Base Class: Fighter
I see no judge, nor jury only I the lone executioner. Executioners are masters of heavy weaponry putting their all into every swing of their weapon. What their attacks lack in speed they more than make up for in raw destructive power. They've mastered the killing blow and although many keep to their day jobs those that have found themselves in the business of adventuring have earned renown as strong and capable fighters delivering brutal attacks and cutting many an enemies life short.
High Ground
At 3rd level, you become adept at gaining the upper hand in combat. As a bonus action you can attempt to knock one creature you can see within 5ft prone. you must make a contested athletics check against the creatures. on a success you knock the creature prone.
Heavy Hitter
At 3rd level, you find that larger weaponry suits you. You gain a pool of D6 equal to your fighter level halved rounded down (minimum of 1) that you may add to heavy weapon damage. You may choose any number of available D6, before rolling to attack, to add to your damage roll. You regain all expended D6 on a long rest.
Execution
At 7th level, you put all your might behind your strikes. Whenever you attack you may chose to make only one attack, forgoing extra attack, on a success you may roll your weapon damage twice at 7th, 3 times at 11th, and 4 at 20th level. Adding your normal modifiers to each damage roll.
Improved Critical
Starting at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Marked for Death
Starting at 10th level, You've learned to recognize those marked for death. Whenever you make an attack roll against a creature and miss you may choose to have the creature make a wisdom saving throw (DC = 8 + Your charisma modifier + your proficiency bonus). On a success the creature is immune to this effect for 24hrs, on a fail your attack instead hits.You may use this ability a number of times equal to your proficiency bonus halved. Regaining all uses of this ability on a long rest.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
Executioners Swing
Starting at 18th level, your mastery as an executioner becomes apparent. Whenever you attack and hit a creature, that is restrained, prone, or incapacitated, with a heavy weapon, it must make a Constitution saving throw (DC 8 + your Strength modifier + your proficiency bonus). On a failed save, multiply the damage of your attack against the creature by a number equal to Save DC - Saving Throw (minimum of 2).
Previous Versions
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Posted Dec 19, 2021A few questions: do you have to allocate the dice in “ heavy hitter” before making the attack roll? If so do you lose the dice if the attack hits. Same thing with execution, do you have to choose to use it before your attack roll? And do you get all your modifiers for it? Bc without these it would be statistically worse than a normal attack.