Fighter
Base Class: Fighter

Pulled from a line of duty, Executioners put themselves up front and first thing out on the battlefield and use their skills of high strength and lethal precision to easily take down most foes in relatively little blows. Their skills in combat are not to be tested, and will be fatal if not countered or evaded.

Executioner's Cleave

Beginning when you choose this archetype at 3rd level, your weapons wielded with two hands score critical hits on a roll of 17-20 and weapons wielded with two hands that you are proficient with will deal an additional damage die of the weapon's damage type.

Killer's Accuracy

Starting at 7th level, you can add your strength modifier when throwing any weapon with the throwing property to add onto the distance it can be thrown and you add the modifier to increase damage dealt as well.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Brutal Execution

Starting at 15th level, critical hits made on finishing blows against a creature will force nearby enemies in the area to make a DC 15 Wisdom saving throw or be frightened until the end of their second turn.

Last Breath

At 18th level, you use your dying breaths to leave a mark. As long as your health is equal to or less than 25% of your max health, one extra die can be added to all attacks made, but one HP must be lost for every attack made.

Previous Versions

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11/7/2023 1:40:09 PM
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