Base Class: Fighter
An executioner is dedicated to a singular purpose, bringing death. To a skilled executioner another life taken is just another coin earned, they do not often dwell on the lives of the corpses they create. Most executioners serve a master, someone to place a coin in their pocket for each death they bring, this master could be a ruler, it could be a religious order, it could be a noble or a guard. Though these masters and their goals may vary, the executioners role remains the same. Whether by a clean cut, a brutal chop, a fatal crunch or a sudden drop, the executioner fulfills their singular purpose.
Dark Figure
From 3rd level you have an air of menace about you. You gain advantage on Charisma (Intimidation) checks.
Fear of Death
At 3rd level you can use enemies self preservation instincts against them. When you reduce a hostile creature to 0 Hit Points you can, as a free action, instill fear in their allies. All creatures within 30ft of you that are hostile to you must succeed a DC14 Wisdom Saving Throw or become Frightened of you for 1 minute. They can repeat the Saving Throw at the end of each of their turns until they succeed or until 1 minute has passed. You can do this a number of times per long rest equal to your Proficiency Bonus.
Death is Due
At 7th level you are so familiar with death you can detect how near a creatures demise it is. As a bonus action you can choose up to 3 creatures that you can see. You learn the creatures Hit Point Total and exactly how many Hit Points the creatures have remaining. You can do this a number of times per short rest equal to your Proficiency Bonus.
Executioners Payment
At 7th level you can gain certain provisions from taking a life. When you reduce a hostile creature to 0 Hit Points you can, as a free action, gain 30 Temporary Hit Points. Once you use this feature you cannot use it again until you finish a long rest.
Finish The Job
From 10th level you are more efficient in finishing off your targets. When you successfully make a weapon attack against a target who is below half of their Hit Point Maximum you can add an extra 1d6 of Necrotic Damage to the attacks damage.
At 15th level the extra damage increases to 2d6 of Necrotic Damage.
Chopping Block
At 15th level you develop a preference for bringing your weapon down on an opponent. You deal an additional 2d6 Necrotic Damage when you make a successful attack against a prone creature.
Work of The Headsman
At 18th level you become accustomed to your life of bringing death. Every time you reduce a hostile creature to 0 Hit Points your gain advantage on your next attack. Your next attack also deals an additional 6d6 Necrotic Damage on top of it's original damage.
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