Permutating Pivot

I-cke (The Remover)
Class: Fighter (Eliminator): 20   Proficiency BonusPB: +6
Alignment: True Neutral Speed: 70 feet
Hit PointsHP: 243   Hit DiceHD: 20d10 AC: 22/24
Resistances: Necrotic, Radiant; Adv vs Charmed
STR: 12 (+1) Save: +7
Athletics: +7
INT: 10 (+0) Save: +0
DEX: 20 (+5) Save: +5
Initiative: +5, Sleight of Hand: +11, Stealth: +11
WIS: 20 (+5) Save: +11
Perception: +17, Survival: +11
CON: 20 (+5) Save: +11
CHA: 8 (-1) Save: -1
Intimidation: +5
Other Info
Height: 4' 6''    Weight: 105 lbs Lineage: Goblin (humanoid, fey, goblin) Gender: Male Size: Small
AppearanceLooks: Faded leathery skin. Wolfish yellow eyes. Temperament: I-cke Ic-Jhan (IKE EEK-jon) has rare will and focus. Flaws: 'Deserve  iz gotz nuffin ta do witz itz.'
Traits: Remove a piece, change the game. Ideals: Get your target, no matter what. Bonds: Secretly serve Arawn.
Languages: Common, Goblin, Orcish, Undercommon Proficiencies: All Weapons, All Armors, Shields, Thieves' Tools, Poisoner's Kit
Other Abilities: If moving half or less Speed creatures have Disadv on Perception checks to detect you. Adv on Stealth checks and can Hide as a Reaction when a creature you can see starts or ends their turn.
Gear
Attuned: Blade of Arawn, Ring of Arawn, Blackstar Amulet
Gear: Dimensional Satchel
Lineage
Goblin
  Darkvision. You have Darkvision with a range of 60 feet.
  Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.
  Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a Short or Long Rest.
  Nimble Escape. You can take the Disengage or Hide action as a Bonus Action.
Background
Stalker: +2 Constitution, +1 Wisdom, Thieves' Tools, Sleight of Hand, Stealth, Savage Attacker.
Feats
Savage Attacker: When you hit a creature with a weapon attack roll, you can spend one of your Hit Dice and add it as extra damage of a type dealt by the attack.
Mage Slayer: +1 Dexterity. When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration. If you fail an Intelligence, Wisdom, or Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit you can't use it again until you finish a Short or Long Rest.
Speedy: +1 Constitution. Your Speed increases by 10 feet. When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn. Opportunity Attacks have Disadvantage against you.
Charger: +1 Dexterity. When you take the Dash action, your Speed increases by 10 feet for that action. Once per turn, if you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, you can either gain 1d8 bonus damage of the same type as the attack, or push the target up to 10 feet away if it is no more than one size larger than you.
Athlete: +1 Dexterity. You gain a Climb Speed equal to your Speed. When you have the Prone condition, you can right yourself with only 5 feet of movement. You can make a running Long or High Jump after moving only 5 feet.
Skill Expert: +1 Wisdom. You have proficiency with Intimidation, and Expertise with Perception.
Resilient: +1 Wisdom. You have proficiency with Wisdom saving throws.
Speed: +1 Wisdom. As a Bonus Action you can take the Disengage action, which also ends the Grappled condition on you. Your Speed increases by 30 feet.
Dueling: When you hit with a 1-handed Melee weapon and hold no other weapons, you gain +2 damage.
Class: Fighter (Eliminator)
Class Features: Fighting Style (Dueling), Second Wind (w/ Tactical Mind & Tactical Shift), Weapon Mastery (Rapier, Shortsword, Dagger, Hand Crossbow, Scimitar, Dart), Action Surge, Three Extra Attacks, Indomitable, Tactical Master (swap Weapon Mastery for Push, Sap, or Slow), Studied Attacks (Adv on next attack roll vs missed creature)
Second Wind: You have 4 uses of Second Wind per Long Rest, regaining 1 use after a Short Rest []/LR, regain 1/SR. You can use your Second Wind in the following ways:
  Tactical Shift: Bonus Action and expend use to regain 1d10+20 HP & move up to half your Speed w/o provoking Opportunity Attacks
  Tactical Mind: add 1d10 to a failed ability check, expend use only if check succeeds
Action Surge: You have 2 uses of Action Surge per Short Rest []/SR. Once during your turn you can take one additional action, except the Magic action.
Indomitable: You have 3 uses of Indomitable per Long Rest []/LR. You can reroll a failed save with a +20 bonus (you must use the new roll).
Subclass Features
Level 3: Sneak Attack: Once per turn you can deal an extra 5d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type. You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
Level 10: Improved Studious Stalker: You have proficiency with Survival. You also have proficiency with Poisoner's Kits.
  Studied Target: As an action, you study a creature that you can see to make them your Studied Target until you use this feature on a different creature. When you select a new Studied Target you can also use your Tactical Shift feature. You automatically discern the following things about your Studied Target while they are within 120 feet of yourself and you can see them: you know what their AC and number of Hit Point Dice are relative to yours (Much Lower, Lower, Same, Higher, Much Higher), and their relative current health (Healthy, Bloodied, Unconscious, Dead).
  Additionally, you have Advantage on Wisdom (Insight) checks to discern your Studied Target's mood and intentions and whether they are currently aware of you or not, and on Wisdom (Survival) checks to track them. Finally, your Studied Target has Disadvantage on Wisdom (Perception) checks to detect you when you are hidden and not moving. Once per turn, you can gain Advantage on an attack roll using a weapon with the Finesse trait or a Ranged weapon that targets your Studied Target.
  Once you use this ability, you can't use it again until you finish a Long Rest. You can also restore a use of this ability by expending a use of your Second Wind (non-action).
Level 15: Improved Talented Strike: When you deal Sneak Attack damage, you can add up to two of the Talented Strikes you know. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the spent dice before rolling, and the effect occurs immediately after the attack's damage is dealt. The DC for Talented Strikes that require a saving throw is 19. You know the following Talented Strikes:
  Withdraw (Cost: 1d6): Immediately after the attack you move up to half your Speed without provoking Opportunity Attacks.
  Terrify (Cost: 1d6): You force the target to make a Wisdom saving throw. On a failed save, the target has the Frightened condition for 1 minute. At the end of each of its turns the Frightened target repeats the save, ending the effect on itself on a success.
  Overwhelm (Cost: 2d6): Until the start of your next turn, you have Advantage on your remaining attacks against the same target.
  Impair (Cost: 2d6): You force the target to make a Constitution saving throw. On a failed save, the target's Speed is reduced by 10 feet. At the end of each of its turns the impaired target repeats the save, ending the effect on itself on a success. A target can only be affected by one application of this effect at a time.
Level 18: Slaughtering Surge: When you use your Action Surge you gain the following additional benefits until the start of your next turn: You regain a use of Studied Target, and may immediately use Studied Target as a non-action. When you successfully Sneak Attack your Studied Target, you may double the number of Sneak Attack dice you deal. At any point during your Studied Target's turn, you may use a Reaction to make an Opportunity Attack against them.
Armor and Attacks
Armor: Studded Leather +2, Shield +1 & the Blackstar Amulet 22/24 AC
Attacks: Blade of Arawn +2
  Rapier [Vex] 1h, 5-feet, +13 to hit, 1d8+9 Piercing damage, Finesse
  ...w/ Savage Attacker: +1d10
  ...w/ Charger: +1d8
  ...w/ Sneak Attack: +5d6
Hand Crossbow [Vex] +1
  1h, 30/120, +12 to hit, 1d6+6 Piercing damage, Bolt, Light, Loading
  ...w/ Savage Attacker: +1d10
  ...w/ Sneak Attack: +5d6