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<blockquote data-quote="Tales and Chronicles" data-source="post: 7918815" data-attributes="member: 6871653"><p>Exact, this is what my 4e executioner had (up to 40 damage at epic levels, right?) and it was fun and satisfying, even with the high hp bar of 4e monsters. </p><p></p><p>For what I've seen, undead of cr 4 have about 30/40 Hp but Turn Undead require a save and is 3/sr. So lethal threshold being something like: 5 (at 5th level), 10 at 9, 15 at 14 and 20 at 18th could ok I think if its against a creature under a status effect: </p><p></p><p>Lethal Strike:</p><p>At 5th level, when you attack a humanoid while it is under the following effect: Surprised, Poisoned, Blinded, Stunned, Paralyzed or Unconscious and the attack would leave it at 5 hp or less, it falls to 0 hp immediately instead. The threshold increases to 10 hp at 9th level, 15 hp at 13th level and 20 at 17th level.</p><p></p><p>Exploit Weakness: </p><p>Beginning at 1st level, your attack against a creatures under the following effect: Surprised, Poisoned, Blinded, Stunned, Paralyzed or Unconscious deals 2d6 extra damage of the same type as the weapon your using. This damage increases to 3d6 at level 11 and 4d6 at level 19.</p><p></p><p>Archetypes features:</p><p></p><p>Student of Poison (Poisoner): You gain proficiency with poisoner's kit. If a creature would make a save because of a poison, you add your proficiency bonus to the DC to resist the effects of the poison. You also have advantage on all check made to gather and harvest poisons and their components.</p><p></p><p>Envemomed Strike (Poisoner) You ignore resistance to poison damage when you damage a creature. The first attack that hits after you roll initiative deals an extra 1d12 poison damage. This damage increases by 1d12 at level 10 and 18.</p><p></p><p>Hunter's Binding (Bounty Hunter): When you finished a long rest, you can craft a number of Hunter Traps or Manacle equals to 1+ Int mod. The DC to avoid and escape the trap or manacles equal to 8+Prof+Int mod. The damage of the traps is 2d4 instead of the usual 1d4, and this damage increases by 1d4 at 5th level, 9th level and 14th level. If your DM use the variant rules for Tying Knots found in XGtE, creatures have disadvantage to escape your knots.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7918815, member: 6871653"] Exact, this is what my 4e executioner had (up to 40 damage at epic levels, right?) and it was fun and satisfying, even with the high hp bar of 4e monsters. For what I've seen, undead of cr 4 have about 30/40 Hp but Turn Undead require a save and is 3/sr. So lethal threshold being something like: 5 (at 5th level), 10 at 9, 15 at 14 and 20 at 18th could ok I think if its against a creature under a status effect: Lethal Strike: At 5th level, when you attack a humanoid while it is under the following effect: Surprised, Poisoned, Blinded, Stunned, Paralyzed or Unconscious and the attack would leave it at 5 hp or less, it falls to 0 hp immediately instead. The threshold increases to 10 hp at 9th level, 15 hp at 13th level and 20 at 17th level. Exploit Weakness: Beginning at 1st level, your attack against a creatures under the following effect: Surprised, Poisoned, Blinded, Stunned, Paralyzed or Unconscious deals 2d6 extra damage of the same type as the weapon your using. This damage increases to 3d6 at level 11 and 4d6 at level 19. Archetypes features: Student of Poison (Poisoner): You gain proficiency with poisoner's kit. If a creature would make a save because of a poison, you add your proficiency bonus to the DC to resist the effects of the poison. You also have advantage on all check made to gather and harvest poisons and their components. Envemomed Strike (Poisoner) You ignore resistance to poison damage when you damage a creature. The first attack that hits after you roll initiative deals an extra 1d12 poison damage. This damage increases by 1d12 at level 10 and 18. Hunter's Binding (Bounty Hunter): When you finished a long rest, you can craft a number of Hunter Traps or Manacle equals to 1+ Int mod. The DC to avoid and escape the trap or manacles equal to 8+Prof+Int mod. The damage of the traps is 2d4 instead of the usual 1d4, and this damage increases by 1d4 at 5th level, 9th level and 14th level. If your DM use the variant rules for Tying Knots found in XGtE, creatures have disadvantage to escape your knots. [/QUOTE]
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