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 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.
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.
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 permanent solution: Death. 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.
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 Table
Level Proficiency Bonus Features Experience Points
1st +2 Tools of the Chopping Block, Execute, 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 Executioner's Vitality, 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)

Executioner Features Summarized
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
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
Executioner's Vitality 5th You deal more Damage when you deal your Execution Damage
Living Death 5th You can Frighten an enemy when you deal your Execution Damage to it
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.

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 gain Blindsight out to a Range of 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 Hoods
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 3 You become a more hidden executioner, striking quickly from the shadows before fading back, becoming an imperceptible and deadly blade of justice.
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.
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.
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.


Executioner's 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.

Executioner's Vitality

5th Level Executioner Feature
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.
When you reduce a creature to 0 Hit Points, you can use a Bonus Action to regain an expended Hit Die.

Living Death

5th Level Executioner Feature
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 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 the 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.

Blood Red Features
Feature Level Quick Explanation
Furious Blows 3rd You get extra Hit Points and Melee Weapons with the Light Property are Executioner Weapons
Execution Frenzy 3rd When you deal Execution Damage you can use a Bonus Action to move and Attack a target twice
Extra Attack 6th You make an additional Attack every time you take the Attack Action
Furious Strikes 9th When you hit a target twice on a turn, you deal your Execution Damage
Power Through Suffering 13th When a creature deals Damage to you, you have Advantage on your next Attack targeting it
Hellish Vigor 17th When you deal your Execution Damage, you gain Resistance to all Damage for a turn


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 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.

Deathly Green Features
Feature Level Quick Explanation
Knowledge of the Reaper 3rd All Melee Weapons are Executioner Weapons and you gain extra AC while not wearing Heavy Armor
Deathly Dance 3rd When you deal your Execution Damage you can Dash as a Free Action
Executioner's Charge 6th You can move at the start of your turn, during that movement you have Resistance to all Damage
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
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
Death's Hand 17th You can deal double Execution Damage


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, you can take the Dash Action as a Free Action.

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.

Royal Gold Features
Feature Level Quick Explanation
High Society 3rd You're better at interacting with high-class people
Glorious Execution 3rd You and your allies get Temporary Hit Points when you deal Execution Damage
Letter of the Law 6th You can try to Frighten foes
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
Deathly Strike 13th Your Crit Range increases by 3
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


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, marking targets to decimate on the battlefield.

Shining Silver Features
Feature Level Quick Explanation
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
Frailty of the Chopping Block 6th You have Advantage on Saving Throws imposed by a creature Marked for the chopping block
Aura of Finality 9th You can end your Mark on a creature when you hit it to deal your Execution Damage
Claws of Death 13th When you hit a creature that is Marked for the chopping block, you can try to Restrain it
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


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 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.

Claws of 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. 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.

Wooden Brown Features
Feature Level Quick Explanation
Hunter's Skill 3rd You get Proficiency with Martial Ranged Weapons and Ranged Weapons count are Executioner Weapons, you also have Advantage on Checks to track and find creatures
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
Strike of the Hunt 6th You learn two Strike Disciplines from the Ranger Class and don't have Disadvantage on Ranged Attacks while close to enemies
Long Arm of Death 9th When you hit on a Ranged Attack that you had Advantage on, you deal Execution Damage
Hunt the Lonely 13th You have Advantage on Attacks targeting creatures that are not within 5ft of any other creature
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


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 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.

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.