Series 800 Terminator (5e Class)
From D&D Wiki
- 1 Series 800 Terminator
- 1.1 The Terminator
- 1.2 Creating a Series 800 Terminator
- 1.3 Class Features
- 1.3.1 Table: The 800 Series Terminator
- 1.3.2 Terminator Database
- 1.3.3 Sleeper Unit
- 1.3.4 I'll Be Back
- 1.3.5 Hardware Upgrade Feature
- 1.3.6 Ability Score Improvement
- 1.3.7 Incapacitate*
- 1.3.8 Terminate
- 1.3.9 Optic Upgrade
- 1.3.10 Machine Master
- 1.3.11 Internal Radar*
- 1.3.12 Death Grip
- 1.3.13 Hardened Chassis
- 1.3.14 Out of Time*
- 1.3.15 Time Displacement Equipment*
- 1.3.16 Unstoppable Killer
- 1.3.17 The Terminator
- 2 Hardware Upgrades
- 3 Multiclassing
Series 800 Terminator
This class is designed to be used with the Terminator Race subraces [T-70, T-400, T-500], [T-600, T-700] and [T-800, T-900] found here: https://www.dandwiki.com/wiki/Terminator_(5e_Race). A Series 800 Terminator or T-800 is a feared robotic assassin designed by the AI Skynet in the year 2018 to be Infiltrators or Combat Units to trample the Human resistance. They are humanoid endoskeletons possessing an outer skin made of living tissue. While most Terminators are controlled by Skynet, some Terminators can get reprogrammed to fulfil any other function, or get their learning computer switched on to become their own being.
Creating a Series 800 Terminator
When making a Terminator, there are plenty of variables to take into account. Were you sent back in time? Did you get lost in another universe? What is your function? Are you a Terminator carrying out Skynet's bidding? Or were you reprogrammed for someone else's desires, or maybe to be your own being?
- Quick Build
You can make a Series 800 Terminator quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength then Dexterity, or Dexterity then Strength if going with the Infiltrator Unit Archetype. Second, choose the Test Subject or Hitman background. if you so choose, you can elect to start with no equipment or background to start off as a time traveller.
As a 800 Series Terminator you gain the following class features.
- Hit Points
Hit Dice: 1d10 per 800 Series Terminator level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per 800 Series Terminator level after 1st
Tools: Smith's Tools, Disguise Kit, choose 1 from Artisans tools
Saving Throws: Constitution, Strength
Skills: Athletics and choose 3 from Intimidation, Survival, Investigation, Perception, Performance, Insight, History, Deception
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Pistol & Shotgun - with 20 ammo each or (b) Hand Crossbow & Heavy Crossbow - with 20 ammo each or (c) Laser Pistol & Laser Rifle - with 20 ammo each
- Leather Armour
- Common Clothes
|1st||+2||Terminator Database, Sleeper Unit|
|2nd||+2||I'll Be Back|
|3rd||+2||Hardware Upgrade Feature|
|4th||+2||Ability Score Improvement|
|6th||+3||Optic Upgrade, Machine Master|
|7th||+3||Hardware Upgrade Feature|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|13th||+5||Hardware Upgrade Feature|
|14th||+5||Out of Time|
|15th||+5||Time Displacement Equipment|
|16th||+5||Ability Score Improvement|
|18th||+6||Hardware Upgrade Feature|
|19th||+6||Ability Score Improvement|
At 1st level, as a machine from the future, you have detailed files on anatomies of creatures you intend to kill. After killing or defeating an enemy, you may spend 5 minutes recording a database entry on them. After they are recorded, you can add your survival modifier to any roll (including attack, but not damage) against them. You also have a good idea generally about weapons, transport and machinery in general. This allows you to have advantage on any checks involving knowledge of machinery or weaponry. It also allows you to have a generally good idea about where to buy them. You also gain the Crossbow Expert feat, though also capable with firearms.
At 1st level you have an established second personality with their own backstory, likes, interests, proof of existence, etc that you can assume, allowing easier integration into societies.
I'll Be Back
At 2nd level, when reduced to 0 hp, roll a DC 10 CON saving throw, unless damage was critical. On success you drop to 1 hp instead. You or someone else can also use a smith’s tools on you to recover 2d8 + survival mod hp. At level 10 this becomes 3d8, and at level 15 3d10.
Hardware Upgrade Feature
At 3rd level, you chose a Hardware Upgrade. Choose between Infiltrator Unit, Combat Unit or Specialist Unit, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 13th and 18th level.
Ability Score Improvement
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.
At 5th level, your detailed files on human anatomy allow you to perform an action in combat where you release a sweeping blow aimed at the knees of an enemy, with the enemy having to pass a dexterity save dc 8+str+profiecny. If fail they are knocked prone and incapacitated for a turn. You must wait two rounds after using this to use it again.
At 5th level, when within 5 feet of a creature with 8 or less hp, you brutally finish them off. This grants 1d10 + 5 hp to you and gives + 5 to the next attack roll of the other members in your party. All creatures that aren't allies in a 15ft diameter of you who saw the finisher roll a DC12 WIS save and are frightened of you on a fail. After doing this, wait three rounds in combat to use it again. At level 10 you can do this to creatures of 10 or less hp, you gain 2d8 + 7 hp, it gives + 7 to ally attack rolls, and the DC for the frightened roll becomes 15.
Your eyes are upgraded to give you 90ft of Darkvision, where within the 90ft pitch black light is clear, and dim is clear. This vision cannot be used at the same time as normal vision and can only see in shades of green. To switch between Darkvision and normal vision requires a bonus action. In normal vision and darkvision, you can now see through lightly obscured areas as if they weren't obscured.
You have become a master at dealing with all kinds of mechanical objects. Firstly, you gain the Sharpshooter feat, though compatible with firearms as well. You also gain the ability to remotely interface with computers of all kinds, as long as you are within 100ft of them, communicating through a radio signal. This should allow you to control the display of a screen, output a certain message from radio stations, control a computer-controlled robotic arm, or any other number of creative things.
When attacked, you immediately can triangulate the exact location and distance of the attacker, whether it is ranged or melee, or if they are invisible. You also can map out terrain almost perfectly, meaning you should be hyper aware of small physical details around you, gaining advantage on perception checks. A area of 120 feet.
As an action, you lunge at an enemy, who rolls a DC13 + your STR mod, where upon failure are grappled. When the enemy is grappled, they are grappled until they escape by succeeding a DC12 + your STR mod + proficiency, with the DC lowering every turn by 1 where the enemy is grappled. Every time a turn passes where the enemy has not escaped the grapple, you can choose to compress them, dealing 1d8 + STR mod + proficiency damage.
All of the stress your chassis has gone through has left the alloy far harder than it previously was. Your natural armour AC increases by 2, and the dice you use for unarmed attacks becomes one dice higher; i.e. 1d4 becomes 1d6, 2d8 becomes 2d10, etc. You also roll advantage on rolls against being knocked prone.
Out of Time*
Your Time Displacement Equipment has begun to come back online. As a bonus action, you pause time in a 15ft sphere around you, for one combat turn, or 15 minutes out of combat. This allows you to use an action to attack, or in any creative way you can think of. After using this three times, you must take a long rest before using it again.
Time Displacement Equipment*
Your on-board miniature time displacement device has regained almost complete functionality. Once every 48 hours, with it not counting as an action, and being able to be done at any time (provided the cool-down time of 48 hours is completed), you can travel forwards or backwards in time by a maximum of 24 hours, where you can remain for up to 6 hours before being taken back to the time and place you first travelled. When you travel through time a blue sphere forms around you with a diameter of your height + half a foot that crackles with electricity, completely disintegrating anything caught within it.
At 19th level, you permanently have resistance to non-magical Piercing, Slashing and Bludgeoning damages, resisting three quarters of damage if you already have resistance, and can no longer be knocked prone by any attacks.
As the ultimate killer, you may, as an action, choose to immediately kill someone, while also dealing 3d10 + STR mod damage to all enemies in a 15ft diameter of you, and using the Terminate feat on them, regardless of if you’ve used it already, and with it not counting as a use for the Terminate feat’s once per three rounds limitation. This can’t be used again until finishing a long rest.
A unit of Terminator dedicated to subterfuge, secret infiltration and assassination, used to sneak into enemy bases and take them out from the inside.
- Carbon Reinforcement
At 3rd level you are upgraded to possess carbon based reinforcements around your joints. You gain a proficiency on stealth (and no longer have disadvantage on stealth if you currently do), you take half damage from falling (rounded down).
- Oil Upgrade
Upon reaching level 7, the pistons in your arms and legs are upgraded to use a better kind of hydraulic fluid, allowing them to be used more silently and quickly than before. This gives you the ability to perform two melee/unarmed attacks, or one ranged followed by a melee/unarmed attack in one action. Your movement speed also increases by 10ft, and you have proficiency on stealth (if you already have proficiency, it is now expertise, if you have expertise, you add the proficiency bonus again).
At level 13, you are upgraded to possess two new kinds of vision. You gain the ability to sense heat signatures of creatures up to 60ft away, you can also see a heat trail from a character you are trying to track, seeing an impression on objects they touched, which disappears after 2 hours. You also gain a motion vision, which can sense slight motions made from creatures, including heart-beat, but only up to 30ft. These vision types, however, cannot be used at the same time, and take a bonus action to switch between them (Darkvision and normal vision also count as separate vision types, and still require a bonus action to switch). Heat vision sees in infrared, so cannot discern colour normally, and motion vision sees only in shades of blue. This leaves normal vision as the only vision type that can discern colour normally. Lastly, three times between long rests, if you roll below 10 on a stealth roll, you can choose to reroll.
- Perfect Assassin*
At 18th level, you gain a +2 to your unarmed strikes hit and damage roll. If holding a melee weapon this becomes a +3. And finally if holding a ranged weapon this becomes a +4.
A unit of Terminator designed to be used in battlefield combat, or as guards. Highly dangerous and defensive.
- Unarmed Upgrade
At 3rd level you may use an additional dice for unarmed from the one you are currently using; i.e. 1d4 becomes 2d4, 1d6 becomes 2d6, etc. At level 7 you start using the next dice up from the one you are currently using; i.e. 2d4 becomes 2d6, 2d6 becomes 2d8, etc.
- Shock Fissure
Upon reaching level 7, you can use an action to supercharge one of your Iridium power cells and slam it on the ground in front of you. It does 1d12 + STR mod lightning damage in a 15ft straight line, and everyone who is hit by it must roll a DC10 CON + proficiency save or be stunned for a turn. You can do this once every three turns in combat. Half damage if they pass the str save and not stun if they pass the con save.
- Liquid Metal Implant
At level 13 you gain a module in one of your arms which can produce a limited amount of the liquid metal mimetic poly alloy that makes up the T-1000. Using this you can create a random object of your choice that fits within one and a half cubic feet (solid metal only, nothing mechanical), a blade of 1 metre in length, or a shield that would extend to about 1 metre vertically, by 2 feet horizontally. Using any of these breaks illusion of you being human. However, in the same vein as the T-1000, you may use the liquid metal to resemble skin to cover any exposed endoskeleton. It requires a bonus action to change what the liquid metal is or retract it back into the implant. (Creative role playing should be encouraged, like making a hook out of the tip of a blade for grappling, or stuff like that) The damage of the object, blade and the AC of the shield is lain out below. The damages DO NOT stack with any unarmed upgrades.
lvl13 – 1d8 + STR mod Bludgeoning
lvl16 – 1d10 + STR mod Bludgeoning
lvl18 – 2d8 + STR mod Bludgeoning
lvl13 – 1d10 + STR mod Slashing
lvl16 – 2d8 + STR mod Slashing
lvl18 – 2d10 + STR mod Slashing
lvl13 - +2 AC
lvl16 - +3 AC
lvl18 - +4 AC
- Liquid Metal Drone
As your final upgrade, at level 18 you get a second liquid metal implant in your other arm, with the same abilities and limitations as the other implant. However, you can also use the combined metal from these two implants to create a clone of your endoskeleton. This acts as its own entity with the same ability scores as you, seeking out and dealing damage to enemies nearby, using a liquid metal blade. It can also do really anything you would do, as it is a clone. You now also may gain advantage on all strength rolls, or an additional advantage if you already have one. Finally, you can now switch how your Liquid Metal Implant appears as a reaction, as well as a bonus action.
These are units that have upgraded their Iridium power cells to Hydrogen. They use these cells to deal unique, radioactive attacks.
- Hydrogen Cells
At 3rd level you have upgraded your Iridium power cells to Hydrogen cells. Now you can enhance a weapon with radioactive energy (only while held). When attacked with this weapon, the enemy makes a DC10 Constitution saving throw, upon failure, they roll a 1d4 each turn and take the amount radiation (poison) damage they rolled each turn (can stack only twice, meaning three d4s total), these dice are also rolled on the turn of the initial attack. Upon success they take 1d4 radiation (poison) damage, but only once.
- Nuclear Grenade
At level 7 you can now overcharge one of your power cells with nuclear power and throw it at an enemy within 60ft of you. The cell does 2d8 radiation (poison) damage in a 20ft semi-spherical diameter. Those in the blast must roll a DC10 CON save, where upon failing, they add two d4s to their radiation damage stack (which will only start doing damage next turn), and only one on a success. If they stay in the zone, they take the original damage each turn. You can only do this once per long rest. Your nuclear damage stacking also increases to 5 total d4s, with the DC rising to 12.
- Nuclear Suggestion
When reaching level 13 you gain an upgrade to your core. After exposure to your nuclear core, the radiation from it may seep into the heads of those around you. Three times per long rest, you may choose to have advantage and add your proficiency bonus (or re-add if you already have proficiency) to any charisma checks you roll. Your radiation damage stacking also increases to 7 total d4s, with the DC rising to 16. The DC for Nuclear Grenade also rises to 14.
- Nuclear Fallout
As your final upgrade, at level 18 you gain the ability to unleash an AoE attack around you in a 15ft radius around you. Those affected perform a DC18 CON save, where it does 3d10 + STR mod radiation (poison) damage to anyone hit on a failed save, or half as much on a success. Creatures hit will also roll a DC16 WIS save, where upon failure they are affected by Nuclear Suggestion, and lose allegiance, attacking anyone nearby (for a turn). Your radiation damage stacking also increases to 15 total d4s, with the DC rising to 20. The DC for Nuclear Grenade also rises to 18.
Prerequisites. To qualify for multiclassing into the Series 800 Terminator class, you must meet these prerequisites: Race must be the Terminator Race, found here: https://www.dandwiki.com/wiki/Terminator_(5e_Race), Strength must be 13, Constitution must be 13.
Proficiencies. When you multiclass into the Series 800 Terminator class, you gain the following proficiencies: Simple Melee Weapons, Simple Ranged Weapons, Martial Ranged Weapons.