Base Class: Barbarian
Some barbarians can control their rage and channel it to deliver grievous wounds. They are feared and battle-hardened leaders. They cleave through their enemies, never doubting their cause is just, and never hesitating once their weapon is raised. Those who stand against these warriors can expect no mercy.
Phlebotomize
Obliterate
Debilitate
Staying Hand
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Execute
Beginning at 14th level, you channel all of your rage into a single finishing blow.
While you’re raging, you leap to a target creature within 10 feet and strike a lethal blow. They must succeed a DEX saving throw (DC 8 + your Strength modifier + your proficiency bonus) or take 6d12 plus an additional 2d6 necrotic damage for each stack of wounded it currently has, up to a maximum of 10d6 necrotic damage. If the creature is reduced to 0 hit points by this attack, it is cleaved in half and can only be restored to life through a Resurrection spell or higher forms of such magic.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
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Posted Mar 25, 2022thank you
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Posted Mar 25, 2022As much as you want, but it's only things within 5 feet and it uses your action. So with extra attack, you couldn't do it twice.
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Posted Mar 24, 2022when can you, and how often can the obliterate feature be used?
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Posted Feb 27, 2021In order to stack, you need to hope they are unable to save at all...it's risk vs. reward. If they save even once, all of the stacks are gone. So you have to decide if it's worth it to wait until stacks are full and capitalize after 5 turns OR to get them with only a few stacks before they save from it. It may be too powerful, I have yet to see it be that way though.
Thanks for the comment and taking a look though!
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Posted Feb 26, 2021I love the entire idea for the class, though maybe stacking wounded damage and then smashing them for 6d12 and 10d6 and the possibility to crit and deal tons of normal damage may be a bit too overpowered.
But good job!
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Posted Feb 6, 2020Creatures get to save each turn for wounds and when they save, all wounds are gone. So the likelihood of 5 stacks constantly applying are pretty low. The other subclasses give damage on hit, resistances, utility, etc. This subclass goes purely for the chance to harm based on chance (with the first wound being guaranteed damage). The entire point of this class is to forgo all of the extra utility that the other subclasses get for pure, unadulterated damage. You are meant to hit hard but you are a single target focused attacker.
I appreciate the comment though. I will definitely see how this runs in my campaign and tweak it if it's way too OP.
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Posted Feb 5, 2020This is a good concept as far as an executioner. The problem is that this is very strong. You are given a class with the ability to hit hard the ability to hit far far to hard. This would be fun in a campaign that the DM purposefully puts in harder encounters, but in a standard campaign you will quickly kill things.