Base Class: Fighter
The executioners are warriors specializing in the wielding of big and deadly two-handed weapons. Terrors on the battlefield, they sweep their enemies with murderous circular blows and finish off the wounded without mercy. True forces of nature, they are almost unstoppable when wielding their giant weapons.
HEMORRHAGE
Beginning when you choose this archetype at 3rd level, your melee weapon attacks and damaging abilities cause creatures to bleed uncontrollably and applies a stack hemorrhage. At the start of a creature's turn, that creature takes weapon damage damage equal to half your proficiency bonus rounded down per stack of hemorrhage. Hemorrhage stacks last until the end of your next turn, and their duration is reset when you apply another stack. A creature may only have a maximum of 5 stacks of hemorrhage only a stack can be applied per turn and critical hits grant an extra stack. using action surge allows you apply HEMORRHAGE stack a second time in the turn. Applying a new stack on a creature with 5 stacks just refreshes the duration.
When a creature gets 5 stacks of hemorrhage, you enter a bloodthirsty frenzy. While in this state, you gain a bonus to your weapon damage equal to your proficiency bonus against that creature that lasts for as long as a creature has 5 stacks of hemorrhage applied. your attacks have disadvantage against creature without 5 stacks of hemorrhage.
APPREHEND
Starting at 7th level, While holding a weapon with the Two-Handed and Heavy properties the weapon gains the reach property. this has no benefits if the weapon already holds the reach property.
Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
DECIMATE
At 10th level, whenever hit with a melee weapon with the Two-Handed and Heavy properties against a creature with 5 stacks of hemorrhage, you may choose to Decimate the target. Decimated targets take damage of the same type as the triggering attack equal to your proficiency bonus times the number of stacks of hemorrhage and their hemorrhage stacks are reset to 0 if this was triggered on a critical strike the stacks are reset 1 instead of 0.
CRIPPLING STRIKE
Starting at 15th level, your weapon crit range increases by one against creatures that are currently affected by 5 stacks of your HEMORRHAGE ability. (Example19-20)
you can now apply 2 stacks of HEMORRHAGE per turn and 4 if you action surge on the same turn.
GUILLOTINE
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