Headsman (5e Class)

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Headsman[edit]

No gods. No judges. Just the edge, and what you deserve”
Work In Progress


No Mere Soldier[edit]

The Headsman is no common soldier, no wandering thug. They are the final judgment—the walking sentence passed in steel and silence. Towering and unyielding, they do not ask questions, they do not hesitate. Once the blade is raised, only one thing follows: the fall.

They Were Always There[edit]

Legends say the first Headsman was forged, not born—shackled in chains of duty and clad in armor that no longer remembers warmth. Across battlefields and gallows, their kind is whispered of like a storm: rare, but never forgotten. A Headsman does not chase glory. They carry a duty older than kings and crueler than war. Whether summoned by a dying oath, sworn into grim service, or rising from the ashes of vengeance, a Headsman walks a path soaked in blood and silence. To meet one is to know your final moment is near.


Creating a Headsman[edit]

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Who knows, he might be coming for you.
By artist unknown

Before you create a Headsman, ask yourself a simple question: What drove your character to walk this path? Was it the cold, calculated need to learn how to kill more efficiently? A selfish hunger to harm, masked as justice? Perhaps they were chosen—marked by some dark fate, a cursed blade, or a blood-soaked legacy they could never outrun. Or maybe, just maybe, they believe someone has to be the one to carry out the sentence. The path of the Headsman is not taken lightly. It is heavy with death, silence, and the weight of finality. Why does your character bear that burden?

Quick Build

You can make a Headsman quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the knight background. Third, choose Athletics and Intimidation for your skills.


Class Features

As a Headsman you gain the following class features.

Hit Points

Hit Dice: 1d12 per Headsman level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Headsman level after 1st

Proficiencies

Armor: Light armor, Medium armor, Heavy armor Shields
Weapons: Simple weapons, Martial weapons
Tools: Smith's tools, Poisoner's Kit
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Perception, Intimidation, Investigation

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • (a) Scale mail or (b) Leather armor
  • If you are using starting wealth, you have 3d4x10 gp in funds.

Table: The Headsman

Level Proficiency
Bonus
Features Grit Die Martyr’s High
1st +2 True Grit,Terrifying Build d4 2
2nd +2 Martyr’s High, Proper Execution d4 2
3rd +2 Woundmaker, Grim Order d4 3
4th +2 Ability Score Improvement d4 3
5th +3 Extra Attack d6 3
6th +3 Grim Order Feature d6 4
7th +3 Relentless d6 4
8th +3 Ability Score Improvement d6 4
9th +4 Grim Order Feature d6 4
10th +4 Seen Enough d8 4
11th +4 Right Angle d8 4
12th +4 Ability Score Improvement d8 5
13th +5 Reduced To Nothing d8 5
14th +5 Grim Order Feature d8 5
15th +5 Martyr's Enjoyment d10 5
16th +5 Ability Score Improvement d10 5
17th +6 Iron Revenant d10 6
18th +6 Grim Order Feature d10 6
19th +6 Ability Score Improvement d10 6
20th +6 Menace Beyond Words d10 Unlimited

True Grit[edit]

Starting at 1st level your body adjusts to running after your targets and taking hits from them. You gain 10ft of movement speed. Additionally after you receive any damage you gain temporary hit points equal to your Grit Die. Grit Die bonus is listed in the Headsman table. Finally if you have any temporary hit points when you finish a short or long rest, you can convert them into hit points. You can convert temporary hit points into hit points this way once and regain usage of this feature when you finish a long rest.

Headsman DC = 8 + your proficiency modifier + your Strength modifier.

Terrifying Build[edit]

Beginning at 1st level others know why they should fear you. You gain proficiency in intimidation. If you already have proficiency in intimidation you gain expertise instead. Additionally can use your Strength modifier for intimidation checks.

Martyr’s High[edit]

Starting at 2nd level you learn how to push through the hardest parts of battle, while possibly enjoying yourself. As a bonus action you enter Martyr’s High for 1 minute. While in Martyr’s High:

  • True Grit gives you temporary hit points equal to two rolls of Grit Die,
  • If you gain temporary hit points from this feature while already having any, you add the new amount to your current total up to your amount equal to your level in Headsman class,
  • If you are able to cast spells, you can't cast them or concentrate on them.

Martyr’s High ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end Martyr’s High on your turn as a bonus action. Once you have entered the Martyr’s High the number of times shown for your Headsman level in the Martyr’s High column of the Headsman table, you must finish a long rest before you can enter Martyr’s High again.

Proper Execution[edit]

Beginning at 2nd level you learn how to punish a creature in a unfortunate situation. If the creature you are attacking is frightened, grappled, incapacitated or poisoned you gain advantage on that attack. Additionally you learn how to turn the tide of the battle with well placed hit. When you reduce a creature to 0 hit points, or score a critical hit on a melee weapon attack, each enemy creature that can see you within 15ft of the creature you hit must make a Wisdom saving throw or it is frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns.

Woundmaker[edit]

Starting at 3rd level you learn how to inflict escalating injuries with every swing, slowly breaking your target down until the final blow is inevitable. Once during your turn, when you hit a creature with a melee weapon attack, you choose one Wound Chain. The target gains the first tier of that Wound for 1 minute. Wound Chains:

  • Crippling Wound
    • Tier 1: Movement speed is reduced by 10 feet.
    • Tier 2: Movement speed is reduced by 15 feet.
    • Tier 3: Movement speed is reduced by 20 feet and the creature cannot take the Dash action.
  • Armor Fracture
    • Tier 1: The creature’s AC is reduced by 1.
    • Tier 2: The creature’s AC is reduced by 2.
    • Tier 3: The creature’s AC is reduced by 3.
  • Bodybreak
    • Tier 1: The creature deducts d4 on Strength and Dexterity ability checks.
    • Tier 2: The creature has disadvantage on Strength and Dexterity ability checks.
    • Tier 3: The creature has disadvantage on Strength, Dexterity, and Constitution ability checks and deducts d4 on attack rolls using those abilities.
  • Concussion
    • Tier 1: The creature deducts d4 on Intelligence, Wisdom, and Charisma ability checks.
    • Tier 2: The creature has disadvantage on Intelligence, Wisdom, and Charisma ability checks.
    • Tier 3: The creature has disadvantage on Intelligence, Wisdom, and Charisma ability checks and deducts d4 on attack rolls using those abilities.

If you apply a Wound Chain of the same type as the one already on a creature, it instead gains the next tier of it, to a maximum of three. A creature can only be affected by one Wound Chain at a time. Applying a new one replaces the previous. Reapplying the same Wound Chain refreshes its duration. If a creature has any Wound Chain on it, it cannot regain hit points and if a creature has reached Tier 3 in any Wound Chain, you have advantage on all attack rolls against it. A creature may use its action to attempt a Wisdom (Medicine) check against your Headsman save DC. On a success, the Wound is removed. At the end of its turn the creature makes a Constitution saving throw (DC = Headsman Save DC). On a succes creature removes one Tier of any Wound Chain.

Grim Order[edit]

Starting at 3rd level you choose the Grim Order your Headsman represents. Choose between Grim Order of Apocalypse or Grim Order of Decay, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th,9th, 14th and on 18th level.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Relentless[edit]

Starting at 7th level you become relentless be it during fights or out of them. You reduce the damage dealt to you by your Strength modifier. Additionally you ignore difficult terrain and double the pace you can travel in a day.

Seen Enough[edit]

Beginning at 10th level you become accustomed to horrors of war. You are immune to being frightened and you become immune to diseases.

Right Angle[edit]

Beginning at 11th level you learn how to land particulary nasty hits. You gain the ability to have up to two Wound Chains active on a creature. Additionaly when you apply a wound using the Woundmaker feature you instead apply one wound to two separate Wound Chains.

Reduced To Nothing[edit]

Starting at 13th level you learn how to strike in a way, which is difficult to recover from. After you hit a creature with a Wound Chain on Tier 3 you can use a Wound Finisher option. You gain the following Wound Chain finishers:

  • Crippling Wound - The Wound Chain becomes Tier 1. Additionally the creature movement speed is halved, until it takes a long rest.
  • Armor Fracture - The Wound Chain becomes Tier 1. Additionally the creature AC is reduced by 2, until it takes a long rest.
  • Bodybreak - The Wound Chain becomes Tier 1. Additionally the creature becomes stunned until the end of its next turn and its Strength, Dexterity or Constitution modifier (your choice when you apply this wound) is reduced by 1, until it takes a long rest. A creature’s ability modifiers can’t be reduced below 0 this way.
  • Concussion - The Wound Chain becomes Tier 1. Additionally the creature becomes incapacitated until the end of its next turn and its Wisdom, Intelligence or Charisma modifier (your choice when you apply this wound) is reduced by 1, until it takes a long rest. A creature’s ability modifiers can’t be reduced below 0 this way.

Each effect of Wound Finisher can be repeated, applying the cumulative effect to the creature. You can use Wound Finishers amount of times equal to your Strength modifier, regaining usages when you finish a long rest.

Martyr's Enjoyment[edit]

Beginning at 15th level you learn how to keep your focus during Martyr's High. Martyr's High now ends only if you fall unconcious or you choose to end it. Additionally at the start of your turn you can end one negative condition you have of your choice. You can remove a negative condition in this way your Strength modifier times, regaining usages when you finish a long rest.

Iron Revenant[edit]

Starting at 17th level your body is accustomed to iron armor and seems to sustain itself out of sheer iron will. You stop aging and you are in your peak condition. You become immune to any effects that would alter your age. Additionally while wearing heavy armor the distance you are moved against your will is halved and you reduce damage by an additional your Strength modifier.

Menace Beyond Words[edit]

At 20th level, your training comes to an end as you grow beyond any logical reason. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.


Grim Orders[edit]

Grim Order of Bloodhunt[edit]

"You can run. You can beg. But the moment your blood touches the ground, it belongs to me."

There are Headsmen who kill with ritual, and those who kill with restraint. The Bloodhunt knows neither. These are not masked figures of stoic judgment—they are the embodiment of fury given shape, dragging swords through dirt as they stalk the dying. Born of battlefields, betrayals, and bloodied oaths, the Bloodhunt does not pass sentence—they enact vengeance. Many who walk this path were once victims: survivors of massacres, soldiers left to rot, or souls who lost everything to cruelty. But the Bloodhunt does not mourn. They forge themselves into living weapons, guided not by law, but by the simple promise: "No one escapes what they deserve." Headsmen of the Bloodhunt are feared not for ceremony, but for what happens after the first cut. When blood hits the ground, they change—faster, harder, unstoppable.

Blood Frenzy

Starting at 3rd level you learn how to push the creature even more towards the other side. While you are in Martyr's High, when you attack a creature that has half or less hit points left (rounded down) you deal additional Grit Die damage. Additionally when a creature within 30ft of you that you can see drops to 0 hit points or dies, you can use your reaction to move up to your movement speed, without provoking opportunity attacks. You can use that feature amount of times equal to your Strength modifier times, regaining usages when you finish a long rest.

Rip and Tear

Beginning at 6th level you learn how to inflict a ever growing wound, that rids the creature of its living energy, be it blood or magic. You gain access to a Rip and Tear Wound Chain. This Wound Chain is always applied when you strike a creature and doesn't count towards max Wound Chains you can apply in a turn.

  • Rip and Tear
    • Tier 1: The creature receives additional Grit Die slashing damage, whenever it receives bludgeoing, slashing or piercing damage.
    • Tier 2: The creature receives additional Grit Die slashing damage, whenever it receives bludgeoing, slashing or piercing damage and receives the same amount of damage whenever it rolls ability checks. This damage ignores the resistances.
    • Tier 3: The creature receives additional Grit Die slashing damage, whenever it receives bludgeoing, slashing or piercing damage and receives the same amount of damage whenever it rolls ability checks or any saves. This damage ignores the resistances.
Eager For Hunt

Starting at 9th level your body seems to adapt to tracking the foes you maimed and soon to be maimed. You gain advantage on survival, investigation and perception checks to track creatures. Additionally if a creature has Rip and Tear Wound Chain on it, you are always aware of its location and it cannot hide from you.

Go For The Kill

Starting at 14th level you learn an additional wound finisher, special to you. After you hit a creature with a Tier 3 Rip and Tear Wound Chain on it:

  • The creature gains Tier 1 Rip and Tear and becomes vulnerable to slashing damage. If the creature had resistance to slashing damage it loses that resistance instead. If the creature had invulnerability to slashing damage it is instead replaced by resistance. This wound lasts until the creature finishes a long rest.

You can use this finisher once, regaining the usage when you finish a long rest. Alternatively to perform this finisher you can use the uses of Reduced To Nothing feature instead.

Bloodhound

Beginning at 18th level you feel like you have became one with the hunt and learn how to quickly finish the job. While you are in Martyr's High you gain following additional bonuses:

  • You gain advantage on attacks against creatures missing their hitpoints,
  • If you score a critical hit against a creature with less than half its hitpoints left, the damage is tripled instead of doubled,
  • Your critical range is extended by 1.

Grim Order of Decay[edit]

“You don’t realize you’re dying until you already are.”

There are Headsmen who kill with fury. The Order of Decay kills with certainty. These executioners don’t chase. They don’t roar. They simply watch—and wait. Their blade carries rot, their wounds never close, and their presence sours the flesh. Headsmen of the Order of Decay are obsessed with slow death. Every strike seeps into the enemy like a sentence etched into marrow, each breath bringing them closer to collapse. Some worship entropy. Some are survivors of pestilence. Others simply understand the truth: time kills all things—and they are its avatar.

Experienced Poisoner

Starting at 3rd level you learn the basics of poisoning to the extreme. You gain expertise in Poisoner's Kit and you halve the time and costs needed to create poisons. Additionally if you deal poison damage to a creature using your poisons or features, you can deal necrotic damage instead. Finally you can apply a poison to your weapon as a bonus action.

Virulent Chain

Beginning at 6th level you learn how to inflict a toxic wound. You gain access to a Virulent Chain. This Wound Chain is always applied when you strike a creature and doesn't count towards max Wound Chains you can apply in a turn.

  • Virulent Chain
    • Tier 1: At the end of a creature's turn it receives one Grit Die poison damage.
    • Tier 2: At the end of a creature's turn it receives two Grit Die poison damage and is considered poisoned.
    • Tier 3: At the end of a creature's turn it receives three Grit Die poison damage and is considered poisoned.
Attuned To Toxicity

Starting at 9th level your body seems to adapt to poisons you create. You gain resistance to poison damage. Additionally when you create a poison it also applies one Wound Chain of your choice when it is applied to a creature.

Venomous Goodbye

Starting at 14th level you learn an additional wound finisher, special to you. After you hit a creature with a Tier 3 Virulent Wound Chain on it:

  • The creature gains Tier 1 Virulent Chain and it becomes paralyzed until the end of its next turn. Additionally it is poisoned and if any poison or necrotic damage is applied to it, it is increased by your Grit Die damage. This wound lasts until the creature finishes a long rest.

You can use this finisher once, regaining the usage when you finish a long rest. Alternatively to perform this finisher you can use the uses of Reduced To Nothing feature instead.

Inner Poison

Beginning at 18th level you feel like you have became one with poisons you create. When you finish a long rest you can drink a poison, its effects are not applied to you. While you are in Martyr's High you gain following additional bonuses:

  • You treat your melee weapon attacks as if the poison you drank was applied to your weapon,
  • If a creature grapples you, or strikes you from within 5ft of you, it is treated as if the poison is applied to it.

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