Executioner

by Rockinghunter

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Executioner V1.4
Executioner
Level Proficiency Bonus Features Marked
1st +2 Execution, Primed for Execution
2nd +2 Marked For Execution 1d4
3rd +2 Executioners mantel 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Advantages strike 1d6
6th +3 Executioners mantel feature 1d6
7th +3 Not Enough 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Death Sentence 1d6
10th +4 Executioners mantel feature,Stoic Mind 1d6
11th +4 1d8
12th +4 Ability Score Improvement 1d8
13th +5 1d8
14th +5 Executioners mantel feature 1d8
15th +5 Staled Death 1d8
16th +5 Ability Score Improvement 1d8
17th +6 1d10
18th +6 Marked Mayhem 1d10
19th +6 Ability Score Improvement 1d10
20th +6 Swift Kill 1d10

Class Features

As a Executioner, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Executioner level
  • Hit Points at 1st Level: 10 + your Constitution
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution

Proficiencies


  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: none

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Athletics, History, Insight, Intimidation, and Religion

Equipment

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

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer's pack, and Chain mail

Execution

Starting at 1st level Once per turn, when you hit a creature with a melee attack while a creature is grappled, incapacitated, prone, or restrained your weapon attacks score a critical hit on a roll of 19 or 20.

Starting at 7th level your attacks score a critical while using this feature on a roll of 18 - 20. Again at 13th level your attacks score a critical while using this feature on a roll of 17 - 20.

Primed For Execution

At 1st level you gain advantage on strength (athletics) checks to shove a creature, additionally you may perform the shove action as a bonus action.

Marked For Execution

starting at 2nd level you may as a bonus action choose to mark a creature you can see within 30ft of you. when attacking a marked creature you can deal an extra 1d4 damage on a successful hit. Starting at 8th level you may roll 2 marked die, and starting at 14th level you may roll 3 marked die

you may use this feature a number of times equal to your proficiency modifier. You regain any expended uses when you finish a long rest. If the Marked creature drops to 0 hit points before this effect ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

The amount of the extra damage increases as you gain levels in this class, as shown in the Marked Die column of the Executioner table.

Brutal Kill

Beginning at 2nd level whenever you drop a creature to 0 hit points you may choose to make their kill as brutal as possible. All hostile creatures within 30ft of the kill must make a wisdom saving throw. on a failed save the creatures become frightened for 1 minute, a creature may attempt this save again at the end of their turn.

DC: 8 + proficiency + Strength modifier

You may use this feature a number of times equal to your charisma modifier and regain all expended uses after a long rest.

Executioners Mantel

At 3rd level, you choose a mantel that shapes your executioners path. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Advantages Strike

You have learned how to make a advantages opportunity better, Starting at 5th level when you are granted advantage on an attack roll you may choose to apply one of the following advantages strikes to your attack.


Crippling strike: on a successful hit you deal additional damage equal to one roll of your marked die and the targeted creature must make a constitution save against your brutal kill save or have it's movement speed is reduced to 0 until the end of their next turn.


Fearful strike: on a successful hit you deal additional damage equal to one roll of your marked die and the targeted creature must make a wisdom save against your brutal kill save or become frightened of you until the end of their next turn.


Powerful strike: on a successful hit you deal two die of additional damage equal your marked die.


Invigorating strike: on a successful hit you deal additional damage equal to one roll of your marked die and gain temporary hp equal to your Executioner level.

Not Enough

beginning at 7th level whenever you roll a 1 on your damage die you may reroll the die however you must use the new roll.

At 11th level whenever you roll a 1 or a 2 on your damage die you may reroll the die however you must use the new roll.

Death Sentence

Starting at 9th level when you use your Advantages strike feature you gain the ability to ignore the targeted creatures damage resistances.

at 17th level when you use your Advantages strike feature you gain the ability to ignore the targeted creatures damage resistances and treat Immunity as resistance.

Stoic Mind

Starting at 10th level you can't be charmed or frightened while you are conscious.

Staled Death

beginning at 15th level, when you are reduced to 0 hit points and don't die outright, you may make a melee attack against a creature within 5ft, the attack is considered a critical hit on a successful hit and the creature is considered marked for execution the purpose of the attack.

if the attack would reduce the creature to 0 hit points, you drop to 1 hit point instead.

Marked Mayhem

At 18th level as bonus action you may mark all hostile creatures with your marked for execution feature for 1 minute and regain the the use of this feature after a long rest.

Swift Kill

Starting at 20th level as an action you may perform a melee weapon attack against a creature within 5ft. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the attack is considered a critical hit.

you may use this feature once per long rest

Executioners Mantel

Mantel Of The Hand of God

Holy Harbinger

starting at 3rd level you may make your marked die damage deal radiant damage instead of its normal damage. When dealing damage in this way you may deal an additional marked die of damage against any undead or fiends.

Divine Detection

also at 3rd level you may cast the Detect Evil and Good spell a number of times equal to your proficiency bonus and regain all expended uses after a long rest.

Life Transference

beginning at 6th level you may as a bonus action deal an amount of damage to yourself equal to a number of your marked die (this damage may not be resisted) up to an amount equal to your proficiency modifier, you may choose a friendly creature within 10ft and heal the creature an amount equal to double the amount rolled.

Divine Execution

Beginning at 10th level whenever you successfully kill a hostile creature your next weapon attack deals an additional amount of radiant damage up to a number of marked die equal to half your proficiency bonus

Wrath Of God

Starting at 14th level as an action you may strike the ground with your weapon causing an explosion of holy light to erupt in a 30ft radius centered on yourself, each hostile creature within the radius must make a dexterity saving throw or take radiant damage equal to your proficiency bonus amount of marked die or half as much on a successful save. you may use this feature a number of times equal to half your proficiency bonus and regain all expended uses after a long rest.

Mantel Of The Killer

You Can't Run

beginning at 3rd level any hostile creatures within 10ft of that are Frightened must make an additional wisdom save against your brutal kill save or have their movement speed reduced to 0 until the start of their next turn additionally you may use your Execution feature against creatures that are Frightened.

You Can't Hide

also at 3rd level you gain a +10 movement speed when moving towards a creature that is under the Frightened condition, additionally while a creature is marked for death by you and on the same plane of existence you always know where that creature is.

Dark Hunter

Starting at 6th level you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. additionally you may cast the darkness spell a number of times equal to half your proficiency modifier and regain all uses after a long rest.

Dread Striker

At 10th level when you attack a hostile creature that is frightened by you your attacks deal an additional amount of psychic damage equal to your marked die.

Swift Killer

Starting at 14th level when you are in darkness you gain the following benefits for as long as you are in darkness.

  • You gain a +2 to your AC

  • Your movement speed is doubled

  • You may make another weapon attack as a bonus action, however you may not apply additional marked die to the damage except for the bonus from dread striker

Mantel Of The sinner

Flames Of Retribution

At 3rd level when you are damaged by a creature within 5ft you may as a reaction surround the attacker with hellish flames. The creature must make a Dexterity saving throw take an amount of fire damage equal to a number of your marked die equal to your proficiency modifier on a failed save, or half as much damage on a successful one.

You may use this feature a number of times equal to your proficiency bonus and regain all expended uses after a long rest.

Feel The Burn

Starting at 6th level whenever your hp drops to below half your maximum hp your weapon attacks deal an additional amount of fire damage equal to your marked die.

Sinful Speech

Also at 6th level you gain proficiency in the deception skill if you haven't already.

Additionally no matter what you say, magic that would determine if you were telling the truth indicates that you are truthful, if you so choose, and you cannot be compelled to tell the truth by magic.

Marked By Flames

Beginning at 10th level when you mark a creature for execution the marked creature must make a dexterity save against your brutal kill save at the start of each its turns or receive an amount of fire damage equal to your marked die.

Hell Hopper

Starting at 14th level you may as an action you can teleport yourself to up to 30 feet to an unoccupied space you can see. Immediately after you disappear, each creature of your choice within 10 feet of the space you left takes fire damage equal to a number of your marked die equal to half your proficiency modifier.

you may use this feature a number of times equal to your proficiency modifier and regain all expended uses after a long rest.

Mantel Of The Reaper

Reaper Touch

Starting at 3rd level you may as a bonus action imbue your next attack with necrotic energy, on a successful hit your attack deals additional necrotic damage equal to a number of your marked die equal to half your proficiency bonus, additionally you regain an amount of hp equal to the additional damage dealt.

you may use this feature a number equal to your proficiency modifier and regain all uses after a long rest.

Dead Man's Tale

You have learned to commune with the deceased, beginning at 6th level you may cast the Speak with dead spell and at 10th level you may cast the augury spell to have the deceased commune with you.

you may use each of these features a number of times equal to half your proficiency bonus and regain all expended uses after a long rest.

Grim Sight

At 10th level you as a bonus action gleam at the threads of life of a creature within 60ft you Learn how close they are to death by consulting the table bellow, additionally your next attack against that creature is made at advantage.

you may use this feature a number equal to your half proficiency modifier and regain all uses after a long rest.

Life HP
unscathed 100%
wounded 75%
bloodied 50%
deaths door 25%

Marked For Death

Starting at 14th level when a creature is marked for execution by you Your attacks deal additional damage equal to your constitution modifier against that creature, additionally you regain an amount of hp equal to the additional damage dealt.

Mantel Of The Mystic

Mantel Of The Mystic
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
1st
2nd
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.


Cantrips. You learn two cantrips of your choice from the Executioner spell list. You learn an additional Executioner cantrip of your choice at 10th level.


Spell Slots. The Mantel Of The Mystic Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.


Spells Known of 1st-Level and Higher. You know three 1st-level Executioner spells of your choice. The Spells Known column of the Mantel Of The Mystic Spellcasting table shows when you learn more Executioner spells of 1st level or higher. Each of these must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the Executioner spells you know with another spell of your choice from the Executioner spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your executioner spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a executioner spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spell Slasher

Beginning at 6th level, when a spell would have you make a melee spell attack you may make a weapon attack in its place On a hit, the target suffers the weapon attack's normal effects and any additional spell effects.

you may use this feature a number of times equal to your proficiency bonus and regain all expended uses after a long rest.

Magical Smite

Starting at 10th level once per turn when you hit a creature with your weapon, you can expend a Executioner spell slot to deal an extra force damage equal to your marked die to the target, plus another marked die per level of the spell slot.

Arcane Execution

At 14th level when you mark a creature for execution you may expend a spell slot to mark a number of additional creatures equal to the spell slot level.

Mantel Of The Professional

Judge And Jury

beginning at 3rd level you gain the ability to cast the zone of truth spell a number of times equal to half your proficiency modifier per long rest, additionally you gain proficiency in Insight if you haven't already you and you gain advantage on checks to determine if a creature is lying.

Advantages Strike Expansion

Starting at 6th level you gain the following additions to your Advantages strike feature


Blinding Strike: on a successful hit you deal additional damage equal to one roll of your marked die and the targeted creature must make a Constitution saving throw or be blinded until the end of their next turn.


Pushing strike: on a successful hit you deal additional damage equal to one roll of your marked die and the targeted creature must make a strength save, on a failure the target is pushed 10ft.


Cleaving Strike: on a successful hit you deal additional damage equal to one roll of your marked die and all creatures within a 5ft radius must succeed a dexterity saving throw or take an amount of slashing damage equal to your marked die.

Taking Full Advantage

At 10th level whenever you use your Advantages strike feature you may choose two effects to implement for the attack, however you may not choose the same feature twice.

Marked Master

Starting at 14th level when you mark a creature with your marked for execution feature you may roll an additional marked die when attacking a creature

Mantel Of The Sheild

Power of the Shield

You gain the absolute resolve of the shield. Beginning at 3rd level whenever you take damage you may as a reaction roll a number of Marked die equal to half your proficiency and reduce the triggering damage by an amount equal to the roll + your constitution modifier, additionally the damage reduced in this way is stored in your body.

You may store an amount of damage equal to half of your maximum hp rounded up, however at the end of your turn you must make a Constitution saving throw in Order to maintain this energy DC: 12 + ( damage stored ÷ 10 rounded down ) on a failure, the energy you have stored in your body escapes dealing an amount of damage equal to half the mount stored (this damage cannot be resisted). As an Action you may make one melee attack against a creature within 5 feet, on a hit you expend all your stored damage into your strike dealing additional damage equal to your stored damage.

Shield of the protector

Starting at 6th level you can block an incoming Attack directed at a non-hostile creature you can see by interposing yourself between the creature and the source of the attack. When a creature you can see is being Attacked or subjected to an effect that would require it to make a saving throw to avoid damage, you can, using your Reaction, move up to your movement speed towards the creature.

You temporarily occupy the same space as the creature. If the creature was targeted by an Attack, the Attack targets you instead. If the creature was subjected to an effect, you are subjected to the effect instead, making the required saving throw and taking damage, if any, in place of the creature. Additionally you may use your power of the shield feature as part of this reaction.

Durable enough

At 10th level you may now store an amount of damage equal to your max hp, additionally you gain advantage on your saving throw for maintaining the energy stored in your body

Perfect shield

Starting at 14th level you have molded your body into the most perfect shield, you may as an action enter a state of pure defensive power for 1 minute. You may reduce all damage you take by an amount equal to one roll of your marked die. you may use this feature a number of times equal to half your proficiency bonus and regain all expended uses after a long rest.

Spell List

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Frostbite
  • Green-Flame Blade
  • Infestation
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Minor Illusion
  • Mold Earth
  • Prestidigitation
  • Ray of Frost
  • Shape Water
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • True Strike
1st Level
  • Absorb Elements
  • Alarm
  • Bane
  • Burning Hands
  • Cause Fear
  • Charm Person
  • Command
  • Compelled Duel
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Earth Tremor
  • False Life
  • Fog Cloud
  • Ice Knife
  • Jump
  • Longstrider
  • Protection from Evil and Good
  • Searing Smite
  • Shield
  • Thunderwave
  • Thunderous Smite
  • Witch Bolt
  • Wrathful Smite
2nd Level
  • Blindness/Deafness
  • Branding Smite
  • Darkness
  • Darkvision
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Heat Metal
  • Hold Person
  • Locate Object
  • Magic Weapon
  • Misty Step
  • Protection from Poison
  • See Invisibility
  • Shatter
  • Silence
  • Zone of Truth
3rd Level
  • Bestow Curse
  • Blinding Smite
  • Counterspell
  • Crusader's Mantle
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Fear
  • Fireball
  • Haste
  • Life Transference
  • Protection from Energy
  • Remove Curse
  • Slow
  • Thunder Step
  • Vampiric Touch
4th Level
  • Banishment
  • Blight
  • Death Ward
  • Elemental Bane
  • Locate Creature
  • Sickening Radiance
  • Staggering Smite
  • Stoneskin

Art Credit

Cover image: Asahisuperdry


3rd page: Bogdan Tomchuk


4th page: Den Protector


5th page Maxence Burgel


Change log

Changed the marked die from rolling only one to rolling 2 at 8th level and 3 at 14th.


Changed the advantages strike to make each deal an additional marked die of damage.


Added the ability to use the execution feature against frightened creatures when using the you can't hide feature.


Added an 18th level feature.


Changed the wording on the Execution feature.


Added Proficiencies with all weapons and shields.


Changed the Brutal Kill save to use your strength mod.


Changed crippling Strike into making the target roll a Constitution saving throw and have its movement speed reduced to 0 until the end of its next turn.


Increased crit range for execution feature to accommodate for lack of damage progression when in comparison to the rouge.


Changed invigorating strike to scale with your executioner level instead of proficiency.


Changed the not enough feature into a passive feature.


Changed Death Sentence to work alongside the Advantages Strike feature.


changed the swift kill feature to count as a critical hit if the targeted creature is above 100 hp.


Increased uses of divine detection.


Added a range to the life transference feature.


 

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