Stealth Takedown System

An Assassin's Creed / Hitman-Style Stealth Subsystem for D&D 5e

Core Requirements

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Out of Combat

No initiative has been rolled. You are operating in stealth, not active engagement.

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All Movement Used

Your entire movement must be spent reaching the target. You are committing to the kill.

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Target Unaware

The target must be unaware of your specific position. They can be alert to danger generally.

Resolution Flow i Roll a flat d20 with no modifiers. The target's CR determines the difficulty, not your character build. This creates equal opportunity for all classes.

High Roll

Clean Kill

Silent, instant
Mid Roll

Subdue Phase

Roll dice vs HP
Low Roll

Scramble Round

One chance to salvage
Very Low

Complete Fail

Instant alert

Clean Kill

Best outcome

Target eliminated silently and instantly. No sound, no struggle, no complications. Body remains where it falls.

Subdue Phase

Roll Subdue Dice vs Target HP

You have your hands on them but it is messy. Roll your Subdue Dice. If you meet or exceed their HP, messy kill. If not, proceed to Scramble Round.

Scramble Round

One desperate action

Things have gone wrong but you have one chance to salvage before full alert. This is NOT initiative. Choose from Silence, Subdue, Abort, Redirect, or Creative.

Complete Fail

High CR only

Only applies to CR 2+. They caught your wrist. You do not even get a chance. Alert triggers immediately, target gets free attack or raises alarm.

Takedown Resolution Table i Roll a flat d20. Compare to the target's CR. The result determines which outcome tier you land in. Higher CR targets are harder to take down cleanly.

CR Clean Kill Subdue Phase Scramble Round Complete Fail
0 2+ β€” 1 β€”
β…› 3+ 2 1 β€”
ΒΌ 4+ 2–3 1 β€”
Β½ 5+ 2–4 1 β€”
1 6+ 2–5 1 β€”
2 8+ 3–7 2 1
3 9+ 4–8 2–3 1
4 11+ 5–10 2–4 1
5 12+ 6–11 2–5 1
6 14+ 7–13 3–6 1–2
7 15+ 8–14 4–7 1–3
8 17+ 9–16 5–8 1–4
9 18+ 11–17 6–10 1–5
10 20 only 15–19 11–14 1–10

CR 10 is the maximum CR that can be targeted with a takedown attempt.

Subdue Dice by Level i When you enter the Subdue Phase, roll your Subdue Dice against the target's current HP. This works like the Sleep spell. Your ability modifier adds bonus dice based on how you describe the takedown.

(Level + 1)d6 + (Ability Mod)d6
Ability Modifier = STR, DEX, or Spellcasting Mod (player's choice based on method)
Level Base Dice Example (+4)
12d66d6 (avg 21)
23d67d6 (avg 24)
34d68d6 (avg 28)
45d69d6 (avg 31)
56d610d6 (avg 35)
67d611d6 (avg 38)
78d612d6 (avg 42)
89d613d6 (avg 45)
910d614d6 (avg 49)
1011d615d6 (avg 52)
Level Base Dice Example (+5)
1112d617d6 (avg 59)
1213d618d6 (avg 63)
1314d619d6 (avg 66)
1415d620d6 (avg 70)
1516d621d6 (avg 73)
1617d622d6 (avg 77)
1718d623d6 (avg 80)
1819d624d6 (avg 84)
1920d625d6 (avg 87)
2021d626d6 (avg 91)

Alert State System i The facility's alert level modifies effective CR when reading the Resolution Table. Lower alert states make takedowns easier; higher states make them harder or impossible.

Unaware

CR -2
Business as usual. Guards relaxed, chatting, distracted.

Alert

No Change
Baseline awareness. Standard patrols, normal vigilance.

Suspicious

CR +1
"Did you hear something?" Checking corners, hands near weapons.

Searching

CR +2
Actively hunting. Moving in pairs, weapons drawn.

Lockdown

No Takedowns
Full alert. All converging. Fight or run.

Scramble Round Options i When you enter the Scramble Round, you have one desperate action to salvage the situation. This is NOT initiative. Success means the mission continues; failure means escalation.

Silence

Attack with Advantage

Attempt to kill them through brute force. If you drop them to 0 HP, no alert. If not, they scream.

Subdue

Contested Athletics/Acrobatics

Grapple and choke them out. Win = restrained and silenced, finish next round. Lose = they break free and alert.

Abort

Stealth vs Perception

Disengage and vanish. Success = they are alarmed but do not know where you are. Fail = spotted and alert.

Redirect

Deception vs Insight

Blame someone or something else. Success = "Must have been the wind" or blame another NPC. Fail = alert.

Creative

Player pitches, DM sets check

Pitch something creative to your DM. They will set an appropriate ability check based on what you describe. This is where the best stories happen.

Class Takedown Flavour

Every class can attempt takedowns. The mechanics are identical, but the narrative should reflect class identity.

Rogue

DEX
Throat slit, nerve strike, garrotte

Barbarian

STR
Neck snap, crushing chokehold

Fighter

STR or DEX
Military takedown, grapple-and-stab

Monk

DEX
Pressure point, chi disruption

Paladin

STR
Armoured hand over mouth, weight pin

Ranger

DEX
Hunter's kill, predator ambush

Wizard

INT
Sleep touch, arcane paralysis

Sorcerer

CHA
Magic surge, charm-and-drop

Warlock

CHA
Soul rip, shadow embrace

Cleric

WIS
Divine silence, peaceful passing

Bard

CHA
Lullaby whisper, flourish into strike

Druid

WIS
Animal instinct, vine choke

Limitations

Takedowns cannot be attempted against the following:

βœ• Creatures above CR 10
βœ• Creatures with Legendary Resistance
βœ• Constructs (no anatomy)
βœ• Most Undead (no vital functions)
βœ• Oozes and Elementals
βœ• Immune to relevant damage/condition

Quick Reference

Requirements

Out of combat + All movement used + Target unaware

The Roll

Flat d20, no modifiers. CR determines difficulty.

Subdue Formula

(Level + 1)d6 + (Ability Mod)d6 vs HP

Outcomes

Clean Kill β†’ Subdue β†’ Scramble β†’ Complete Fail

Max Target

CR 10 (adjusted by Alert State)

Key Insight

Target CR = risk. Your level = salvage capacity.

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