I like the theme that you went for this class... here's my initial thoughts... might come back later to go more in detail.
Executioner's Blade - I'm a bit worried on that the scaling on the Executioner's Blade feature... especially with how it scales. I'd recommend having it scale in a similar manner as the barbarian rage damage. As is, it scales pretty fast at an even rate, plus including the synergy with the level 7, it can get really strong. You seen what fighters can do with the defender? Also I'm not sure if it's just me, but I think that the choosing at the end of your turn feels a bit clunky, to partially compensate for my damage scaling suggestion, I'd have it so that it'd either can happen at the start of your turn, or as a bonus action.
Graceful Brutality - I understand why this feature is here, but I usually find it lack luster due to the fact that most characters have a +1 item of a sort by this point. Maybe replace or add something to it like an improved critical against prone/restrained targets.
Versatile Violence - I see no issue with this feature since it would make sense as a sign of progression for your stance, besides that you've basically turned the executioner's blade feature into an improved defender.
Close Quarter Carnage - Only thing I see for improvement here is to add a clause like "if the initial attack roll would hit [the adjacent target]"
Gruesome Beheading - A few things stand out to me for this feature, first, true resurrection should also work on on reviving a creature hit by this too. Second, I feel that 150-0 hit points is a too large of a threshold, heck even power word kill, burning a 9th level spell slot for a similar result works on 100 or lower. Thirdly, you don't have anything stated for if you land a crit and it doesn't have a neck. I'd recommend looking at the vorpal sword and how it handles this. Finally, is this supposed to be just limited to crits or is there going to a once per long/sort rest feature to this?
Okay, I think that's everything for now... Overall I really do like this subclass don't get me wrong. There's just a few parts I'm worried about, mostly the synergy between this subclass and a greatsword variant of the Defender, which I am sorry for me keep bringing it up, but I see that being the strongest sword for this subclass because it would allow things like +8 to hit or +8 to AC bonuses and everything else in-between for the bonus splits.
I love the whole idea! I love all the abilities and most are balanced. 2 things though, 1, what are the stats for the executioner blade? Is it like and enhanced greatsword??? 2, the boosts are to numerous for the blade, at level 18, you can have AC 25 (plate+shield), and that's non-magical armor and shields to. To put it in perspective, AC 25 is the AC of TIAMAT. And if you have shield +3, and armor +3, hat can be 31 AC.
@FallenPhoenixIV I have to disagree with gruesome beheading, it's a very high level ability, and on every attack it has a 1/20 chance to get a crit, AND most creatures at this point in time would have 250-500 hit points, so it would be already pretty beat up. Now like, it would be unfair on a say, Ancient dragon, so maybe just limiting it to tiny-large creatures? So it wouldn't work on Huge or Gargantuan creatures.
So my intention with this class was that it would be the same sword throughout you characters life and I probably didn’t express that correctly. The sword gifted to the executioner from his guild starts as a +1 at 3rd level and increases throughout the executioner’s journey. It was not intended to be replaced by different swords with different bonuses, it has to be the executioner’s sword.
I did this for two reasons: it frees the player from constantly searching for the next best/greatest sword and gives the DM some possible storylines such as “reforging a broken executioner’s blade” or “retrieving a stolen executioner’s blade.”
The capstone I wanted to be really powerful (I tend to dislike weak capstones), but I do understand your reservations. I agree about the true resurrection. I considered 100 hp right away however I went 150 because I have seen level 18-20 fighters do 100 hp damage a turn and I wanted a little more juice than that. And yes I need to address the issue of enemies with no defined head/neck.
Yes the defender sword was a big influence for this. I basically wanted a defender sword that leveled as part of the subclass.
Thank you for the feedback. I agree with you, and it also made me realize that I need to rewrite parts of the subclass to better express my thoughts on paper! Haha
Another thing, since an executioner is more closely related to well, death then other fighters, maybe add a little (not as much as eldritch knight) spells. Specifically necromancy spells. Like maybe 1 or 2 cantrips and a few first level spells and maybe 1 or 2 second level spells.
And yes, the executioner’s blade uses a two-handed great sword for its base damage.
Please don't restrict this to JUST a greatsword if you decide to limit it, which how you have it currently worded this isn't an issue. There are other executioner weapons than just a greatsword; if you did I'd decide to add a restriction it to, "slashing weapons that have the either the two-handed or versatile property if wielded with two hands" should work fine. This way it allows addition weapons like Greataxe, Longsword, Battleaxe, Halberd, or the Double-Bladed Scimitar. Mostly cause this allows people to play the greataxe wielding executioner and if someone were to play a tiny character for this subclass it would allow a longsword/battleaxe to be a viable option.
Hmm... okay round two... lets take a look here, and just take note I did find some other things that I noticed on the second time through.
Executioner’s Blade - Something about the levels where the executioner's blade tiers feel weird to me. I really can't put my finger on it, what are you basing those levels on? Okay lets see... what if you did it as +2 at 3rd level, +3 at 7th level, +4 at 10th level, and +5 at 15th level. Starting at +2 would basically allow more flexibility at earlier levels, allowing a +2 damage, +2 AC, or +1 AC/damage. Plus this route would scrap the weird bonus at 19th level (least I feel that getting upgrades like that, that late is weird, but that's just me).
Close Quarter Carnage - Overall its fine, but there should be a restriction of some sort, something like once per turn.
Gruesome Beheading - I'm actually surprised that you just had the level 18 feature act normally against creatures that the effect doesn't work on. I just find it really weird that a feature that can instant kill wouldn't give a bonus damage if it wasn't allow, especially for a level 18 feature. What if the crit's damage gains a bonus if the instant kill feature isn't allowed, maybe like your crit damage is maximized or you gain #D6s in bonus damage.
Given what you mentioned above why not just have the weapon become magical at 3rd level? then as you advance it becomes more magical, first taking on minor defender ability at 3rd up to becoming vorpal at 18th? I'd look more towards the following:
level 3: Select either Two Handed Sword, Long Sword, Battle Axe or Great axe, one weapon of that type becomes your Executioners Blade and you use it above all others. Your Executioners Blade has the +1 Defender property and is magical
level 7: +2 defender, you can then switch Grace Full Brutality to something else as the weapon is already magical, maybe have "if you use the attack action you can use a bonus action to make one additional attack"
level 10: versatile violence could be changed as you'd already have the defending property wired into the level 3 ability, maybe give them a more menacing demeanor and have advantage on Intimidation checks and innate ability to detect lies like a zone of truth 1 per short rest
level 15: +3 defender, change close quarter combat to mirror the ranger hunter ability: Whirlwind strike
level 18: Now also acts as a vorpal sword (probably would say this only works if the weapon is used two handed as all excutioners I can find reference to used two handedswords/axes)
This is my first published subclass and any feedback both positive and negative would be appreciated.
https://www.dndbeyond.com/subclasses/183118-executioner
I like the theme that you went for this class... here's my initial thoughts... might come back later to go more in detail.
Okay, I think that's everything for now... Overall I really do like this subclass don't get me wrong. There's just a few parts I'm worried about, mostly the synergy between this subclass and a greatsword variant of the Defender, which I am sorry for me keep bringing it up, but I see that being the strongest sword for this subclass because it would allow things like +8 to hit or +8 to AC bonuses and everything else in-between for the bonus splits.
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I love the whole idea! I love all the abilities and most are balanced. 2 things though, 1, what are the stats for the executioner blade? Is it like and enhanced greatsword??? 2, the boosts are to numerous for the blade, at level 18, you can have AC 25 (plate+shield), and that's non-magical armor and shields to. To put it in perspective, AC 25 is the AC of TIAMAT. And if you have shield +3, and armor +3, hat can be 31 AC.
D&D is a game for nerds... so I guess I'm one :p
@FallenPhoenixIV I have to disagree with gruesome beheading, it's a very high level ability, and on every attack it has a 1/20 chance to get a crit, AND most creatures at this point in time would have 250-500 hit points, so it would be already pretty beat up. Now like, it would be unfair on a say, Ancient dragon, so maybe just limiting it to tiny-large creatures? So it wouldn't work on Huge or Gargantuan creatures.
D&D is a game for nerds... so I guess I'm one :p
So my intention with this class was that it would be the same sword throughout you characters life and I probably didn’t express that correctly. The sword gifted to the executioner from his guild starts as a +1 at 3rd level and increases throughout the executioner’s journey. It was not intended to be replaced by different swords with different bonuses, it has to be the executioner’s sword.
I did this for two reasons: it frees the player from constantly searching for the next best/greatest sword and gives the DM some possible storylines such as “reforging a broken executioner’s blade” or “retrieving a stolen executioner’s blade.”
The capstone I wanted to be really powerful (I tend to dislike weak capstones), but I do understand your reservations. I agree about the true resurrection. I considered 100 hp right away however I went 150 because I have seen level 18-20 fighters do 100 hp damage a turn and I wanted a little more juice than that. And yes I need to address the issue of enemies with no defined head/neck.
Yes the defender sword was a big influence for this. I basically wanted a defender sword that leveled as part of the subclass.
Thank you for the feedback. I agree with you, and it also made me realize that I need to rewrite parts of the subclass to better express my thoughts on paper! Haha
And yes, the executioner’s blade uses a two-handed great sword for its base damage.
Another thing, since an executioner is more closely related to well, death then other fighters, maybe add a little (not as much as eldritch knight) spells. Specifically necromancy spells. Like maybe 1 or 2 cantrips and a few first level spells and maybe 1 or 2 second level spells.
D&D is a game for nerds... so I guess I'm one :p
Actually that may make it to overpowered.
D&D is a game for nerds... so I guess I'm one :p
No problem, let us know when you get an updated version and I can check it out again. Also...
Please don't restrict this to JUST a greatsword if you decide to limit it, which how you have it currently worded this isn't an issue. There are other executioner weapons than just a greatsword; if you did I'd decide to add a restriction it to, "slashing weapons that have the either the two-handed or versatile property if wielded with two hands" should work fine. This way it allows addition weapons like Greataxe, Longsword, Battleaxe, Halberd, or the Double-Bladed Scimitar. Mostly cause this allows people to play the greataxe wielding executioner and if someone were to play a tiny character for this subclass it would allow a longsword/battleaxe to be a viable option.
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To see my more recent homebrew creations, please check out my content on Hombrewery.
Alright here’s the new version. Let me know what you think!
https://www.dndbeyond.com/subclasses/285123-executioner
Hmm... okay round two... lets take a look here, and just take note I did find some other things that I noticed on the second time through.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
Given what you mentioned above why not just have the weapon become magical at 3rd level? then as you advance it becomes more magical, first taking on minor defender ability at 3rd up to becoming vorpal at 18th? I'd look more towards the following:
level 3: Select either Two Handed Sword, Long Sword, Battle Axe or Great axe, one weapon of that type becomes your Executioners Blade and you use it above all others. Your Executioners Blade has the +1 Defender property and is magical
level 7: +2 defender, you can then switch Grace Full Brutality to something else as the weapon is already magical, maybe have "if you use the attack action you can use a bonus action to make one additional attack"
level 10: versatile violence could be changed as you'd already have the defending property wired into the level 3 ability, maybe give them a more menacing demeanor and have advantage on Intimidation checks and innate ability to detect lies like a zone of truth 1 per short rest
level 15: +3 defender, change close quarter combat to mirror the ranger hunter ability: Whirlwind strike
level 18: Now also acts as a vorpal sword (probably would say this only works if the weapon is used two handed as all excutioners I can find reference to used two handedswords/axes)
level 19: +5 defender