Executioner, Variant (5e Class)
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Executioner[edit]
Enemies that are rendered helpless become even more helpless when you're around. The Executioner focuses on making one big blow to an enemy, and using the brutality of their fighting style to instill fear in their enemies. With a big vertical slash, you chop up your enemies, and with the help of your teammates and your class features you essentially become a valuable support. The executioner doesn't deal a lot of damage on target not affect by a condition, but if an enemy falls prone or is grappled, your potential damage skyrockets.
Death's Middle Man[edit]
Executioners are the people who were hired to legally carry out executions, to exact judgement on criminals and enemies. But killing a criminal wasn't always hardly enough. Executioners also tortured criminals or enemies before beheading them, because they needed to pay for their actions. Because of this dark job, Executioners are often connected with death, or the grim reaper, and they are feared and respected. This is also the reason many people avoid executioners, since they are so scary.
Creating an Executioner[edit]
- Questions to help a player develop a character.
- "Who was your character an executioner for, before becoming an adventurer?"
- "Does you executioner kill to pass judgement, or just for fun?"
- "Maybe someone you were supposed to kill became someone important to you?"
- "Is there any important life lesson you've learned from being an executioner?"
- "Is your character proud of being an executioner?"
- Quick Build
You can make a Executioner quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution and Charisma. Second, choose the Faceless background. Third, choose a whip, a greataxe, chain mail, and a dungeoneer's pack.
Class Features
As a Executioner you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Executioner level
Hit Points at 1st Level: 1d12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Executioner level after 1st
- Proficiencies
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose three from Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Perception, Performance, Persuasion, Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a greataxe or (b) a martial weapon
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Execution, Hold Still |
2nd | +2 | Inescable Death, Executioner's Training |
3rd | +2 | Aura of Death, Executioner's Specialty |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Heavy Blows |
6th | +3 | Executioner's Specialty Feature |
7th | +3 | Benefits of the Job, Proficient Strikes |
8th | +3 | Ability Score Improvement |
9th | +4 | Executioner's Specialty Feature |
10th | +4 | Deal with DeathOn the job Training |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Executioner's Specialty Feature |
14th | +5 | Judgement, Marked For Death |
15th | +5 | Executioner's Specialty Feature |
16th | +5 | Ability Score Improvement, Proficient Strikes (2) |
17th | +6 | Dismemberment Warrant to Kill |
18th | +6 | Well Executed |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
Execution[edit]
1st-level Execution Feature
When you reduce a creature to 0 hp with a melee weapon attack the deals bludgeoning, piercing, or slashing damage, you can behead or dismember them in a brutal fashion. Any creatures who are hostile to you and within 30 feet of you that can see your execution are frightened of you for up to 1 minute. A creature can end the frightened condition on itself if they succeed on a Wisdom saving throw equal to 10 + your proficiency bonus + your Strength modifier which they can make at the end of each of their turns.
Hold Still[edit]
1st-level Execution Feature
When you take the Attack action and hit a creature with a weapon that you are wielding with two hands, you can attempt to shove the creature as part of the same action. In addition, if a creature is frightened of you while prone, its speed is reduced to 0 while within 10ft of you.
Inescapable Death[edit]
2nd-level Execution Feature
You learn to strike at the most vulnerable parts of a creature to ensure a quick and clean death. When you make a melee weapon attack against a creature you can replace the d20 roll with a 20 as long as your target has one of the following conditions: frightened, grappled, incapacitated, paralyzed, prone, restrained, stunned, or unconscious. You can use this feature a number of times equal to your proficiency bonus + your Strength modifier and you regain all uses of this ability when you finish a long rest.
Executioner's Training[edit]
2nd-level Execution Feature
Your experience and training as an executioner has left you more knowledgeable about how to perform your duties more efficiently giving you the following abilities:
- Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
- 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.
- Whenever you have advantage on an attack roll using Strength you can reroll one of the dice once.
Aura of Death[edit]
3rd-level Execution Feature
Your work as an executioner has given you an intimidating aura and reputation that you can't escape from. You have advantage on all Charisma (Intimidation) checks against creatures of your size or smaller.
Creatures who are within 30 feet of you have disadvantage on saving throws against being frightened. Additionally, creatures who are immune to the frightened condition lose that immunity and instead have advantage on saving throws against the frightened condition.
Executioner's Specialty[edit]
3rd-level Execution Feature
At 3rd level, you chose a a form of execution to specialize in. Choose between Headsman, Knacker, or Torturer detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 9th, 13th, and 15th level.
Extra Attack[edit]
5th-level Execution Feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class
Heavy Blows[edit]
5th-level Execution Feature
Executioners know how to handle their weapons choice and can get the most out of them to ensure quick and clean executions. When you wield a weapon that you are proficient with, that weapon gains an additional damage die. The weapon gains an additional damage die at 9th level (two extra damage die) and another at 13th level (three extra damage die).
Executioner Level | Greataxe | Greatsword | |
---|---|---|---|
1st | 1d12 | 2d6 | |
5th | 2d12 | 4d6 | |
9th | 3d12 | 6d6 | |
13th | 4d12 | 8d6 |
Benefits of the Job[edit]
7th-level Execution Feature
You are good at your job and you enjoy doing it even if it can be a thankless one. When you take the Attack action and reduce a creature to 0 hit points or score a critical hit you can choose to gain one of these effects listed below:
- You can make one additional attack as part of the same action.
- You can force a creature of your choice that you can see within 30 feet of you to to make a Wisdom saving throw equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature is already frightened of you they instead become stunned until the end of your next turn.
- You gain a bonus to all saving throws you make equal to your Constitution modifier until the start your next turn.
- You gain a number of temporary hit points equal to your Executioner level + your Constitution modifier.
Proficient Strikes[edit]
7th-level Execution Feature
Your weapon attacks score a critical hit on a roll of 19 or 20. Additionally, when you make an attack with a melee weapon that you are wielding with two hands you can add your Strength modifier twice to the damage rolls with that weapon.
When you reach 16th level your weapon attacks now score a critical hit on a roll of 18-20 and you can add your Strength modifier three times to the damage rolls with that weapon.
Deal With Death[edit]
Sometimes, even you have to deal with it. Starting at 10th level, you can giver yourself advantage on a death saving throw. Once you use this feature, you can't use it again until you finish a long rest.
On the Job Training[edit]
10th-level Execution Feature
Due to your work as an executioner you have developed a strong body and mind you gain the following benefits:
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- You gain proficiency in Constitution saving throws
- You have advantage on saving throws you make to avoid being charmed or frightened or to end those conditions on you.
Marked for Death[edit]
Starting at 14th level, at the start of combat you can mark one enemy. You have advantage on attack rolls against this enemy. The enemy has disadvantage on all attacks against you. If you perform an execution on this enemy, you can double your movement speed until the end of your turn.
Judgement[edit]
When passing judgement on an enemy, there is nothing standing in your way. Starting at 14th level, when you roll for damage against an enemy you hit with advantage, you ignore physical resistances, but not immunities.
Superior Critical[edit]
Starting at 16th level, your weapon attacks score a critical hit on a roll of 18-20.
Dismemberment[edit]
Starting at 17th level, twice per long rest, when you score a critical hit, you can disarm a humanoid enemy by cutting off their weapon hand.
Warrant To Kill[edit]
Being an executioner comes with certain benefits. At 17th level, whenever you have to state a reason for killing someone resulting in a deception, intimidation or persuasion check, you do so with advantage.
Well Executed[edit]
At 18th level, whenever you perform an execution in a combat where you haven't taken any damage yet, or it is the first round of combat. Enemies are feared instead of frightened by your execution. All enemies feared by your execution must succeed a wisdom saving throw or be frightened by you until the end of their next turn. While frightened by this effect, the creature must take a dash action and move as far away as possible from you by the safest route available on each of its turns, unless there is nowhere to move. On each of their turns they can make a DC 8 + your Charisma + proficiency Wisdom saving throw, and on a successful save, the effect ends.
Executioner's Specialty[edit]
Executioners aren't just people who've legally been hired to kill someone, they also take on a wide range of other jobs. Executioners have also been known too use their experience with death to get rid of carcasses on streets as a Knacker, both animal and human. They also often serve as wardens for prisons or dungeons. They've also surprisingly commonly been tasked with tax collection, and other jobs such as bodyguard or bouncer. Another important job executioners often get, is the job as torturer. Executioners have often been tasked with torturing for the sake of punishment. One might call it a sort of pre-execution, held in order to be sure that a criminal/prisoner would get the right amount of punishment, and not only the sweet remorse of death.
Headsman[edit]
As an executioner proficient in bringing people to the chopping block and eking out the proper punishments you've learned to do so efficiently and without mistakes.
- Proper Technique
3rd-level Headsman Feature
You know exactly how to get the most out of your weapon of choice through experience. While wielding a melee weapon you are proficient with you increase the damage dice size of your weapon by one tier. (d4 > d6 > d8 > d10 > d12 > 2d6 > etc.,)
- Frightening Presence
3rd-level Headsman Feature
You can put the fear of death into those with sinful hearts with only your presence. As a bonus action, you can force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your proficiency bonus and you regain all uses when you take a short or long rest.
- Intimidation Tactics
6th-level Headsman Feature
Your work with criminals has helped you develop your methods for putting a stop to unnecessary violence. Whenever you make a Charisma (Intimidation) check, you gain a bonus to the check equal to your Strength modifier. In addition, you now have advantage on attack rolls against creatures who are frightened of you.
- Tough as Nails
9th-level Headsman Feature
Your work around death and blood has given you resistances against disease and other pleasantries surrounding dead bodies. You are immune to disease and you have advantage on saving throws against poison, and you have resistance against poison damage.
- Grievous Wounds
13th-level Headsman Feature
The wounds you inflict your enemies make them writhe in pain. Starting at 12th level, when you attack an enemy, they are unable to take a dash or disengage action on their next turn. Their movement speed is also reduced by 5ft until the end of combat. It is possible to reduce an enemy's movement speed by more than 5ft if additional attacks are made. If you reduce an enemy's movement to 0ft they become restrained. It is not possible to reduce an enemy's movement more than 20 ft.
- Experienced Torturer
15th-level Headsman Feature
Your experience with torture has given you insight in the inner workings of the body. Starting at 15th level, When you attack an enemy with an unarmed melee attack, you make sure that you hit certain nerves or muscles, resulting in one of these effects.
- Sensory Disruption; you hit a nerve or muscle that results in the enemy being blinded and deafened until the end of their next turn.
- Muscle Spasm; you hit a nerve or muscle that results in the enemy falls prone or is disarmed
- Severe Headache; you hit a nerve or muscle that results in the enemy being stunned until the start of their next turn.
Torturer[edit]
Torture comes in more than one form. Psychological torture is about damaging the mind of an opponent, breaking them down mentally, until they are completely broken.
- Sadistic Tendencies
3rd-level Torturer Feature
Your work as an executioner has lead you towards developing a strange taste for suffering and it shows in your work. You gain the ability to cause serious mental trauma in your victims. You have a pool of d8's that you can spend to fuel this sadism. The number of dice in the pool equal twice your proficiency bonus.
When you hit a creature with a weapon attack, you can expend a number of dice, equal to your proficiency bonus, to deal extra psychic damage to that target.
- Induced Thanatophobia
6th-level Torturer Feature
Many see executioners as the harbingers of death, and it would be rightfully to fear death. When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one creature you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.
- Hemophobia
9th-level Torturer Feature
Blood is a very symbolic substance, and a great tool for torture. At 9th level, after making a melee attack against an enemy capable of bleeding, they must succeed on a DC 8 + Your Charisma + Proficiency, Wisdom saving throw, or be restrained until the end of their next turn. If an enemy rolls 1 on the wisdom saving throw, the sight of their own blood makes them fall unconscious until the start of their next turn.
- Bleeding isn't an actual condition, but rather just a visual thing.
- Break their spirit
13th-level Torturer Feature
Starting at 13th level, when you either move to, or away, from an an enemy that is frightened, you can use your reaction to make an opportunity attack.
- Mental Breakdown
15th-level Torturer Feature
Starting at 15th level, you can frighten an already frightened enemy. If you succeed in frightening an already frightened enemy, one of three things happen. The enemy rolls a d6, and the outcome is based on the numbers shown on the die.
- 1-2, the enemy runs as far away as possible from you.
- 3-4, the enemy's legs give in, and they fall prone.
- 5-6, the enemy momentarily looses consciousness, falling unconscious until the end of your next turn.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Executioner class, you must meet these prerequisites: 13 Strength and 13 Charisma
Proficiencies. When you multiclass into the Executioner class, you gain the following proficiencies: Greataxe and Halberd
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