Action Surge (1/day). Atom can take one additional action on his turn.
Lucky. (3/day) When he makes an attack roll, ability check or saving throw or when an attack roll is made against him, he can roll an additional d20 and choose which die to use.
Mobile. When he makes a melee attack against a creature, he doesn't provoke opportunity attacks for the rest of the turn.
Sentinel. When he hits a creature with an opportunity attack, their speed becomes 0 for the rest of the turn. Additionally, creatures provoke attacks from you even if they take a disengage action.
Maneuvers (5/day). Atom can use any of the following Fighter Battle Master maneuvers, using a d10 for the superiority die.
Trip Attack. When he hits with an unarmed strike, he can expend one superiority die to add to the total damage roll. And if the target is Large or smaller it must make a Strength saving throw DC 18 or be knocked prone.
Disarming Attack. When he hits with an unarmed strike, he can expend one superiority die to add to the total damage roll. The target must make a Strength saving throw DC 18 or it drops an object that he chooses at their feet.
Precision Attack. When he makes a weapon attack roll, add superiority dice to the roll.
Grappling Strike. Immediately after hitting a creature with a melee attack, he can expend a superiority dice and then grapple the target as a bonus action. Adding the superiority dice roll to his Athletics Check to grapple.
Multiattack. Atom makes three unarmed strike attacks.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 5) bludgeoning damage.
Second Wind. (1/day). He can regain 1d10+14 hp if he is losing.
Reposte. When a creature misses you with a melee attack, he can use his reaction to make a melee attack against it.
Brace. When a creature he can see moves into his reach he can use his reaction and spend one superiority dice and make an attack against the creature, if the attack hits add the superiority dice to the damage.
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