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Eliminator





Not all heroes were born in a village with a blacksmith, or trained in a lone tower by a wizard. Some, indeed, come from somewhere else, maybe even some other time. They are often more than they appear, exploding into action and taking on the most dire foes. The eliminator possesses physical courage combined with unconventional skills. The eliminator is a warrior who relies on alertness, savvy, grit, and a powerful edge. An eliminator is as likely to use a shotgun as a longsword. Some bear supernatural gifts that help them fight monstrous enemies.

Depending on the concept, the eliminator could be a modern hero tossed through time and space, a prophesied champion beckoned by powerful magic, or a warrior from a distant country where rifles are more common than magic wands.

Class Features

As an eliminator, you gain the following class features.

Hit Points

  • Hit Dice: Hit Dice: 1d10 per eliminator level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per eliminator level after 1st

Proficiencies

  • Armor: Light armor, shields
  • Weapons: Simple weapons, martial weapons. You are proficient with modern firearms and grenades, as well as other modern weapons such as chainsaws.
  • Tools: smith’s tools, vehicles (land)
  • Saving Throws: Dexterity, Strength
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Deception, Intimidation, Investigation, Medicine, Perception, Persuasion, Stealth, and Survival

Equipment

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

  • (a) any martial weapon and a daggger or (b) a longbow and 20 arrows
  • (a) a shield or (b) two simple melee weapons
  • (a) a dungeoneer’s pack or (b)an explorer’s pack

If you are using starting gold, an eliminator starts with 3d4 x 10 gp.

Table: The Eliminator
Level Proficiency Bonus Bonus Features
1st +2 Modern Engineering, Signature Edge, Unarmored Defense
2nd +2 Action Surge
3rd +2 Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Archetype feature
7th +3 All in the Reflexes
8th +3 Ability Score Improvement
9th +4 Evasion
10th +4 Archetype feature
11th +4 Multiattack
12th +4 Ability Score Improvement
13th +5 Regulate
14th +5 Archetype feature
15th +5 Stubborn
16th +5 Ability Score Improvement
17th +6 Awesome Strike
18th +6 Cold Iron
19th +6 Ability Score Improvement
20th +6 Eye of the Tiger

Modern Engineering

You can repair modern weapons and equipment such as you carry, and you can manufacture fuel and ammunition. Starting at 3rd level, you can craft firearms and other technological weapons, and modern equipment which is equivalent to adventuring gear (such as a flashlight, which is like a a lantern). This ability does not let you create adventuring gear that doesn’t have a lower tech analog, like a computer or radio.

Signature Edge

Select one of the following features:

Amulet: You have a necklace or ring that functions as an attuned magical item to you. While wearing the amulet, you may make any saving throw against a spell that targets only you (not an area) with advantage. In addition, if you roll a 20 for the save and the spell is 1st level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. The amulet may be used a number of times equal to 1 + your Charisma modifier (minimum 1 use). You regain all uses after you complete a long rest. The amulet has the ability to turn higher level spells as you gain levels (see table for details.) The amulet is all but indestructible, and if damaged, can be repaired by you with alchemist’s supplies or jeweler’s tools if any fragment remains.

Eliminator Level Maximum Level of Turned Spell
4th 2nd
7th 3rd
10th 4th
13th 5th
16th 6th
19th 7th

Kara-Te: Your old sensei taught you well. Your unarmed strike does a base of 1d4 damage. When you attack using an unarmed strike or a light, simple weapon, you can make an unarmed strike as a bonus action. Your unarmed damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level. You have advantage when you attempt to shove a creature.

Lumberjack or Psycho: You start with a chainsaw and wield chainsaws proficiently as though they were normal martial weapons. Unless you are imprisoned or somehow separated from this it, you are able to scrounge up a supply of fuel or power for at least an hour’s worth of operation when you take a long rest. If your chainsaw is damaged or destroyed, as long as you have most of the parts, you can repair it using smith’s tools. If you ever lose your chainsaw permanently, you regain these benefits when you acquire a new chainsaw.

Shootist: You start with a rifle, shotgun, or pistol, and 10 rounds of ammunition. You can forge ammunition using alchemist’s supplies or smith’s tools at a cost of 5 gp for 10 rounds of ammunition. If you have most of a damaged or destroyed firearm’s parts, you are able to repair it using smith’s tools.

Slayer: You were destined by some power to battle supernatural foes. On your turn, you can choose to treat your weapon attacks and unarmed strikes as magical for the purpose of overcoming resistance or immunity to damage. You also deal 1d4 additional points of radiant damage with your weapon attacks. This lasts until your next turn. The radiant damage increases to 1d6 at 9th level and1d8 at 17th. You can use this feature a number of times equal to your Charisma modifier + one- half your eliminator level (minimum 1 use). You regain uses when you complete a long rest.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

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 on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.

Archetype

At 3rd level, select one archetype. It grants additional features at 3rd level, and again at 6th, 10th, and 14th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 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.

Extra Attack

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

All in the Reflexes

By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you Attack, Dodge, or Disengage.

Evasion

At 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Multiattack

At 11th level, you gain one of the following features of your choice.

Volley: You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack: You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Regulate

At 13th level, when you miss or hit with a melee or ranged attack, you can change it to a critical hit. You must complete a long rest before using this feature again.

Stubborn

By 15th level, your grit and stubbornness can overcome even supernatural influence. You gain proficiency in Wisdom saving throws.

Awesome Strike

At 17th level, your weapon attacks ignore resistance to bludgeoning, piercing, and slashing damage.

Cold Iron

At 18th level, you have resistance to damage from spells and magical abilities.

Eye of the Tiger

At 20th level, as an action, you can end one frightened or charmed effect on yourself, or one spell affecting you that requires concentration.

Archetypes

To be an eliminator is to exist as the pinnacle of attitude. Different eliminators, however, bring a different variety of almost lunatic toughness to the table. Some are past masters of everything they learned in shop class, while others are silver dagger wielding champions or simply ordinary people who discover extraordinary prowess under pressure.

Commando

You are skilled at advance scouting, sentry removal, infiltration, unconventional warfare, and pithy one-liners. You may have received special training in a special military unit, or maybe you just gained your experience as a slightly anti-social wilderness survivalist.

Ambusher

Beginning at 3rd level, you have advantage on attack rolls against surprised creatures.

Remarkable Athlete

Starting at 6th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Hide in Plain Sight

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Blindsense

By 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Knight

You weren’t born a knight, but somehow the role suits you.

Suited Up

Upon gaining this archetype at 3rd level, you gain proficiency in medium and heavy armor.

Fighting Style

At 3rd level, you adopt a 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.

Defense: While you are wearing armor, you gain a +1 bonus to AC.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

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.

Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Remarkable Athlete

Starting at 6th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

Additional Fighting Style

At 14th level, you can choose a second option from the Fighting Style feature.

Maniac

You have a ridiculous talent for getting into trouble, and then finding your way out again. You’re probably a cocky, reckless, uncouth accident waiting to happen to someone– or maybe you seem more reserved, until you get into the mix and the elephant poop hits the fan. Nothing ever keeps you down for long, which suggests there may be something not quite right about you.

Improvise

Starting at 3rd level, when you gain this archetype, you can add your proficiency bonus when using any weapon, including an improvised weapon.

Reckless

Starting at 3rd level, you can throw aside all concern for defense to attack with unflinching confidence. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn.

Deflect Missiles

Starting at 6th level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your class level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.

If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile has a normal range of 20 feet and a long range of 60 feet. You must complete a short or long rest before using this feature again to throw back a caught weapon.

Moxie

At 6th level, you gain proficiency with Charisma saving throws.

Stamina

At 10th level, you gain proficiency with Constitution saving throws.

Action Surge

At 14th level, you can use Action Surge twice between rests, but only once on the same turn.

Monster Slayer

You are what the Abyss sometimes regrets staring back into. Chosen by fate, imbued by otherworldly energies, or perhaps empowered by some secret holiness, you possess a knack for bashing monsters.

Hunter’s Prey

At 3rd level, when you gain this archetype, you gain one of the following features of your choice.

Colossus Slayer: Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer: When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Breaker: Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Divine Sense

By 3rd level, the presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Defensive Tactics

At 6th level, you gain one of the following features of your choice.

Escape the Horde: Opportunity attacks against you are made with disadvantage.

Multiattack Defense: When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will: You have advantage on saving throws against being frightened.

Show Stopper

At 10th level, once per round when you hit with a weapon attack, the creature can’t regain hit points until the beginning of your next turn.

Invictus

Beginning at 14th level, you have resistance to necrotic, poison, and psychic damage.

Rude Mechanical

You have a strong mind and capable hands. Even in a world of magic, your know-how gives you the edge.

Remarkable Engineer

At 3rd level, when you gain this archetype, you become able to craft items of modern technology. Crafting advanced items is similar in some respects to crafting a magical item.

Technology Use

At 3rd level, select one of the following features:

Just the Thing: You can use thieves’ tools to open a lock or disarm a trap, or the Use an Item action, as a bonus action.

Man of Iron: You gain proficiency in medium and heavy armor. When donning your own armor, you can use your Intelligence instead of Strength to determine if heavy armor slows your movement rate.

Tools of the Trade: You gain three proficiencies, either artisan’s tools or thieves’ tools.

Percussive Maintenance

At 6th level, as an action, you can repair a non-magical or technological item. If it was damaged by hit point damage, it now has one hit point more than half its hit points. You may use this ability again after finishing a long rest. At 14th level, you can use this feature twice between long rests.

Fighting Style

At 10th level, you adopt a 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.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense: While you are wearing armor, you gain a +1 bonus to AC.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

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.

Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Section 15: Copyright Notice

The Eliminator Copyright 2016 by RJ Grady. Published by Tripod Machine.