— Spell Slots per Spell Level —
##### The Atavist
| Level | Proficiency
Bonus | Rend Dice | Features | 1st | 2nd | 3rd | 4th | 5th |
|:---:|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | 1d6 | Rend Ichor, Unstopping Heart | — | — | — | — | — |
| 2nd | +2 | 1d6 | Spellcasting, Hardened Viscera | 2 | — | — | — | — |
| 3rd | +2 | 1d6 | Atavistic Aspect | 2 | ─ | ─ | — | — |
| 4th | +2 | 1d6 | Ability Score Improvement | 3 | ─ | ─ | — | — |
| 5th | +3 | 1d6 | Avenging Attack | 4 | 2 | ─ | — | — |
| 6th | +3 | 1d6 | Atavistic Aspect feature, Humansbane (HP 10) | 4 | 2 | ─ | — | — |
| 7th | +3 | 2d6 | Greater Viscera | 4 | 3 | ─ | — | — |
| 8th | +3 | 2d6 | Ability Score Improvement | 4 | 3 | ─ | — | — |
| 9th | +4 | 2d6 | ─ | 4 | 3 | 2 | — | — |
| 10th | +4 | 2d6 | Atavistic Aspect feature, Humansbane (HP 15) | 4 | 3 | 2 | — | — |
| 11th | +4 | 2d6 | Avenging Attack Improvement | 4 | 3 | 3 | — | — |
| 12th | +4 | 2d6 | Ability Score Improvement | 4 | 3 | 3 | — | — |
| 13th | +5 | 2d6 | ─ | 4 | 3 | 3 | 1 | — |
| 14th | +5 | 3d6 | Bastion Countenance, Humansbane (HP 20) | 4 | 3 | 3 | 1 | — |
| 15th | +5 | 3d6 | Ultimate Viscera | 4 | 3 | 3 | 2 | — |
| 16th | +5 | 3d6 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
| 17th | +6 | 3d6 | ─ | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | 3d6 | Atavistic Aspect feature, Humansbane (HP 25) | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | 3d6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | 4d6 | Blot on History | 4 | 3 | 3 | 3 | 2 |
#### 1st Level
___
- Arms of Hadar
- Cause Fear
- Compelled Duel
- Courageous Rebuttal
- Detect Magic
- Detect Poison and Disease
- Expeditious Retreat
- False Life
- Grease
- Heroism
- Inflict Wounds
- Jump
- Longstrider
- Ray of Sickness
- Zephyr Strike
#### 2nd Level
___
- Alter Self
- Blindness/Deafness
- Enhance Ability
- Darkvision
- Enlarge/Reduce
- Hold Person
- Lesser Restoration
- Locate Animals or Plants
- Needle and Thread
- Polyphemus’ Might
- Protection from Poison
- Spider Climb
\columnbreak
#### 3rd Level
___
- Caustic Viscera
- Coalesce Humours
- Feign Death
- Fly
- Gaseous Form
- Intellect Fortress
- Meld into Stone
- Protection from Energy
- Remove Curse
- Vampiric Touch
- Water Breathing
- Water Walk
#### 4th Level
___
- Aura of Decay
- Blight
- Death Ward
- Elemental Bane
- Freedom of Movement
- Locate Creature
- Polymorph
- Quicken Atavism
- Stoneskin
#### 5th Level
___
- Antilife Shell
- Contagion
- Enervation
- Exoscleroma
- Exsanguinate
- Greater Restoration
- Reincarnate
- Steel Wind Strike
- Tree Stride
\columnbreak
## Atavist Specific Spells
#### Courageous Rebuttal
*1st-level abjuration*
___
- **Casting Time:** 1 reaction, which you take when a creature makes a melee attack against you
- **Range:** 10 feet
- **Components:** S, M (a weapon)
- **Duration:** Instantaneous
___
As part of the reaction used to cast this spell, you use a weapon to make a melee weapon attack against the creature that attacked you, after the outcome of their attack is decided. If you hit, the target suffers the weapon’s normal damage, and you gain half the damage dealt in temporary hit points that last for up to 1 minute.
#### Needle and Thread
*2nd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 150 feet
- **Components:** S, M (thread and a needle)
- **Duration:** Instantaneous
___
Select a target with blood within range, who must make a Constitution saving throw. On a failure, it takes 3d8 piercing damage and its blood explodes in three sharpened needles from its body to as many creatures or objects of your choice as there are needles, each target of which must be within 30 feet of the original. A secondary target must make the same save, taking 1d8 piercing damage per needle on a failure, or none on a success. If the first target succeeds on the saving throw, the first target only takes half as much piercing damage and no needles are created.
**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the first target takes 1d8 additional damage and releases one more needle for each spell slot above 2nd.
#### Polyphemus’ Might
*2nd-level enchantment*
___
- **Casting Time:** 1 bonus action
- **Range:** 30 feet
- **Components:** S, M (a giant eye)
- **Duration:** Concentration, up to 1 minute
___
You imbue one creature of your choice within range a shadow of giant’s might. The target has advantage on saving throws against being charmed or frightened, and rolls damage dice twice for melee attacks, choosing the higher result.
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#### Caustic Viscera
*3rd-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** Self (20-foot radius)
- **Components:** V, S, M (a vial of snake venom)
- **Duration:** 1 minute
___
You imbue your blood with corrosive acid and cause it to rupture from your body. Each creature in a 20-foot radius of you must make a Dexterity saving throw. You automatically fail this saving throw. A creature takes 10d4 acid damage on a failed save, or half as much on a success.
**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 2d4 for each spell slot above 3rd.
#### Coalesce Humours
*3rd-level conjuration*
___
- **Casting Time:** 1 minute
- **Range:** 90 feet
- **Components:** V, S
- **Duration:** Concentration, up to 8 hours
___
Choose a corpse with blood or a large volume of blood within range. You extract the blood, which comes to life, so that it becomes a blood ooze under your control for the duration of the spell.
The coalesced creature is friendly to you and your companions. It acts on your initiative and has its own actions. It obeys any verbal commands you issue to it. If you don’t issue any commands, the blood ooze defends itself from hostile creatures, but otherwise takes no actions.
If your concentration is broken, the ooze doesn’t disappear. Instead, you lose control of the blood ooze, it becomes hostile towards all non-ooze creatures, and might attack. An uncontrolled blood ooze can’t be dismissed by you and it disappears 8 hours after you coalesced it.
If it drops to 0 hit points, it loses life and splashes into a pool of blood that can be coalesced once more for this spell.
#### Aura of Decay
*4th-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** Self (30-foot radius)
- **Components:** S
- **Duration:** Concentration, up to 10 minutes
___
A diseased aura radiates from you within range. Until the spell ends, the aura moves with you, centered on you. Each hostile creature that enters the area for the first time on a turn or starts its turn within it has disadvantage on death saving throws and must make a Constitution saving throw. A target takes 5d6 necrotic damage on a failed save, or half as much damage on a successful one.
**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the spell’s radius increases by 15 feet for each spell slot above 4th.
___
> ## Blood Ooze
>*Large ooze, unaligned*
> ___
> - **Armor Class** 8
> - **Hit Points** 76 (9d10 + 27)
> - **Speed** 15 ft., climb 15 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|7 (-2)|16 (+3)|2 (-4)|6 (-2)|1 (-5)|
>___
> - **Damage Resistances** lightning, slashing
> - **Damage Immunities** acid, necrotic
> - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone
> - **Senses** blindsight 60ft. (blind beyond this radius), passive Perception 8
> - **Languages** —
> - **Challenge** 3 (700xp)
> ___
> ***Amorphous.*** The ooze can move through a space as narrow as 1 inch wide without squeezing.
>
> ***Changing Form.*** When the ooze is reduced to half of its maximum hit points, its size becomes Medium. When it is reduced to a fourth of its maximum hit points, its size becomes Small. If the ooze's hit points are restored above a fourth or a half, its size becomes Medium or Large, respectively.
>
> ***Regeneration.*** The ooze regains 10 hit points at the start of its turn if it has at least1 hit point. If the ooze takes radiant damage this trait doesn't function at the start of the ooze's next turn.
>
> ***Spider Climb.*** The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
>
> ### Actions
> **Pseudopod.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:*10 (2d6+3) bludgeoning damage plus 3 (1 d6) acid damage for each size category of the ooze above Tiny.
>
> ### Reactions
> ***Bloodshed.*** If the ooze's size changes and it becomes smaller, it can cause its lost mass to explode outward. Each creature within 5 feet of the ooze (based on the ooze's size before its size changed) must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.
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