Base Class: Fighter
Some fighters are trained for war, some fighters are trained for staged fighting and some are trained to be executioners. Executioners train with large and heavy weapons and are experts in ending someone's life in a quick and painless way, or a long and less painless way. While mostly executioners are employed by cities as an official position and stay there, some are deployed to the battlefield to finish off difficult enemies. If you ever have the fortune, or misfortune, of meeting an executioner, you should pray to all the gods you know that you are not on their list.
Executioner Features
|
Fighter Level |
Features |
|
3rd |
Executioner's expertise, Precise Strike |
|
7th |
One with the Weapon |
|
10th |
Improved Precise Strike |
|
15th |
Scream of the Execution |
|
17th |
Expert Strike |
Executioner's expertise
Your appearance and knowledge have crafted you into a terrifying being. You gain expertise in intimidation and apply your strength modifier instead of your charisma modifier to the check.
Precise Strike
You have honed a talent in striking precisely, once per turn when you make an attack you can apply one of the following effects. The save DC for these effects is (8 + Proficiency Bonus + STR modifier) unless otherwise specified.
Set Up. You set up an ally to attack the creature by creating an opening. The next attack against the target is done with advantage, irrespective of any disadvantage.
Knock Down. You attempt to bring your enemy to their knees. The enemy rolls a strength saving through against your save DC and on a fail is considered grappled until the start of your next turn. Any attacks made against you by the grappled enemy are made at disadvantage.
(Unlocks at level 7) Bleeding Strike. You strike the enemy and cause them to bleed. If they move before the start of your next turn you can roll your weapon's damage, without any bonuses from magic, and they take that as bleeding damage. You can use features such as great weapon fighting to reroll the damage.
(Unlocks at level 7) One-two. You select an enemy as the subject of your ire. Before the start of your next turn if a reaction to hit them is triggered you can take two strikes instead of one.
(Unlocks at level 10) Double Hit. With your next attack you can target two creatures within your range and attack both of them with one hit.
(Unlocks at level 10) Marked Enemy. You mark an enemy and do an extra 1d8 of your weapon damage to them whenever you hit until the start of your next turn.
(Unlocks at level 15) Blinding Slice. You slice at an enemy's eyes. They get disadvantage on every attack and have to roll a wisdom saving throw against your save DC to cast spells that require line of sight until the beginning of your next turn.
(Unlocks at level 15) Lever Strike. You use your weapon to cause an enemy to fall. They make a saving throw against your save DC and on a failure fall prone. At the start of their turn they can repeat the save, if they succeed they use no movement to stand up, but if they fail they cannot use movement to stand. At the start of your next turn they automatically return to their feet.
(Unlocks at level 18) Intimidating Strike. Immediately before attacking an enemy, roll an intimidation check on them, provided they are within 5ft of you. They make a wisdom saving throw against this score. If you succeed, you have advantage on all attacks against that enemy until the end of your turn.
(Unlocks at level 18) Heavy Blow. Your next hit deals double damage, this only lasts until the end of your turn.
One with the Weapon
Starting at 7th level, you have developed a bond with your weapon. You can double your proficiency with the weapon, the weapon becomes magical if it was not already, and you can do an extra attack as a bonus action when you use your action surge ability.
Improved Precise Strike
At 10th level, you can now use your precise strike feature twice per turn but these must be on separate targets unless the first effect fails.
Scream of the Execution
Starting at 15th level, when you reduce an enemy to 0 hit points you can use an attack to decapitate them, disabling them from making death saving throws or being healed. You also heal the amount of damage you did to the enemy.
Expert Strike
At 18th level, you are a monster on the battlefield. If you roll below the average on any damage die you can chose to take the average instead. For example, if you roll a 2 on a d12 you can choose to do 6 instead.
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