Executioner: Difference between revisions
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''6th Level Deathly Green Hood Feature''<br> | ''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. | 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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==== In an Out ==== | ==== In an Out ==== |
Revision as of 18:51, 6 January 2023
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.
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 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.
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.
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.
An Executioner seeks to make right things that have been wronged, most often through punishing those responsible with the only permanant 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.
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.
Level | Proficiency Bonus | Features | Experience Points |
---|---|---|---|
1st | +2 | Tools of the Chopping Block, Execute, By Order and Decree, Impasse | 0 |
2nd | +2 | Face the Basket, Fighting Style | 300 |
3rd | +2 | Executioner Hood, Executioner's Fortitude | 1,000 |
4th | +2 | Ability Score Improvement | 3,000 |
5th | +3 | Chopping Block, Living Death | 6,000 |
6th | +3 | Executioner Hood Feature | 10,000 |
7th | +3 | Grind the Axe, Judge and Jury | 20,000 |
8th | +3 | Ability Score Improvement | 40,000 |
9th | +4 | Executioner Hood Feature, Shrouded | 60,000 |
10th | +4 | Last Confession | 80,000 |
11th | +4 | Guillotine | 100,000 |
12th | +4 | Ability Score Improvement | 120,000 |
13th | +5 | Executioner Hood Feature | 140,000 |
14th | +5 | Ability Score Improvement | 160,000 |
15th | +5 | Killing Blow | 180,000 |
16th | +5 | Ability Score Improvement | 200,000 |
17th | +6 | Executioner Hood Feature | 225,000 |
18th | +6 | Final Breath | 250,000 |
19th | +6 | Ability Score Improvement | 300,000 |
20th | +6 | Honed Steel | 350,000 |
Class Information
Hit Dice. 1d10 per Executioner Level
1st Level Hitpoints. 10 + your Constitution Modifier
Higher Level Hitpoints. 1d10 (or 6) + your Constitution Modifier per Executioner Level after 1st
Armor Proficiencies. Light Armor and Medium Armor
Weapon Proficiencies. Simple Weapons and Martial Melee Weapons
Tool Proficiencies. None
Saving Throw Proficiencies. Strength and Constitution
Skill Proficiencies. Choose two from Athletics, Arcana, Deception, Insight, Intimidation, Investigation, and Persuasion
Equipment. A Martial Melee Weapon with the Two-Handed, Versatile, or Heavy Property, five Javelins or a Simple Weapon, and an Executioner's Shroud (such as a hood, mask, or some other garment that obscures the face)
Feature | Level | Quick Explanation |
---|---|---|
Tools of the Chopping Block | 1st | A definition of Executioner Weapons, your Execution Save DC, Death-Knell features, and Execution Damage |
Execute | 1st | When you hit a creature with an Executioner Weapon while its Incapacitated, Prone, or Restrained, you deal extra Damage to it |
By Order and Decree | 1st | You're better at interacting with law-keepers and criminals |
Impasse | 1st | When you deal your Execution Damage, you increase your AC |
Face the Basket | 2nd | While wielding an Executioner Weapon you can Shove as a Bonus Action |
Fighting Style | 2nd | You choose a way of fighting that you're good at |
Executioner Hood | 3rd | You choose your subclass, and gain features at 3rd, 6th, 9th, 13th, and 17th Level |
Executioner's Fortitude | 3rd | When you kill a creature you get Temporary Hit Points |
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 |
Chopping Block | 5th | You deal more Damage when you deal your Execution Damage |
Living Death | 5th | Whenever you kill a creature, you can Frighten nearby foes |
Grind the Axe | 7th | You Crit Range with Executioner Weapons increases by 1, and increases by 1 more if the target is Prone |
Judge and Jury | 7th | Creatures are worse at lying if they can see or hear you |
Shrouded | 9th | While your face is covered you are Immune to being Frightened |
Last Confession | 10th | You can cast the Zone of Truth Spell once per Long Rest using Strength |
Guillotine | 11th | When you Crit an enemy you can try Stun it |
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 |
Final Breath | 18th | If you kill the target with your Killing Blow feature, you regain the use of the feature |
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. |
Tools of the Chopping Block
1st Level Executioner Feature
You use deathly tools for execution. Melee Weapons that you are wielding with two hands count as Executioner Weapons for your Executioner features.
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.
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.
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.
Execute
1st Level Executioner Death-Knell Feature
Once per turn, when you hit a creature with an Attack made with an Executioner Weapon, if the target is Incapacitated, Prone, or Restrained, the Attack deals your Execution Damage.
By Order and Decree
1st Level Executioner Feature
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.
Impasse
1st Level Executioner Feature
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.
Face the Basket
2nd Level Executioner Feature
While wielding an Executioner Weapon, you can take the Shove Action as a Bonus Action.
Fighting Style
2nd Level Executioner Feature
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.
- Bone Breaker. Once per turn, when you hit a creature with an Attack, you can Slow the creature until the end of your next turn.
- Defense. While you are wearing 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 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 Prone.
- Versatile Fighting. While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile 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.
Executioner Hood
3rd, 6th, 9th, 13th, and 17th Level Executioner Feature
You choose one of the following Executioner Hoods that embodies your style of dealing out death to your foes.
Executioner Hood | Complexity (1-5) | Description |
---|---|---|
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. |
Deathly Green Hood | Example | Example |
Royal Gold Hood | Example | Example |
Shining Silver Hood | Example | Example |
Wooden Brown Hood | Example | Example |
Executioners Fortitude
3rd Level Executioner Feature
When you reduce a creature to 0 Hit Points you gain a number Temporary Hit Points equal to your Executioner Level.
Ability Score Improvements
4th, 8th, 12th, 14th, 16th, and 19th Level Executioner Feature
Your skill and strength expands, choose one of the following:
- Increase one Ability Score of your choice by 3.
- Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
- Increases three Ability Scores of your choice by 1.
- Gain one Feat of your choice.
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
Chopping Block
5th Level Executioner Feature
Whenever you deal your Execution Damage, you add your Proficiency Bonus to that Damage.
Living Death
5th Level Executioner Feature
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 Frightened of you until the end of your next turn.
Grind the Axe
7th Level Executioner Feature
Your Crit Range for Attacks you make using Executioner Weapons increases by 1. Your Crit Range for Attacks you make using Executioner Weapons targeting Prone creatures increases by 1.
Additionally, when you Crit on an Attack targeting a Huge or smaller creature, you knock that creature Prone.
Judge and Jury
7th Level Executioner Feature
Creatures have Disadvantage on Charisma (Deception) Checks while they can see or hear you.
Shrouded
9th Level Executioner Feature
When your face is covered by your Executioner's Shroud, you cannot be Frightened.
Last Confession
10th Level Executioner Feature
You can use an Action to cast the 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.
Guillotine
11th Level Executioner Feature
Whenever you deal your Execution Damage, the target makes a Constitution Saving Throw. On a failed Save, the target is Stunned until the end of your next turn.
Killing Blow
15th Level Executioner Death-Knell Feature
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.
Once you use this Action, you must finish a Long Rest before you can do so again.
Final Breath
18th Level Executioner Feature
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.
Honed Steel
20th Level Executioner Death-Knell Feature
You have perfected the art of execution, gaining the following benefits:
- You ignore Resistance to Bludgeoning, Piercing, and Slashing Damage.
- You gain Resistance to Bludgeoning, Piercing, and Slashing 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 that Attack, it deals your Execution Damage.
Executioner Hoods
Blood Red Hood
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.
Furious Blows
3rd Level Blood Red Hood Feature
Melee Weapons with the Light Property count as Executioner Weapons for you. Additionally, your Maximum Hit Points increases by 3, and whenever you gain a Level in this class, you Maximum Hit Points increase by 1.
Execution Frenzy
3rd Level Blood Red Hood Feature
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.
Extra Attack
6th Level Blood Red Hood Feature
You can make an additional Attack whenever you take the Attack Action.
Furious Strikes
9th Level Blood Red Hood Death-Knell Feature
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.
Power Through Suffering
13th Level Blood Red Hood Feature
When a creature that you can see deals Damage to you, your next Attack targeting that creature has Advantage.
Hellish Vigor
17th Level Blood Red Hood Feature
Whenever you deal your Execution Damage, you gain Resistance to all Damage until the start of your next turn.
Deathly Green 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.
Knowledge of the Reaper
3rd Level Deathly Green Hood Feature
You gain secret knowledge known only to those belonging to the Green Hood. All Melee Weapon count as Executioner Weapons for you.
Additionally, you add half your Proficiency Bonus (rounded up) to your AC while you are not wearing Heavy Armor.
Deathly Dance
3rd Level Deathly Green Hood Feature
You learn to use the death around you to your benefit. Whenever you deal your Execution Damage, your Speed increases by 30ft and you do not provoke Opportunity Attacks until the end of your next turn.
Executioner's Charge
6th Level Deathly Green Hood Feature
At the start of your turn you can move up to 15ft. During this movement you have Resistance to all Damage.
In an Out
9th Level Deathly Green Hood Death-Knell Feature
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.
Unseen Executioner
13th Level Deathly Green Hood Feature
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.
Death's Hand
17th Level Deathly Green Hood Feature
Death itself manifests present in your soul. Whenever you deal your Execution Damage, you can choose to deal your Execution Damage twice.
You use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Royal Gold 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.
High Society
3rd Level Royal Gold Hood Feature
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.
Glorious Execution
3rd Level Royal Gold Hood Feature
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 gain a number of Temporary Hit Points equal to your Executioner Level.
Letter of the Law
6th Level Royal Gold Hood Feature
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 Frightened of you until the end of your next turn.
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.
Declaration of Guilt
9th Level Royal Gold Hood Death-Knell 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.
Deathly Strike
13th Level Royal Gold Hood Feature
Your Crit Range increases by 3
Deathly Gleam
17th Level Royal Gold Hood Feature
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.
Shining Silver 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.
Mark of Doom
3rd Level Shining Silver Hood Feature
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.
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.
Frailty of the Chopping Block
6th Level Shining Silver Hood Feature
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.
Aura of Finality
9th Level Shining Silver Hood Death-Knell Feature
When you hit a creature that is Marked for the chopping block, you can choose to end the Mark on that creature to deal your Execution Damage to that creature.
Stay Still for Death
13th Level Shining Silver Hood Feature
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 Restrained until the end of you next turn.
Cycle of Death
17th Level Silver Pact Hood 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.
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. 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.
Hunter's Skill
3rd Level Wooden Brown Hood Feature
You gain Proficiency with Martial 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.
Hunting Prowess
3rd Level Wooden Brown Hood Feature
When you deal your Execution Damage to an Aberration, Beast, Construct, Dragon, Highling, or Monstrosity, you can use the maximum result for that Damage.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Strike of the Hunt
6th Level Wooden Brown Hood Feature
You learn the skills mastered by the great hunters of the world. Choose two Strike Disciplines to learn from the Ranger Class. When you finish a Long Rest, you can change 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.
Long Arm of Death
9th Level Wooden Brown Hood Death-Knell Feature
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.
Hunt the Lonely
13th Level Wooden Brown Hood Feature
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.
Volley of Death
17th Level Wooden Brown Hood Feature
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 make immediately make an Attack with an Executioner Weapon as a Free Action. You have Advantage on this Attack.