Glorious Executioner (5e Class)

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Glorious Executioner[edit]

One condemned man escaped his handlers ahead of his execution. Operating on pure instinct He leapt from the high balcony and hurled a pair of axes at the fleeing man, they carve into the mans back. After a moment of stunned silence, the crowd roared their approval. He retrieved his axes, spinning them high in the air, playing to his new fans, and savoring their rapturous applause.

Thus He became the Glorious Executioner, turning routine bouts into grand spectacles that drew ever larger crowds.

Soon enough, an enterprising promoter, tired of paying to house, feed, and train Reckoners only for them to die in front of dwindling audiences, approached him with an idea. What if the drama of the classic pit fights could be combined with his natural showmanship?

The Reckoners quickly became entertainers as much as combatants, each with their own carefully constructed backstory, fighting style, and flamboyant personality. The fights were often bloody—this was still the arena after all—but far less often ended in death. The rivalries, trash-talking, and intrigue between the best-known Reckoners became the stuff of legend throughout the empire, but none were talked about more than him.

For a time he lived the high life, receiving invitations to a never-ending stream of parties and banquets, mixing with the wealthy and influential. He even reconciled with his brother, and would occasionally still march out with the warhosts, defeating enemy champions and generals in single combat.

Nevertheless, he has started to grow restless once again. He has all that he could have ever imagined, and more, but now dreams of the day when the whole world knows his name.

You kill for the thrill, you kill for blood, you kill for adoration.

Executioners' Guile[edit]

Your knowledge of countless dismembering shows, allowing you to throw your axes more precisely. The first hit you make on a turn deals 1d8 per half of Glorious Executioner Level.

Class Features

As a Glorious Executioner you gain the following class features.

Hit Points

Hit Dice: 1d8 per Glorious Executioner level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Glorious Executioner level after 1st


Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, Persuasion, Deception, and Survival


You start with the following equipment, in addition to the equipment granted by your background:

Table: The Glorious Executioner

Level Proficiency
1st +2 Spinning Axe
2nd +2 Wicked Blades
3rd +2 Career Path
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Let's admire me for a bit
7th +3 Career Path feature
8th +3 Ability Score Improvement
9th +4 Vicious Critical
10th +4 Career Path feature
11th +4 Blood Rush
12th +4 Ability Score Improvement
13th +5 Stand Aside
14th +5 Exhibitionist
15th +5 Career Path feature
16th +5 Ability Score Improvement
17th +6 Whirling Death
18th +6 Career Path feature
19th +6 Ability Score Improvement
20th +6 All Eyes on Me

Spinning Axe[edit]

Beginning at the 1st level, the two axes that you carry return to within 5 feet of him after they are thrown. you must succeed a DC 10 Dexterity (Acrobatics) check to catch it and activate its spinning. If he succeeds the catch, his next attack deals bonus damage (1d12), and the spinning continues until you fail the check.

Wicked Blades[edit]

Starting at the 2nd level the first hit on the target wounds them, resulting in damage equal to half your Glorious Executioner level at the end of the targets turn.

Career Path[edit]

Beginning at the 3rd level you must choose a Career Path that suits your lifestyle whether it lean towards more infamy or ruthlessness. Your career path give you features at 3rd level, and again at 7th, 10th, 15th and 18th levels.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Let's admire me for a bit[edit]

Starting at the 6th Level, you are an complete and total narcissist. You have advantage against the charmed condition and against spells from the enchantment school.

Vicious Critical[edit]

Starting at the 9th level your weapon attacks score a critical hit on a roll of 19-20.

Blood Rush[edit]

Beginning at the 11th level, you can use your bonus action to increase your speed during a fight. Your movement speed increases by 10 feet and you can make one additional attack as part of your Attack action. Both effects last until the beginning of your next turn.

Stand Aside[edit]

Starting at the 13th level if you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature on that same turn.


Starting at 14th level kind of like swimsuit models, but bathed in blood, Glorious Executioners can elicit cheers and emotion by showing off their ripped physiques and gaining favor through displays of muscle. Whenever you should use your Charisma modifier for a check, saving throw or setting a DC, you may instead substitute it with your Strength modifier.

Whirling Death[edit]

Starting at the 17th level as a standard action you can hurl both of your axes in the same straight line up to double their normal maximum range(70ft). If they would strike a creature, that creature must make a Dexterity Saving throw of DC 8 + Proficiency Bonus + Strength modifier + Dexterity modifier. It takes (9d12) slashing damage on a failed save, or half as much on a successful save. After reaching the extent of their range (1 turn) the axes return to you, you may call the axes back early before the 1 turn delay if you wish. If they would strike a creature on the return line, that creature must pass the same throw or take the same damage. You may move up to half your movement speed while the axes are traveling away from him, which changes the return line. You must make checks to see if the axes start spinning. Whirling Death does apply wound.

All Eyes on Me[edit]

Starting at the 20th level, you demand everyone witness what perfection looks like. As a bonus action you let out a murderous shout, all enemies within 60 feet that can hear you must pass a Wisdom saving throw, DC 8 + proficiency bonus + your Strength modifier, or become frightened for 1 minute. Your movement speed is doubled if you move towards a frightened creature and when you use the Attack action against a frightened creature, you may use a bonus action to make an attack against the same creature. Treat this extra attack as if it were the first attack of your turn. You must finish a short or long rest to use this feature again.

Career Paths[edit]

Path of Fame[edit]


Starting at 3rd level, all killing blows you deal to enemies are stored as a bounty for 10g/cr that can be cashed in at any town bank.

Places to go, ME to see

Starting at 7th level, you gain proficiency in Persuasion and Deception. If you are already proficient, you gain expertise on those.

There's no following these footsteps

Beginning at 10th, your movement speed is increased by 10 feet. In addition, you can take the Dash action as a bonus action.

Don't be jealous

Starting at the 15th level, you when you are hit by an attack, you can use your reaction to add your Charisma modifier to your AC until the start of your next turn, including against the triggering attack, potentially causing it to miss.

Perfection? I got that

Starting at the 18th level you can attempt to charm any number of people within a 30 feet radius. As an action, you force all creatures in the area to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be charmed by you until the end of your next turn.

Path of Blood[edit]


Starting at the 3rd level your critical strikes cause your Wicked Blades to wound for quad damage.


Starting at 7th level, your critical hits deal maximum damage.

Subtle? I don't do subtle

Starting at the 10th level your critical damage is tripled as opposed to doubled on wounded targets.

Savage Critical

Starting at the 15th level your weapon attacks score a critical hit on a roll of 18-20.


Starting at the 18th level your eyes become red, you demand bloodshed. You throw every axe with all your might and sprint as fast as you can to catch them to quickly annihilate all enemies in your path. For the next 1 minute all of your weapon attacks deal an extra 2d12 damage and the wound damage from those attacks are doubled, after the 1 minute fades if you failed to satiate your bloodlust by killing one worthwhile enemy then you are overcome with humiliation, and are under the effects of exhaustion level 2 until you take a short rest.


Prerequisites. To qualify for multiclassing into the glorious executioner class, you must meet these prerequisites:

Proficiencies. When you multiclass into the glorious executioner class, you gain the following proficiencies:

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