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Oraviin Homebrew

Fighter: Royal Executioner

A fighter subclass made for a homebrew campaign.
hit dice: 1d10 per fighter level
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
armor proficiencies: All armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
starting equipment:
You may choose your starting equipment from below.
  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • spellcasting:
    The Royal Executioner does not have any spells to cast.
    class features:

    Fighting Style

    You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Great Weapon Fighting - 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.

  • Second Wind

    You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.   Once you use this feature, you must finish a short or long rest before you can use it again.

    Action Surge

    Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.   Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

    Ability Score Increase

    When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    subclass options:

    Martial Archetype

    At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

    Fighter - Royal Executioner

    Execution

    When chosen at 3rd level, a Royal Executioner may execute an opponent with a two-handed weapon if they are immobilized through lying prone or grappling, and are below a fourth of their max health. This can only be used one per long rest, or performed in front of a cheering crowd.

    An Executioner's Glory

    At 7th level, after performing an execution, your next attack in the current encounter will have one of the following effects:

  • If your attack were to miss, it will hit.
  • If your attack hits, but doesn't critically hit, it will now.
  • If your attack were to critically hit, double the damage from the critical hit.


  • Created by

    Dxactivatxd.

    Statblock Type

    Class Features

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