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Atavist

The atavist is conflicted between the old and the new, the past and the future, who they were and who they will be. When you wake up each morning you either feel the heavy weight of age on your shoulders or the spring of youth in your step. Your duplicates are all either slightly younger than you or a little bit older than you.

Past Embodied

At 1st level, you become proficient with and have advantage on Intelligence (History) checks. In addition, you are able to perfectly recall anything you’ve heard or seen within a number of weeks equal to your level in this class.

Double Dodge

At 5th level, when an attacker hits you with an attack, you can use your reaction to halve the attack’s damage against you. You do not need to see the attacker or be aware of the attack.

Temporalis

At 10th level, you can use an action to cast time stop without the need for somatic or material components. Unlike normal the duration is reduced to a number of rounds equal to half your proficiency bonus, and you are able to affect other creatures without ending the effect so long as you do not inflict any harm. For example, you could force a potion of healing down an unconscious ally’s throat, but not stab an opponent in the neck.

Once you use this feature, you must finish a long rest before you can use it again.

Regressing Strike

At 15th level, when you hit a living creature with a melee weapon attack you can force it to temporarily regress in age. The creature makes a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, it regresses back to adolescence for 1 minute, taking a -2 penalty to AC, ability checks, attack rolls, and saving throws.

If the saving throw fails by 5 or more, the creature takes a -4 penalty instead. Once a creature has been de-aged, it is immune to your Regressing Strike for 24 hours.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Mortal Strike

At 20th level, when you hit a living creature you can force it to rapidly age. The creature makes a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, it immediately ages long past mortality and instantly dies. On a successful save, it temporarily ages decades (or for some races centuries) for 1 minute, taking a -5 penalty to AC, ability checks, attack rolls, and saving throws.

Once you use this feature, you must finish a long rest before you can use it again.

Section 15: Copyright Notice

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