredibly powerful individuals and forces at
anything for the possibility of treasure, and play that eventually culminated in some kind of
little can possibly get in the way of that. power or fortune being vested in them; their
A murder-hobo is happiest either when upbringing involved the tragic and brutal
they are lying in a stupor, surrounded by coin, deaths of everyone they ever knew; or their
drink, and hangers-on; or else when they are upbringing was entirely non-descript and is
killing things for their gold or spending that When making a murder-hobo, ask
gold, a murder-hobo is forced to face difficult yourself questions like, “Isn’t it great that I’m
questions, such “Why do we need this gold, just better than anyone else?” or “How can we
again?” and “What was the name of that dead steal that enchanted greatsword instead of
guy this fancy hat belonged to?” Naturally, paying for it?” or “Why do these townsfolk keep
murder-hobos try their hardest to avoid such screaming when we enter the town?”
scenarios, and so spend as much time as Do this, and you will craft a compelling
possible either making merry or killing things. and meaningful murder-hobo, one truly capable
of untold deeds and actions.
In addition, you can eat rotten or spoiled food attack, if the creature is a smaller size than you,
and drink without risking illness or disease. is of a Challenge Rating less than your murder-
hobo level, or is less visibly wealthy than you, (Nature) rolls to harvest parts from dead
the creature takes an extra 1d4 damage. At level creatures.
5, this increases to 1d6. At level 11, it increases to
1d8. At level 17, it increases to 1d10. At level 20, it Lack of Self-Preservation
increases to 1d12. At 11th level, this effect takes
place every time you hit an enemy with a At 9th level, you have done a number of great
weapon attack, not just the first attack. deeds, such that you rarely fear for your life. You
have advantage on all saves to resist being
frightened. Additionally, you have resistance to
Uncouth Behavior bludgeoning damage incurred from falling.
Starting at 3rd level, you have settled in to one
particular type of distinctly uncouth behavior. Needling Taunt
This behavior, despite being thoroughly
unacceptable to most societies, does come with Beginning at 11th level, when you hit an enemy
certain advantages. You gain Uncouth Behavior creature with a weapon attack, you can use a
features at 3rd level, and again at 6th, 10th, 14th, bonus action to taunt them, drawing the
and 17th levels. creature’s attention towards you. The creature
must immediately make a Charisma saving
throw with a DC equal to your murder-hobo
Ability Score Improvement level. On a failure, for the next minute, that
When you reach 4th level, and again at 8th, 12th, creature has disadvantage on all attack rolls
16th, and 19th level, you can increase one ability that do not target you, and you have resistance
score of your choice by 2, or you can increase to all damage dealt by that creature. Once you
two ability scores of your choice by 1. As use this ability, you must finish a long or short
normal, you can’t increase an ability score rest before you can use it again.
above 20 using this feature.
Unreliable Word
Extra Attack At 13th level, you are massively irresponsible
Beginning at 5th level, you can attack twice, and rarely ever hold up your end of deals. When
instead of once, whenever you take the Attack you enter into a magical contract with another
action on your turn. creature or being, you suffer no ill effects on
breaking the contract. Note that creatures may
Arsonist
Beginning at 6th level, any objects or structures
that you deal at least 1 point of fire damage to
are vulnerable to fire damage for the next hour.
Conflagrator
Starting at 10th level, when you deal at least 1
point of fire damage to a creature, that creature
sets on fire. A creature that is on fire suffers 1d4
fire damage at the beginning of each of their
turns for 1 minute. At any point, a creature can
use its action to put out a fire on itself or one
creature within its reach.
Scorching Blood
By 14th level, your very blood has become
volatile and fiery. When you suffer damage, you
can immediately use your reaction to deal 1d6
fire damage to all creatures and objects within 5
feet of you, including yourself.
Incinerator Soul
Beginning at 17th level, your literal soul has
become flame. When you roll fire damage with a
spell of 1st-level or higher, you deal maximum
damage instead of rolling. Additionally, you are
immune to fire damage.