An Assassin's Creed / Hitman-Style Stealth Subsystem for D&D 5e
No initiative has been rolled. You are operating in stealth, not active engagement.
Your entire movement must be spent reaching the target. You are committing to the kill.
The target must be unaware of your specific position. They can be alert to danger generally.
Target eliminated silently and instantly. No sound, no struggle, no complications. Body remains where it falls.
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.
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.
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.
| CR | Clean Kill | Subdue Phase | Scramble Round | Complete Fail |
|---|---|---|---|---|
| 0 | 2+ | β | 1 | β |
| β | 3+ | 2 | 1 | β |
| ΒΌ | 4+ | 2β3 | 1 | β |
| Β½ | 5+ | 2β4 | 1 | β |
| 1 | 6+ | 2β5 | 1 | β |
| 2 | 8+ | 3β7 | 2 | 1 |
| 3 | 9+ | 4β8 | 2β3 | 1 |
| 4 | 11+ | 5β10 | 2β4 | 1 |
| 5 | 12+ | 6β11 | 2β5 | 1 |
| 6 | 14+ | 7β13 | 3β6 | 1β2 |
| 7 | 15+ | 8β14 | 4β7 | 1β3 |
| 8 | 17+ | 9β16 | 5β8 | 1β4 |
| 9 | 18+ | 11β17 | 6β10 | 1β5 |
| 10 | 20 only | 15β19 | 11β14 | 1β10 |
CR 10 is the maximum CR that can be targeted with a takedown attempt.
| Level | Base Dice | Example (+4) |
|---|---|---|
| 1 | 2d6 | 6d6 (avg 21) |
| 2 | 3d6 | 7d6 (avg 24) |
| 3 | 4d6 | 8d6 (avg 28) |
| 4 | 5d6 | 9d6 (avg 31) |
| 5 | 6d6 | 10d6 (avg 35) |
| 6 | 7d6 | 11d6 (avg 38) |
| 7 | 8d6 | 12d6 (avg 42) |
| 8 | 9d6 | 13d6 (avg 45) |
| 9 | 10d6 | 14d6 (avg 49) |
| 10 | 11d6 | 15d6 (avg 52) |
| Level | Base Dice | Example (+5) |
|---|---|---|
| 11 | 12d6 | 17d6 (avg 59) |
| 12 | 13d6 | 18d6 (avg 63) |
| 13 | 14d6 | 19d6 (avg 66) |
| 14 | 15d6 | 20d6 (avg 70) |
| 15 | 16d6 | 21d6 (avg 73) |
| 16 | 17d6 | 22d6 (avg 77) |
| 17 | 18d6 | 23d6 (avg 80) |
| 18 | 19d6 | 24d6 (avg 84) |
| 19 | 20d6 | 25d6 (avg 87) |
| 20 | 21d6 | 26d6 (avg 91) |
Attempt to kill them through brute force. If you drop them to 0 HP, no alert. If not, they scream.
Grapple and choke them out. Win = restrained and silenced, finish next round. Lose = they break free and alert.
Disengage and vanish. Success = they are alarmed but do not know where you are. Fail = spotted and alert.
Blame someone or something else. Success = "Must have been the wind" or blame another NPC. Fail = alert.
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.
Every class can attempt takedowns. The mechanics are identical, but the narrative should reflect class identity.
Takedowns cannot be attempted against the following:
Out of combat + All movement used + Target unaware
Flat d20, no modifiers. CR determines difficulty.
(Level + 1)d6 + (Ability Mod)d6 vs HP
Clean Kill β Subdue β Scramble β Complete Fail
CR 10 (adjusted by Alert State)
Target CR = risk. Your level = salvage capacity.