Talk:Bloody Executioner (5e Subclass)
The creator: Hi, i basically tried to make a Darius like subclass from the game League of Legends, any advice is accepted, thanks and have a good day!
From a LoL fan![edit]
Hey there! I did a subclass based on Darius for a full homebrew class. I avoided using stacks because 5e wanted to steer away from them. If you want to keep them, then a good idea would be to place a {{design note}} on the page so users know that the subclass doesn't follow conventional D&D 5e precedent. Below you will see how I did it. I think a combination of the two designs would be better; you've got good ideas here. anyhow.
Feral[edit]
Feral behemoths are a bit more bloodthirsty than their counterparts and focus on wounding their adversaries. Their blades cut deeper, their knives go deeper, and the mauls crush wider. Feral behemoths make any weapon in their hands more lethal than your average joe.
Wound[edit]
Beginning at 3rd level, when you select this Instinctive Nature, your melee weapon attacks wound enemies. When you hit an unwounded creature with ichor, they must pass a Constitution saving throw, DC equal to 8 + your proficiency bonus + half the weapon damage or be wounded. A wounded creature takes 1 point of damage at the end of its turn until it is healed by magical means or if it makes a DC 8 + your proficiency bonus + your Strength modifier Wisdom (Medicine) check.
Bloodthirsty[edit]
Beginning at 7th level, the damage a wounded creature takes is increased by 1. In addition, due to their weakened state, you have advantage on your first weapon attack you make each turn against them.
Merciless[edit]
Beginning at 10th level, the damage a wounded creature takes is increased by 1 again, to a total of 3 damage at the end of its turn. In addition, when you hit a wounded creature with a melee weapon attack, you deal an additional 1d6 damage.
Malicious[edit]
Beginning at 15th level, the damage a wounded creature takes is increased by 1 again, to a total of 4 damage at the end of its turn. In addition, your ability modifier damage with melee weapon attacks is doubled.
Sadistic[edit]
Beginning at 18th level, the damage a wounded creature takes is increased by 1 again, to a total of 5 damage at the end of its turn. In addition, the additional damage you deal when hitting a wounded creature with a melee weapon attack increases to 2d6.