Jsk Atavist

Core Statistics
Class Type: Martial

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points Gained Each Level: 1d10 (or 6) + your Constitution modifier

Ability Score Proficiencies: Constitution, Charisma

Armour Proficiencies: Light Armour, Medium Armour, Heavy Armour, Shields

Weapon Proficiencies: Simple Weapons, Martial Weapons

Other Proficiencies: None

Skill Proficiencies
As an Atavist, you can choose 2 skills from the following list to become proficient with.
 * Acrobatics
 * Athletics
 * Deception
 * Insight
 * Persuasion
 * Survival

Starting Equipment
As an Atavist, you roll 5d4 and multiply the result by 10. You gain the total result as gold, and you can use this gold to purchase items of your choosing from the armour, weapons, and items lists.

Atavist Acolyte
At 1st level, something about you is exceptional and has drew the attention of the reclusive Atavists: you can select a feat to learn. If you choose a feat which increases one or more of your ability scores, then treat that feat as if it does not increase any of your ability scores.

You have been contacted anonymously by an Atavist to be recruited into one of their Orders. A potential Atavist Acolyte must complete a test, trial, or some other task to prove their worth before they are permitted entrance to an Atavist Order. Work with your DM to determine the method of contact and the details of this task.

Fighting Style
At 1st level, you adopt a particular style of fighting as your specialty. You cannot take a Fighting Style more than once even if you later get to choose again. If you want to change your fighting style, you can do so over the course of three days. When you take a long rest, you spend 2 hours of that rest practicing a new fighting style. You still gain the benefits of a long rest even if you only spend 6 hours long resting, as long as the remaining 2 hours are spent practicing a fighting style. After three days of practice, you lose the benefits of your current fighting style and gain the benefits of a new one.


 * Archery: You gain +2 bonus to attack rolls with ranged weapons.
 * Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
 * 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.
 * Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
 * Large Weapon Fighting: If you roll a natural 1 when you make an attack roll, you can reroll the attack, but must use the new result even if it is a 1. The weapon must have the two-handed or versatile property for you to gain this benefit. You can only benefit from this fighting style once per round.
 * Mariner: As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
 * 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 using a shield.
 * Shield Warrior: When you take the Attack action on your turn, you can use your bonus action to also make one attack using a shield that you are wielding. Your shield deals 1d4 bludgeoning damage. You can add your Strength modifier to this Attack roll, but not to the damage roll. Using your shield to attack weakens your defense, reducing the amount of AC provided by your shield by 1 until the start of your next turn.
 * Single Weapon Fighting: When you are wielding a melee weapon in one hand and your other hand is empty (excluding a spellcasting focus or components), you gain a +1 bonus to AC. You do not gain the benefits of this fighting style if you are wielding a shield, or if the weapon you are wielding has the two-handed or versatile property.
 * Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype of the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
 * Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
 * Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
 * Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
 * Vigilant Fighter: You add your proficiency bonus to your initiative rolls, and you cannot be surprised as long as you are conscious.

Hidden Secrets
At 2nd level, you've drawn knowledge from texts of forbidden, rare, or sacred nature. You gain proficiency with one of the following skills: arcana, history, religion. You can add double your proficiency bonus to the skill that you have chosen.

Uncanny Strike
At 2nd level, your unique training allows you to catch opponents off guard with your attacks. When you take the Attack action on your turn and do not hit your target, you can choose to reroll the Attack. You must use the second roll, even if it doesn't hit your target. You can use this feature twice, and you gain additional uses of this feature as you gain more levels in this class (see the Atavist Feature Table). You regain one expended use of this feature when you finish a short rest, and all expended uses of this feature when you finish a long rest.

Atavist Order
At 3rd level, you choose an Atavist Order to join, which grants you additional features at 3rd, 6th, 9th, 13th, and 17th level.
 * The Dark Knight Order, bane of life.
 * The Death Knight Order, commanders of death.
 * The Dragon Knight Order, supremacy eternal.

Character Improvement
At 4th, 8th, 12th, 16th and 19th level you can improve your character using one of the following options. You cannot increase an ability score above 20, unless your maximum for that score is greater than 20.
 * Increase one ability score by 2.
 * Increase two different ability scores by 1 each.
 * Learn a feat.

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

Fortitude
At 7th level, when you are subjected to an Effect that allows you to make a Constitution 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.

Greater Opportunity
At 10th level, your ability to take advantage of moments of opportunity increases. You can choose one of the following effects. You can choose another effect at 14th level and 18th level.

Extra Opportunity
You can attack twice, instead of once, whenever you use your Reaction to make an opportunity Attack.

Sudden Opportunity
When a creature further than 5 feet from you moves into a space within 5 feet of you and you are wielding a weapon, you can use your Reaction to make an opportunity Attack against that creature. If this opportunity Attack is made with a ranged weapon, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged Attack roll.

Uncanny Opportunity
You can use your Uncanny Strike feature to reroll an opportunity Attack that you make that fails to hit your target.

Accrued Wisdom
At 11th level, the experience and knowledge you have gained on your adventures greatly improves your ability to ward off dangers. You gain proficiency with Wisdom saving throws.

Uncanny Might
At 15th level, when you use your Uncanny Strike feature to reroll an attack that did not hit your target, the new Attack is made with advantage.

Master Atavist
At 20th level, you regain all expended uses of your Uncanny Strike feature when you finish a short or long rest.