Barbarian
Base Class: Barbarian

The job of executioner takes a toll on whoever holds the title of headsman. The only way most headsmen keep from the weighing burden of this toll is justification. This is typically found in the three orders of the Headsmen, each distinguished by the color hood they wear.

The first and most noble being the white hood, the agents of justice as they call themselves. These agents believe that the taking of heads is what keeps the peace. That the blood on their hands is what keeps the violence away from the common-folk. The order of the white hoods believe that they are the fist of the law that cut the head off of the snake and set an example to those that would do evil. 

The second is the black hood, or death's harbingers. These grim figures rarely speak and when they do are quite somber. The tenants of the black hood are to "bring an end upon those who's time is up". As for how this is decided is unknown. Some worship deities of death, some worship death as a deity but  they all have a common defining trait. Those who they determine are marked for death rarely escape their axe.

The third and most feared are the red hoods. This order is typically compromised of people that became headsmen because it sounded like a good time. Their deep thirst for blood is no secret as you can typically find them grinning through an execution. Their thirst never quenched they typically leave the professional aspects and bindings of being a headsman, and put their axe to something they find more... entertaining.

Head Taker

Your long history as an executioner has developed within you a knack for hitting your opponents in the most vulnerable of locations. At 3rd level when you adopt this path, you score a critical hit on a 19-20. 

Hooded Order

At 3rd level, when you adopt this path, you choose an order to join and gain its features. Depending on the order you choose you will dawn the appropriate hood vowing to its oath and to never remove it. Orders cannot be changed and those that deviate from their vow are hunted by the others in their order until they themselves are beheaded.

Keep in mind your alignment as you choose your Order. The alignments may vary but typically align as such: White: Good, Black: Neutral, Red: Evil.


 Order of the White Hood. 

  • Inspiring Blows: While raging when you hit an enemy creature you may grant allies in a 30ft radius, within line of sight and not incapacitated temporary hitpoints equal to your Strength modifier. You may use this ability a number of times equal to your proficiency modifier per day.
  • Critical Blow: While raging if you score a critical hit you may grant allies that are in a 30ft radius, within line of sight and not incapacitated temporary hitpoints equal to twice your strength modifier.

 Order of the Black Hood. 

  • Deadly Blows: While raging when you hit an enemy creature you may deal an extra 1D8 Necrotic damage to the target. You may use this ability a number of times equal to your proficiency modifier per day.
  • Critical Blow: While raging you score a critical hit on a roll of 18-20 and on a critical hit deal an extra 1D8 Necrotic damage.

 Order of the Red Hood. 

  • Blood Drunk: While raging when you hit an enemy creature you may regain a number of hitpoints equal to half of the damage dealt rounded down. You may use this ability a number of times equal to your proficiency modifier per day.
  • Critical Blow: While raging if you score a critical hit you may regain a number of hitpoints equal to half of the damage dealt and gain a number of temporary hitpoints equal to your strength modifier.

 

Hooded Order Improvement

At level 6 your abilities tied to your Order improve. The improvement you take must correspond with your previously chosen order. The improvement you choose replaces your previous selection.


 Order of the White Hood. 

  • Righteous Blows: While raging when you hit an enemy creature you may grant allies in a 30ft radius, within line of sight and not incapacitated temporary hitpoints equal to your Strength modifier + your level. You may use this ability a number of times equal to your proficiency modifier per day.
  • Critical Blow: While raging if you score a critical hit you may grant allies that are in a 30ft radius, within line of sight and not incapacitated temporary hitpoints equal to your Strength modifier + your level and heal them for your Strength score.

 Order of the Black Hood. 

  • Death Blows: While raging when you hit an enemy creature you may deal an extra 2D8 Necrotic damage to the target. You may use this ability a number of times equal to your proficiency modifier per day.
  • Critical Blow: While raging you score a critical hit on a roll of 18-20 and instead of doubling your dice you triple them instead.

 Order of the Red Hood. 

  • Blood Fury: While raging when you hit an enemy creature you may regain a number of hitpoints equal to the damage dealt. You may use this ability a number of times equal to your proficiency modifier per day.
  • Critical Blow: While raging if you score a critical hit you may regain a number of hitpoints equal to half of the damage dealt and gain a number of temporary hitpoints equal to your strength modifier, and immediately move and make an extra attack action.

 

Precise Strike

At level 10 you find your years of practice with your weapon of choice have made you unnaturally good at hitting precise targets making you extremely lethal in battle.

Precise Strike: You target a weak point on an opponent giving you advantage on your next melee weapon attack. You may use this ability a number of times equal to your proficiency modifier per day.

Hooded Order Improvement

At level 14 your abilities tied to your Order improve. The improvement you take must correspond with your previously chosen order. The improvement you choose replaces your previous selection.


 Order of the White Hood. 

  • Holy Weapon: Choose a weapon. The weapon of your choice has +1 to hit, +1 to damage and is magical for the purpose of damage resistance.
  • Righteous Blows: While raging when you hit an enemy creature you may grant allies in a 30ft radius, within line of sight and not incapacitated temporary hitpoints equal to your Strength modifier + your level. The creature that was hit must make a DC 14 Constitution save or be blinded until the end of your next turn. You may use this ability a number of times equal to your proficiency modifier per day.
  • Critical Blow: While raging if you score a critical hit on a creature it is blinded until the end of your next turn, you may grant allies that are in a 30ft radius, within line of sight and not incapacitated temporary hitpoints equal to your Strength modifier + your level and heal them for your Strength score.

 Order of the Black Hood. 

  • Reaper's Weapon: Choose a weapon. The weapon of your choice has +1 to hit, +1 to damage and is magical for the purpose of damage resistance.
  • Death Blows: While raging when you hit an enemy creature you may deal an extra 2D8 Necrotic damage to the target. The creature that was hit must make a DC 14 Constitution save or be poisoned until the end of your next turn. You may use this ability a number of times equal to your proficiency modifier per day.
  • Critical Blow: While raging you score a critical hit on a roll of 18-20 and instead of doubling your dice you triple them instead. Creatures you critically hit are also poisoned until the end of your next turn.

 Order of the Red Hood. 

  • Blood Soaked Weapon: Choose a weapon. The weapon of your choice has +1 to hit, +1 to damage and is magical for the purpose of damage resistance.
  • Blood Fury: While raging when you hit an enemy creature you may regain a number of hitpoints equal to the damage dealt. The creature that was hit must make a DC 14 Wisdom saving throw or be frightened until the end of your next turn. You may use this ability a number of times equal to your proficiency modifier per day.
  • Critical Blow: While raging if you score a critical hit on a creature it is frightened until the end of your next turn, you may regain a number of hitpoints equal to half of the damage dealt and gain a number of temporary hitpoints equal to your strength modifier, and immediately move and make an extra attack action.

 

Headhunter Barbarian Image

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