Base Class: Fighter
Executioners are fighters that brandish blood soaked blades and carry an aura of intimidation. Either brutal monster slayers or abrasive assassins, executioners take no mercy on their foes.
Overwhelming Presence
Starting when you choose this archetype at 3rd level, you gain proficiency in intimidation and charisma saving throws.
Execution Points
Also at 3rd level, when landing a critical hit with a weapon attack or when killing a creature, you gain one execution point. You can have a number of execution points equal to your charisma modifier.
When you hit a creature with a weapon attack, you can spend execution points to add an extra 1D4 of damage for each execution points spent.
At level 5 the damage increases to 1D6, at level 10 damage increases to 1D8 and at level 15 the damage increases to 1D10.
Imbue Fear
When you reach 7th level, as a bonus action you can spend an execution point to imbue fear. All creatures in a 15 ft radius of you must succeed a wisdom saving throw or be frightened. You gain 1 execution point for each creature you frighten this way.
Fear save DC = 8 + your proficiency bonus + your Charisma modifier
Siphon
Upon reaching 10th level, when you use Second Wind, you can spend an execution point to increase the hit points gained by 2d6.
Bloodlust
Starting at 15th level, when making an attack against a creature with less than half hit points (rounded up), you have advantage.
Execute
At 18th level, you use you action to spend 3 execution points to instantly kill a creature if it falls below 1/4th of its maximum hit points (rounded down).
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