Fighter
Base Class: Fighter

Whether an actual executioner, a killer running from the law, or perhaps a medical professional made to work as infantry during times of war, executioners all share their capability of tearing flesh and skin with vicious blows that end lives painlessly and quickly.

Swift Death

At 3rd level, you gain the "Great Weapon Fighting" fighting style, and if you already have it, you gain a bonus to attack and damage rolls made with two-handed melee weapons equal to half your strength modifier (rounded down).

Cut Them Down

Starting at 3rd level, if you attack a creature and it's wielding a shield, you gain a +3 bonus to your attack roll.

Acquainted With The Flesh

Also at 3rd level, you learn everything about the body, its veins, organs, nerves, and its weak spots, giving you proficiency in the medicine skill.

Heavy Swing

At 7th level you learn to use momentum to guide your blows. If you succeed on an attack roll against a creature by 5 or more, choose between two effects:

-You make an attack roll against another creature within melee range, this attack roll suffers a -5 penalty, but if you hit, you gain a bonus to your damage roll equal to your strength modifier.

-You sweep with your weapon, all creatures of your choice within melee range make a dexterity saving throw with a DC equal to 8 + your proficiency modifier + your strength modifier, if they fail they take damage equal to the amount you dealt to your original target -2, and if they succeed they take half damage.

Cutting Specialist

Starting at 10th level, you ignore resistance to slashing damage, and if you score a critical hit on an attack that deals slashing damage, the target takes an extra 3d8 slashing damage.

Rip, Tear and Dismember

When you reach 15th level, you gain the following benefit: When you score a critical hit, roll 1d4, depending on your roll, an extra effect happens.

1 - Arm: You strike the target creature's arm or other holding appendages, the creature has to make a constitution saving throw with a DC equal to 8 + your proficiency modifier + your strength modifier, and if it fails it drops whatever it was holding. Additionally, whether or not it fails this saving throw, all melee attacks it makes deal 1d4 less damage for 1 minute, or until it's healed to max HP. (This feature cannot reduce damage below 1).

2 - Legs: You strike the creature's legs or other walking/movement appendages, its speed is reduced by 10 feet for 1 minute, or until it is healed to max HP, and it is knocked prone.

3 - Torso: You strike the creature right in the center of its body, targeting vital organs such as the stomach, intestines, etc. The creature takes extra necrotic damage at the start of each of its turn equal to one roll of your weapon's damage. (For example, 2d6 if it's a greatsword and 1d12 if it's a greataxe).

4 - Head: You strike the creature on the most important body part, killing it immediately. If the target creature doesn't have or need a head, has immunity to slashing damage, has legendary actions, has more than one head or is too big to be decapitated, it instead takes an extra 3d8 slashing damage and is blinded until the end of your next turn, perhaps blood spilled onto its eyes, or you attacked their eyes directly.

Execute

Starting at 18th level, you treat immunity to slashing damage as resistance, and if a creature applies to being decapitated, a crit will always kill it immediately.

Additionally, killing a creature via decapitation creates a threatening sight to behold, as you do it with cold-blooded precision and expertise. When you decapitate a creature, all hostile creatures within 60 feet make a wisdom saving throw with a DC equal to 8 + your intimidation modifier, if they fail this saving throw you apply the fear condition on them for 1 minute. Also, choose an amount of ally creatures up to your proficiency modifier that are within 60 feet of you when you decapitate an enemy, they each gain temporary hit points equal to 1d10 + your fighter level. You can use this feature an amount of times equal to your proficiency modifier, and you regain all expended charges on a long rest.

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