Fighter
Base Class: Fighter

Those who emulate the archetype of the Executioner seek to drive fear into the hearts of those who oppose them. The Executioner specializes in finishing off enemies and brutalizing foes to weaken the resolve of those who still stand. To an Executioner, the battlefield is a place for a thespian performance where they are always looking for new and creative ways to kill.

Macabre Entertainer

At 3rd level, you take pleasure in destroying your enemies’ morale - using taunts and gruesome displays to throw your enemies off kilter comes naturally to someone of your background. While engaged in combat, you have advantage on Charisma (Intimidation) or (Performance) checks against creatures that are aware of you.

Coup De Grace

Starting at 3rd level, your lust for the kill allows you to strike at enemies who are vulnerable with blinding speed. As a reaction, you can use this feature to attempt a killing blow on a creature. Coup de Grace is bound by unique rules as follows:

  • Coup de Grace is triggered by creatures who are incapacitated, restrained, prone, or are bloodied (below half of their max hit points).
  • Coup de Grace is a melee attack that’s range is whatever movement speed you have left on your current turn. If you have used all of your current movement speed you cannot use this feature.
  • Coup de Grace wagers all the movement speed of your next turn to attack. If you land a killing blow you are awarded with double your base movement speed during your next turn. Fail to kill however, and your speed is 0 on your next turn.
  • When using Coup de Grace, you gain a bonus to the damage roll that increases as you gain levels as a fighter. (+2 at 3rd level, +3 at 7th level, +4 at 11th level, +5 at 15th level +6 20th level)
  • Attacks of opportunity triggered as a result of using Coup de Grace are made at disadvantage against you.
  • If Coup de Grace kills a creature, any creatures of your choosing that are aware of you have to succeed a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or suffer the frightened effect for one minute. If they fail their saving throw by 5 or more, they are stunned while frightened in this way. The creature can repeat the saving throw at the end of their turn, which ends these conditions on a success. A creature that succeeds on the saving throw is immune to these effects for the next hour.
  • When using Coup de Grace, if you miss the attack or it fails to kill, enemies have advantage on attacks against you, and you have disadvantage on all saving throws until the end of your next turn. If you roll a natural one while attempting this attack you also become stunned.

Eyes of The Reaper

Starting at 3rd level, your withering stare instills panic in those it’s focused on, revealing a window into their weaknesses. As a bonus action, you sacrifice a piece of yourself and a creature of your choice that you can see within 60ft must succeed a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be exposed by Eyes of the Reaper. Eyes of the Reaper is fuelled by suffering freely given. To use this feature you must roll a sacrificial die which increases as you gain levels in fighter to determine how much damage you will take. (1d4 at 3rd level, 1d6 at 7th level, 1d8 at 11th level, 1d10 at 15th level, 1d12 at 20th level.) Eyes of the Reaper has the following properties:

  • You are notified by your DM when the exposed creature has fallen below half of their maximum HP.
  • The creatures damage vulnerabilities are revealed to you.
  • The creature’s AC is lowered by -2 until the end of your next turn. (Cannot be lowered by more than -2 by this feature).
  • The creature has disadvantage on Wisdom saving throws until the end of your next turn.
  • For the next hour you have advantage on any Wisdom (Survival) or (Perception) checks made to find any creatures exposed by this feature. During this time, you always know the general direction of them and what plane or realm they inhabit.

You can use this feature a number of times equal to your Charisma modifier, (a minimum of once), and you regain all expended uses of it when you finish a long rest.

Sadistic Delight

At 7th level, you relish the misfortune of those who falter in your presence. While in combat, any creature within 30ft of you that you can see who fails an attack roll, ability check or a saving throw by 5 or more can be marked by you for 1 hour that persists even if you fall unconscious or die. If the creature is killed by you or an ally whoever landed the killing blow now heals 1d6 + their Constitution modifier. If the creature instead rolls a natural one, this healing increases to 2d6 + killer’s Constitution modifier. If the hit points healed exceeds your current missing hit points or you do not heal from your roll, you instead gain temporary hit points equal to any leftover healing caused by this feature that lasts for 8 hours. Any time you gain temporary hit points from Sadistic Delight the timer resets.

There is no limit to how many creatures you can mark with Sadistic Delight. However, a single Executioner cannot mark a creature more than once. If the creature is marked by Sadistic Delight by more than one Executioner the buff stacks.

Harsh Sentencing

At 10th level, your aura exudes a promise of agony and torment, piercing even the most stalwart of hearts until they find themselves unable to perform tasks that should come naturally to them. As a reaction, whenever you are within 10ft of a creature who is about to force another creature to make a saving throw, you can choose to lower the DC by half your fighter level. This effect persists until the end of your next turn. In addition, whenever a creature makes a concentration check while within 10ft of you you can now choose to force disadvantage upon them as a free action, at will.

You can use this feature a number of times equal to your Charisma modifier, (a minimum of once), and you regain all expended uses of it when you finish a long rest.

Chopping Block

At 15th level, the sight of your enemies grovelling grants you strength. Melee attacks on prone enemies are always critical hits.

Swift Retribution

At 18th level, pain and danger heighten your ability to kill and maim. While in combat, anytime you are targeted by at least one attack as part of an attack action, a spell, forced to make a saving throw or receive damage from a source other than yourself, an ally or fall damage, you are awarded an additional reaction. You can have up to a maximum of 5 reactions that expire once you exit combat and you cannot use the same reaction more than once on the same round.

Swift Retribution also grants new unique reactions.

Capital Punishment: Whenever a creature marked by Sadistic Delight misses you with an attack, you can immediately use a reaction to attempt to knock them prone with a contested Strength (Athletics) check provided they're within your reach.

Dull Guillotine:  Whenever you fail to kill a creature Exposed by Eyes of The Reaper with Coup de Grace, you can immediately use a reaction to attempt another attack. This attack is not considered a Coup de Grace and thus does not grant boons from a killing blow.

Sudden Death: Whenever a creature enters or leaves your combat range, you can immediately use a reaction to move half of your movement speed, but only if you move in a straight line towards a hostile creature. This movement does not provoke opportunity attacks.

Eye for an Eye: Whenever a creature you can see within 60ft attacks you or casts a spell that targets or affects you and you are resistant to any of the damage, you can immediately use a reaction to attempt to Expose them with Eyes of The Reaper. You are not required to roll a sacrificial die to use this version of the feature.

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