Base Class: Fighter
The Job
An Executioner, also known as a Hangman or Headsman, is an official who executes a sentence of capital punishment on a legally condemned person.
The term is extended to administrators of severe physical punishment, such as torture, which may result in death.
The Executioner usually receives a warrant authorizing them to execute the sentence that protects them, from the charge of murder.
Executions take many forms such as Hanging, Beheading, Burned at the stake, or by Firing squad, and sometimes Running the gauntlet, where the culprit receives their punishment from the hands of those gravely harmed by their crime.
Sometimes Executions are done publicly, or in the line of duty of Military or as an officer.
The Attire
Executioners are known to wear robes and a mask, but this is rarely the case, hoods and robes are usually only used to protect the identity of the Executioner, and people usually already know who the Executioner is.
The Tools and Weapons
Typical executions are done by beheading or hanging, the choice of weapon and tool differs from time and place, sometimes the rope is just thrown over a nearby tree limb, other times there may be a Gallows in a public place.
In the case of beheading, sometimes a tool like a Guillotine is used which takes the form of a tall upright frame with a weighted and angled blade suspended at the top.
The condemned are secured in position at the bottom of the frame with their neck below the blade which is then released, quickly and forcefully decapitating the victim in a single clean pass.
Other times beheading is simply done with a weapon, the most common of which is a large two handed Axe, and rarely an Executioners sword, or a Scythe.
Execution
Starting at 3rd level, whether they are held in place, or simply hesitated, you are able to dispatch creatures at a frightening pace.
Whenever a creature that you can see ends their turn without moving they become marked for Execution, your next attack against them consumes the mark and deals 2d6 bonus damage of the weapons damage type, and if their health falls below your Fighter level, they are Executed.
If you lose sight of them for more than six seconds they are no longer marked.
Damage increases by 1d6 for every two levels above the third.
If a creature dies to a Critical Hit, an attack that has the bonus damage granted by Execution, or during the same turn as an attack that did, they are considered Executed.
If possible, whenever a creature is Executed, they are beheaded or have a similarly important body part removed or destroyed.
Executed targets do not roll Death Saving Throws, and are unviable for spells like Revivify, Raise Dead, or effects similar to that of Undead Fortitude from the Zombie.
Bloodlust
Starting at 3rd level, whenever a creature becomes marked for Execution, you may use your Reaction to move up to half of your movement towards them and make a melee weapon attack.
Sense of Finality
Starting at 3rd level, as a Bonus Action you can target a creature within 5ft that is Prone or Grappled, spectral shackles spring from the ground and hold the creature in place until the end of their next turn.
A number of times each rest equal to proficiency you can extend the range to 30ft.
Soul Eater
Starting at 7th level, damage dealt by an attack boosted by Execution is considered magical, and they cannot restore hitpoints until the start of your next turn.
Whenever you Execute a hostile creature you receive Temp Health equal to your class level, or half as much Healing (rounding down).
Practiced Swing
Starting at 7th level, whenever you make an attack roll against a target that is marked for Execution, you Critical Hit on a roll of 19 or 20.
Death Sentence
Starting at 10th level, once per short rest as an Action, you make a melee attack against a creature that is marked for Execution that cannot miss, be resisted, or negated and deals your Executioner damage.
If the attack kills a creature, your Action is refunded.
Living Guillotine
Starting at 10th level, when you would take Fall Damage, if you make a melee weapon attack against a creature before you land you can make that attack with advantage, if the attack hits it deals an additional d6 of damage of the weapons damage type for every 15ft traveled and, you take no Fall Damage from the previous distance traveled.
If their health falls below your Fighter level, they are Executed.
Blood Rush
Starting at 15th level, once per turn, whenever you successfully Execute a target, your current turn (or next if it is not your turn) has an additional Attack, and 30ft of movement.
Perfected Swing
Starting at 15th level, whenever you make an attack roll against a target that is marked for Execution, you Critical Hit on a roll of 18-20.
Desperate Justice
Starting at 18th level, once per Short rest, when your health is brought down to zero by an enemy, you can sprint towards a hostile creature of your choice at double your movement and make an attack with advantage.
If the attack lands it deals your Execution damage dice, if their health falls below your Fighter level they are Executed, and you receive twice the benefit of Soul Eater.
Deal With Death
Starting at 18th level, whether you know it or not, Death has taken a liking to you.
You and allies within 60ft can each ignore one failed Death Save every turn.
Previous Versions
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8/4/2022 7:54:47 PM
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8/4/2022 9:34:34 PM
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1/19/2023 3:40:20 AM
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