Base Class: Fighter
"To know and manipulate all the secrets of the world; that is the privilege of the Head, the Eye, and the Claws. It is their honor and absolute power"
Claws are the "Foot soldiers" of the Head in response time alone, with their strength Rivaling or surpassing even some of the Strongest Adventurers. Deployed to deal with Taboo Breakers within the Head's Sphere of Influence, they're Genetically modified and use injections based off of immense magical phenomena, known as Singularities. They use Prosthetic Metal Claws that replace the entire arm, both as their main weapon, and how they inject their Serums.
Even the lowest rank amongst the Claw commands respect among most circles, and if an Executioner Claw appears at your doorstep, Straighten up your posture, and silently Pray to whatever you believe in.
Intended for High-Power Campaigns, or other Campaigns where balance isn't the main focus.
C. Corp. - Level 3
"Keep perfectly still, or you'll be torn apart"
The Namesake
When taking this subclass, you gain a Claw Prosthetic that replaces an arm of your choice. The replaced arm still functions as a regular arm. The Claw is considered a Special Light Finesse weapon. The Claw is made of a special kind of metal that is indestructible and immune to transmutation magic. You are Proficient with The Claw.
The Claw has a range of 5 feet, and deals 2d8 of either Slashing or Piercing Damage. The Claw Cannot be disarmed from you, and functions as a Shield, increasing your AC by 2. You cannot have a Shield equipped if you have The Claw.
Your Push, Drag, and Lift weight is tripled if you are using The Claw.
At 7th level, the Claw becomes a +1 weapon and grants a +3 bonus to AC. At 10th level, it becomes a +2 weapon and grants a +4 bonus to AC. At 15th level, it becomes a +3 weapon and grants a +5 bonus to AC.
Genetic Modification
Your strength and constitution scores increase by 2, your movement speed increases by 15 feet, and your Passive Perception increases by 4.
You gain Proficiency in Athletics, Intimidation, and Perception.
Serums of The Claw
Choose one of 3 Serums to attach to your Claw. You can use your Bonus Action to activate a Serum unless the Serum States Otherwise. Each Serum can be used a number of times equal to your Proficiency Bonus each Short Rest. You may choose another Serum from this list at Level 7 and Level 10:
-Serum R
When Activated, draw a 5 foot wide, 30 foot long line from your current position, ending early if there is a wall or other substantial obstacle. You move to the end of that line, and you make an attack against each creature you choose that is in the line, dealing an extra 1d8 force damage on a hit.
The Movement from this Serum does not provoke opportunity attacks
-Serum K
When Activated, you heal (proficiency bonus)d6 + (constitution modifier) hit points. If a creature attacks you before the start of your next turn, you may make 1 Claw attack against them as a Reaction (once per creature per round).
-Serum W
Activating this Serum requires an Action. When Activated, choose up to 8 creatures within 100 feet of you. At the start of your next turn, you teleport to each creature you targeted and make 1 Claw attack against them, dealing an extra 2d8 force damage on a hit. After all targets have been attacked, you return to your original position. When you teleport to a target, you attack that target and every creature in a straight line between your previous position and the target (excluding creatures already targeted).
If there is only one creature that you wish to target, make 2 attacks against them instead.
Taboo Hunter - Level 7
"The circumstance matters not; the context is meaningless. If a taboo is broken, they will be there to carry out the sentence. Almost as if they are… the executors of the natural law."
Execution
When you reduce a creature to 0 hit points, all creatures you choose within 40 feet of you must make a DC (8 + your proficiency bonus + your strength or dexterity mod) wisdom saving throw. On a failure, they become Frightened of you and their speed becomes 0 until the end of their next turn.
At level 10, if you decide to deal Lethal damage when reducing a creature to 0 hit points, their body is mutilated beyond all recognition. The creature cannot be revived by any spell that requires the target's body, such as Raise Dead or Resurrection.
Trail
After dealing damage to a creature, you always know their location as long as they are within 60 feet of you, even if they are invisible or hidden.
When the creature regains hit points equal to or greater than the total damage you have dealt to it since this tracking began, this effect ends.
At level 15, you gain Truesight out to a range of 30 feet.
Extirpation - Level 10
- Q. 14; What can you tell us about the Serums?
"The most I can tell you is that after an incident... pfff... 10 years back? Two Claws and an Arbiter did not return from an execution job. Serum T was created by me shortly after so in future similar incidents would not occur. It costs a small fortune to replace Claws, and an actual fortune for Arbiters [...]"
- Interview with the Head Executioner Claw.
Serum T - Backtracking Bell
Once per day, when you would be reduced to 0 hit points or die outright, you can activate this feature as a reaction. You instead remain conscious, immediately regain hit points until you are at your hit point maximum, and for the rest of the day, you deal an additional 2 slashing damage with all attacks, and take 1 additional damage from all sources.
At level 18, this feature can activate a number of times equal to your proficiency bonus each day. The additional damage dealt and damage taken from this feature increase by 2 and 1, respectively, with each activation, and these increases stack.
Executioner Claw's Target
At the start of each of your turns, the DM chooses a creature within 60 feet of you to become an Execution Target. The number of Execution Targets cannot exceed your proficiency bonus, with the creature who had Execution Target the longest having it removed if the amount of Execution Targets would exceed your maximum. If the chosen creature is already an Execution Target, no additional effect occurs.
You deal an additional 1d8 slashing damage to Execution Targets, and always know their location(s).
- If a creature with the 'Arbiter of the Head' subclass hits an Execution Target, that creature also benefits from the additional 1d8 slashing damage granted by this feature.
An Executioner - Level 15
- Q. 19; There have been reports of Claws with Serums that have not been seen before, can you tell me when they were introduced?
"It varies for each Serum, each Serum has to go through intense trial before it is deployed. I can't go in depth with the process through. On average it takes around a year for a Serum not made by me to be approved, assuming no major flaws are found [...] "
- Q. 20; How come no Claws other than yourself use more than 3 Serums at a time?
" I can't tell you why I can use more than 3, but some Serums can have Nasty effects if too many are flowing through someone at the same time. We found the Sweetspot to be 3, but on rare occasion there's a slight error during the Claw's modifications that requires them to have fewer Serums [...] "
- Interview with the Head Executioner Claw
Additional Serums
Choose an additional Serum from the following list. After each short or long rest, choose 3 total serums to prepare. You may only use serums you currently have Prepared.
You select another Serum from this list at level 18.
Serum T does not count against your total Prepared Serums, as it isn't truly a Serum, just a modified version of the T-Corp Singularity.
-Serum λ
When Activated, you are transported to the Astral Plane for 1d6 rounds or until you use a bonus action to return. While on the Astral Plane through being transported by this Serum, you can see on both the Astral Plane and the Plane you were on previously. When returning, you appear in a location relative to your position on the Astral Plane, or the closest unoccupied space if the area was Occupied.
-Serum M
When Activated, you gain immunity to Psychic and Radiant damage for 1d6 minutes. You also become immune to Charmed an Frightened.
-Serum κ-ρ
When activated, you immediately end the following conditions affecting you: Blinded, Deafened, Charmed, Paralyzed, Stunned, Petrified, Poisoned, and Exhaustion. You are then immune to those conditions for 1d6 hours.
You also gain immunity to Poison, Necrotic, and Acid damage for the duration.
Executive Order of The Head
Once per week, you can issue an Executive Order to a small town or city within the Head's Sphere of Influence. You may also issue an Executive Order to a much smaller area if it is outside the Head's Sphere of Influence, roll a d100. Only that percentage of the creatures affected by the Order comply, determined by the DM. Some possible orders include:
1. Headcount; All citizens and passersby are counted, various features can also be recorded, such as species, class/occupation, and Wealth Class. Mainly for finding certain people or a group of people.
2. Job Offer; All citizens and passersby with Class Levels, such as Fighters, Barbarians, Paladins, or Clerics are gathered, an you can hire up to 6 for a week without Paying the Gold Cost normally required.
3. Shop Search; All Shop keeps and Traveling Merchants bring you a list of their Currently Stocked items. You can specify a certain item to get a Yes or No answer if it is in stock.
After giving an Order, the gathered people remain at the Gathering site for around 1 hour.
Note; More reasons can be added as long as your DM Approves.
Tri-Serum Cocktail - Level 18
"This Execution has been pushed to its Limit."
"Initiating Tri-Serum Cocktail."
Execution Order: Tri-Serum Cocktail
As an Action, you can inject all 3 of your Prepared Serums at the same time, unleashing an Intense Flurry of Attacks, almost guaranteed to reduce everyone nearby into nothing but mist.
When you use this feature, select the order in which your prepared Serums will be performed.
The Cocktail is one continuous sequence. No creature can interrupt the sequence, and all movement and attacks caused by one Serum are resolved before the next Serum begins.
Using a Serum as part of Tri-Serum Cocktail does not expend one of that Serum's normal uses.
Each Prepared Serum has a Unique attack used through this feature:
-Serum R
Draw a Path of Four 5 foot wide 30 foot long lines, You move along this path, performing Serum R across each line. The path can double-back on itself, this can target creatures already targeted by this Tri-Serum Attack.
-Serum K
Immediately move up to your movement speed and make 3 Claw Attacks, on a hit, the target becomes Poisoned and takes an additional 3d6 acid damage. After all 3 Attacks, or if no creature could be targeted, you heal as normal through Serum K, plus the Acid Damage dealt through this Tri-Serum Attack.
-Serum W
Make 3 attacks against all creatures you choose within a sphere with a radius equal to your speed. If the number of attack rolls required would be impractical for the table, you may instead make three attack rolls, applying each roll to every creature of your choice within the sphere. Each attack made through this Tri-Serum Attack acts as if it was made through regular Serum W for determining the Damage Dealt.
-Serum M
All creatures you choose within a 60 foot radius sphere centered on yourself must make a DC (8 + prof. bonus + Strength/Dex Mod) wisdom saving throw. On a failure, the creature becomes Prone, Frightened of you, and Incapacitated until the end of your next turn, they also take 4d8 psychic damage. On a success, the creature is Frightened of you, its Speed becomes 0, and becomes Prone until the end of your next turn, it also takes half the psychic damage.
-Serum λ
Up to 3 creatures you choose within 40 feet of you are transported to a Plane of your choice for 1d4 rounds. The DM determines the immediate environmental effects of the destination plane; these effects should not directly kill the creature unless the creature would ordinarily be capable of surviving that plane's environment. For example, if you send a creature to the Nine Hells, they might suffer the effects of the spell "Hurl Through Hell", or they might become extremely depressed if sent to an Upper Plane as they were given a glimpse of a "heaven".
A creature transported by this effect returns to the space it occupied when it was transported, or the nearest unoccupied space if that space is occupied.
-Serum κ-ρ
Creatures you have already hit during the current Tri-Serum Cocktail are inflicted with 2 random conditions that Serum κ-ρ Normally gives immunity to for 2d4 rounds, roll twice on the list of conditions that κ-ρ grants immunity to. Each roll is independent.. Creatures affected also take 4d6 Acid damage.
Tri-Serum Cocktail can only be used once per short or long rest.
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