Executioner: Difference between revisions

1,376 bytes added ,  04:56, 6 January 2023
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==== Opportune Angle ====
==== Opportune Angle ====
''3rd Level Royal Gold Hood Feature''<br>
''3rd Level Royal Gold Hood Feature''<br>
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.
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.
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==== Shackle ====
==== Shackle ====
''6th Level Royal Gold Hood Feature''<br>
''6th Level Royal Gold Hood Feature''<br>
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 [[Conditions#Stunned|Stunned]] until the end of your next turn.
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 [[Conditions#Stunned|Stunned]] until the end of your next turn.
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==== Imprison ====
==== Imprison ====
''9th Level Royal Gold Hood Feature''<br>
''9th Level Royal Gold Hood Feature''<br>
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 [[Conditions#Dazed|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.
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 [[Conditions#Dazed|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.
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==== Deathly Gleam ====
==== Deathly Gleam ====
''17th Level Royal Gold Hood Feature''<br>
''17th Level Royal Gold Hood Feature''<br>
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.
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.
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==== Thirst for Blood ====
==== Thirst for Blood ====
''3rd Level Blood Red Hood Feature''<br>
''3rd Level Blood Red Hood Feature''<br>
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.<br>
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.<br>
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.
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.
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==== Unholy Rage ====
==== Unholy Rage ====
''9th Level Blood Red Hood Feature''<br>
''9th Level Blood Red Hood Death-Knell Feature''<br>
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.<br>
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.<br>
These d8s become d10s when you reach 20th Level in this class.
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 your Execute, Killing Blow, Honed Steel, or Unholy Rage features, you gain Resistance to all Damage until the start of your next turn.
When you deal additional Damage with a Death-Knell feature, you gain Resistance to all Damage until the start of your next turn.
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==== Unparalleled Warrior ====
==== Unparalleled Warrior ====
''13th Level Silver Pact Hood''<br>
''13th Level Silver Pact Hood''<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.
*'''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 ====
==== Cycle of Death ====