Executioner: Difference between revisions

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= Executioner =
= Executioner =
A man, his head shrouded in a hood, holding a greatsword in his torn and bloodied arms advances, he attacks, feints through the swiping claws of the beast and slams the pommel of his sword against its head, the beast reels, stunned, as the man moves to attack again.<br>
A man, his head shrouded in a hood, holding a greatsword in his torn and bloodied arms advances, he attacks, feints through the swiping claws of the beast and slams the pommel of his sword against its head, the beast reels, stunned, as the man moves to attack again.<br>
A Dwarf hefts her axe with ease, plodding slowly to the prone form of the Crowned Vanguard; she lifts her axe and brings it down with a resounding clang.
A Dwarf hefts her axe with ease, plodding slowly to the prone form of the Crowned Vanguard; she lifts her axe and brings it down with a resounding clang.<br>
A warrior clad in blue armor, weilding an Odachi of immense size; strikes with the accuracy and strength of lightning. Decimating the demon before him with a single powerful blow.<br>
A warrior clad in brown cloth, wielding a large great-bow; strikes with the accuracy of a trained hunter, decimating the aberration before him with a single powerful arrow.<br>
Executioners are Sanctioned Killers; they carry the burden and power of the law upon their shoulders, they hold not only the ability to lay enemies low in a single blow; but also the right to do it within the confines of what is right. An Executioner, when on the field of battle, is the Judge, is the Jury, and is the Axe and Chopping block.<br>
Executioners are Sanctioned Killers; they carry the burden and power of the law upon their shoulders, they hold not only the ability to lay enemies low in a single blow; but also the right to do it within the confines of what is right. An Executioner, when on the field of battle, is the Judge, the Jury, the Axe, and the Chopping Block.<br>
An Executioner gains their skill through years of training, even the most instinctual of the disciplines an Executioner may follow is the result of grueling drills and hours of memorization of law and code. An Executioner is expected to function as the just arm of the law, extending forth and striking down all those who oppose it, and many carry out this function with fervance and honor.<br>
An Executioner gains their skill through years of training, even the most instinctual of the disciplines an Executioner may follow is the result of grueling drills and hours of memorization of law and code. An Executioner is expected to function as the just arm of the law, extending forth and striking down all those who oppose it, and many carry out this function with fervance and honor.<br>
An Executioner seeks to make right things that have been wronged, most often through punishing those responsible with the only permanant solution; Death.
An Executioner seeks to make right things that have been wronged, most often through punishing those responsible with the only permanent solution: Death.
Most often, Executioners begin adventuring to complete a goal. To hunt down and kill a criminal of some high magnetude, they are dispatched as agents of the law. Some decide to take the law into their own hands, and become terrifying vigilantes, around every corner; and waiting for the opportune moment to strike.<br>
Most often, Executioners begin adventuring to complete a goal. To hunt down and kill a criminal of some high magnitude, they are dispatched as agents of the law. Some decide to take the law into their own hands, and become terrifying vigilantes, around every corner; and waiting for the opportune moment to strike.<br>
Executioners more often than not balance thier entire life around their purpose, to uphold the law. They train for years and memorize thousands of laws in order to become the single most effective instrument of justice they can possibly be.
Executioners more often than not balance their entire life around their purpose, to uphold the law. They train for years and memorize thousands of laws in order to become the single most effective instrument of justice they can possibly be.


{| class="wikitable"
{| class="wikitable"
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! Level !! Proficiency Bonus !! Features !! Experience Points
! Level !! Proficiency Bonus !! Features !! Experience Points
|-
|-
| 1st || +2 || [[Executioner#Tools of the Chopping Block|Tools of the Chopping Block]], [[Executioner#Execute|Execute]], [[Executioner#By Order and Decree|By Order and Decree]], [[Executioner#Impasse|Impasse]] || 0
| 1st || +2 || [[Executioner#Tools of the Chopping Block|Tools of the Chopping Block]], [[Executioner#Execute|Execute]], [[Executioner#Impasse|Impasse]] || 0
|-
|-
| 2nd || +2 || [[Executioner#Face the Basket|Face the Basket]], [[Executioner#Fighting Style|Fighting Style]] || 300
| 2nd || +2 || [[Executioner#Face the Basket|Face the Basket]], [[Executioner#Fighting Style|Fighting Style]] || 300
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| 4th || +2 || [[Executioner#Ability Score Improvements|Ability Score Improvement]] || 3,000
| 4th || +2 || [[Executioner#Ability Score Improvements|Ability Score Improvement]] || 3,000
|-
|-
| 5th || +3 || [[Executioner#Chopping Block|Chopping Block]], [[Executioner#Living Death|Living Death]] || 6,000
| 5th || +3 || [[Executioner#Executioner's Vitality|Executioner's Vitality]], [[Executioner#Living Death|Living Death]] || 6,000
|-
|-
| 6th || +3 || [[Executioner#Executioner Hood|Executioner Hood Feature]] || 10,000
| 6th || +3 || [[Executioner#Executioner Hood|Executioner Hood Feature]] || 10,000
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'''Hit Dice.''' 1d10 per Executioner Level<br>
'''Hit Dice.''' 1d10 per Executioner Level<br>
'''1st Level Hitpoints.''' 10 + your Constitution Modifier<br>
'''1st Level Hitpoints.''' 10 + your Constitution Modifier<br>
'''Higher Level Hitpoints.''' 1d10 (or 6) + your Constitution Modifier per Executioner Level after 1st<br>
'''Higher Level Hitpoints.''' 1d10 (increase to 6) + your Constitution Modifier per Executioner Level after 1st<br>
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]] and [[Armor and Weapons#Medium Armor|Medium Armor]]<br>
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]] and [[Armor and Weapons#Medium Armor|Medium Armor]]<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapons]]<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapons]]<br>
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'''Saving Throw Proficiencies.''' Strength and Constitution<br>
'''Saving Throw Proficiencies.''' Strength and Constitution<br>
'''Skill Proficiencies.''' Choose two from Athletics, Arcana, Deception, Insight, Intimidation, Investigation, and Persuasion<br>
'''Skill Proficiencies.''' Choose two from Athletics, Arcana, Deception, Insight, Intimidation, Investigation, and Persuasion<br>
'''Equipment.''' A [[Armor and Weapons#Martial Melee Weapon]] with the Two-Handed, Versatile, or Heavy Property, five [[Armor and Weapons#Simple Melee Weapons|Javelins]] or a [[Armor and Weapons#Simple Weapons|Simple Weapon]], and an Executioner's Shroud (such as a hood, mask, or some other garment that obscures the face)
'''Equipment.''' A [[Armor and Weapons#Martial Melee Weapon|Martial Melee Weapon]], five [[Armor and Weapons#Simple Melee Weapons|Javelins]] or a [[Armor and Weapons#Simple Weapons|Simple Weapon]], a set of [[Armor and Weapons#Medium Armor|Scale Mail]], and an Executioner's Shroud (such as a hood, mask, or some other garment that obscures the face)
<br><br>
<br><br>
{| class="wikitable"
|+ Executioner Features Summarized
|-
! Feature !! Level !! Quick Explanation
|-
| [[Executioner#Tools of the Chopping Block|Tools of the Chopping Block]] || 1st || A definition of Executioner Weapons, your Execution Save DC, Death-Knell features, and Execution Damage
|-
| [[Executioner#Execute|Execute]] || 1st || When you hit a creature with an Executioner Weapon while its [[Conditions#Incapacitated|Incapacitated]], [[Conditions#Prone|Prone]], or [[Conditions#Restrained|Restrained]], you deal extra Damage to it
|-
| [[Executioner#Impasse|Impasse]] || 1st || When you deal your Execution Damage, you increase your AC
|-
| [[Executioner#Face the Basket|Face the Basket]] || 2nd || While wielding an Executioner Weapon you can Shove as a Bonus Action
|-
| [[Executioner#Fighting Style|Fighting Style]] || 2nd || You choose a way of fighting that you're good at
|-
| [[Executioner#Executioner Hood|Executioner Hood]] || 3rd || You choose your subclass, and gain features at 3rd, 6th, 9th, 13th, and 17th Level
|-
| [[Executioner#Executioner's Fortitude|Executioner's Fortitude]] || 3rd || When you kill a creature you get Temporary Hit Points
|-
| [[Executioner#Ability Score Improvements|Ability Score Improvement]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 14th, 16th, and 19th Level
|-
| [[Executioner#Executioner's Vitality|Executioner's Vitality]] || 5th || You can regain health when you take the Attack Action, and you regain Hit Dice when you kill creatures
|-
| [[Executioner#Living Death|Living Death]] || 5th || You can [[Conditions#Frightened|Frighten]] an enemy when you deal your Execution Damage to it
|-
| [[Executioner#Grind the Axe|Grind the Axe]] || 7th || You Crit Range with Executioner Weapons increases by 1, and increases by 1 more if the target is [[Conditions#Prone|Prone]]
|-
| [[Executioner#Judge and Jury|Judge and Jury]] || 7th || Creatures are worse at lying if they can see or hear you
|-
| [[Executioner#Shrouded|Shrouded]] || 9th || While your face is covered you are Immune to being [[Conditions#Frightened|Frightened]]
|-
| [[Executioner#Last Confession|Last Confession]] || 10th || You can cast the [[Level 2#Zone of Truth|Zone of Truth]] Spell once per Long Rest using Strength
|-
| [[Executioner#Guillotine|Guillotine]] || 11th || When you Crit an enemy you can try [[Conditions#Stunned|Stun]] it
|-
| [[Executioner#Killing Blow|Killing Blow]] || 15th || You can make a special Attack as an Action, forcing the target to make a Dexterity Saving Throw if you hit, if the target fails the Save, the Attack is a Crit and you deal your Execution Damage
|-
| [[Executioner#Final Breath|Final Breath]] || 18th || If you kill the target with your Killing Blow feature, you regain the use of the feature
|-
| [[Executioner#Honed Steel|Honed Steel]] || 20th || You gain and ignore Resistance to Bludgeoning, Piercing, and Slashing Damage, and you can give yourself Disadvantage on an Attack, if you hit you deal your Execution Damage.
|}
<br>


==== Tools of the Chopping Block ====
==== Tools of the Chopping Block ====
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You use deathly tools for execution. Melee Weapons that you are wielding with two hands count as Executioner Weapons for your Executioner features.<br>
You use deathly tools for execution. Melee Weapons that you are wielding with two hands count as Executioner Weapons for your Executioner features.<br>
Several features in this class require targets to make Saving Throws. Any Saving Throw imposed by a feature from this class unless otherwise stated uses your Execution Save DC, which has a DC of 8 + your Strength Modifier + your Proficiency Bonus.<br>
Several features in this class require targets to make Saving Throws. Any Saving Throw imposed by a feature from this class unless otherwise stated uses your Execution Save DC, which has a DC of 8 + your Strength Modifier + your Proficiency Bonus.<br>
Additionally, many Executioner features are labeled as Death-Knell features, these features generally deal additional Damage to the target of an Attack based on your Executioner Level. ''There is nothing inherently special about Death-Knell features, they are labeled as such for simplicity for feature descriptions for this class.''
Additionally, many Executioner features are labeled as Death-Knell features, these features generally deal additional Damage to the target of an Attack based on your Executioner Level. ''There is nothing inherently special about Death-Knell features, they are labeled as such for simplicity and categorization.''<br>
Finally, many Death-Knell features refer to Execution Damage. Whenever an Attack deals your Execution Damage, it deals additional Damage equal to a number of d8s equal to your Executioner Level. When you reach 20th Level in this class, these d8s become d10s.
<br><br>
<br><br>


==== Execute ====
==== Execute ====
''1st Level Executioner Death-Knell Feature''<br>
''1st Level Executioner Death-Knell Feature''<br>
Once per turn, when you hit a creature with an Attack made with an Executioner Weapon, if the target is [[Conditions#Incapacitated|Incapacitated]], [[Conditions#Prone|Prone]], or [[Conditions#Restrained|Restrained]], the Attack deals additional Damage equal to a number of d8s equal to your Executioner Level.
Once per turn, when you hit a creature with an Attack made with an Executioner Weapon, if the target is [[Conditions#Incapacitated|Incapacitated]], [[Conditions#Prone|Prone]], or [[Conditions#Restrained|Restrained]], the Attack deals your Execution Damage.
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<br><br>


==== By Order and Decree ====
==== Impasse ====
''1st Level Executioner Feature''<br>
''1st Level Executioner Feature''<br>
You are already recognized as an executioner that has been appointed by a higher power. You gain Advantage on Charisma (Persuasion) Checks while speaking with members of lawkeeping societies such as Town Guards or a Judge, and you have Advantage on Strength or Charisma (Intimidation) Checks while speaking with potential criminals.
When you deal your Execution Damage, you gain a bonus to your AC equal to your Proficiency Bonus until the start of your next turn.
<br><br>
<br><br>


==== Impasse ====
==== Face the Basket ====
''1st Level Executioner Feature''<br>
''2nd Level Executioner Feature''<br>
After you deal additional Damage with a Death-Knell feature, you gain a bonus to your AC equal to your Proficiency Bonus until the start of your next turn.
While wielding an Executioner Weapon, you can take the Shove Action as a Bonus Action. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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''2nd Level Executioner Feature''<br>
''2nd Level Executioner Feature''<br>
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
*'''Blind Fighting.''' You have Blindsight out to 10ft.
*'''Blind Fighting.''' You gain Blindsight out to a Range of 10ft.
*'''Bone Breaker.''' Once per turn, when you hit a creature with an Attack, you can [[Conditions#Slowed|Slow]] the creature until the end of your next turn.
*'''Bone Breaker.''' Once per turn, when you hit a creature with an Attack, you can [[Conditions#Slowed|Slow]] the creature until the end of your next turn.
*'''Defense.''' While you are wearing [[Armor and Weapons#Armor|Armor]], you gain a +1 bonus to AC.
*'''Defense.''' While you are wearing [[Armor and Weapons#Armor|Armor]], you gain a +1 bonus to AC.
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''3rd, 6th, 9th, 13th, and 17th Level Executioner Feature''<br>
''3rd, 6th, 9th, 13th, and 17th Level Executioner Feature''<br>
You choose one of the following Executioner Hoods that embodies your style of dealing out death to your foes.
You choose one of the following Executioner Hoods that embodies your style of dealing out death to your foes.
<br><br>
{| class="wikitable"
|+ Executioner Hoods
|-
! Executioner Hood !! Complexity (1-5) !! Description
|-
| [[Executioner#Blood Red Hood|Blood Red Hood]] || 2 || You power your executions through rabid fury and flurries of steel rather than one decisive strike, becoming an impassable storm on the battlefield.
|-
| [[Executioner#Deathly Green Hood|Deathly Green Hood]] || 3 || You become a more hidden executioner, striking quickly from the shadows before fading back, becoming an imperceptible and deadly blade of justice.
|-
| [[Executioner#Royal Gold Hood|Royal Gold Hood]] || 1 || You are appointed as an executioner by the upper-class in an official capacity, inspiring your allies with the justice you bring while striking fear into the hearts of your foes while proclaiming their guilt.
|-
| [[Executioner#Shining Silver Hood|Shining Silver Hood]] || 2 || You are a legendary death-bringer, marking foes for the chopping block so they know their fate, as you hunt that foe down and bring it death like an angel of death.
|-
| [[Executioner#Wooden Brown Hood|Wooden Brown Hood]] || 3 || You become an expert at hunting your foes from the sidelines, shooting deathly strikes at your foes from range rather than delivering a death-knell with a single strike.
|}
<br>


==== Executioners Fortitude ====
==== Executioner's Fortitude ====
''3rd Level Executioner Feature''<br>
''3rd Level Executioner Feature''<br>
When you reduce a creature to 0 Hit Points you gain a number Temporary Hit Points equal to your Executioner Level.
When you reduce a creature to 0 Hit Points you gain a number Temporary Hit Points equal to your Executioner Level.
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==== Chopping Block ====
==== Executioner's Vitality ====
''5th Level Executioner Feature''<br>
''5th Level Executioner Feature''<br>
When you deal additional Damage with a Death-Knell feature, you add your Proficiency Bonus to that Damage.
Whenever you take the Attack Action, you can expend a Hit Die. When you do, you regain a number of Hit Points equal to the result of the Hit Die + your Constitution Modifier.<br>
When you reduce a creature to 0 Hit Points, you can use a Bonus Action to regain an expended Hit Die.
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==== Living Death ====
==== Living Death ====
''5th Level Executioner Feature''<br>
''5th Level Executioner Feature''<br>
When you reduce a creature to 0 Hit Points, each creature of your choice within 10ft of you make a Wisdom Saving Throw. On a failed Save, the creature becomes [[Conditions#Frightened|Frightened]] of you until the end of your next turn.
When you deal your Execution Damage to a creature, you can force it to make a Wisdom Saving Throw. On a failed Save, the target becomes [[Conditions#Frightened|Frightened]] of you until the end of your next turn.
<br><br>
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==== Grind the Axe ====
==== Grind the Axe ====
''7th Level Executioner Feature''<br>
''7th Level Executioner Feature''<br>
Your Crit Range for Attacks you make using Executioner Weapons increases by 1. Your Crit Range for Attacks you make using Executioner Weapons targeting [[Conditions#Prone|Prone]]] creatures increases by 1.<br>
Your Crit Range for Attacks you make using Executioner Weapons increases by 1. Your Crit Range for Attacks you make using Executioner Weapons targeting [[Conditions#Prone|Prone]] creatures increases by 1.<br>
Additionally, when you Crit on an Attack targeting a Huge or smaller creature, you knock that creature [[Conditions#Prone|Prone]].
Additionally, when you Crit on an Attack targeting a Huge or smaller creature, you knock that creature [[Conditions#Prone|Prone]].
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==== Last Confession ====
==== Last Confession ====
''10th Level Executioner Feature''<br>
''10th Level Executioner Feature''<br>
You can use an Action to cast the [[Level 2#Zone of Truth|Zone of Truth]] Spell. You use Strength for your Spellcasting Ability for this Spell. After you use this Action, you can't do so again until you finish a Long Rest.
You can use an Action to non-magically replicate the effects of the [[Level 2#Zone of Truth|Zone of Truth]] Spell. You use Strength as your Spellcasting Ability for this Spell. After you use this Action, you can't do so again until you finish a Long Rest.
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==== Guillotine ====
==== Guillotine ====
''11th Level Executioner Feature''<br>
''11th Level Executioner Feature''<br>
When you deal additional Damage with a Death-Knell feature, the target makes a Constitution Saving Throw. On a failed Save, the target is [[Conditions#Stunned|Stunned]] until the end of your next turn.
Whenever you deal your Execution Damage, the target makes a Constitution Saving Throw. On a failed Save, the target is [[Conditions#Stunned|Stunned]] until the end of your next turn.
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==== Killing Blow ====
==== Killing Blow ====
''15th Level Executioner Death-Knell Feature''<br>
''15th Level Executioner Death-Knell Feature''<br>
As an Action while wielding a Melee Weapon with two hands, you can attempt to behead a creature. When you do so, make a Melee Weapon Attack using that Weapon against a creature within 5ft of you. On a hit, the target makes a Dexterity Saving Throw. On a failed Save, the Attack becomes a Crit and you deal additional Damage to the target equal to a number of d8s equal to your Executioner Level.<br>
As an Action while wielding an Executioner Weapon, you can attempt to behead a creature. When you do so, make a Melee Weapon Attack using that Weapon against a creature within 5ft of you. On a hit, the target makes a Dexterity Saving Throw. On a failed Save, the Attack becomes a Crit and the Attack deals your Execution Damage.<br>
Once you use this Action, you must finish a Long Rest before you can do so again.
Once you use this Action, you must finish a Long Rest before you can do so again.
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==== Final Breath ====
==== Final Breath ====
''18th Level Executioner Feature''<br>
''18th Level Executioner Feature''<br>
Your presence grows yet more. If you kill a creature with the Attack from your Killing Blow feature, you regain a use of your Killing Blow feature.
Your presence grows yet more. If you kill a creature with the Attack from your Killing Blow feature, you regain the use of your Killing Blow feature.
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*You ignore Resistance to Bludgeoning, Piercing, and Slashing Damage.
*You ignore Resistance to Bludgeoning, Piercing, and Slashing Damage.
*You gain Resistance to Bludgeoning, Piercing, and Slashing Damage.
*You gain Resistance to Bludgeoning, Piercing, and Slashing Damage.
*The additional Damage dealt by your Execute and Killing Blow features becomes d10s.
*When you make an Attack and you do not have Disadvantage on that Attack, you can choose to give yourself Disadvantage on the Attack. If you hit on that Attack, it deals your Execution Damage.
*When you make an Attack and you do not have Disadvantage on that Attack, you can choose to give yourself Disadvantage on the Attack. If you hit on the Attack, that Attack deals additional Damage equal to a number of d10s equal to your Executioner Level.
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= Executioner Hoods =
= Executioner Hoods =
== Royal Gold Hood ==
== Blood Red Hood ==
The Executioner belonging to the Royal Gold Hood is a class unto themself, these are the elite of a kingdom or empire. They are specially trained to deliver a killing blow, and to always kill on the first strike.
Executioners of the Blood Red Hood are a flurry in battle. Rather than delivering a singular deathly strike, they become a storm of blades, beating enemies down with repeating strikes that build up in overwhelming power.
 
==== High Society ====
''3rd Level Royal Gold Hood Feature''<br>
You are accustomed to be shoulder to shoulder with the rich and influential, even with your macabre occupation. Those who are high-class instantly recognize you as one of them, however those that are not high-class do not recognize you as such. Additionally, you gain Proficiency in Persuasion and Intimidation.
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==== Glorious Execution ====
{| class="wikitable"
''3rd Level Royal Gold Hood Feature''<br>
|+ Blood Red Features
You have learned to exploit openings in your opponent's defenses. When you deal additional Damage with a Death-Knell feature, you and all willing creatures of your choice that can see you gain a number of Temporary Hit Points equal to your Executioner Level.
|-
<br><br>
! Feature !! Level !! Quick Explanation
 
|-
==== Letter of the Law ====
| [[Executioner#Furious Blows|Furious Blows]] || 3rd || You get extra Hit Points and Melee Weapons with the Light Property are Executioner Weapons
''6th Level Royal Gold Hood Feature''<br>
|-
As a Bonus Action, you can attempt to strike fear into a creature by showing it the wrong its done, whether true or false. When you do, you make a Charisma (Intimidation) Check contested by a Wisdom (Insight) Check of a creature of your choice within 30ft of you that can understand you. On a successful Check the target is [[Conditions#Frightened|Frightened]] of you until the end of your next turn.<br>
| [[Executioner#Execution Frenzy|Execution Frenzy]] || 3rd || When you deal Execution Damage you can use a Bonus Action to move and Attack a target twice
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
|-
<br><br>
| [[Executioner#Extra Attack|Extra Attack]] || 6th || You make an additional Attack every time you take the Attack Action
 
|-
==== Declaration of Guilt ====
| [[Executioner#Furious Strikes|Furious Strikes]] || 9th || When you hit a target twice on a turn, you deal your Execution Damage
''9th Level Royal Gold Hood Death-Knell Feature''<br>
|-
Once per round when you make an Attack with an Executioner Weapon, you use your Charisma for the Attack Roll instead of your Strength. If the result of the Attack is higher than the Wisdom Score of all creatures hostile towards you that can hear you and are within 30ft of you, you deal additional Damage equal to a number of d8s equal to your Executioner Level. These d8s become d10s when you reach 20th Level in this class.
| [[Executioner#Power Through Suffering|Power Through Suffering]] || 13th || When a creature deals Damage to you, you have Advantage on your next Attack targeting it
<br><br>
|-
 
| [[Executioner#Hellish Vigor|Hellish Vigor]] || 17th || When you deal your Execution Damage, you gain Resistance to all Damage for a turn
==== Deathly Strike ====
|}
''13th Level Royal Gold Hood Feature''<br>
<br>
Your Crit Range increases by 3
<br><br>
 
==== Deathly Gleam ====
''17th Level Royal Gold Hood Feature''<br>
Your sheer power and command of execution makes your foes quake in fear. Whenever you Crit on an Attack, all creatures of your choice make a Wisdom Saving Throw. On a failed Save, a creature has Disadvantage on all Attack Rolls, Ability Checks, and Saving Throws it makes until the start of your next turn.
<br><br><br>
 
== Blood Red Hood ==
The Executioner of the Blood Red Hood is a warrior on par with berserkers of Hell, they are animals in the field of combat, showing no mercy, no quarter, no surrender or fear.
<br><br>


==== Furious Blows ====
==== Furious Blows ====
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==== Execution Frenzy ====
==== Execution Frenzy ====
''3rd Level Blood Red Hood Feature''<br>
''3rd Level Blood Red Hood Feature''<br>
When you deal additional Damage with a Death-Knell feature, you can use a Bonus Action to immediately move up to your Speed and make two Attacks targeting a creature that you haven't Attacked this turn. You do not add your Ability Modifier to the Damage of these additional Attacks.
Whenever you deal your Execution Damage, you can use a Bonus Action to immediately move up to your Speed and make two Attacks targeting a creature that you haven't Attacked this turn. You do not add your Ability Modifier to the Damage of these additional Attacks.
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==== Furious Strikes ====
==== Furious Strikes ====
''9th Level Blood Red Hood Death-Knell Feature''<br>
''9th Level Blood Red Hood Death-Knell Feature''<br>
When you hit a creature with an Attack for the second time on a turn with an Executioner Weapon, the Attack deals additional Damage equal to a number of d8s equal to your Executioner Level.<br>
When you hit a creature with an Attack for the second time on a turn with an Executioner Weapon, the Attack deals your Execution Damage.
These d8s become d10s when you reach 20th Level in this class.
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==== Hellish Vigor ====
==== Hellish Vigor ====
''17th Level Blood Red Hood Feature''<br>
''17th Level Blood Red Hood Feature''<br>
When you deal additional Damage with a Death-Knell feature, you gain Resistance to all Damage until the start of your next turn.
Whenever you deal your Execution Damage, you gain Resistance to all Damage until the start of your next turn.
<br><br><br>
<br><br><br>


== Shining Silver Hood ==
== Deathly Green Hood ==
The Executioner belonging to the Shining Silver hood is a trained warrior of legendary capability, and of mysterious power. They are trained for years to become masters of their craft, and have sworn a mysterious pact to a creature known only as 'The finality' that grants them strange and terrifying power.
The Executioner belonging to the Deathly Green Hood is, rather surprisingly, one of the most subtle Executioner Hoods. They are silent killers, ghosts on the battlefield. Quiet, and deathly efficient. Generally they do not display the colors of their Hood while in battle, instead masquerading as Hoods of other colors while in the field of combat.
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==== Mark of Doom ====
{| class="wikitable"
''3rd Level Silver Pact Hood''<br>
|+ Deathly Green Features
When you deal additional Damage with a Death-Knell feature, you can use a Bonus Action to make that creature for the chopping block. For the next minute, or until the Marked creature is reduced to 0 Hit Points, you have Advantage on Attack Rolls targeting that creature.<br>
|-
You can only have one creature Marked in this way at a time, and you can Mark a creature in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
! Feature !! Level !! Quick Explanation
|-
| [[Executioner#Knowledge of the Reaper|Knowledge of the Reaper]] || 3rd || All Melee Weapons are Executioner Weapons and you gain extra AC while not wearing [[Armor and Weapons#Heavy Armor|Heavy Armor]]
|-
| [[Executioner#Deathly Dance|Deathly Dance]] || 3rd || When you deal your Execution Damage you can Dash as a Free Action
|-
| [[Executioner#Executioner's Charge|Executioner's Charge]] || 6th || You can move at the start of your turn, during that movement you have Resistance to all Damage
|-
| [[Executioner#In and Out|In and Out]] || 9th || When you charge at an Enemy you deal your Execution Damage, if you're in a different space at the end of your turn, you can Hide as a Free Action
|-
| [[Executioner#Unseen Executioner|Unseen Executioner]] || 13th || You don't provoke Opportunity Attacks, you are faster, and you're better at Dexterity (Stealth) Checks if you have dealt your Execution Damage
|-
| [[Executioner#Death's Hand|Death's Hand]] || 17th || You can deal double Execution Damage
|}
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==== Knowledge of the Reaper ====
''3rd Level Deathly Green Hood Feature''<br>
You gain secret knowledge known only to those belonging to the Green Hood. All Melee Weapon count as Executioner Weapons for you.<br>
Additionally, you add half your Proficiency Bonus (rounded up) to your AC while you are not wearing [[Armor and Weapons#Heavy Armor|Heavy Armor]].
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==== Trained Finesse ====
==== Deathly Dance ====
''6th Level Silver Pact Hood''<br>
''3rd Level Deathly Green Hood Feature''<br>
You learn to use the death around you to your benefit. Whenever you deal your Execution Damage, you can take the Dash Action as a Free Action.
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==== Executioner's Charge ====
''6th Level Deathly Green Hood Feature''<br>
At the start of your turn you can move up to 15ft. During this movement you have Resistance to all Damage.
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==== Aura of Finality ====
==== In an Out ====
''9th Level Silver Pact Hood''<br>
''9th Level Deathly Green Hood Death-Knell Feature''<br>
When you hit a creature that is Marked for the chopping block, you can choose to end the Mark on that creature to deal additional Damage to the target equal to a number of d8s equal to your Executioner Level.<br>
If you move at least 15ft towards a creature in a straight line before making an Attack against it, the Attack deals your Execution Damage. At the end of that turn, if you are in a different space than you were when you made the Attack, you can take the Hide Action as a Free Action.
These d8s become d10s when you reach 20th Level in this class.
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==== Unparalleled Warrior ====
==== Unseen Executioner ====
''13th Level Silver Pact Hood''<br>
''13th Level Deathly Green Hood Feature''<br>
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
You do not provoke Opportunity Attacks and your Speed increases by 10ft. Additionally, you have Advantage on Dexterity (Stealth) Checks you make if you have dealt your Execution Damage on that turn.
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
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*'''Blind Fighting.''' You have Blindsight out to 10ft.
*'''Bone Breaker.''' Once per turn, when you hit a creature with an Attack, you can [[Conditions#Slowed|Slow]] the creature until the end of your next turn.
*'''Defense.''' While you are wearing [[Armor and Weapons#Armor|Armor]], you gain a +1 bonus to AC.
*'''Domination.''' You have Advantage on the Strength (Athletics) Checks when you take the Shove Action. Additionally, you can target creatures that are up to two Sizes larger than you with the Shove Action.
*'''Great Weapon Fighting.''' When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] you are wielding with two hands, you can reroll the Damage Die, using the new result.
*'''Mounted Warrior.''' Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked [[Conditions#Prone|Prone]].
*'''Versatile Fighting.''' While wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.
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==== Cycle of Death ====
==== Death's Hand ====
''17th Level Silver Pact Hood''<br>
''17th Level Deathly Green Hood Feature''<br>
Whenever you reduce a creature Marked for the chopping block by your Mark the Damned feature to 0 Hit Points, you regain a use of your Mark the Damned feature and you can move up to your Speed without provoking Opportunity Attacks and make a single Weapon Attack with an Executioner Weapon.
Death itself manifests present in your soul. Whenever you deal your Execution Damage, you can choose to deal your Execution Damage twice.<br>
You use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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== Deathly Green Hood ==
== Royal Gold Hood ==
The Executioner belonging to the Deathly Green Hood is rather suprisingly; one of the most subtle of the Executioner Hoods. They are silent killers, ghosts on the battlefield. Quiet, and deathly efficient. Generally they do not display the colors of their Hood while in battle, instead masquerading as Hoods of other colors while in the field of combat.
The Executioner belonging to the Royal Gold Hood is a class unto themself, these are the elite of a kingdom or empire. They are specially trained to deliver a killing blow, and to always kill on the first strike.
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{| class="wikitable"
|+ Royal Gold Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Executioner#High Society|High Society]] || 3rd || You're better at interacting with high-class people
|-
| [[Executioner#Glorious Execution|Glorious Execution]] || 3rd || You and your allies get Temporary Hit Points when you deal Execution Damage
|-
| [[Executioner#Letter of the Law|Letter of the Law]] || 6th || You can try to [[Conditions#Frightened|Frighten]] foes
|-
| [[Executioner#Declaration of Guilt|Declaration of Guilt]] || 9th || You can make an Attack with Charisma instead of Strength, if you hit and the result is higher than the Wisdom of nearby foes, you deal your Execution Damage
|-
| [[Executioner#Deathly Strike|Deathly Strike]] || 13th || Your Crit Range increases by 3
|-
| [[Executioner#Deathly Gleam|Deathly Gleam]] || 17th || When you Crit, you can force enemies to make a Wisdom Saving Throw, if they fail they have Disadvantage on all Attack Rolls, Ability Checks, and Saving Throws they make for a turn
|}
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==== High Society ====
''3rd Level Royal Gold Hood Feature''<br>
You are accustomed to be shoulder to shoulder with the rich and influential, even with your macabre occupation. Those who are high-class instantly recognize you as one of them, however those that are not high-class do not recognize you as such. Additionally, you gain Proficiency in Persuasion and Intimidation.
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==== Knowledge of the Reaper ====
==== Glorious Execution ====
''3rd Level Deathly Green Hood''<br>
''3rd Level Royal Gold Hood Feature''<br>
You gain secret knowledge known only to those belonging to the Green Hood. For you, any Melee Weapon counts as an Executioner Weapon.<br>
You have learned to exploit openings in your opponent's defenses. Whenever you deal your Execution Damage, you and all willing creatures of your choice that can see the target of the Attack gain a number of Temporary Hit Points equal to your Executioner Level.
Additionally, you add half your Proficiency Bonus (rounded up) to your AC while you are not wearing [[Armor and Weapons#Heavy Armor|Heavy Armor]]
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<br><br>


==== Deathly Dance ====
==== Letter of the Law ====
''6th Level Deathly Green Hood''<br>
''6th Level Royal Gold Hood Feature''<br>
You learn to use the death around you to your benefit. Whenever you deal additional Damage with a Death-Knell feature, your Speed increases by 20ft and you do not provoke Opportunity Attacks until the end of your next turn.<br>
As a Bonus Action, you can attempt to strike fear into a creature by showing it the wrong its done, whether true or false. When you do, you make a Charisma (Intimidation) Check contested by a Wisdom (Insight) Check of a creature of your choice within 30ft of you that can understand you. On a successful Check the target is [[Conditions#Frightened|Frightened]] of you until the end of your next turn.<br>
Additionally, whenever a creature within 15ft of you is reduced to 0 Hit Points, the next Attack you make using an Executioner Weapon.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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<br><br>


==== Feature ====
==== Declaration of Guilt ====
''9th Level Deathly Green Hood''<br>
''9th Level Royal Gold Hood Death-Knell Feature''<br>
feature
Once per round when you make an Attack with an Executioner Weapon, you use your Charisma for the Attack Roll instead of your Strength. If the result of the Attack is higher than the Wisdom Score of all creatures hostile towards you that can hear you and are within 30ft of you, the Attack deals your Execution Damage.
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==== Feature ====
==== Deathly Strike ====
''13th Level Deathly Green Hood''<br>
''13th Level Royal Gold Hood Feature''<br>
Feature
Your Crit Range increases by 3
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==== Death's Hand ====
==== Deathly Gleam ====
''17th Level Deathly Green Hood''<br>
''17th Level Royal Gold Hood Feature''<br>
Death itself manifests present in your soul. Whenever you deal additional Damage with a Death-Knell feature, you can choose to deal roll twice as many additional Damage Dice.<br>
Your sheer power and command of execution makes your foes quake in fear. Whenever you Crit on an Attack, all creatures of your choice make a Wisdom Saving Throw. On a failed Save, a creature has Disadvantage on all Attack Rolls, Ability Checks, and Saving Throws it makes until the start of your next turn.
You use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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<br><br><br>


== Brown Hunter Hood ==
== Shining Silver Hood ==
The Executioner that follows the Brown Hunter Hood is typically a monster hunter of some kind, instead of killing men; they hunt beasts. And their combat styles and dress often reflect this, unlike the proud display of the Gold, Silver, and Red Hoods, the Brown hoods are often mistaken for simple hunters and adventurers, with no speciality or heightened ability.
The Executioner belonging to the Shining Silver hood is a trained warrior of legendary capability, and of mysterious power. They are trained for years to become masters of their craft, marking targets to decimate on the battlefield.
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{| class="wikitable"
|+ Shining Silver Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Executioner#Mark of Doom|Mark of Doom]] || 3rd || You can Mark an enemy when you deal Execution Damage to it, you have Advantage on Attacks against the Marked creature
|-
| [[Executioner#Frailty of the Chopping Block|Frailty of the Chopping Block]] || 6th || You have Advantage on Saving Throws imposed by a creature Marked for the chopping block
|-
| [[Executioner#Aura of Finality|Aura of Finality]] || 9th || You can end your Mark on a creature when you hit it to deal your Execution Damage
|-
| [[Executioner#Claws of Death|Claws of Death]] || 13th || When you hit a creature that is Marked for the chopping block, you can try to [[Conditions#Restrained|Restrain]] it
|-
| [[Executioner#Cycle of Death|Cycle of Death]] || 17th || When you kill a creature Marked for the chopping block, you can move and Attack twice and regain a use of the feature
|}
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==== Mark of Doom ====
''3rd Level Shining Silver Hood Feature''<br>
Whenever you deal your Execution Damage, you can use a Bonus Action to Mark that creature for the chopping block. For the next minute, or until the Marked creature is reduced to 0 Hit Points, you have Advantage on Attack Rolls targeting that creature.<br>
You can only have one creature Marked in this way at a time, and you can Mark a creature in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Frailty of the Chopping Block ====
''6th Level Shining Silver Hood Feature''<br>
Those already dead have no sway over you. You have Advantage on all Saving Throws imposed by a creature that is Marked for the chopping block.
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==== Aura of Finality ====
''9th Level Shining Silver Hood Death-Knell Feature''<br>
When you hit a creature that is Marked for the chopping block with an Attack using an Executioner Weapon, you can choose to end the Mark on that creature to deal your Execution Damage to that creature.
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==== Hunter's Skill ====
==== Claws of Death ====
''3rd Level Brown Hunter Hood Feature''<br>
''13th Level Shining Silver Hood Feature''<br>
You gain Proficiency with [[Armor and Weapons#Martial Ranged Weapons|Martial Ranged Weapons]]. [[Armor and Weapons#Martial Ranged Weapons|Martial Ranged Weapons]] also count as Executioner Weapons for you. You also gain Advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) Checks to track and find creature.
When you hit a creature Marked for the chopping block with an Attack using an Executioner Weapon, you can force it to make a Constitution Saving Throw. On a failed Save, the target becomes [[Conditions#Restrained|Restrained]] until the end of you next turn.
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==== Feature ====
==== Cycle of Death ====
''6th Level Brown Hunter Hood Feature''<br>
''17th Level Silver Pact Hood Feature''<br>
Feature
Whenever you reduce a creature Marked for the chopping block to 0 Hit Points, you regain a use of your Mark of Doom feature and you can move up to your Speed without provoking Opportunity Attacks and make two Weapon Attacks with an Executioner Weapon.
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== Wooden Brown Hood ==
The Executioner that follows the Bark Brown Hood is typically a monster hunter of some kind, instead of killing men, they hunt beasts. These beasts are not only animals, but the other-worldly and horrid. Their combat styles and dress often reflect this, unlike the proud display of the Gold, Silver, and Red Hoods, the Brown hoods are often mistaken for simple hunters and adventurers, with no speciality or heightened ability.
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==== Honed Edge ====
{| class="wikitable"
''9th Level Brown Hunter Hood Feature''<br>
|+ Wooden Brown Features
When you deal additional Damage with a Death-Knell feature to an Aberration, Beast, Construct, Dragon, Highling, or Monstrosity, you can use the maximum result of that additional Damage.<br>
|-
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
! Feature !! Level !! Quick Explanation
|-
| [[Executioner#Hunter's Skill|Hunter's Skill]] || 3rd || You get Proficiency with [[Armor and Weapons#Martial Ranged Weapons|Martial Ranged Weapons]] and [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]] count are Executioner Weapons, you also have Advantage on Checks to track and find creatures
|-
| [[Executioner#Hunting Prowess|Hunting Prowess]] || 3rd || When you deal your Execution Damage to an Aberration, Beast, Construct, Dragon, Highling, or Monstrosity, you can cause it to deal maximum Damage
|-
| [[Executioner#Strike of the Hunt|Strike of the Hunt]] || 6th || You learn two [[Ranger#Strike Disciplines|Strike Disciplines]] from the [[Ranger]] Class and don't have Disadvantage on Ranged Attacks while close to enemies
|-
| [[Executioner#Long Arm of Death|Long Arm of Death]] || 9th || When you hit on a Ranged Attack that you had Advantage on, you deal Execution Damage
|-
| [[Executioner#Hunt the Lonely|Hunt the Lonely]] || 13th || You have Advantage on Attacks targeting creatures that are not within 5ft of any other creature
|-
| [[Executioner#Volley of Death|Volley of Death]] || 17th || When you kill a creature with a Ranged Attack you had Advantage on, you can make another Range Attack with Advantage for free
|}
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==== Feature ====
==== Hunter's Skill ====
''13th Level Brown Hunter Hood Feature''<br>
''3rd Level Wooden Brown Hood Feature''<br>
Feature
You gain Proficiency with [[Armor and Weapons#Martial Ranged Weapons|Martial Ranged Weapons]]. [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]] also count as Executioner Weapons for you. You also gain Advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) Checks to track and find creature.
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==== Long Arm of Death ====
==== Hunting Prowess ====
''17th Level Brown Hunter Hood Feature''<br>
''3rd Level Wooden Brown Hood Feature''<br>
When you have Advantage on a Ranged Weapon Attack made with an Executioner Weapon, you can deal additional Damage equal to a number of d8s equal to your Executioner Weapon.<br>
When you deal your Execution Damage to an Aberration, Beast, Construct, Dragon, Highling, or Monstrosity, you can use the maximum result for that Damage.<br>
When you reach 20th Level in this class, these d8s become d10s.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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== Blue Ronin Hood ==
==== Strike of the Hunt ====
The Executioner that follows the Blue Ronin hood is usually one who had once sworn alliegance to a lord or lady of the land, and once held a position as a royally apointed executioner. Who then broke off and became a lordless warrior, they are known as enemies with a tendency to strike once, and only ever once.
''6th Level Wooden Brown Hood Feature''<br>
You learn the skills mastered by the great hunters of the world. Choose two [[Ranger#Strike Disciplines|Strike Disciplines]] to learn from the [[Ranger]] Class. When you finish a Long Rest, you can change one or both of these Disciplines for another Strike Discipline that you could have learnt with this feature. You also do not suffer Disadvantage from making a Ranged Attack while within 5ft of a hostile creature.
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==== Rippling thunder ====
==== Long Arm of Death ====
''3rd Level Blue Ronin Hood Feature''<br>
''9th Level Wooden Brown Hood Death-Knell Feature''<br>
You gain the ability to strike quickly and with obscene accuracy at creatures all around you, whenever you Execute an enemy, you can choose to instead make it an area of effect damaging attack.
When you hit on a Ranged Attack made with an Executioner Weapon, if you had Advantage on the Attack, the Attack deals your Executioner Damage.
If you do so, all creatures within 5 feet of you must make a Dexterity saving throw or take the damage of the Execution charge, on a sucessful save they take half damage.
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==== Lightning Strikes Twice ====
==== Hunt the Lonely ====
''6th Level Blue Ronin Hood Feature''<br>
''13th Level Wooden Brown Hood Feature''<br>
At sixth level, after you make an attack; the force of lightning follows behind it. Whenever you Execute an enemy, the next time you attack an enemy you gain an additional 1d10 lightning damage.
When you make an Attack with an Executioner Weapon, if the target is not within 5ft of any other creatures, you have Advantage on that Attack.
<br><br>


Falling Moonlight
==== Volley of Death ====
At seventh level, you strike with the subtelty of Moonlight, when you make an attack of oppourtinity, you have advantage on the attack.
''17th Level Wooden Brown Hood Feature''<br>
Standing Mountain
When you reduce a creature to 0 Hit Points with an Attack you made with an Executioner Weapon that you had Advantage on, you can immediately make an Attack with an Executioner Weapon as a Free Action. You have Advantage on this Attack.
At thirteenth level, your defenses become unbreakable, Your Impasse feature now increases your AC by your Proficency Bonus+2 after you execute a hostile creature.
<br><br><br>
Floating Lilly on the Wind
At seventeenth level, you gain the ability to strike quickly and with devastating force. You can make a Killing Blow as a single action.
Additionally, you can make a killing blow multiple times per long rest. After you use a killing blow, you must succeed a DC:15 Constitution save or gain a level of exhaustion, every time you use a killing blow the DC increases by 2.