Base Class: Fighter
you are a thirsty coward smh
Execution
Whenever you reduce an enemy to 0 hit points on your turn, you regain Hit Points equal to your Constitution Modifier. You may also then choose to use a Bonus Action to Execute the enemy. Upon the completion of an Execution, the enemy is killed.
When you choose this archetype at 3rd level, you learn two Executions of your choice. You learn an additional Execution of your choice at 7th, 10th, 15th and 18th level
Executions
Arrogant Execution
You let the Executed Creature fight back one last time. As you do the Execution, the creature may use its reaction to make a melee attack at you, with advantage. Upon Finishing the execution, you gain advantage on all attacks for the next round.
Bloody Execution
You Execute the Creature in a brutal fashion. Upon finishing the Execution, you gain Hit Points equal to your Constitution Modifier + Proficiency Bonus.
Clean Execution
You Execute the Creature, for good. Upon finishing the Execution, the creature dies. This overcomes abilities such as a Zombie’s Fortitude, or a Troll’s Regeneration. It does not destroy a soul, however. You are also able to end a Condition inflicted by the creature you Executed.
Delayed Execution
You draw out the Execution of a Creature. This Execution lasts until the start of your next turn. If you take damage, are moved, are subjected to a harmful effect, the target is killed or moved away from you, the Execution does not take effect. Upon completion, however, every creature within 60ft, of your choosing, has to make a Wisdom Saving Throw or be Frightened. The DC is 8 + Strength Modifier + Proficiency Bonus.
Desperate Execution
You are in a dire situation, and this Execution shows it. Upon finishing this Execution, you gain a Boost in AC equal to your Proficiency Modifier, and gain Temporary Hit Points equal to your Constitution Modifier + Proficiency Bonus + Creature’s CR/Level. The bonuses last until the start of your next turn.
Stylish Execution
Your Execution is a performance, and you’re going to do it with flair. Upon finishing this Execution, you now grant a number of allies up to your Constitution Modifier Temporary Hit Points equal to your Proficiency Bonus.
Blood in the Air
Starting when you pick this Archetype at 3rd level, if you can see an enemy that is Injured, your movement towards that enemy is increased by 5ft. If the enemy is Bloodied, this speed is increased to 10ft, and if the enemy is Critical, this speed increases to 15ft.
Bloody Experience
Starting at the 7th level, you have learnt how bodies function, after experience with taking them apart. you gain proficiency in the Medicine skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Investigation, Insight, Survival, or Perception. Your proficiency bonus is doubled for any ability check you make that uses Medicine. You receive this benefit regardless of the skill proficiency you gain from this feature. Your experience with bodies also allows you to heal allies who are severely injured. Over the course of a Short Rest, on a successful medicine check with a DC equal to your ally’s current hit point, you are able to heal them by an amount equal to your Fighter Level and your Constitution Modifier. You may use this feature once per Long Rest.
Medicine Expertise
Your proficiency bonus is doubled for any ability check you make that uses Medicine. You receive this benefit regardless of the skill proficiency you gain from this feature.
End the Battle
Starting at 10th level, you strive your best to finish a battle as soon as possible. For one round, you focus your mind. You gain a +1d4 to all attack and damage rolls made against an Injured creature. This bonus increases to +1d6 against a Bloodied creature, and a +1d8 against a creature with Critical health. You may use this up to your Proficiency Bonus. You regain all of your uses when you finish a short or long rest.
Ruthless
Starting at 15th level, you are merciless towards weakened enemies. Whenever you strike an enemy with less than half their Hit Points, your blows deal an additional 1d6 Force damage. Upon landing a melee attack against the enemy, they are unable to take reactions against you. If the creature has any Immunities, your weapon treats the immunity as resistance instead.
Finish the Fight
At Level 18, you learn the art of ending an enemy. As an Action, you may make a single weapon attack against a creature. If this lands, and the creature has 50 hit points or fewer, it drops to 0 hit points. If you are using a ranged weapon, the creature must have 40 hit points or fewer. You may only use this a number of times equal to your Proficiency Bonus per Long Rest.
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