5th Edition Character Sheet
Skills
| [+] | Name | Bonus | Damage / Type | Range |
|---|---|---|---|---|
| axe of persuasion | +8 | 2D12+11 | 5ft |
Racial
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Class
ExecutionAt 1st level you can perform an execution. When killing an enemy with a physical attack, you can behead or dismember them in brutal fashion. With a big arch or violent thrust, you behead or dismember an enemy, frightening enemy creatures that can see you until they succeed a Wisdom saving throw equal to 8 + your proficiency bonus + your Charisma modifier. They can repeat the saving throw at the start of their turns.
Hold StillStarting at 1st level, you can guarantee a critical hit when an enemy is restrained, grappled, incapacitated, prone, paralyzed, stunned, unconscious, or frightened. You can use this feature a number of times equal to 1 + your Strength modifier, regaining your uses when you finish a long rest.
The amount of times you can use this feature increases by once per long rest at 5th level, and again at levels 10th, and 15th level.
Inescapable DeathStarting at 2nd level, when you have advantage on a melee attack, you may roll 3d20 instead of the normal 2d20 to hit.
Experienced ProfessionalYou've clearly trained to make your executions as good and clean as possible, and you've found out that using a two-handed weapon makes the job a little easier. Starting at 2nd level, whenever 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.
Executioners IntimidationStarting at 3rd level, you gain advantage on all Charisma (Intimidation) checks to frighten enemies and enemies that are naturally immune to being frightened only have advantage against being frightened by you, and enemies that naturally have advantage against being frightened, loose their advantage.
Physical Torture
Sloppy ButcherYou know exactly how to hit enemies to inflict the highest amount of pain possible. Starting at 3rd level, once per turn, when you hit an enemy with a melee attack, they must succeed on a DC 8 + your proficiency + your charisma modifier constitution saving throw, or have disadvantage on dexterity saving throws and be unable to take reactions until the end of your next turn.
Heavy BlowExecutioners are used to making one big blow with their weapons, and prefer one big clean hit, rather than swift cuts. Beginning at 5th level, when you make a weapon attack with a heavy weapon, you can add one more roll of damage to damage calculation. This bonus increases to two damage rolls at 11th level, and to three damage rolls at 20th level. Damage granted by heavy blow is also affected by critical, effectively doubling your damage.
Two-Handed WeaponmasterYou can cleave through your enemies with your attacks. When an attack with a versatile or two-handed melee weapon you are wielding in two hands reduces a creature to 0 hit points, you can use your bonus action to perform an additional attack with the same weapon.
Your attacks are incredibly hard to block. Whenever a creature uses its reaction to gain a bonus to AC against your weapon attacks with a versatile or two-handed melee weapon you are wielding in two hands, you can use your reaction to negate this bonus.
Your attacks can be felt even through heavy protection. Whenever you miss an attack with a roll of 10 or higher with a versatile or two-handed melee weapon you are wielding in two hands against a creature able to reduce the damage of your attacks or against a creature equipped with heavy armor, you deal damage to that creature damage equal to your Strength modifier.
Executioners CallingAt 6th level, your sense of duty deepens, and you become anxious to exert judgement on your enemies. When an enemy is restrained, grappled, incapacitated, prone, paralyzed, stunned, unconscious, or frightened, you gain 10ft of extra movement when moving towards an enemy affected by at least one of the listed conditions.
SadistInflicting pain ticks you off in all the right ways. Starting at 6th level, whenever you damage an enemy, you have advantage on attack rolls against that enemy until the end of your next turn.
Excellent StrikeAt 7th level, when you land a critical hit with a weapon you are proficient with, you can add your proficiency score times two to the damage of the attack.
improved criticalStarting at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Excellent StrikeAt 7th level, when you land a critical hit with a weapon you are proficient with, you can add your proficiency score times two to the damage of the attack.
[b]Darkvision.[/b] You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
[b]Aggressive.[/b] As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
[b]Powerful Build.[/b] You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
[b]Class[/b]
[b]Execution[/b]
At 1st level you can perform an execution. When killing an enemy with a physical attack, you can behead or dismember them in brutal fashion. With a big arch or violent thrust, you behead or dismember an enemy, frightening enemy creatures that can see you until they succeed a Wisdom saving throw equal to 8 + your proficiency bonus + your Charisma modifier. They can repeat the saving throw at the start of their turns.
[b]Hold Still[/b]
Starting at 1st level, you can guarantee a critical hit when an enemy is restrained, grappled, incapacitated, prone, paralyzed, stunned, unconscious, or frightened. You can use this feature a number of times equal to 1 + your Strength modifier, regaining your uses when you finish a long rest.
The amount of times you can use this feature increases by once per long rest at 5th level, and again at levels 10th, and 15th level.
[b]Inescapable Death[/b]
Starting at 2nd level, when you have advantage on a melee attack, you may roll [3d20] instead of the normal [2d20] to hit.
[b]Experienced Professional[/b]
You've clearly trained to make your executions as good and clean as possible, and you've found out that using a two-handed weapon makes the job a little easier. Starting at 2nd level, whenever 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.
[b]Executioners Intimidation[/b]
Starting at 3rd level, you gain advantage on all Charisma (Intimidation) checks to frighten enemies and enemies that are naturally immune to being frightened only have advantage against being frightened by you, and enemies that naturally have advantage against being frightened, loose their advantage.
[b]Physical Torture[/b]
[b]Sloppy Butcher[/b]
You know exactly how to hit enemies to inflict the highest amount of pain possible. Starting at 3rd level, once per turn, when you hit an enemy with a melee attack, they must succeed on a DC 8 + your proficiency + your charisma modifier constitution saving throw, or have disadvantage on dexterity saving throws and be unable to take reactions until the end of your next turn.
[b]Heavy Blow[/b]
Executioners are used to making one big blow with their weapons, and prefer one big clean hit, rather than swift cuts. Beginning at 5th level, when you make a weapon attack with a heavy weapon, you can add one more roll of damage to damage calculation. This bonus increases to two damage rolls at 11th level, and to three damage rolls at 20th level. Damage granted by heavy blow is also affected by critical, effectively doubling your damage.
[b]Two-Handed Weaponmaster[/b]
You can cleave through your enemies with your attacks. When an attack with a versatile or two-handed melee weapon you are wielding in two hands reduces a creature to 0 hit points, you can use your bonus action to perform an additional attack with the same weapon.
Your attacks are incredibly hard to block. Whenever a creature uses its reaction to gain a bonus to AC against your weapon attacks with a versatile or two-handed melee weapon you are wielding in two hands, you can use your reaction to negate this bonus.
Your attacks can be felt even through heavy protection. Whenever you miss an attack with a roll of 10 or higher with a versatile or two-handed melee weapon you are wielding in two hands against a creature able to reduce the damage of your attacks or against a creature equipped with heavy armor, you deal damage to that creature damage equal to your Strength modifier.
[b]Executioners Calling[/b]
At 6th level, your sense of duty deepens, and you become anxious to exert judgement on your enemies. When an enemy is restrained, grappled, incapacitated, prone, paralyzed, stunned, unconscious, or frightened, you gain 10ft of extra movement when moving towards an enemy affected by at least one of the listed conditions.
[b]Sadist[/b]
Inflicting pain ticks you off in all the right ways. Starting at 6th level, whenever you damage an enemy, you have advantage on attack rolls against that enemy until the end of your next turn.
[b]Excellent Strike[/b]
At 7th level, when you land a critical hit with a weapon you are proficient with, you can add your proficiency score times two to the damage of the attack.
[b]improved critical[/b]
Starting at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.
[b]Excellent Strike[/b]
At 7th level, when you land a critical hit with a weapon you are proficient with, you can add your proficiency score times two to the damage of the attack.
black hood
axe of persuasion(When making an attack against a target who has taken the Dash, Disengage, or Dodge action, a hit immediately counts as critical.)
Languages: Common,
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