Fighter
Base Class: Fighter

Law and Order is a necessity for civilized life, so it comes to question who delivers said justice. While politicians write the law, you enforce the order. As an executioner you are ready to dish out punishment as the system you live in requires, and that often falls under your heavy blade. Alternatively, you might see yourself as judge, jury, and... you know. You seek retribution in the most painful way possible, painful for your foes that is. 

Executioners swing

When you choose this archetype at 3rd level you receive an attack meant to finish your opponent. When you use the attack action while wielding a weapon with the two handed property, you may add a number of d4's equal to your strength modifier instead of adding your strength bonus. You can only do this on one attack per turn, and you can use this feature a number of times per combat equal to your dexterity modifier. 

interrogator

Knowledge is power, you may not be much of a charmer but thanks to the nature of your work and the grim aura it leaves you You gain expertise in intimidation. Additionally, if a creature is restrained and you "Extract Information" then they must make a wisdom saving throw (DC = 8 + proficiency bonus + strength). On a fail they are under the affect of the Zone of Truth spell. On a success they are unaffected and are immune to follow-up attempts for 24 hours. you can use this feature a number of times equal to your charisma modifier.

this unlocks at 3rd level

Justice

when you reach 5th level you heal off enacting your punishment. during combat, if you land the killing blow on any foe and deal overkill damage you can choose to take the excess as healing

On Death's Door

By 10th level your blade has seen plenty of blood. Death wreaks from your hands, and creeps onto the battlefields when imminent. When a creature is under a quarter of its max hp, any damage dealt by you deals 1d12 necrotic damage that ignores resistance. Creatures that are normally immune to necrotic damage are resistant to your necrotic damage.

once you reach 18th level the trigger of this feature now only requires the creature to be under half health.

Face of Death

starting at 15th level you can attempt to roll an unmodified medicine check against a grappled or restrained humanoid target that is no bigger than large, if the check meets any of the following DC's you can administer the effect on the target.
 
 
DC 12: you create a deep cut on the target that causes bleeding for up to 6 rounds, on each of their turns the target must use a bonus action to attempt a medicine check (DC13) for every one of their turns until the effect expires, if they fail or refuse to take the check they gain a point of exhaustion.
 

 

 

 
DC 15: you apply force to certain pressure points inside the wrist causing the muscles to contract in such a way that the bones inside then snap, the target must then make a DC 12 constitution save or take 1d6 psychic damage, regardless of the save the target can no longer wield two handed weapons
 
 
DC 17: you can gently pluck out one of the target's eyes and impose permanent disadvantage on all sight based checks and disadvantage on weapon attacks for 4 rounds of combat
 

 

 

 
DC 20: you kill the target via a brutal beheading, all humanoids that witness this must make a DC16 con save or suffer one of 2 effects (target becomes frightened or target is made sick and stunned for 1 round) the effect that takes over each target is decided by the DM

Execute

When you use your Executioner's Swing the damage dice are replaced by d8's. if a creature is killed with this feature then you may chose up to 5 nearby creatures to regain hit points equal to half the damage dealt. the second part of this feature can only be used twice per short rest

Previous Versions

Name Date Modified Views Adds Version Actions
2/6/2019 11:06:16 AM
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2/7/2019 11:09:07 AM
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3/9/2019 12:08:31 AM
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