Base Class: Fighter
To make a place in the hierarchy, one must claim it, no matter the obstacles in their way. The fighters trained under these ideals have a signature brutality that is near impossible to match. Executioners often find occupations as arena gladiators, mercenary captains, or as infantry. In any case, they find their worth in death, and wouldn't have it any other way.
Iron Discipline
At 3rd level, your training has instilled in you a rigid sense of survival. When you use your Second Wind feature, you gain resistance to bludgeoning, piercing and slashing damage until the end of your next turn.
Deathblow
Also at 3rd level, when a weapon attack of yours reduces a creature to hit points less than or equal to your Execution Threshold, you can immediately reduce them to 0 hit points.
Execution Threshold = your Strength or Dexterity modifier (your choice) + your Fighter level
You have a number of uses of this ability equal to your Proficiency bonus, regaining all uses when you finish a short or long rest.
Blood Sense
At 7th level, as a bonus action on your turn, you can sense weakness around you. You know the location of any creature with less than half its total hit points within 60 feet of you. You can use this feature a number of times equal to your proficiency bonus per short rest.
Cruel Repute
At 10th level, when you use your Deathblow feature, choose any number of creatures within 30 feet that can see you. Those creatures make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or become frightened of you until the end of your next turn. A creature that saves against this effect becomes immune to it for 1 hour.
Improved Iron Discipline
At 15th level, your Iron Discipline feature gives you resistance to all damage types.
Death Dealer
At 18th level, when you use your Deathblow feature on a creature frightened of you, it doesn’t expend a use and you gain advantage on your next attack roll this turn.
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8/26/2024 7:32:49 PM
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