Atavist

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Class Features As an atavist, you gain the following class features. Hit Points Hit Dice: 1d6 per atavist level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier after 1st.

Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Acrobatics, Athletics, Arcana, Insight, Intimidation, Investigation, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) scale mail or (b) leather armor • (a) two spears or (b) any martial weapon • (a) a greataxe or (b) a battleaxe and a shield • (a) an explorer’s pack or (b) a priest’s pack

Wealth Rolls Alternatively, you can ignore the equipment listed above and in your background, and buy 4d4 x 10gp worth of equipment from chapter 5 of the Player’s Handbook.

Multiclassing The prerequisites for multiclassing into an atavist are a Strength and a Constitution score of 13. When you multiclass into atavist, you gain proficiency with light armor, medium armor, shields, simple weapons, and martial weapons. When determining your total spell slots, you add one half of your atavist levels (rounded down) to the total.

Rend Ichor You can tap into your raw health to deliver death. You have a rend die which powers certain class features, and is a d6. When you rend, you roll this die and lose hitpoints equal to the result, which can’t be reduced in any way. You can’t rend more than once for a feature unless the effect says so. When a feature says that you can rend to a roll, it means that you can rend yourself and add the result of the rend die to the roll. You can rend yourself to damage rolls when you make an attack with a melee weapon as a part of the Attack action, a spell attack, a reaction, or a bonus action. There’s no limit on how much you can rend—for example, if you are two-weapon fighting, you can rend for each attack’s damage. At 7th level, you can rend to Strength, Dexterity, and Constitution saving throws, and you can roll 2d6 for your rend dice. At 15th level, you can roll 3d6.

Unstopping Heart You roll death saving throws with advantage

Spellcasting By 2nd level, your physical essence—either through your family, the blessing of some divine (or unholy) being, or even through sheer chance has produced a fortified and living ichor within you, wieldable for magical prowess. See chapter 10 for the general rules of spellcasting and the end of this document for the atavist spell list. Preparing and Casting Spells

The Atavist table shows how many spell slots you have to cast your spells. To cast one of your atavist spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of atavist spells that are available for you to cast, choosing from the atavist spell list. When you do so, choose a number of atavist spells equal to your Consitution modifier + half your atavist level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th level atavist, you have four 1st-level and two 2nd-level spell slots. With a Constitution of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell inflict wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of atavist spells requires time spent attuning to your vitality: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability Constitution is your spellcasting ability for your atavist spells, since the power of your magic relies on your own blood. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for an atavist spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier Spell attack modifier = your proficiency bonus + your Constitution modifier

Ritual Casting You can cast an atavist spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Self Focus When you cast spells that require a material component, you ignore that component unless it has a value, such as the specially marked sticks, bones, or similar tokens worth at least 25 gp for the augury spell, in which case the components are required.

Hardened Viscera At 2nd level, your body takes on physical traits and aspects of the toughest people and most resolute populations. You gain the following benefits: • While you aren’t wearing heavy armor, you can reduce any damage you take by 2. • Your hit point maximum can’t be reduced.

Atavistic Aspect Choose an aspect at 3rd level, which describes and emulates your bodily magical power. They are detailed at the end of the class description. Your choice grants you features when you choose it at 3rd level and again at 6th, 10th, and 18th levels.

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.

Avenging Attack Starting at 5th level, when an attack hits you, you fail a saving throw, or you fail an ability check which requires an attack or an action, you can make a weapon attack against any creature within range as a reaction. At 11th level, you can make two weapon attacks as part of this reaction.

Humansbane Starting at 6th level, you exude physical might, and can take apart lesser humanoids with single blows. Whenever you land an attack on a humanoid and rend to its damage, the creature is instantly slain if it has 10 or fewer hitpoints remaining after you damage them.

At 10th level, the creature is instantly destroyed if it has 15 or fewer hitpoints remaining. At 14th level, it increases to 20, and 25 at 18th level.

Greater Viscera At 7th level, your body has taken on bedrock and efficient properties. You gain the following benefits: • While you aren’t wearing heavy armor, you can reduce any damage you take by 4, and 6 at 15th level. • When you take damage from a creature other than you, your next rend doesn’t lose you hitpoints within the next minute.

Sanguine Sacraments Starting at 14th level, you begin to unravel hallowed secrets of the interwoven magic and body called a sacrament. Choose one 5th-level spell from the atavist spell list as this sacrament. You can cast this sacrament spell or an aspect spell of the same spell level once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more atavist spells of your choice that can be cast in this way: one 6th-level spell at 17th level and one 7th-level spell at 20th level. You regain all uses of your Sanguine Sacraments when you finish a long rest.

Nigh Immortality At 20th level, you are all but impossible to kill. Your body doesn’t age, and if you die and at least one part of your body exists—such as a fingernail or an eye—your body can regrow from that part over the course of 24 hours. At the end of that time, you return to life with 1 hitpoint. If you were killed due to the disentegrate spell or a similar effect, your body has no healthy parts remaining to restore from. If your body has been burned completely through or otherwise ruined with powerful spells and abilities that affect an area (such as a dragon’s breath weapon or cone of cold), you can still regrow from internal body parts as long as the damage taken doesn’t exceed half your hitpoint maximum. Finally, if you are dead or not yet fully regrown, any magic attempting to raise your body as an undead succeeds, but you instantly gain control

Atavistic Aspects The specializations of atavists lie in either their interests or bolstered sources of power, and either can rely on what direction they use their power. Ancient families would develop techniques and pass them down, but no one inherits this power anymore: they make their own, and the power of the atavist chooses them.

Bloodied Aspect Your color of atavist is one who thrives on a wounded physique, gaining adrenaline and power from being closer to death. These atavists tend towards extreme masochism, and are sometimes only truly happy when they can feel cuts, bruises, and blood pumping from their body alarmingly.

Wounded Nature Beginning at 3rd level when you choose this aspect, you gain two benefits as a bloodied aspect warrior, which strengthen as you become weaker, and your innate reflexes take over. Choose one of the following features, which remain active as long as you are below your maximum hitpoint

Alacrity. You hover in and out of a foe’s reach, stepping between it as easily as a flick of a blade. You can take the Disengage action as a bonus action.

Resourceful. You draw out power of a deceased creature to fuel your own. When a creature within 30 feet of you dies, you can rend without losing hitpoints once within the next minute.

Beating Reflexes. Your agility and bulk are unparalled. You can rend to Strength and Dexterity ability checks.

In addition, choose one of the following features. When you fall below half your hitpoint maximum (rounded up), your chosen feature activates for you, remaining active as long as you are under that threshold:

Thickening Humors. Your spells are overloaded as your bones crack and disjoint under the heavy hand of atavism. You can add your Constitution modifier to the damage you deal with any atavist spell.

Serrated Strike. Your blade’s edge coats and sharpens in spilled blood. When you roll the maximum number on a damage roll or rend roll, you can add an additional 1d8 to the result. If you roll an 8 on the additional 1d8, you can add an additional 1d8 to the result, and so on.

Flowing Veins. Your blood vessels open. When you rend yourself and add the result to a weapon damage roll, the result is doubled—you both take and apply double the rend result.

Maiming Aura At 6th level, you and friendly creatures within 10 feet of you add your Constitution modifier to their weapon damage rolls when you are below half your maximum hitpoints. At 18th level, the range of this aura increases to 30 feet.

Deathbound Vitality At 10th level, you have advantage on one weapon attack roll per turn if you are below half your hitpoint maximum (rounded up).

Rage against Death Starting at 18th level, when you are reduced to 0 hitpoints or killed, you can drop to 1 hitpoint instead. If you do, you enter a rage against death for 1 minute. While in this state, you gain temporary hit points equal to Your atavist level xd4, resistance to all damage, and once per round you may rend without suffering damage. This effect stacks with other sources. When your rage ends, you gain four levels of exhaustion.

Atavist Spells 1st Cause Fear Detect Magic Detect Poison and Disease Expeditious Retreat False Life Inflict Wounds Heroism Jump Ray of Sickness 2nd Alter Self Blindness/Deafness Darkvision Hold Person Enlarge/Reduce Lesser Restoration Spider Climb Warding Bond 3rd Protection from Energy Life Transferance Water Breathing Water Walk 4th Blight Death Ward Freedom of Movent Stoneskin 5th Contagion Greater Restoration Reincarnation Steel Wind Strike 6th Flesh to Stone Harm Windwalk 7th Regenerate Tether Essence Power word Pain

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