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.
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 | 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 Armor and Weapons#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)
Execute
1st Level Executioner Feature
Once per turn, you hit a creature with a Melee Weapon Attack while wielding that Weapon with two hands, if the target is Incapacitated, Prone, or Restrained, the Attack deals additional Damage equal to a number of d8s equal to your Executioner Level.
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
After you deal additional Damage with your Execute feature, you gain a bonus to your AC equal to your Proficiency Bonus until the start of your next turn.
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:
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.
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
When you deal additional Damage with your Execution feature, 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 against your Execution Save DC, which has a DC of 8 + your Strength Modifier + your Proficiency Bonus. On a failed Save, the creature becomes Frightened of you until the end of your next turn.
Grind the Axe
7th Level Executioner Feature
While wielding a Melee Weapon with two hands, the Crit Range for your Weapon Attacks increase by 1. The Crit Range for your Weapon Attacks while wielding a Melee Weapon with two hands, your Weapon Attacks targeting creatures that are Prone your Crit Range increases by 1.
Additionally, when you Crit a creature, if it is Huge or smaller, you knock it 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
When you deal additional Damage with your Execution feature, the target makes a Constitution Saving Throw against your Executioner Save DC. On a failed Save, the target is Stunned until the end of your next turn.
Killing Blow
15th Level Executioner Feature
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 against your Execution Save DC. 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.
Once take 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 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.
- The additional Damage dealt by your Execution 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 the Attack, that Attack deals additional Damage equal to a number of d10s equal to your Executioner Level.
Executioner Hoods
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.
Opportune Angle
3rd Level Royal Gold Hood Feature
You have learned to exploit openings in your opponent's defenses. When you deal additional Damage with your Execute, Killing Blow, Honed Steel, or Unholy Rage features, you roll the Weapon's Damage Die an additional time and add the result to the Damage of the Attack.
Shackle
6th Level Royal Gold Hood Feature
Whenever you roll the maximum result for the Damage for a Damage Die for a Weapons Attack, the target either makes a Strength or Constitution Saving Throw (your choice) against your Execution Save DC. On a failed Save, the target is Stunned until the end of your next turn.
Imprison
9th Level Royal Gold Hood Feature
When you hit a creature with a Weapon Attack while wielding that Weapon with two hands, you can use your Bonus Action to force the target to make a Constitution Saving Throw against your Execution save DC. On a failed Save, the target is Dazed until the end of your next turn. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Deathly Strike
13th Level Royal Gold Hood Feature
Your Crit Range increases by 3
Deathly Gleam
17th Level Royal Gold Hood Feature
Your sheer apearance causes enemies to know they are in the presence of a deadly force. Whenever you roll Initiative at the start of combat, all creatures of your choice make a Wisdom Saving throw against your Execution Save DC. On a failed Save, a creature has Disadvantage on its Initiative Roll and it has Disadvantage on any Attack Roll, Ability Check, or Saving Throw it makes until the end of its first turn in that combat.
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.
Thirst for Blood
3rd Level Blood Red Hood Feature
When you deal additional Damage with your Execute, Killing Blow, or Honed Steal features, the target begins to bleed uncontrollably. At the start of the target's turns, it makes a makes a Constitution Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus. On a failed Save, it loses a number of Hit Points equal to 1d8 + your Strength Modifier, it then repeats this Save at the start of its next turn. On a successful Save, the target does not lose any Hit Points and ends this effect.
The number of Hit Points lost increases when you gain Levels in this class: the number of Hit Points lost increases to 2d8 + your Strength Modifier at 9th Level, to 3d8 + your Strength Modifier at 13th Level, and 4d8 + your Strength Modifier at 17th Level.
Extra Attack
6th Level Blood Red Hood Feature
You can make an additional Attack whenever you take the Attack Action.
Unholy Rage
9th Level Blood Red Hood Feature
When you roll Initiative at the start of combat, the next time you hit on a Weapon Attack while wielding the Weapon used to make the Attack with two hands deals 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.
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
When you deal additional Damage with your Execute, Killing Blow, Honed Steel, or Unholy Rage features, you gain Resistance to all Damage until the start of your next turn.
Silver Pact Hood
The Executioner belonging to the Silver Pact 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 the Damned
3rd Level Silver Pact Hood
As an Action, you can Mark one creature within 30ft of you that you can see to be Marked for the chopping block. For the next minute, or until the Marked creature is killed, you gain the following benefits:
- You gain Advantage on Attack Rolls targeting the Marked creature.
- When you deal additional Damage to the Marked creature with your Execute, Killing Blow, or Honed Steel features, you deal additional Damage equal to a number of d10s equal to your Proficiency Bonus.
You can only have one creature Marked in this way at a time, and you can use this Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Trained Finesse
6th Level Silver Pact Hood
You add your Strength and Dexterity Modifiers to the Damage Rolls of your Weapon Attacks if you are wielding the Weapon you use to make the Attack with two hands.
Aura of Finality
9th Level Silver Pact Hood
Starting at ninth level, when you mark an Enemy to be Damned, the marked enemy must suceed on a Wisdom saving throw equal to your Execution Save DC or become frightened.
Unparalelled Fighter
13th Level Silver Pact Hood
At thirteenth level, you can choose an additional fighting style from either the Fighter or Executioner fighting style list.
Cycle of Death
17th Level Silver Pact Hood
At seventeenth level, whenever you reduce a Marked Creature to 0 hitponts, you regain your use of Mark the Damned.