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.

Class Table
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 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)

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 for feature descriptions for this class.

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 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 a Death-Knell 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:

  • 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 a Death-Knell 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. 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
When you deal additional Damage with a Death-Knell feature, 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 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.
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.
  • 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 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 a Death-Knell feature, 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 an Executioner Weapon's Damage Die, the target either makes a Strength or Constitution Saving Throw (your choice). 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 an Executioner Weapon, you can use your Bonus Action to force the target to make a Constitution Saving Throw. 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. 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 a Death-Knell feature, the target begins to bleed uncontrollably. At the start of the target's turns, it makes a makes a Constitution Saving Throw. 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 Death-Knell Feature
When you roll Initiative at the start of combat, the next time you hit on a Weapon Attack made with an Executioner Weapon 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 a Death-Knell feature, 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
When you Mark a creature for the chopping block with your Mark the Damned feature, the target makes a Wisdom Saving Throw against your Execution Save DC. On a failed Save, the target is Frightened of you until the end of your next turn.

Unparalleled Warrior

13th Level Silver Pact Hood
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.


Cycle of Death

17th Level Silver Pact Hood
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.


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
You gain secret knowledge known only to those belonging to the Green Hood. For you, any Melee Weapon counts as an Executioner Weapon.
Additionally, you add half your Proficiency Bonus (rounded up) to your AC while you are not wearing Heavy Armor

Deathly Dance

6th Level Deathly Green Hood
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.
Additionally, whenever a creature within 15ft of you is reduced to 0 Hit Points, the next Attack you make using an Executioner Weapon.

Feature

9th Level Deathly Green Hood
feature

Feature

13th Level Deathly Green Hood
Feature

Death's Hand

17th Level Deathly Green Hood
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.
You use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.


Brown Hunter 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.

Hunter's Skill

3rd Level Brown Hunter Hood Feature
You gain Proficiency with 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.

Feature

6th Level Brown Hunter Hood Feature
Feature

Honed Edge

9th Level Brown Hunter Hood Feature
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.
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

13th Level Brown Hunter Hood Feature
Feature

Long Arm of Death

17th Level Brown Hunter Hood Feature
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.
When you reach 20th Level in this class, these d8s become d10s.


Blue Ronin Hood

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.

Rippling thunder

3rd Level Blue Ronin Hood Feature
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. 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.

Lightning Strikes Twice

6th Level Blue Ronin Hood Feature
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.

Falling Moonlight At seventh level, you strike with the subtelty of Moonlight, when you make an attack of oppourtinity, you have advantage on the attack. Standing Mountain 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. 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.