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.
\pagebreakNum
### 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
\pagebreakNum
#### 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.
\columnbreak
### 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
\pagebreak
### 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.
\columnbreak
\pagebreak
# 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
\columnbreak
##### 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
\columnbreak
##### 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
\pagebreak
## Art Credit
**Cover image:** Asahisuperdry
***
**3rd page:** Bogdan Tomchuk
***
**4th page:** Den Protector
***
**5th page** Maxence Burgel
***
\columnbreak
## 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.
***