Abyssal Executioner (5e Subclass)

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Abyssal Executioner[edit]

Rogue Subclass

You are a fierce and deadly butcherer of traitors. Cursed, or perhaps even blessed by the sea with abilities, armaments, and most importantly, a purpose. You wield a list and an ornate serrated longknife.

Bonus Language

You can read, speak, and write Abyssal

Gift of the Drowned Ones

Starting at level 3, you become extremely focused and precise when stalking your prey. After you roll initiative, the first two creatures you deal damage to are marked for the rest of combat. Alternatively, you may have your DM roll to randomly decide which targets are marked for you. Subsequent successful attacks or features against marked targets deal an additional 1d4 + proficiency modifier psychic damage.

Bone Skewer

By 5th level, you can now wield the depths' gift. As an action, you can manifest and hurl your blade into a creature within 15 feet, ripping them 5ft. towards you, dealing 1d8 piercing damage and leaving them prone at your feet if pulled within 5ft of you. This damage increases to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 18. You may use this feature once before taking a long or short rest, increasing to two at level 11 and 3 at level 18. Alternatively, you may do this as a cunning action. You must have one hand free to do this.

Ghostwater Dive

Beginning at level 9, while taking the disengage action, you can slip back into the arms of the waves, becoming invisible by non-magical means to creatures more than 15 ft. away from you. You may use this feature twice before finishing a long or short rest. This effect can last up to 10 minutes or until you dismiss it. The number of targets you may mark with Gift of the Drowned Ones increases to 3, and the damage increases to 1d6.

Phantom Undertow

At level 13, before using the dash or disengage action you may leave a wraith of water behind, ready to pounce, skewer in hand. At the end of your turn or as your reaction, you may mentally command the wraith to cleave its way towards you. Any enemies caught in its path must make a Dex saving throw, taking 3d6 psychic damage and becoming stunned for one turn on a failed save or half damage on a successful one. You may use this feature once per long rest.

Death From Below

At level 17, the thrill of taking names off of your list blinds you with a thirst for blood. After delivering the killing blow to an enemy, you may instantly dive into what seems like solid ground and leap up towards any number of your marked targets, making an attack with advantage against them. Afterwards you may choose to return to your original kill or stay near one of your targets. You may use this feature once per long rest.

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